Wizard Mechanics Guide (Module 17)
Formatted by: Janne
Table of contents
- Class Mechanics
- General Mechanics
- Enchantment Slots
- Gear Bonuses
- Artifact Equipment Set
- Insignias and Pets
- Character Statistics
- Ability Scores
Due to my general disinterest with module 15 and 16, I skipped playing both and as a result did not write guides or update my old content for these time periods. However, come module 17 the content interests me enough to resurface and as a result of this, I have taken the time to write the document you see here. During both Module 16 and Module 17, I had the privilege of being invited to a closed beta where I could playtest the new content and so this guide comes with quite a lot of foreknowledge of what the content in module 17 is like, as well as the usual rigour which I like to apply to testing game content. Module 16 changed quite a lot in the game, removing many mechanics outright and simplifying the game as a whole and as a result, my guide will be quite condensed compared to those before. However, there is still quite a bit of room to explore.
Many thanks to the following people who have contributed to this document either directly or indirectly:
- Skullelf, for proofreading and adding suggestions to the guide. Also for adding the consumables section.
- Janne, for help with formatting and proofreading and for hosting this on her site.
- Sacramentum, for help with proofreading the document. Helped update the Consumables section.
- Lightbringer, for help with proofreading the document and fixing mistakes.
- Pitshade, for pointing out errors missed by proof readers.
For easier reading and reference there are tooltips throughout the guide, words with tooltips have dotted underline.
Also the powers and skills are color coded to their mechanics:
- Arcane Powers.
- Cold Powers and .
- Fire Powers and .
This section deals exclusively with the theory side of the Wizard, fortunately for people who do not like mathematics, it is much shorter than before.
These are the fundamental mechanics built into the class that make it tick.
increase your damage by 0.5% per stack. They stack up to 5 times by default, although the feat “ ” raises that limit to 10 and also increases the damage buff from 0.5% to 1.5%. can be obtained from the following sources:
|Power Name:||Number of Stacks Granted:|
|(Passive)||1 every 4 seconds|
|1 per target hit|
|1 per target hit|
Unlike previous modules,remain active until their duration (8 seconds) has expired and do not fall off the moment combat ends.The list of powers in the table above also happens to be the list of powers which benefits from Arcane Mastery. is supposed to double the damage buff from while it is active. It is bugged and doesn’t double the bonus from . does not make Powers count as Arcane Powers for the purposes of other powers that modify Arcane Damage, for example . It is worth noting that and refresh the duration of , even though they do not apply them.
slow the enemy and depending on feats and class features, grant additional bonuses to damage and utility. Upon reaching 6 , if you hit the enemy with or they will become , which is a control effect with a base duration of 5 seconds. have a ~2.8 second duration and can be acquired from the following sources:
|Power Name:||Number of Stacks Granted:|
|1 per hit|
|(2 Targets)||1 each|
Although it is not intended, application of the status effectcan still sometimes trigger additional mechanics, for example, with and . This leads powers which apply to trigger every so often on application of , when you Critically Hit. The following feats modify the behavior of :
- – Grants 1% Cooldown Reduction for each stack of on your enemies, capping at 10%.
- – Grants 1% increased damage per stack of on an enemy, capping at 6%.
- – Increases your Critical Severity by 4% per stack of on the enemy, capping at 24%. Broken as of the current preview patch.
- – Applying deals 40 damage. This triggers off of every hit of and . Why this feat is in Arcanist and not Thaumaturge, I do not know.
It is worth noting thatand refresh the duration of , even though they do not apply them.
is a Damage over Time (DoT) effect with a duration of 4 seconds. It ticks once per second, dealing 20 per hit. can be applied from the following sources:
Applyingto an enemy who is afflicted with converts it to , which extends the duration by another 4 seconds. Mechanically, there is theoretically no difference between and regular , however in practice appears to benefit from more damage increases than does, leading it to do significantly more damage. Applying either or while is active will refresh the duration of and applying while is active will refresh the duration of . The following feats modify the functionality of :
- – Every hit dealt by to an enemy regenerates 0.25% Action Points.
- – deals 16 damage to enemies within 15’ of the afflicted target. Increases to 32 with . Does not benefit from .
- – Increases your Critical Severity by 10% and increases the damage of and by 25% on Critical Hits.
- – Removes the DoT portion of and converts it into a single hit for 40 . Bugged and only triggers on a single target hit by an AoE. It is bugged and is supposed to trigger for 60 , but only triggers for 40. This feat has an Internal Cooldown of 1 second.
This is the least developed class mechanic for the Wizard class and in my opinion, it needs improvement in comparison to the others. To the point where it probably does not even warrant having a section of its own. The mechanic has nothing interesting to lend itself, unlike the other 3 mechanics and doesn’t impact gameplay in any way. With that being said, the following things apply “shock”:
- – When you Critically Hit, there is a 30% chance to shock your target for 100 damage. This always Critically hits.
- – When you are hit by an enemy, they are shocked for 50 damage. This only occurs once every 3 seconds.
- – Dealing Combat Advantage damage has a 20% chance to trigger an additional hit for 80 . This always deals Combat Advantage damage.
, and are also themed powers, but as the mechanic is not utilized in any meaningful way, it is currently just fluff. is a feat which increases the damage of themed powers by 10%.
This section deals with mechanics that are not specific to the Wizard class. For the purposes of avoiding redundancy, a mechanic will not be explained here if it is covered on Janne’s Site.
Every power either has a( ) or Cooldown (CD), with some exceptions and either gives or consumes Action Points (AP). Here is a table listing the Base values for Wizard powers:
|Power Name||(In Seconds)||Cooldown (In Seconds)||Action Points (As a Percentage)|
|(Hit 1 and 2)||0.35||0.35||0.5845|
|(Hit 1 and 2)||0.4||0.4||0.668|
|(Hit 2 and 3)||0.5||0.5||0.835|
** has 10% variance in AP Gain.
As this mechanic is not explained elsewhere, I will endeavour to explain it here. The way it functions is as follows:
- Every Wizard Daily Power consumes 1,000 AP.
- Every At-Will and Encounter Power generates 16.7 AP, multiplied by the of the power. For example, if a power has a of 10 seconds, it will generate 167 AP, or 16.7% of the bar.
- The base value for ( ) acquired in step 2, is then multiplied by every different source of there is. For example, with the boon Call of Power and 12 Constitution, the first hit of will generate AP.
- The intention of this is that for every 60 seconds of time spent attacking an enemy, irrespective of what abilities you use, you will regenerate 1 daily power.
- The Inventory display for is incorrect and adds different sources of , it does not multiply them.
With that being said, there are not many different sources of. Here are the ones I could find:
- Constitution gives 0.25% per point.
- Call to Power gives 1% per point.
- Inner Calm (Sun Elf Racial Bonus) gives 2% .
- Wanderlust (Moon Elf Racial Bonus) gives 2% .
- Artifact Offhands give 2.5% .
Whilst the section directly above deals with AP multipliers, not all sources of AP act as multipliers against a power’s base AP. The sources listed here act as an additional “source” of, but none of the sources listed here benefit from AP multipliers themselves.
- The Epic Snail bonus called , Gives 5 AP every second, for 10 seconds.
- The Legendary Snail bonus called , gives 10 AP every second for 10 seconds.
- gives 2.5 AP every time damages an enemy.
- Spell Twisting gives 10 AP every time you use an At Will after using an Encounter.
- gives 200 AP every time you kill an enemy who is afflicted with , but has a CD of 1 second. It is intended to give only 10, but it is bugged.
- If the buff triggers, it gives 200 AP over 5 seconds.
- Black Ice Overloads give 12.5 AP every 0.25 seconds, for 2 seconds totaling to 100 AP.
- Sigil of the Devoted gives 15.625 AP every second, for 15 seconds (16 total triggers).
- Envenomed Storyteller’s Journal gives 340 AP over 15 seconds.
- Sunlord’s Gift Elixir gives 110 AP over 20 seconds.
- Lathander’s Dew gives 10 AP every 3 seconds.
- Potion of Power (legacy) gives 250 AP on use. These are no longer obtainable.
- Fey Weapons give 100 AP on Encounter use, once every 30 seconds.
- Burning Weapons give 250 AP on Daily use, once every 30 seconds.
- Executioner’s Zeal gives 30 AP whenever you kill an enemy.
In the end, the gain of AP in a given time is obtained by adding the sum of AP, gained by the casting of abilities (which are influenced by percentage AP gain sources), to the sum of AP from all the applicable additional sources (which aren’t influenced by percentage AP gain sources).
These mechanics are covered extensively on Janne’s Site and so I will not go into much detail here. The general idea is, the final CD of a power is equal to its base CD divided by the sum of all Cooldown Reduction (CDR) sources and the minimum CD of a power is equal to its . Here is a list of all the methods a Wizard can reduce CDs via Recharge Speed Increase (RSI):
- Charisma gives 0.25% RSI per point.
- Quick Turnaround (boon) gives 1% RSI per point.
- gives 10% RSI.
- gives 100% RSI for 5 seconds.
- gives 400% RSI for 10 seconds.
- gives 5% RSI.
- Artifact Offhands give 2.5% RSI.
Whilst RSI is the most common method to reduce your CDs, it is not the only method. There are 2 other ways to reduce your CDs. Flat reductions (for example, 2 second reduction on daily use) or percentage reductions (for example, 30% on daily use). Here is a list of these types of reductions:
- Opportunism reduces your CDs by 30% on Artifact use. It is from the Legendary Griffon.
- Artificer’s Persuasion reduces your CDs by 2 seconds on Artifact use. It is an Insignia Bonus and you can find out how to get it on Rainer’s Pocket Wiki.
- Alacrity reduces your CDs by 2 seconds on Daily Power use.
- Encounter’s Reprieve grants a 10% chance to reduce your CDs by 1 second on Critical Hits.
Magnitudes are an important concept which were finally made visible in module 16. They have always existed, but were previously obfuscated behind numbers and you had to reverse engineer the game a bit in order to find out what they were. Prior to module 16, I referred to them as “Ability Coefficients” but now that we have an official terminology for them, we will progress with that.
The basic idea of a Janne’s Site.is, that it is a value that you multiply your Weapon Damage by, in order to determine how much damage you do. For a full explanation of them, you can take a look at
The concept of a Target Cap (TC) is to establish how many enemies a power can effectively hit, in order to allow different powers to do varying amounts of damage and be better against different groups of enemies. Say for example, 1 power did 0.5 damage, but had a TC of 3. It would deal 1.5 damage against 3 targets, making it better against 3 targets than a power which does 1 damage, but has a target cap of 1. Prior to Module 16, every Area of Effect (AoE) had its own TC, but as of module 16, all AoEs have a TC of 15.
Here is a table listing the, per Second (MpS) and Required Target Number for AoEs to be superior to the weakest Single Target power, for every power, the columns represent the following:
- Type – the type of skill, for example, at will.
- MpS Empowerment Arc – per Second with active.
- MpS No Empowerment Arc – per Second with inactive.
- MpS Crit Conflag Thaum – per Second with slotted.
- MpS Average Arc – Average per Second assuming base AP gain across a theoretical fight with infinite duration, taking into account uptime and downtime of .
- Target Count AoE – How many targets you need to hit to break even with the best Single Target power.
|Type||Name||MpS Empowerment Arc||MpS No Empowerment Arc||MpS Crit Conflag Thaum||MpS Average Arc||Target Count AoE|
The top 4 for each power type is highlighted in their respective column, barring the Thaumaturge Column with, due to bugs involving which makes other options superior. The final column is how many targets an AoE power needs to hit in order to surpass the strongest single target power. It is worth noting that currently, is bugged and the first target it hits will take 350 damage, not 125. Furthermore, the of increases with its duration on the target, which is increased by , for every 0.5 seconds it lasts.
As you can deduce from reading that spreadsheet, on Single Target, the best powers for Arcanist are as follows:
If you haveallocated, then you can replace with and with . As far as Class Features go, you want to be using and .
If you are playing Thaumaturge and using(which you should be using), then the ideal power line up for Single Target is as follows:
Unfortunately, due to the ICD onwhich is not reflected in the chart above, it is not worth using DoT powers to rapidly proc and instead you should focus on hard hitting encounters.
Trigger mechanics are mechanics that occur without direct player control, on the condition an event occurs. For example,is a Trigger Mechanic as it “triggers” 30% of the time, when you Critically Hit. Trigger Mechanics fall into 2 very broad, general categories. Inherited Procs and non-Inherited Procs. Inherited Procs are Trigger Mechanics that are not really independent from the power that triggers them, as they take on the properties of whatever causes them to proc. For example, is an Inherited Proc; If it is activated by an Encounter, then anything that increases the damage of the Encounter will also increase the damage of . Alternatively, if the power that triggers Critically Hits, then will Critically Hit as well. As a result of this, will almost always (with the exception of some bugs) Critically Hit, as it only Triggers on Critical Hits.
Here is a list of all Wizard Inherited Procs:
- – 30% chance to deal 100 damage on Critical Hits.
- – 20% chance to deal 80 damage when you deal Combat Advantage damage.
- – Deal 40 damage every time you apply .
- – Deal 100 damage to Control Immune enemies with Control Powers. Does not trigger off of .
- – 20% chance when damaging a enemy to them, dealing 250 damage and Stunning them for 5 seconds.
Here is a list of all Wizard non-Inherited Procs:
- – 20 per tick, ticks 4 times.
- – 20 per tick, ticks 4 times.
- – 50 per tick, ticks 4 times on Daily Power use.
- – Deals 50 damage when you are hit by an enemy, can only trigger once every 3 seconds.
- – deals 20% of its damage to nearby enemies within 15’.
Usually, non-Inherited Procs end up being underwhelming, as they do not benefit from many buffs that they otherwise would, or should. In the case of, if it is triggered off of for example, it is not capable of Critically Striking.
Of major importance to the Thaumaturge path is knowing how often various skills triggerwhen you have . Here is a brief summary:
- – 2 per hit.
- – 2 on the 3rd hit, 1 on the rest.
- – 2 per hit.
- – 2 per hit.
- – 9.
- – 2.
- – 1.
- – 20.
- All other powers – 1.
The reason some skills triggermore than a single time per cast is due to the application of triggering , which is not an intended mechanic.
Although Wizards are no longer strictly a “control” class, they still have control hard coded into them more than any other class. For example, they have a feature called, “Control Mastery” which extends the duration of Stuns, Roots, Holds and Dazes by 2.5 times. The durations of Wizard Control effects are as follows:
|Power Name:||Control Duration (Seconds):||Control Type:|
Prior to Module 16, there were many ways to increase and reduce the duration of Control Effects. I cannot think of many anymore and maybe in the future I will expand on this section, as I am unsure of if and how they have changed the functionality of these mechanics. They may not have changed the mechanics of Control Resistance and Control Bonus at all, but without testing it we cannot be certain. If you are interested in reading how they used to behave however, here is a reference to my prior work.
There are 2 types of buffs and debuffs. Firstly there are Outgoing Damage Debuffs, which reduce the outgoing damage an enemy deals to you, then there are Defense Debuffs,which increase the damage you deal to the enemy. As far as buffs go, there are personal buffs and there are shared buffs. In the interest of making this easier to read, the buffs are covered in one section and the debuffs are covered in another.
All damage buffs are multiplicative with each other. For example, if you have the Featand the Class Feature and 6 stacks of , they will multiply with each other for a net damage increase of 12.36% and will not add for an increase of 12%. This has not changed since module 15. The difference between personal and shared buffs is self explanatory, the personal ones only apply to you and the shared buffs apply to everyone. As of Module 16, Wizard only has a single shared buff, Controlled Momentum, which is a 2% buff and is applied by the following powers:
Here is a table of all personal buffs and their percentages:
|Arcane Mastery||0.5% per stack, for Arcane powers.|
|5% damage buff for Area of Effect powers.|
|Arcane Mastery now applies to Cold, Fire andpowers.|
|Increases your damage by 1% for every stack ofon the enemy. Only buffs non activations not caused by .|
|Doubles the damage buff offor 8 seconds. Bugged and doesn’t increase the bonus from .|
|10% Chance on Encounter Use to gain a buff that makes your next Encounter deal 100% increased damage.|
|Increases your At Will damage by 100% for 5 seconds.|
|Increases the damage of yourPowers by 10% when enemies are afflicted with .|
|Increases the damage buff forby 1%, up to 1.5% per stack and the maximum number of to 10.|
|Using an Encounter Power gives you a 5% damage buff for 10 seconds. If you alternate between different power types, you gain a 10% bonus instead.|
|Increases the damage of your Encounters by 10%.|
|Increases yourdamage by 5%.|
|Increases your damage by 1% for every stack ofon the enemy. Does not buff .|
|Increases’s damage by 25% on Critical Hits only. Does not increase the damage of .|
|Using a Cold Power increases the damage of your next Fire Power by 10% and vice-versa.|
Powers which constitute Area of Effect are as follows:
- (Fully Charged).
- (3rd Hit).
2.5.2 Defense and Damage Debuffs
Defense Debuffs cause an afflicted target to take more incoming damage, whilst Outgoing Damage Debuffs cause a target to deal less outgoing damage. The way the 2 work are as follows:
Wizard does not have many of either of these; When it comes to Defense Debuffs, we have the following:
|Debuff Name||Debuff Strength|
|(Mastery)||10%, 10 second duration.|
|2%, persists so long asis present.|
|15% for Arcane Powers only, 6 second duration.|
|(Mastery)||25% for Arcane Powers only, 6 second duration.|
In theoryis also an Outgoing Damage Debuff, but it isn’t actually functioning and so currently Wizard has none of those.
When it comes down to building your character, the mechanics of some items are not that clear and it can be a deciding factor for how you decide to complete your build. This section aims to cover items of potential interest, which have bonuses that are not stat related. It is worth noting that when looking for items, both Janne’s Site and Rainer’s Pocket Wiki are great resources.
There are many useful Artifacts, so to make it easier this section is broken down broadly into 3 categories. The first is burst DpS artifacts, which are good if you are the main damage dealer in a group and are killing enemies quite rapidly. The second are burst Support artifacts, which are good if there are multiple contributing DpS, but the debuffs have short durations and are only good for short fights. The third type are long duration debuffs, which are good for long fights, both when there are many contributing DpS and only a few. There are niche cases where you might want a defensive Artifact, the best 2 for PVE would be firstly the Forgehammer of Gond and secondly the Wheel of Elements.
There are 5 Artifacts which fall into this category. They are as follows:
- Soul Sight Crystal – 25% personal damage buff against a single target for 10 seconds.
- Sigil of the Cleric – 25% Action Points regenerated over 10 seconds. This is an inferior version of the Envenomed Storyteller’s Journal.
- Envenomed Storyteller’s Journal – 30% Action Points over 15 seconds. It is bugged and generates 34%, not 30%.
- Wyvern-Venom Coated Knives – In combination with the Opportunism mount power which is acquired from the Armoured Griffon, if you deliberately miss enemies with this artifact you can reduce your Cooldowns by 30% every 15 seconds.
- Decanter of Atropal Essence – 1% damage buff that stacks up to 10% by the boon of Atropal hitting enemies 10 times, for 20 seconds. The base duration can be extended 10 times by 1 second so long as you are hitting enemies, sometimes even more if you hit multiple enemies at once. Longest duration I have seen for it is 52 seconds.
Out of those listed above, I prefer to use the Sigil of the Cleric (ideally the Envenomed Storyteller’s Journal) but as I do not have it, I unfortunately cannot use it.
There are many artifacts that fall into this category, but I will just list a few:
- Wyvern-Venom Coated Knives – If you alternatively were to hit with this artifact instead of miss with it, it applies a 12% Defense Debuff as well as a 12% Outgoing Damage Debuff to enemies for 10 seconds. Different ranks of this Artifact stack (legendary and mythic for example) but the same ranks do not.
- Lantern of Revelation – 10% Defense Debuff that lasts 10 seconds. Does not stack.
- Heart of the Black Dragon – 10% Defense Debuff for 10 seconds. Does not stack.
- Charm of the Serpent – 10% Defense Debuff for 10 seconds. Does not stack.
- Token of the Chromatic Storm, Acid – 10% Defense Debuff for 10 seconds. Does not stack.
- Thirst – 10% Defense Debuff, lasts 10 seconds and does not stack.
- Tome of Ascendance, Illusion – 10% Defense Debuff, lasts 10 seconds and does not stack.
Each of these Debuff Artifacts will stack with each other, so in a group with multiple people using them, it is best to coordinate and find one that nobody else is using. Out of this category, I prefer the Wyvern-Venom Coated Knives, due to its versatility but if you are really into min-maxing you will ideally want all of them.
There aren’t that many artifacts of this type and there isn’t really any content in the game at the moment that necessitates using them, but if there was, these are the ideal choices:
- Vanguard’s Banner – 5% Defense Debuff and 2,500 power buff. Lasts for 30 seconds.
- Tactician’s Banner – 5% Buff and 25% movement speed buff. Lasts for 30 seconds.
Ideally you would use the Vanguard’s Banner if you were using one of these, but it would likely be taken by someone else.
These are an expensive investment to make and so it is understandable for a player to hesitate before just jumping onto one. There are two criteria to choose a mount: The combat power and the active effect. Both will be covered here.
There are both offensive and defensive mount powers and I am of the controversial opinion that the defensive ones are actually better than the offensive ones, which really do only make a minor impact. If you are in a group that is trying to break speed records however, the offensive ones are your go-to choice. In no particular order, the mounts I would choose between are:
- Armored Griffon – Reduces the enemies’ damage by 15% for 10 seconds.
- Tyrannosaurus Rex – 10% instance wide Defense Debuff which lasts 10 seconds and does not stack. If a group of people could co-ordinate the uptime of this in extended fights in theory it is better than the Bat Swarm.
- Bat Swarm – 5% personal damage buff and 5% Defense Debuff against 1 target for 10 seconds that stacks.
My personal choice is the the Bat Swarm as it stacks, but if there was ever content that needed mitigation I would switch to an Armored Griffon.
Unfortunately for the most part, the good choices here don’t really overlap with the combat power, so you would be investing into 2 different mounts with the sole exception of the Armored Griffon. The power mount only beats the other offensive mount power, provided you cap cap your other offensive statistics without a mount power.
- Armored Griffon – On Artifact use, reduce your cooldowns by 30%. Combos well with the Wyvern-Venom Coated Knives.
- Black Ice Warhorse or Arcane Whirlwind – 10,000 Power.
- Coastal Flail Snail – 10% Action Points over 10 seconds.
- Triceratops – 50,000 Hitpoints. This mount has the best return on investment, giving more ratings than any other mount.
I personally recommend the Black Ice Warhorse or the Whirlwind for 10,000 power, but if you ever needed mitigation, the Triceratops would be the best bet.
Enchantments are another expensive investment, that many people may want to hesitate a bit before they decide to make a choice. This section hopes to make the choice easier for the reader.
As far as Weapon Enchantments go, there is only one real choice, Vorpal. The maths to demonstrate it is quite long (although relatively simple) and could take up 20+ pages on its own and I cannot fit it into the margins of this document, without dedicating an entire extra document just to weapon enchantments.
To explain at a very basic level how most of them work however, is that they add an extra hit to your powers, for X damage. If you trigger it with and there is only 1 enemy, it will deal an extra hit for 40% of your weapon damage. This damage then scales with whatever buffs are present on that At-Will and any debuffs on the enemy scale it further. In short, the damage increase for the weapon enchantment is dependant on what skills you use to trigger it and how many times those skills trigger it. At a very basic level, the damage increase is equal to:damage. Take for example a R12 Enchantment, which adds an additional hit for 40
This does not factor in things like Critical Severity or Combat Advantage, which is necessary when doing comparisons with Vorpal, or variables such as debuffs, which is necessary when comparing with Bronzewood. If explanations for further enchantments are desired, I may in future write a document on them.
When it comes to Armour Enchantments, there are 2 real choices, the Soulforged and the Barkshield. Soulforged is good for bringing you back if you make a mistake, however it doesn’t really do anything to prevent you from making mistakes in the first place. I prefer Barkshield as a result of this, which prevents you from dying in the first place by mitigating incoming damage.
Really though, Armour Enchantments play a minor role in the development of your character and it isn’t your highest priority to obtain one as a Wizard.
As these bonuses are no longer unique to individual pieces of gear and have been named, I won’t be covering the gear pieces but rather the bonuses themselves. Here is a list of the bonuses I find to be interesting for the Wizard, as well as what they modify.
- Sniper’s Perk – Ranged Powers deal 3% more damage. It stacks twice, but no more. Hag’s Rags have this bonus.
- Brute’s Fury – Your Powers deal 0.5/1/1.5/2/2.5% more damage to targets within 25’. Stacks at different ranks. Shadowstalker rings have this bonus.
- At-Will Perk – Your At Wills deal 3% more damage. Stacks twice. Boots of the Willed have this bonus.
- Encounter Perk – Your Encounters deal 3% more damage. Stacks twice. Jawripper’s Grips have this bonus.
- Charged Fury – Deal 3% more damage when over 75% stamina. Does not stack. Enduring Boots have this bonus.
- Critical Charge – 10% chance to gain 25 AP on Critical Hit once every 5 seconds. It does not contribute much AP gain at all. Protege’s Ward Trousers have this bonus.
- Executioner’s Zeal – Gain 3% Action Points back on kill. Probably the best boots bonus for trash monsters. Primal Boots have this bonus.
- Butcher’s Might – When you damage or heal a target for more than 15% of your Hitpoints, you gain 1% power for 10 seconds (max 5%). If you hit multiple targets with a single power, it only triggers once. Only increases power from the Items and Features categories, not the Buffs category, with the exception of the stronghold power boon. Primal Gloves have this bonus. This bonus does stack across multiple items that have it.
- Tit for Tat – Your At Will and Encounter powers deal 3% more damage, your Daily powers deal 30% less damage. Probably not a good choice for Thaumaturge, but optional for Arcanist. Fearbringers have this bonus.
- Encounter’s Reprieve – 10% chance to reduce your CDs by 1 second on Critical Hits. The Protege’s Shirt has this bonus.
- Undermountain Hunter – 5% increased damage in Undermountain. Does not stack. Protege’s Charmed Hat has this bonus.
The Executioner’s Black Garbs bonus, “Executioner’s Blade” is a 3% damage buff. Although the tooltip states it is 5%, this is not the case and it is a worse option than the Ebony Stained Robes.
The following list of power constitutes as “Ranged” for the purposes of Sniper’s Perk:
and do not benefit from Sniper’s Perk, does if the ability that procs it does as well. Powers which are not listed do not benefit. All Wizard Encounters benefit from Encounter Perk, but once again and do not. Brute’s Fury and Charged Fury boost all your damage sources, including . Tit for Tat boosts all Encounters and At-Wills and reduces all Dailies, but doesn’t modify .
For your neck and belt, there are 2 possible choices when building a Wizard. The first is the Orcus set and the second is the Arcturia set. Although the set bonuses look similar, functionally they are very different. The Orcus set is a percentage buff and is not visible in the combat log without fixed damage weapons. It increases your damage by:
|Your HP%-Their HP%|*0.2
It does not buffor , but otherwise increases everything as the enemies HP is reduced. It has significantly less statistics than the Arcturia set though and those statistics do modify damage. The Arcturia set on Daily Power use, hits for 15% of every power that occurs from the moment the daily is cast until 10 seconds later to every enemy within 80′. It does not trigger off of either and only triggers off the first hit of many DoTs (for example ), although it triggers off every hit of . These sets are both very similar in performance, due to how large a portion of your damage comes from .
Insignia Bonuses are provided by sticking the correct combination of insignias into mounts, in the stable on the mounts tab. The bonuses do stack if you include more than 1 at the same time, but they provide a diminishing bonus for every one you stack, with 5 of the same bonuses only providing an extra 75% over and above the amount provided by a single one. For wizard, I find the following to be useful:
- Artificer’s Persuasion – Reduces your cooldowns by 2 seconds after using an Artifact.
- Assassin’s Covenant – Reduces your Defense, Deflect, Critical Strike Avoidance and Awareness by 1,000, but increases your Accuracy, Armour Penetration, Critical Strike and Combat Advantage by the same amount.
- Gladiator’s Guile – Increases your movement speed by 10% while your stamina is above 75%.
- Champion’s Return – When you are reduced below 50% hitpoints you heal 10% of your HP and stamina over 10 seconds. It only occurs once every 60 seconds.
- Combatant’s Maneuver – Gain 2,500 Combat Advantage after controlling an enemy. is the easiest way to trigger this, although there are many other Wizard powers which work.
When it comes to pets, there are quite a few important aspects. Firstly the summoned pet, the best of which is the Bulette Pup, which has increased Combat Advantage, Defense and Power. Whilst the Yojimbo does still have a 10% debuff, it is likely a bug and even due to it, it is not recommended you use one due to the sheer quantity of ratings you will lose. Xuna is another bugged pet, which is doing significant;y more DpS than a player but I do not recommend investing into broken items. The next important choice is the Enhancement power, the ideal choice of which is Potency which increases power, you can find out which pets provide this on Rainer’s Pocket Wiki.
Finally, here are some of the more interesting pets to us as a DpS:
- Tamed Velociraptor (Offense) – 2,000 power for everyone who is using it. It is currently bugged and just gives you 10000 regardless of how many people use it.
- Green Slime (Defense) – 8,000 Defense. This is great if you need to cap your defense.
- Staldorf (Offense) – 8,000 Combat Advantage.
- Deepcrow Hatchling (Offense) – 8,000 Power.
- Alpha Compy (Utility) – 5% more power.
- Zhentarim Warlock (Utility) – 4,000 more Combat Advantage, 16,000 more Hitpoints.
- Phase Spider (Defense) – 2,000 Critical Strike, 4,000 Combat Advantage.
- Batiri (Offense) – 4% damage buff against bosses. Unfortunately it is additive with Critsev and CA at the moment. (thanks to Ellareth for pointing this out). After changes it should be worth using.
The Hunting Hawk sounds good in theory, but the damage buff only applies to At-Wills and does not modify the damage of your procs. Due to this in practice it is not better than an Alpha Compy. The Netherese Arcanist is an additional hit and also does not trigger off of procs, it is pretty bad and should not be used either. Death Slaad is also poor, contributing only ~1% to your DpS at legendary. Finally, the War Boar is far stronger than intended and is equivalent to running an additional, but I expect it to be fixed in an upcoming patch.
This section was written by skullelf and formatted by Sacramentum, full credit to them. Consumables play a pivotal role in character optimization and are often overlooked by many players. During a dungeon run, you will most likely want as much power as you can get from any non-gear related items.In this section I will recommend on some of the Consumables which I consider best for a CW. There are 8 categories of Consumables. Within a category, consumables do not stack and you can use 1 consumable from each category at a time.
|Category Index||Name||Category||Effect||Duration||Persists through death||Notes||Obtained from|
|1.||Watermelon Sorbet||Event food||Increases your Power and Accuracy by 10%.||30 minutes||No||It is important to mention the stats increase will be calculated from your base power statistics. (Base stat = The value of the stat with no buffs and without companion).||Can be obtained in the summer festival.|
|Grand Summer Feast||Event food||Increases your Maximum Hit Points by 5200, Deflect chance by 1.5%, Power by 5%, Accuracy by 5%, Critical Chance by 1.5% and Critical Severity by 2.5%.||30 minutes||No||Just like the Watermelon Sorbet, the Power and Accuracy increase will be calculated out of your base values.||Can be obtained in the summer festival.|
|Lathander’s Dew||Event food||Increases your Action Points by 1% every 3 seconds.||30 minutes||No||–||Can be obtained from the Day of the Dungeon Master event as well as the Pinatas from summer festival.|
|2.||Wild Storm Elixir||Elixir||Increases your Critical Strike by 400 and your Critical Severity by 10%.||1 hour||Yes||–||Can be obtained in the Vault of Piety window.|
|Sunlord’s Gift Elixir||Elixir||Increases your Accuracy by 400 and you have a chance to gain 5% of your AP over 20 seconds.||1 hour||Yes||BUG gives 11% instead of 5%.||Can be obtained from Vault of Piety window.|
|3.||Potion of <Stat> Rank 6||Potion||1000 stat increase.||1 hour||Yes||–||Can be obtained through the professions window.|
|Potion of <Stat> Rank 6 +1||Potion||1200 stat increase.||1 hour||Yes||–||Can be obtained through the professions window.|
|Potion of <Stat> Rank 7||Potion||1500 stat increase.||1 hour||Yes||–||Can be obtained through the professions window.|
|Potion of <Stat> Rank 7 +1||Potion||BUG 1500 stat increase.||1 hour||Yes||–||Can be obtained through the professions window.|
|Potion of <Stat> Rank 8||Potion||2000 stat increase.||1 hour||Yes||–||Can be obtained through the professions window.|
|Potion of <Stat> Rank 8 +1||Potion||BUG 2000 stat increase.||1 hour||Yes||–||Can be obtained through the professions window.|
|Potion of <Stat> Rank 9||Potion||2500 stat increase.||1 hour||Yes||–||Can be obtained through the professions window.|
|Potion of <Stat> Rank 9 +1||Potion||2875 stat increase.||1 hour||Yes||–||Can be obtained through the professions window.|
|Potion of <Stat> Rank 10||Potion||3000 stat increase.||1 hour||Yes||–||Can be obtained through the professions window.|
|Potion of <Stat> Rank 10 +1||Potion||? stat increase.||1 hour||Yes||–||Can be obtained through the professions window.|
|Superior Flask of Potency +1||Potion||Increases your Power, Accuracy and Critical Strike by 440 and your Critical Severity by 7.5%.||30 minutes||Yes||–||Can be obtained through the professions window.|
|Potion of Speed||Potion||Increases your Movement Speed by 20%.||15 minutes||No||–||Can be obtained in the Acquisitions Incorporated campaign store from Swag Bags.|
|4.||Invocation Blessing||Invocation||Adds 1302 of 2 random stats to your character at level 80.||15 minutes||No||Can be obtained from Invoking.|
|5.||Potion of Dragon Slaying||Potion of Dragon Slaying||Increases your damage against dragons by 10%.||20 minutes||No||Can be obtained from dragons in Well of Dragons.|
|6.||Potion of Redcap Slaying||Potion of Redcap Slaying||Increases your damage against redcaps by 10%.||No||Can be obtained from dragons in Sharandar NPCs.|
|7.||Scroll of Fate||Scroll of Fate||Increases a stat by a value of 7 times your level.||30 minutes||No||Power or movement are the better 2.||Can be obtained in the Winter Festival event.|
|8.||Greater Potion of Dragon Slaying||Greater Potion of Dragon Slaying||Increases your damage against dragons by 10%.||20 minutes||Yes||Can be obtained from dragons in Well of Dragons.|
Immediate effect consumables:
1. Stone of Health – fills your Hit Points.
2. Potion of Power (Legacy) – fills 25% of your Action Points.
Additional useful items:
1. Doohickey – deals AoE damage. Very useful for when you need to hit something fast but your encounters have cooldowns. This can be obtained in the Wonders of Gond event. 30 seconds cooldown and cannot be used from your inventory. You must slot it on your belt.
2. Greater Corrupt Black Ice Enchantment – When dealing damage you have a 25% chance to empower yourself with Corrupt Black Ice, granting 800 power/ armor penetration/ critical strike for 8 seconds. Additionally, you generate 1.25% of your Action Points each second while affected by this buff. Can trigger only once every 70 seconds.
It’s not an ideal option but there are not many overload enchantments which we can consider good on the current content.
3. Mark of the <Mob Type> Slayer, rank 2 – Increases your damage against mobs by 10%. This Overload Enchantment procs from initial hits only (won’t proc from every tic of) and will hit the target with an additional hit equal to 10% of the damage of the hit that procced it. It is important to mention that in the new content (LoMM and ToMM) there are no mobs which can proc this enchantment.
4. Alliance Champion Horn – +4000 power and +30 Action Points per second for 21 seconds, for a total of 63% Action Points. This bonus scales with.
In order to build a good character, you need to optimize your character’s statistics in such a way so that you meet certain caps. The best tool to help you do this is on Janne’s Site, on the optimization page. These are the stats you will need to be able to contribute in various pieces of endgame content:
Lair of the Mad Mage:
- 68,000 Armour Penetration.
- 68,000 Critical Strike.
- 68,000 Accuracy.
- The rest into power.
Tower of the Mad Mage:
This trial is no joke, it is the hardest content this game has ever had and you had best be prepared going into it. Ignore the item level requirement, the most important factor is having the right gear.
Straight off the bat, you Need to be able to survive hits for over 1 million damage. How you do this is up to you, the way to do it purely off gear is the following:
- 400,000 Hitpoints.
- 80,000 Defense.
- Griffon Mount.
This leaves you with 26,000 HP after mitigation. Alternatively, if you want to forego using a DpS artifact and use a Forgehammer, you can have anything over 250,000 HP. Starting out I would recommend going in with 400,000 HP and 80,000 defense, then gradually lower the HP until you find an amount that is comfortable for you. Aside from the HP, you will want 5 Tactical Enchantments in utility slots and for a mount power you will either want a Griffon or a Tyrannosaur. Either way, a bullet list of all the stats that are required are as follows:
- The ability to survive a premitigated hit of >1,000,000 damage.
- 80,000 Defense.
- 80,000 Armour Penetration.
- 80,000 Critical Strike.
- 70,000-80,000 Accuracy.
- The rest into Power and Combat Advantage, with a maximum amount of 130,000 Combat Advantage.
- I consider tacticals the best choice for utility slot for this trial, netting 6% increased incoming healing per stack.
Here is an example of my Character Statistics, before buffs have been applied, for the early preview trial runs:
Whilst I am running with 289,000 Hitpoints, I do not recommend running with this much unless you know absolutely every mechanic and are certain you can dodge everything and react correctly to everything. If I make a single mistake with this HP value, I will die. My statistics are not entirely optimized yet, these are what I have from early runs on preview and they will be much improved once I have access to the gear I want, but this should serve as a decent base line. Note, that whilst you can useto mitigate the big hits, it will cost you roughly 15% of your DpS and it should be considered a last resort. Losing statistics is almost always less of a damage loss.
The bonuses provided by each ability score is either equal to the ability score divided by 400, or the ability score divided by 200. Say for example Intelligence, grants a 0.25% damage bonus per point. The best ability scores for Wizards depends on the circumstances, with Intelligence always been the primary choice and then Charisma or Dexterity being the secondary choice. The choice between the 2 of them depends on how much Combat Advantage and Critical Severity you have, as well as how much RSI you have. For slow fights I recommend Charisma and for short fights I recommend Dexterity. As it currently stands, I would only choose Charisma for Tower of the Mad Mage and otherwise my primary choice would be Dexterity. For anyone curious how to work this out, you are just comparing the following:
Damage % Encounters * ((1+New RSI)/(1+Old RSI)-1)*100%
((1+New Critsev*0.5+CA)/(1+Old Critsev*0.5+CA)-1)*100%
From combat logs, encounters make up between 30-45% of your damage as a Wizard and usually you will find on paper, Charisma wins. In practice though you can only take advantage of that damage increase in extended fights and the only fight which exists in the game which is long enough to take advantage of that bonus is ToMM.
Thank you to everyone who takes the time to read through my guide and especially thanks to those who find the time to verify what I have written and point out any mistakes to me. The most important part of learning and improving is looking for the mistakes you make, admitting you have made them and then making an active effort to fix where you have gone wrong. When writing these guides I strive to be correct above anything else and so if I made any mistakes, please do take the time to tell me, I really do appreciate it. Also a big thank you to those who took the time to proofread and add suggestions, your additions are invaluable.