Go Back   EQ2Flames Forum > Class Discussion > Wizards

Reply
 
LinkBack (1) Thread Tools
Old 09-18-2007, 04:46 PM  
Regular
 
Character: Daray
Server: Kithicor

Posts: 265
Photos: (0)

Default Daray's Wizard DPS Guide (updated for ROK)

MAXIMIZING DPS AS A RAID WIZARD - A GUIDE (UPDATED FOR ROK)


This guide should now be updated for ROK. Let me know if I have overlooked anything.

These are responses to questions that I find myself being asked time and time again, as well as topics we repeatedly see asked on the various forums.

The basic objective of this post is to try to elaborate a little on the various principles that exist for maximizing dps as a raid wizard. I won’t make any claims as to the accuracy or completeness of the guide, especially as the game is continually changing. However, I do hope that it will inspire some input and feedback from the community.


There are 6 main areas which I will focus on:
  • Raid Setup and Buffs - What buffs to expect, and how they impact your dps.
  • Debuffs - The relationship between debuffs and dps, and what to look for.
  • Spell Quality - How upgrading your spells will affect your dps, including a complete end-game spell list.
  • Character Development and Achievements - How best to distribute your AAs, and a brief comparison of racial abilities.
  • Spell Rotation / Casting Order - How to work out your optimal spell rotation.
  • Gear and Items - Understanding item attributes and making informed gear choices (includes a list of optimal and alternative gear).


If you have not done so already, download the following parser (ACT) and learn how to use it - it is a valuable tool for evaluating your own dps:

Advanced Combat Tracker -- An encounter parser for EQ2







1) RAID SETUP AND BUFFS


I will detail below the various benefits that can be gained from having certain classes in your group and raid as a wizard. I will only list (for the most part) those buffs, spells and abilities which other classes bring that directly relate to increasing your dps, controlling hate or managing power.

I have included the buff icons where possible to make it easier to recognize the buffs in your effects window at a glance.



Troubador is pretty much a must-have for your group. Note also that the troubador ROK mythical weapon also provides a 10% base damage increase to all hostile spells for the entire group (as an "Aria" enhancement). Although the bards' run speed buff isn't listed below, it is still worth noting as it lets you move between targets faster, allowing you more time to prebuff if pulling fast.
  • (Group) Alin’s Serene Serenade: Decreases hate gain of group members by 34%
  • (Group) Power Ballad: Troubador / Dirge group buff that increases in-combat power regen of group members by 60. Stacks with the enchanter power regeneration spell.
  • (Group) Aria of Magic: Group proc buff that has a 30% chance to deal additional mental damage off hostile spells (405-675 at 1106 INT). This can be enhanced with the troubador ROK mythical weapon to provide a passive 10% increase to the base damage of all hostile spells for the entire group.
  • (Group) Perfection of the Maestro: Temporary buff with a 1.5 min reuse that inflicts additional damage (557-680 at 1106 INT) with every spell cast by the group (i.e. 100% proc rate). It also increases the INT of group members by 99. Try to get your Troubador to use this whenever the spell is available, especially as it does not daze the troubador anymore. The troubador mythical weapons applies this buff raid-wide.
  • (Group) Allegro: Troubador / Dirge AA that increases the casting speed of group members (scaling each rank, starting at 1%)
  • (Group) Don’t Kill the Messenger: Troubador / Dirge AA that increases all chances to land a critical spell, heal, ranged or melee attack by 7.5%
  • (Group) Resonance: Troubador AA that increases the range of the group’s spells by 5m.
  • (Group) Harmonization: Troubador AA - Any persistent spells that heal or cause damage have their durations reduced by 10%, allowing their effects to occur faster. Any persistent spells that do not directly heal or cause damage have their durations increased by 10%. It does work to increase temp item proc durations from items such as Robe of Al'kabor, Dark Orb of the Mind, Vine-wrapped Boots, Cloak of Woven Silk, and Earring of the Unkempt Power - all by 10%.
  • (Group) Song of Magic: Increases Focus by 70, and Disruption, Subjugation, Ordination, Ministration and Aggression of group members by 35. This buff can be of situational benefit but is normally unnecessary and not used (as it consumes a conc slot).
  • (Single) Jester’s Cap: Temporary buff that reduces the reuse speed of target for 30 seconds (followed by a 2 min immunity). Try to get your Troubador to JC you as much as possible.
  • (Group) Bladedance: Bard AA group AOE avoid - dispelled when target takes damage.
  • (Enemy) Countersong: Decreases the damage done by the next spell cast by 90% (20s duration / 10min recast / 3min immunity). This doesn't have any direct impact on dps, but is still worth knowing about.



Warlock
is also a beneficial addition to our group, and they also benefit as much from our group setup too. Note however, that their largest group benefit was stripped from them with the recent "fix" to Propagation.
  • (Group) Mage's Pact: Increases Disruption, Subjugation, Ordination, Ministration and Aggression of group members by 38.
  • (Group) Propagation: Increases the trigger percent by 4 of all spells of group members. Note that this was recently changed to no longer affects item procs and so is of limited benefit again.
  • (Group) Pillaging: Drains power from an enemy and surrounding encounter members, and increases the power of group members (AE) by 33 instantly and every 3 seconds (36s duration / 60s recast).



Illusionists
can also bring a lot to the mage dps group and their personal dps also sees sizeable gains from a mage dps group setup (especially with PotM and Frigid Gift due to their fast spell cast times). Their ROK mythical plays an important role in the management of the group's power, and some claim that it is "overpowered".
  • (Group) Percolate: Increases the in-combat power regeneration of all group members by 53 (66 with AA enhancements). This stacks with the Bard power regeneration buff and will take you close to or over the in-combat power regeneration cap (120 at level 80). Coercers have a similar group buff called "Soothing" and the coercer equivalent can be enhanced to include 15% spell haste with their VP 6-set bonus.
  • (Group) Flash of Brilliance: Temporary 30s duration group buff (90s reuse) that increases INT of group members by 204, and Focus, Disruption, Subjugation, Ministration and Ordination of group members by 75.
  • (Group) Manatap: Drains power over time from the target and surrounding encounter mobs, and replenishes the power of group members by 62 instantly and every 4 seconds (24s duration / 45s recast).
  • (Group) Savante: Temporary group buff that reduces the power cost of all the group’s spells by 56% for 30 seconds (2min 30sec recast).
  • (Group) Illuminate: Illusionist AA. All spells cast by the group are much more difficult to resist for a limited time. Reduces the resistability of the group's spells by 50% for 20 seconds (1 min 30s recast).
  • (Group) Mana Shroud: Illusionist / Coercer temporary group buff that increases the power of group members by 436 for any damage they take (3 triggers). 30s duration / 3 minute recast.
  • (Group) Empathic Soothing: Illusionist / Coercer AA line which provides the group with an additional 8% passive hate reduction.
  • (Single) Tandem: Augmentation placed on the illusionist’s ally that has a 33% chance to proc 547-668 mental damage (at 1106 INT) on any hostile spell. It also decreases threat by 795–972. Can be cast cross-raid, and maintained on as many allies as there are available concentration slots for.
  • (Single) Time Compression: This illusionist AA improves casting speed by 20%, reuse speed by 10% and recovery speed by 40%. This can only be maintained on one grouped ally at a time, and is a great source of dps to either of the sorcerers. It is best placed on the highest parsing sorcerer (which should be a wizard, even though warlocks can get situational larger benefit on specific encounters).
  • (Single) Mana Flow: Illusionist / Coercer AA that causes the enchanter to sacrifice 10% health and power to return 10% power to self and target when Mana Flow expires at the end of its 30s duration. 1 minute recast (though this can be lowered with AAs). Can be cast on any raid ally. Coercer mythical turns this into "group target" for coercers.
  • (Group) Soothing Mind: This is the group proc from the illusionist ROK mythical weapon. When it procs, it gives each group member an independent buff with 3 triggers of 342 power (that trigger off any successful attack).



Furies
tend to be the standard healer for mage groups, partly due to their fast casting heals, regens and save deaths, which tend to provide the best chance to keeping the group alive through heavy damage from AEs or other. They can also achieve decent dps from the mage group setup when not having to heal.

However, with ROK, the usefulness of Fury INT buffs has dropped off sharply. This is due to the high INT that the new (raid) items are providing. It is reasonable to expect that we will be running near or over the hard cap towards the end of the expansion before extra INT buffs are factored in. Therefore, with the diminishing returns system, you will see far more benefit from a templar (or mystic if you can be greedy with their buffs) than a fury.
  • (Group) Forest Spirit: Increases INT and WIS of group members by 93. This stacks with the mage group INT buff.
  • (Group) Tortoise Shell: Fury / Warden AA 30s Group AOE immunity (within 3m) that stifles and roots the druid (can be toggled off early). 2 minute recast.
  • (Single) Lucidity: Increases the INT of target by 137 and Max Power by 895. This costs a concentration slot and can be maintained on as many group members as there are available concentration slots.
  • (Single) Aspect of the Bat: Fury/Warden buff that increases in-combat power regeneration by 25, Max Power by 294, and AGI by 45. This buff can only be maintained on a single group member.
  • (Group) Fae Immolation: A group augmentation that grants the fury's group 393 heat damage with every successful melee attack (3 triggers - 20s duration / 20s recast) - included because I do stand behind the mobs and autoattack.



Templars
are also a viable mage group healer, but this comes more down to the buffs they can provide than their ability to heal through damage to mages solo. Their hitpoint and stoneskin buffs, as well as their group arcane cure, can be of situational benefit too.
  • (Group) Blessings: Group buff that increases trigger percent chance (on item effects) by 20% relative to its base value.
  • (Group) Divine Recovery: Templar / Inquisitor AA that increases the casting speed of group members by 50%, and the recovery speed of group members by 33%. It has a 24 second duration and 5 minute recast.
  • (Group) Sanctuary: Temporary buff that makes group members immune to all control effects for 30 seconds. AA enhancements to this spell will increase the duration by 2 seconds per rank (5 ranks). It has a 3 minute recast. This has advantages when dealing with abilities or AEs with frequent control components that limit your ability to cast.
  • (Single) Shield Ally: Passive AA that grants the templar an extra 60% chance to shield the target ally from a melee attack, using the templar's avoidance.
  • (Single) Unyielding Benediction: Augmentation that grants an ally a 10% chance to absorb one physical damage attack whenever they are damaged with a melee weapon in combat. This buff can only be maintained on a single ally.



Mystics
are also a beneficial choice for healer, but this is completely dependent on whether you can be greedy and retain their buffs for yourself. Also note that mystics have a rather powerful power replenishment clicky effect on their mythical epic weapon.
  • (Single) Ancestry: AA that increases the trigger percentage of all of the target ally’s spells and items by 3%. It can only be maintained on a single group ally. This buff tends to find its way to a bard more often than not.
  • Shaman (Single) Ritual of Alacrity: Mystic/Defiler AA that improves casting speed, recast speed and recovery speed of all spells by 33% (30 second duration / 1 min 30s recast).
  • (Single) Ancestral Avatar: Increases STA, AGI and STR of target ally by 85. This can be further enhanced through class AA's to buff INT and WIS in addition.



Raid-wide Fighter buffs
were introduced with GU38 and increased the desirability of fighters within the raid. Each fighter was given one specific raid-wide buff that all members of the raid will benefit from, regardless of group. Of these six buffs, there are two that are of importance to wizards – Monk (Mindful) and Shadowknight (Lucan's Leadership). The Bruiser raidwide buff (Brusing Cry) is worth noting too.
  • Monk (Raid) Mindful: Increases casting speed of raid members by 14.4% and attack speed of raid members by 24.
  • Shadowknight (Raid) Lucan's Leadership: Increases the damage of spells by 112 and STA of raid members by 65.
  • Bruiser (Raid) Bruising Cry: Increases the effectiveness of all taunts and detaunts by 20%, and increases the damage of combat arts by 112.



Other:
The following list contains various buffs that other classes offer, which can be beneficial to your dps and hate management. Although they would not necessarily be ideal choices for your group, sometimes you may have to make the best of a bad situation. This gives you an idea of what to look out / ask for.
  • Defiler (Group) Pandemonium: Drains health and power over time from the target encounter and converts it into health and power (78-95 power instantly and every 5s) over time for the defiler's group. This leaves the defiler stifled but can be toggled off early. 40s duration / 2 min 30s recast.
  • Dirge (Group) Luck of the Dirge: AA group buff that increases trigger percent chance (on item effects) by 20% of the existing trigger percent.
  • Guardian (Single) Moderate: Decreases hate gain of target by 36% and has a 55% chance of making an additional attempt to avoid being hit by a melee attack using the caster’s avoidance. This can only be maintained on a single group ally.
  • Monk (Single) Tranquil Vision: This cross-raid castable buff can be enhanced through Monk AAs to transfer 9% of target's threat to the monk (if non-fighter), or transfer 4% of the monk's threat to target (if fighter). This buff also grants a 54% chance of making an additional attempt to avoid being hit by a melee attack using the monk's avoidance, while also increasing Deflection of target.
  • Paladin (Single) Amends: Transfers 41% of target’s current Threat to the Paladin. This can only be maintained on a single group ally.
  • Paladin (Group) Sigil of Heroism: Transfers 36% of group members’ current threat to the Paladin. It has a 15s duration / 2 min recast.
  • Shadowknight (Group) Death March: While this ability is active, every time a group member slays an enemy, the shadowknight’s group gains increased intelligence (182), combat attack damage (63 DPS), casting speed (63%) and immunity to control spells for 10s. It has a 1 min duration and 3 min recast.
  • Coercer (Group) Soothing: Increases the in-combat power regeneration of all group members by 53 (66 with AA enhancements). This stacks with the Bard power regeneration buff and will take you close to or over the in-combat power regeneration cap (120 at level 80). This buff can be enhanced to include 15% spell haste to the entire group with their VP 6-set bonus.
  • Coercer (Single) Peaceful Link: Cross-raid buff that decreases hate gain of target by 22% (can be enhanced to 27% with AAs and a further 6% with their VP 2-set bonus) and a 40% chance to decrease threat priority by 1 position on incoming melee damage.
  • Coercer (Group) Third Eye: Increases the in-combat power regeneration per tick of group members (AE) by 18.9 (can be increased to 30 with AA enhancements). This does count towards the in-combat power regeneration cap.
  • Coercer (Group) Cannibalize Thoughts: Decreases enemy target’s INT by 187, granting the group 53 power instantly and every 6 seconds. Power regenerated this way does not count towards the in-combat regeneration cap. 24s duration / 45s recast.
  • Coercer (Group) Channeling: Equalizes the power totals of the coercer’s group. The sum of all power points in the group is divided evenly for each group member (at a slight loss).
  • Conjuror (Group) Expire: Sacrifices the conjuror's pet to restore 2401 health and 773 power to the conjuror's group members (2 minute recast).
  • Brawler (Single) Altruism: Cross raid castable brawler AA "save death" that causes the target to feign death instead of dying. 5 minute reuse once triggered.
  • Brigand (Single) Appeal for Mercy: Can be cast cross-raid. When target is damaged, this spell decreases threat priority of target by 1 position, decreases threat to target by 1510 with a 100% chance to intercept all damage on target – 3 triggers (15s duration / 60s recast).
  • Dirge (Group) Chimes of Blades: Short duration temp buff that increases the attack speed of group mesmebers (AE) by 64 and interupts / inflicts 133-221 disease damage on target with every successful melee attack (12s duration, 1 minute recast). Included because the dirge mythical ROK weapon applies this buff raid wide, and I tend to stand behind the mobs leaving autoattack on.



Wizard Buffs


As far as the buffs that you should be casting as a wizard, it should all be obvious:
  • Tyrant's Pact (group)
  • Consolidation (group)
  • Snow-filled steps (group)
  • Ward of Sages (self)
  • Magi's Shielding (self)
  • Mail of Frost (self)
  • Summon Animated Tome (self)
  • Summon: Imp of Ro (self)
  • Converge on the main tank or offtank (since it does not stack with the warlock version "Boon of Solitude")
  • Ro's Blade (on any melee type in the group and self if spare conc slot)


There are other temporary buffs to consider, and I will cover those in more detail later. They include (but are not limited to):
  • Sathirian Scroll of Combat (30 minute temporary weapon adornment that adds 3% spell crit).
  • Expert's Elixir of Second Sight (15 minute duration potion that adds 4% spell crit).
  • Fiery Magma Infusion (Drink that adds +50 spell damage)
  • Steamed King Prawn Dumplings (Food that adds 17.8 INT)
  • Di'Zok Blissful Obscurity (Food with 4% deagro)
  • Level 80 guild mount (that adds +75 spell damage and increases disruption by 7.0).
  • "Reliable" Gnomish Pacemaker (25% chance save death with a 2 hour duration)
  • Sash of the Volcanic Throne (belt from Trakanon with a clicky buff that increases the base damage of all hostile spells by 12% for 15 seconds).
  • Runed Guard of the Sel'Nok (bought from the Sel'Nok faction merchant in JW - swap in to use the clicky buff that increases the chance of all procs by 25% for 30 seconds).
  • Earring of the Solstice (tradeskill epic with a clicky 24hr buff that provides a 45% run speed boost while not in combat).
  • Deity Abilities ("Ro's Fury" and "Wrath of the Burning Prince").


Many people overlook the usefulness of Velium Gift (temporary proc buff). This spell should be enhanced to rank 5 with the EoF AAs, and should be cast in conjunction with Iceshape, such that it will proc off your and your group members' heat spells in addition to all other magical types.

Macro both Iceshape and Velium Gift together so that Iceshape is being cast first (lasts 2s longer than Velium Gift), along with a message to group chat informing your group that it is being cast. Use it at the start of every trash fight if it is available, and then whenever the recast is up on extended/named fights.






Plug the gap while Velium Gift is refreshing with Surge of Ro (if you do not have another grouped wizard using their Iceshape/Velium Gift). Fireshape is unnecessary since the majority of your spells are already heat based, and the "Flame Surge" proc has a duration associated with it that overwrites itself.






As somewhat of a note here (because a couple of people have asked me why I did not include other mage group buffs in the list), the INT portion of mage group buffs do not stack with eachother - instead the highest takes priority.



Main Tank Group

The main tank group should be set up best to hold agro and take the damage. Standard main-tank group setup tends to be templar, defiler, warden (+ melee skills buff helps hold agro), warrior (we use guardian for everything, though beserkers will arguable hold better aoe agro with their higher aoe dps output), and dirge (+hate, stoneskin, power regen, CoB etc), and scout hate transfer (your highest parsing swash or assassin). With all this, if you are still peeling agro from your main tank, then you need to find a better tank. Coercers (17% hate gain / 17% hate transfer) are an alternative/additional option to bring into the MT group, especially since they provide the group with a decent array of buffs.



Hate

The following are the various caps for hate.
  • Hate Gain caps at 50%
  • Hate Transfer caps at 50%
  • Hate Reduction caps at 50%

Note that if you go over the "hate transfer" cap it will actually scale the percentages down so that each player still transfers some.







2) DEBUFFS


I can’t stress the importance of applying and maintaining debuffs enough, and this is something that many raids overlook, or don’t execute properly. As well as reducing the mobs’ damage output, you will also be significantly increasing the damage that your raid can deal to the mob. With fully debuffed mobs, you can expect to start hitting Bolt of Ice and Fission for over 40k crits.

As a wizard, where 99% of our damage comes from our magical based spells (elemental in particular with some magic - less now that storming tempest was changed to be heat-based with GU45), we will primarily be interested in our raid applying and maintaining debuffs to heat, cold and magic. The following are a list of classes that can and should debuff mobs for either WIS, magic, heat or cold. This should be a complete list, but I may have missed something.
  • All: Hex Dolls (INT: 946 to all magical) and (WIS: 82 to all primary stats) – only one of each type is needed since they do not stack (108s duration / 2s recast)
  • Bard: Spell Rebuff – 1152 debuff to all magical on target encounter (1 min duration / 2s recast – recurrent power cost)
  • Brigand: Dispatched – Decreases mitigation of target vs all damage by 5007 (13s duration / 60s recast – duration increased by 2.5s at rank 5 with AA enhancements).
  • Brigand: Blood Rake – Decreases mitigation of target vs all magical damage by 2503 (72s duration / 60s recast) AA enhancements to this ability increase the reduction by a further 10% at rank 5.
  • Brigand: Holdup – Decreases mitigation of target vs cold damage by 2640 (24s duration / 20s recast)
  • Cleric: Smite Corruption – Decreases WIS of target by 90 (24s duration / 9s recast)
  • Coercer: Obliterated Psyche – 1320 debuff to all magical - can be further enhanced by up to 20% with AAs. (72s duration / 10s recast).
  • Coercer: Tashiana - Coercer AA that debuffs the target by 2971 to all magical. This particular debuff is 91% harder to resist so is of most benefit when used on incoming. (13s duration / 2 minute recast).
  • Conjuror: Conjuror's Pact - Pet buff proc (5.0 times per minute on successful attack or 25% chance on taking damage) that decreases mitigation of target vs heat, cold and magic by 1463 (20s duration)
  • Defiler: Abomination – Decreases STR, STA, WIS, AGI and INT of target by 59 (72s duration / 20s recast)
  • Defiler: Malis - Decreases WIS of target by 153 (24s duration / 8s recast)
  • Defiler: Hideous Seal - Decreases WIS, STR, and AGI of target by 97. This can only be maintained on a single target. 72s duration.
  • Dirge: Grim Strike – Decreases WIS of target by 97 (40s duration / 20s recast).
  • Fury: Inferiority - Decreases AGI and WIS of target by 99 (36s duration / 10s recast).
  • Inquisitor: Condemned – Decreases mitigation vs all damage by 813 (72s duration / 9s recast)
  • Mystic: Echoes of the Ancients – Decreases mitigation of target encounter to elemental and noxious by 1427 and STA by 156 (72s duration / 30s recast).
  • Necromancer: Mortality Mark - Decreases WIS and STA of target by 102 (can be further enhanced through AAs) (72s duration / 2s recast).
  • Ranger: Rope - Decreases mitigation of target vs heat damage by 2640 (24s duration / 20s recast).
  • Swashbuckler: Trickery – Decreases WIS of target by 97 and Defense by 37 (36s duration, 10s recast)
  • Swashbuckler: Bound – Decreases mitigation of target vs magic and divine by 2640 (24s duration / 20s recast)
  • Troubador: Chaos Anthem – Decreases WIS of target encounter by 93 (60s duration / 4s recast).
  • Warden: Velium Frost – Decreases mitigation of target to elemental by 1355 (24s duration / 24s recast).



Wizard Debuffs

As a wizard, we also have 2 debuffs that we should be using and maintaining. The first is Ice Spears (24s cold dot with a 1926 debuff to both heat and cold damage at Master 1 / enhanced rank 5). And then you have Furnace of Ro that has a hidden 1344 heat debuff to all mobs in its radius (at Master 1). The debuff gets reapplied with every tick of damage. Furnace of Ro can be precast just as the tank is about to pull, and Rending Icicles should be one of the first damage spells you cast and refresh every time it is about to drop.





There are also several items that have a magical or elemental debuff attached to them, such as the Bone Clasped Girdle. However, with the exception of possibly the Bone Clasped Girdle, using these items will require you to sacrifice far better items for each slot that will provide larger personal dps gains. On the whole this is a bad trade-off and should be avoided if possible.

As somewhat of a note here, do not change your spell rotation or hold your big hitters back for specific debuffs, such as Dispatched (although there are exceptions to this rule, such as Manaburn) – this will most likely result in lower parses. If anything, try to get your brigand to change his/her timing on Dispatched and other debuffs to better accommodate your rotation.
__________________
Daray.Wizard.Kithicor
Mesmer.Coercer.Kithicor

Last edited by daray; 05-18-2008 at 02:05 AM.
daray is offline   Reply With Quote
Old 09-18-2007, 04:47 PM  
Regular
 
Character: Daray
Server: Kithicor

Posts: 265
Photos: (0)

Default Re: Maximizing DPS as a Raid Wizard - A Guide

3) SPELL QUALITY


There isn’t too much to be said here, but it needs to be stressed for importance. Always strive to get your end-game spells at the highest quality that you can afford/find. Mastering out all of your spells will net you sizeable dps gains without even having to change your approach to raiding. To quantify the difference, upgrading from *all* Adept 3 spells to *all* Master 1 spells will net you an average 14.3% increase to your damage and therefore approximately 14.3% to your dps.
  • Upgrading from Apprentice 2 to Apprentice 4 will net you an approximate +15.8% increase in effectiveness.
  • Upgrading from Apprentice 4 to Adept 1 will net you an approximate +9.1% increase in effectiveness.
  • Upgrading from Adept 1 to Adept 3 will net you an approximate +16.7% increase in effectiveness.
  • Upgrading from Adept 3 to Master 1 will net you an approximate +14.3% increase in effectiveness.
  • Upgrading from Master 1 to Master 2 will net you an approximate +3.1% increase in effectiveness.





Below is a list of the gains on our T8 spells from upgrading from Adept 3 to Master 1 (all items with BoE effects were removed for testing). Also keep in mind, that the accuracy of some of these numbers will be a little off due to rounding done on SoE’s part. However, the following should provide a good indicator of an approximate value.


Ball of Magma: +14.29%
Bolt of Ice: +14.29%
(Consolidation: +14.34%)
(Converge: +14.39%)
Electron Storm: +14.18%
Exothermicity: +14.3%
Fission: +14.29%
Flames of Velious: +14.34%
Furnace of Ro: unknown
Glacialshield: +14.32%
(Harvest Mana: +13.16%)
Heatwave: +14.26%
Ice Spears: +14.44%
Magma Chamber: +14.28%
(Mana Intromission: +14.44%)
Protofire: unknown
Rays if Disintegration: +14.29%
(Ro's Blade: +14.36%)
Ro's Coil: +14.46%
Solar Flare: +14.29%
Solar Wind: +14.31%
Storming Tempest: +14.29%
Surge of Ro: +14.05%
(Tyrant's Pact: +14.29%)
Velium Gift: +14.3%
(Vital Transfer: +14.29%)





Master 2 Choice

The level 74 Master II selection consists of Solar Flare, Magma Chamber, Mana Intromission and Consolidation. In this case, the natural choice is "Magma Chamber". The choice on which to take can be simplified by taking the upgrade to the ability which contributes the largest portion of dps to your raid (check parses - it ought to be Magma Chamber and not Solar Flare).





Upgrading a spell from Master 1 to Master 2 will net you a small gain of 3.1% on that spell (or approximately 17.9% from Adept 3 to Master 2).




Resistability

In case it was not obvious, upgrades to spells will also decrease the chances of that spell being outright resisted when you cast them. Other than upgrading your spells and debuffs, the only other way to decrease the chance of your damage spells being outright resisted is via +disruption (either through warlock/troubador buffs or through gear with +disruption). Roots, deagros, and our mez are based off our subjugation skill.

As a note here, casting techniques/skills are also based on the diminishing returns curve. Raising your disruption skill from 400 (at level 80) to the hard cap of 520 will make your disruption-based spells an additional 20% harder to resist. Formula for the skills cap is 6.5 * Level.




Spell List

Treat the following as a checklist of all end-game spells - and upgrade/master them where you can. I am not including spells that are automatically granted (e.g. Snow-filled Steps at level 23), nor am I including abilities from such sources as "Racial Traits" or "AAs".


(5) Master's Strike (currently 39 creature types - do the quests!)
(35) Sunbolt (Bloodlines spell - works on vampires only)
(52) Numbing Cold
(71) Flames of Velious, Solar Flare
(72) Magma Chamber, Ro's Coil
(73) Converge, Fetter, Surge of Ro
(74) Furnace of Ro, Mana Intromission, Protofire
(75) Consolidation, Solar Wind, Velium Gift
(76) Electron Storm, Glacialshield, Storming Tempest
(77) Ball of Magma, Blip, Heatwave
(78) Fission, Peak Shift, Ring of Glaciers, Ro's Blade
(79) Ice Spears, Tyrant's Pact, Vital Transfer
(80) Bolt of Ice, Exothermicity, Harvest Mana, Rays of Disintegration







4) CHARACTER DEVELOPMENT AND ACHIEVEMENTS


If you are serious about achieving top raid dps, you need to build your AA choices with that in mind.



KOS “SORCERER” AA CHOICES


There are 3 lines in the KoS tree that provide boosts to damage and dps (STR, AGI, and WIS). Currently there is only one PvE raid AA build for this tree. It is as follows:

STR: 4, 4, 4, 8, 0 (ranks)
WIS: 4, 7, 4, 8, 1 (ranks)

AGI: 4, 6, 4, 8, 1 (ranks)


This build is illustrated in the following screenshot:




  • The agility line is regarded as providing the largest boost to dps out of the 3 lines.
  • The wisdom line provides the second largest contribution to dps out of the three lines.
  • This leaves the strength line as contributing the least out of the three, although it is a marginal difference.

Note: With the direction that itemisation is heading in, it is entirely possible that the STR line may be rendered obsolete very soon. It is already possible to cap damage spell crit with current gear selection without even trying - and the amount of damage spell crit available on items is likely to continue rising.



Catalyst (STR) or Sagacity (WIS)?

This question is easily answered. With people currently sitting at 90% - 100%+ raid buffed spell crit chance, Catalyst is useless.

For those sitting at ~50% spell crit chance, Sagacity is still the better option to take. Catalyst as an ability becomes an increasingly less useful choice the higher you increase your spell crit rate with gear (and buffs) - not to mention that it also has a 1s base cast time associated with it.

The 12% passive power cost reduction to all your spells from Sagacity is particularly useful for extended/contested fights or chain-pulling, where power management can quickly become a concern.







EOF “WIZARD” AA CHOICES


There are two options that you can take under the Wizard tree, and the one that is best suited to you is dependent on a few factors. Some people opt for a full Heat/Cold spec, while a few will opt for a Manaburn spec. Feel free to experiment a little to find which one works best for you - and at this point you may wish to invest in a "Mirror of Reflected Achievements" for changing quickly and easily between your two profiles.

Note, that you may completely disregard the "Shielding" line as a PvE raid wizard.




Full Heat/Cold Distribution

Suggested distribution of points:

Heat: Solar Flare 5, Heatwave 5, Magma Chamber 5, Exothermicity 5, Ro's Coil 5, Ball of Magma 5, Surge of Ro 5.
Cold: Ice Spears 5, Bolt of Ice 5, Electron Storm 5, Storming Tempest 4, Solar Wind 5, Fission 5, Velium Gift 5, Iceshape.





Alternatives:
  • Depending on your preference, you may wish to drop the 5 points from the Surge of Ro enhancements, and reassign them somewhere in the power line (e.g. Converge, as you may have your transfer/power proc on the Main Tank for the majority of the time).
  • You may also wish to reassign some points from the Bolt of Ice enhancements to somewhere else if you are using your RoK "Nexus Disruption" set pants - although I chose to keep the points in there because of the resistability bonus. This is because all recast values on your spells cap at half of the base recast value (e.g. Bolt of Ice has a 45s base recast, so therefore it caps at 22.5s).


This AA distribution is the traditional method of assigning your points in this tree - and unlike the Manaburn spec, it will provide more consistent dps without needing to rely on external sources of help. The heat line will primarily enhance our single target damage, largely by reducing the casting time on some of our key single-target heat based spell attacks. The cold line also provides some welcome enhancements to some of our other key spells - in particular Velium Gift and Iceshape which enhances our group utility.



Why are Iceshape and Velium Gift so desirable?

The most important enhancements to make in the cold line are to Velium Gift, and picking up Iceshape. Since Velium Gift procs on all non-heat hostile spells, and the majority of our spells are heat-based, combining Iceshape (converts all our heat/magic spells to cold) with Velium Gift allows us to proc Velium Gift’s damage on all of our hostile spells.

They can easily be macroed together with a group chat message to advise your group that you are casting it. Conjurors in group benefit as much from this as wizards do, because their mage pet uses majority heat-based spells. You should be using this combination at the start of every trash fight (if it is available), or whenever the recast is up on extended fights.



Why not put the one point into Fireshape?

Fireshape is a rather worthless ability in my opinion, even though it only costs the one point to acquire. The vast majority of the spells that we find ourselves regularly casting, are naturally heat based, such that there is a negligible dps gain from casting Fireshape for the purposes of procing Surge of Ro (and keep in mind that Fireshape also has a small cast time associated with it). The "Flame Surge" proc from Surge of Ro has a 3 second duration, and any subsequent procs while an earlier Flame Surge proc is active, will only result in Flame Surge being overwritten - meaning that while you won't proc if off a non-heat based spell, you may still have Flame Surge ticking from a previous heat spell.




Manaburn Distribution

This spec is situational - you may still wish to switch to a Full Heat/Cold spec for certain zones/encounters.

Example of one distribution of points:

Heat: Solar Flare 5, Heatwave 5, Magma Chamber 3, Exothermicity 1, Ro's Coil 5, Ball of Magma 5.
Cold: Ice Spears 5, Bolt of Ice 5, Electron Storm 3, Storming Tempest 2, Solar Wind 1, Fission 3, Velium Gift 5, Iceshape.
Power: Consolidation 5, Vital Transfer 5, Converge 5, Harvest Mana 3, Mana Intromission 2, Manaburn.





Alternatives:
  • You may wish to move points around within the heat and cold lines to better suit your liking - e.g. by moving 2 points from Ice Spears (or Bolt of Ice) to Magma Chamber. There is no perfect distribution of the 49 points within these two lines, though some enhancements are obviously still more desirable than others (such as enhancements to Ball of Magma, Irradiate, Ro's Coil, Ice Spears, Velium Gift, Iceshape, etc).
  • AoE spell enhancements under this spec were bottom of the list of priorities since there is so little encounter content in ROK (besides Avatars and Overking) - and a Manaburn spec really only sees an advantage in single-mob settings.
  • You may also wish to shuffle the 20 points within the power line as you see fit. These points are largely meaningless, and are just used as means of obtaining the "Manaburn" ability at the end of the line.
  • And as above, you may wish to reassign some points from Bolt of Ice enhancements if you use the RoK "Nexus Disruption" set pants.




Manaburn can not crit, and is not affected by any spell damage mod. However, there are 3 ways to increase the damage that your manaburn can do:
  • Try to have as much power as possible when you use Manaburn (the damage it deals is directly tied to your remaining power pool in a 4:1 ratio). Items with +X% Power effects can be useful here.
  • The damage from Manaburn is affected by base damage modifiers. This includes Freehand Sorcery and base damage modifying effects and procs on items.
  • Manaburn is also affected by debuffs (magic), so try to time it with the bigger debuffs, such as Dispatched.


Aside from the obvious solo/group benefits, running a manaburn spec for raids prior to ROK and mythical weapons was a big "no" if you were keen on pushing your raid numbers. However, with current end-game itemisation, it has become a viable alternative, and may even offer a *slight* increase to certain zonewides if you receive the right support to be able to make the most of it (even with the damage:power ratio nerfed from 5:1 to 4:1).

The biggest limitation always was (and still is for many players) the power consumption issue associated with the use of manaburn. To make manaburn work, you need to retain enough power (without sacrificing any of your regular dps) to get a substantial "hit" out of it (which completely drains your power pool), and then you need enough recouped power to continue dps'ing, or be ready for the next pull if chain-pulling. Time spent holding back / without power / regening power, is wasted dps potential. If power is something you find yourself constantly struggling with in raids without a manaburn spec, then manaburn most likely isn't the choice for you (unless you are otherwise terrible, and like an "easy" button).



What type of support is needed to make it work?


If you have decided to take the manaburn route, you will need outside support to be able to make it work. The primary "support" that is needed, is obviously with regards to various power management tools that can be available to you and your group.

Double power regen is a must (troubador + illusionist) - as well as the illusionist utilizing their power conservation tools. It is highly desirable that the illusionist have their mythical ROK epic weapon. The "Soothing Mind" proc from it grants 3 triggers of 342 power and it is up a lot. There are also a few end-game dropped raid items that other members of your group might be wearing, that offer group power procs, such as the new avatar earring as one example. I suppose you could also wear some power proc items yourself if needed, but by doing this you will most likely be sacrificing better "dps-orientated" items - so should only be considered as a last resort.

You will also want to coordinate timed powerfeeds from others, such as manaflow (to hit just after you have cast manaburn). It will also be beneficial to request Jester's Cap and/or Ritual of Alacrity if you have a grouped Shaman to reduce the recast on Manaburn, such that you will be able to use it more frequently.

A manaburn spec will not be ideal for every zone/encounter, so select the zones and encounters that you wish to use it in - and then run with a Full Heat/Cold spec for the rest. As a general rule, manaburn will offer the most if you are faced with vast majority single-mob encounters, and its usefulness will quickly diminish (to the point where you will be worse off) with too many multi-mob encounters (e.g. Avatars).

There are also a couple more points that could hinder your use of manaburn. Firstly, if your raid does not run with regular/stable groups (and you do not know who you will be grouped with day on day), you may wish to reconsider. Also Manaburn has a 30 second immunity timer, so multiple wizards running manaburn could be problematic, especially without further communication. And it may also be somewhat desirable to time your use of Manaburn with your tank's better agro tools (e.g. Reinforcement) - so again, further communication advised.




Mirror of Reflected Achievements

If you find yourself needing to switch between AA profiles regularly, this is definately a house item that you will want/need to invest in.





This AA mirror allows you to switch between two profiles (for free) by storing one profile at a time. When you swap profiles, your current profile is stored in the mirror, allowing you to switch back later. You will need to place it in your house to be able to use it, and then visit your house everytime you wish to switch profiles. Note that you can not store multiple profiles across multiple mirrors!

The mirror is no-trade, and will need to be crafted for you (via the tradeskill commission system) by a crafter that owns the recipe (need +40,000 faction with your home-city crafting society to be able to buy it). The "rare" component needed to craft it is a "reflective smoldering shard" (drops in any ROK dungeon off trash mobs) - or can be bought from the broker for a few gold.







RACIAL ABILITIES, TRADITIONS, AND TRAITS


ROK brought a revamp to the entire Racial Ability system. This moved the game from a position where race and class combinations did not matter, to the position we are now in, where certain races are better suited to certain classes. While these differences are relatively insignificant in the greater scheme of things, there still are tangible benefits to picking the right race as a wizard.

I realize that by reading this guide, you most likely are not in a position to change the race you chose, but this is still worth touching on regardless.

So, as a wizard, unless you have some odd roleplay fetish, you really only ought to select between two races - Erudite and Dark Elf. The difference between these two races is not that great, although Erudites probably edge out Dark Elves. I have included the abilities that each have access to below (that have an impact on dps).



Erudite





Dark Elf

__________________
Daray.Wizard.Kithicor
Mesmer.Coercer.Kithicor

Last edited by daray; 05-18-2008 at 02:47 AM.
daray is offline   Reply With Quote
Old 09-18-2007, 04:47 PM  
Regular
 
Character: Daray
Server: Kithicor

Posts: 265
Photos: (0)

Default Re: Maximizing DPS as a Raid Wizard - A Guide

5) SPELL ROTATION / CASTING ORDER


You should be chain-casting your spells. Time spent doing nothing is time spent doing no damage. The order in which you use your spells is probably what differentiates many average wizards from good wizards. Prioritizing your spells into an order is actually remarkably easy to do, but few take the time to do it. You can start by breaking it down into two parts – Opening Sequence, and Spell Rotation.







OPENING SEQUENCE


Your opening sequence will consist, obviously, of the opening few spells you will be casting at the start of a fight. The objectives here are to apply spells that take time to run their full cycle, such as Surging Tempest and Protoferno. These two spells do low damage initially (low chance of drawing agro), but have a relatively high dps efficiency by the time they are done running their course.

Try to estimate the duration of the fight to determine if long duration spells will see enough of their duration to still make them the better choice. As long as you don’t draw agro from the tank, be as aggressive as you can in your opening sequence.


With that in mind, one opening sequence may end up looking something like this on single-target encounters:

Glacialshield (precast on the main tank – set up a macro for it)
Asphyxiating Sorcery (Runed Guard of the Sel'Nok - Sel'Nok faction merchant)
Furnace of Ro (precast – if you know where the mob will end up)
Iceshape + Velium Gift Macro (on incoming)
Ice Spears
Protofire (unresistable)
Storming Tempest
Freehand Sorcery
Volcanic Wrath (Sash of the Volcanic Throne - Trakanon)
Fission (or Bolt of Ice if it is not up)
Bolt of Ice
….



On multi-mob encounters, using the above opening sequence will yield lower dps than a different approach. For groups, try something like:

Glacialshield (precast on the main tank)
Asphyxiating Sorcery (Runed Guard of the Sel'Nok - Sel'Nok faction merchant)
Furnace of Ro (precast - if you know where the mob will end up)
Iceshape + Velium Gift Macro (on incoming)
Volcanic Wrath (Sash of the Volcanic Throne - Trakanon)
Exothermicity (if the mobs are within range – otherwise cast Solar Wind first if they haven’t reached you yet)
Solar Wind
Electron Storm
Glacialshield
Exothermicity
…..







SPELL ROTATION


Once the fight progresses, you need a system of prioritizing your spells such that you are always casting the spell that does the most dps for the time you spend casting it. This is what players have started referring to as “DPS Efficiency”.

To work out the DPS Efficiency value of each of your spells, you need to first work out the average total damage that the spell deals (including any ticks if it has a duration component). Then divide this number by the casting time + recovery time that you have for that spell - the recovery time is 0.5s for each of your spells. You then need to order your spells by the resulting number, so that when you come to cycling your spells, you are always casting the highest available spell in the list.

The following order utilizes the values that I have calculated from my spell descriptions. For the purposes of calculating these numbers, I have taken the passive cast time values of all of my spells (i.e. includes spellshaping, spell enhancements, and gear with permanent spell haste). There is no need to try to factor in external buffs, or temporary buffs, since this would have a negligible effect on the comparative value of our (non-capped) spells. They also assume that any spells with a duration component run their full course.



Notes:

Rays of Disintegration: I estimated my self-buffed cast time at approximately 3 seconds. It also gets 1/3 of the benefit from +spell damage.

Storming Tempest:
At the time of calculation, each tick was given 1/3 of the +spell damage benefit. This spell was later changed with GU45 to work as a normal dot, but I decided not to redo this section as it does not change the relative position of this spell. This will mean that Storming Tempest now does less overall damage in the last 2 scenarios below, although the difference won't be all that great.

Flames of Velious: Although the spell description shows only the cold portion of the damage receiving the +spell damage mod, you in fact gain an equal amount of +spell damage on the heat portion too - in effect netting you double the spell damage on this particular spell.

Protofire: Ran some extensive parsing on the "training wall" in Kunzar Jungle, and approximated the damage done from one cast of Protofire at 5940 (18 swings multiplied by an average hit of 330) - assuming it runs the full duration and is not killed off early. As an extra note on Protofire, it is NOT affected by INT, base damage modifiers, or our spell crit chance (it can crit, but under my tests its crit chance was ~1.5%). Protofire can not be resisted on cast, but it does occasionally miss.

Furnace of Ro: Ran some extensive parsing on the "training wall" in Kunzar Jungle, and approximated the damage done from one cast of Furnace of Ro at 4050 (18 swings multiplied by an average hit of 225) - assuming it runs the full duration. As an extra note on Furnace of Ro, it is NOT affected by INT, base damage modifiers, or our spell crit chance (it can crit, but under my tests its crit chance was between 1-2%). Furnace of Ro does not need a target to cast, but targets in its area of effect can occasionally resist a tick of damage.




Scenario 1

The following priority listing, shows the comparative dps efficiency of our spells at capped INT (1220), 0% base damage modifier, 0% damage spell crit chance, and +0 spell damage.

Storming Tempest - 3390
Glacialshield - 2900 (if all 3 triggers used)
Surge of Ro - 2793 (approx - based off 30 hits)
Protofire - 2725
Fission - 2639 (per target)
Iceshape/Velium Gift - 2423 (approx - based off 10 hits)
Bolt of Ice - 2407
Rays of Disintegration - 1900 (estimated cast time)
Furnace of Ro - 1800 (per target)
Ball of Magma - 1486
Magma Chamber - 1391
Master's Strike - 1308
Flames of Velious - 1211
Heatwave - 1173
Ro's Coil - 990
Solar Wind - 972 (per target)
Ice Spears - 951
Exothermicity - 942 (per target)
Solar Flare - 855
Electron Storm - 601 (per target)
Sunbolt - 339
Static Discharge - 294 (per target)









Scenario 2

The following priority listing, shows the comparative dps efficiency of our spells at capped INT (1220), 10% base damage modifier, 50% damage spell crit chance, and +500 spell damage.

Storming Tempest - 4676
Glacialshield - 4034 (if all 3 triggers used)
Fission - 3459 (per target)
Bolt of Ice - 3304
Surge of Ro - 3072 (approx - based off 30 hits)
Protofire - 2725
Iceshape/Velium Gift - 2662 (approx - based off 10 hits)
Rays of Disintegration - 2460 (estimated cast time)
Ball of Magma - 2153
Magma Chamber - 2033
Flames of Velious - 1991
Master's Strike - 1884
Heatwave - 1832
Furnace of Ro - 1800 (per target)
Ro's Coil - 1658
Ice Spears - 1628
Solar Flare - 1414
Solar Wind - 1326 (per target)
Exothermicity - 1318 (per target)
Electron Storm - 849 (per target)
Sunbolt - 591
Static Discharge - 513 (per target)









Scenario 3

The following priority listing, shows the comparative dps efficiency of our spells at capped INT (1220), 40% base damage modifier, 100% damage spell crit chance (capped), and +1000 spell damage. This one closest represents my setup.

Storming Tempest - 6734
Glacialshield - 6009 (if all 3 triggers used)
Fission - 5232 (per target)
Bolt of Ice - 4969
Surge of Ro - 3910 (approx - based off 30 hits)
Rays of Disintegration - 3570 (estimated cast time)
Iceshape/Velium Gift - 3392 (approx - based off 10 hits)
Ball of Magma - 3294
Magma Chamber - 3104
Flames of Velious - 2991
Heatwave - 2865
Master's Strike - 2839
Protofire - 2725
Ro's Coil - 2556
Ice Spears - 2530
Solar Flare - 2247
Exothermicity - 1995 (per target)
Solar Wind - 1990 (per target)
Furnace of Ro - 1800 (per target)
Electron Storm - 1287 (per target)
Sunbolt - 846
Static Discharge - 806 (per target)









The above scenarios deal with single-target encounters, and therefore, each of the values represent the damage that the spell, if used, will deal to the single-target encounter. If fighting group encounters, don't forget to multiply the AOE spells by the number of targets it will hit for comparative purposes (although they will hit for less on the non-debuffed adds).

When rotating your spells, also remember to recast Ice Spears whenever it is about to expire. It is also worth noting that the damage associated with Glacialshield is hate-free – you only get a minimal amount of hate associated with the act of “buffing” that spell onto a person. Unlike some other reactive damage shields, Glacialshield will show up as your damage and not the person you are casting it on.







POSITIONING


You should be standing with the scouts if you can – i.e. within melee range of the mob (preferably behind it, but don’t waste time moving around if you can avoid it as it equates to lost dps). The only exception to this is if there are AOEs or other issues that prevent you from standing within melee range. If this is the case, then stand at an appropriate distance (and don’t forget to run the mob back to the tank if you pull agro).


There are several advantages to standing within melee range if at all possible:
  • If you pull agro, the mob stays in place and doesn’t go chasing you all over creation. That is the one thing that annoys the scouts more than flipping the mob. And the time spent chasing you means lost dps for the whole raid. It also allows the tank a chance to get agro back before you are killed.
  • You can melee. Yes, we can deal auto-attack damage and although minimal, it is extra “free” damage. Auto-attack swings that would have occurred while you were casting something are instead delayed until your next recovery period.
  • Standing closer to the mob obviously allows for better use of fission without needing to move to do it.
  • Standing within melee range allows you to use Ambidexterous Casting (see below).







AMBIDEXTEROUS CASTING




If you are AGI speced, you will have Ambidexterous Casting. This is actually a Combat Art, and will be listed under the Abilities tab of your Knowledge Book. It takes 0.5s to cast, inflicts approx 300-500 melee damage on your target and interrupts your target. The reason I put my 2 spare AA points from the AGI line into this ability, is because I use it.

The amount of damage that it inflicts is modified by your STR, and not your INT. Because it is a CA, it is not affected by +spell damage or spell crits. You also need to be within 5m to be able to use it.

Now the part that makes this actually worthwhile to use, is that it can be executed while you are already casting another spell. This means that it can only add to your dps.

I have found that the best way to make use of Ambidexterous Casting is to actually macro it into one or two of your more common spells (e.g. Ice Spears/Ball of Magma). You need to order your macro such that Ambidexterous Casting is the first thing that the macro tries to execute (before your spell but leave the spell set to primary within the macro so it shows you the spell’s recast timer). This way you won’t mess up spell queuing.

The reason I have not macroed it into more than 2 of my spells, is purely because of the slight lag associated with macros. Lag can be the difference between gaining dps and losing dps by using it.

Ambidexterous Casting also toggles autoattack on, which is useful in so far as it is one less button to push. I had to turn the combat auto-face feature off though, as that got annoying fast (especially when trying to direct Fission).







DEITY ABILITIES


If you chose to use deity abilities, there is only one choice for us, and that is Solusek Ro. Many people that kill avatars forgo using deity abilities since repairing faction between Avatar of Flame kills can get expensive. However, if you do use deity abilities, then there really are only 2 options for us from the selection of blessings and miracles that Solusek Ro offers:





Ro’s Fury: Heat damage proc on 40% of hostile spells (for 10 minutes).

Wrath of the Burning Prince: When combined with a direct damage (non-dot, non-aoe) heat spell, that heat spell will do critical damage, with a subsequent hit that will deal massive damage. With Ball of Lava (on debuffed mobs), the first portion will hit for around 15k, with the second portion hitting for around 70k. Note that this only works on spells that are naturally heat-based, so you can not use Fireshape to convert a different spell damage type to work with this miracle.







HEROIC OPPORTUNITIES


Basic Heroic Opportunities are a way of adding some extra damage. The HO starter (Arcane Augur) is instant cast and instant recovery and as such means you are not losing potential dps by using it. It may be worthwhile macroing it with one of your spells, much the same way as you macroed Ambidexterous Casting above (as long as it does not create any unnecessary lag).


There are 3 mage initiated solo Heroic Opportunities:
  • Arcane Fury (Common) - Lightning - Arcane DD
  • Arcane Storm (Uncommon) - Star - Arcane AE
  • Arcane Inspiration (Rare) - Flame - Restores 20% power, plus 20% power regen and 50% of hits taken convert to power


Note that the player that completes the HO is the one that is credited with the damage/benefit from it (unless it is a group benefit).


For more information on Heroic Opportunities, check this guide







USEFUL COMMANDS


If you do not use a custom UI (which show these values in the Persona window and sometimes other locations) then the following commands may be of some use to you. Just type them into your chat window as you see below, and it will show you the relevant value for each one.
  • /dynamicdata stats.Spell_Reuse_Percent
  • /dynamicdata stats.Spell_Recovery_Percent
  • /dynamicdata stats.Spell_Cast_Percent
  • /dynamicdata stats.DmgSpell_Crit_Chance
  • /dynamicdata stats.Spell_Amount_Mod
__________________
Daray.Wizard.Kithicor
Mesmer.Coercer.Kithicor

Last edited by daray; 05-18-2008 at 03:33 AM.
daray is offline   Reply With Quote
Old 09-18-2007, 04:48 PM  
Regular
 
Character: Daray
Server: Kithicor

Posts: 265
Photos: (0)

Default Re: Maximizing DPS as a Raid Wizard - A Guide

6) GEAR AND ITEMS


This section will deal with an analysis of the various gear attributes and hopefully offer some constructive guidance to selecting those items that will offer the most to your dps. At the end, is an ordered selection of the top few items for each slot with regards to dps.







(OPTION 1) INTELLIGENCE


As I am sure everyone is aware, INT is our primary stat as a mage. It affects both our spell damage and our power pool. As with every other primary stat it is based on diminishing returns, which simply put, means that the more you get of it, the less benefit you will receive from each added point of it.

INT and all other primary stats have a hard cap. The actual stats cap at Level 80 is 1220. Formula is (Level * 15) +20. You don't gain any benefit for being over 1220 at level 80.

The following graph shows an accurate representation of the diminishing returns curve. It shows the effect on the damage of your spells from