*currently being edited for DoV - Work in progress*
MAXIMIZING DPS AS A WIZARD - A GUIDE (UPDATED FOR SF)
Version 3.0 - GeSar Version 2.0 - GeSar Version 1.0 Daray
Daray - “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 areas in this guideThese are ordered in what you have the most control over while giving the fastest impact to improvement. But honestly if you want to be a truly good wizard, you need to know it all. Don’t stop half way unless you’re happy being mediocre.
- Character Development and Achievements - How best to distribute your AAs, and a brief comparison of racial abilities.
- Spell Quality - How upgrading your spells will affect your dps, including a complete end-game spell list.
- 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 Rotation / Casting Order - How to work out your optimal spell rotation.
- Gear and Stat Mechanics- 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:
http://advancedcombattracker.com/
1) Character Development and Achievements
This really had to come first. If you’re not setup right you’ve lost before the first spell is cast. If you're new, follow this in basically a top down order is probably best.
AA has gotten marginally more complicated but it’s still pretty straight forward for a DPS build. Top wizards may vary on where they put their last ten or so AA points, and some follow the manaburn route, while others ignore it.
To Manaburn or not to Manaburn
- Since originally writing this guide, I've dropped manaburn. The impact to not having this is subtle, but significant in several areas. I think there is a balance point on when it’s worth having dps wise, so here are some points for and against.
Pro –
It’s another big nuke- Potential 1M hits with gear and raid buffs.
Con –
It’s a pain to maintain, as it requires more attention and effort – potentially offsetting the dps gain.
It consumes and limits AA choices.
It actually reduces survivability as you’re inclined to take +power over +health.
*Note - as the int to mana changes have come into affect and the potency in gear has gone up, mana burn may become a viable build later on in the expansion, I will update as I have time to test this*
Sorcerer AA Choices
This is the simplest tree, there’s really little room for debate on what you’re going to get to maximize DPS.
Points spent as follows. – 100 points
Familiar - 1
Str – 8,4,10,1,7
Wis – 10,4,10,0,8 *DoV note* - may want to grab the mana reduction taking from the str end line to work with sangine sacrifice.
Agi – 8,4,10,1,8
Endline – 2
Screenshot:
The agility line provides the largest dps boost. Cast speed is a beautiful thing.
The wisdom line is next. Using freehand well (discussed later) is key to big hits, and less power used is always good for raids.
The strength line is last unless you need the crit and Catalyst is nearly as important to you as freehand.
Wizard AA Choices
Points spent as follows – 97 points.
Heat: Solar Flare 5, Immolation 5, Firestorm 5, Ball of Magma 5, Magma Chamber 5, Incinerate 5, Fireshape 1
Cold: Ice Spears 5, Ice Comet 5, Storm of Lighting 5, Storming Tempest 4, Glacial Wind 5, Fission 5, Frigid Gift 5, Iceshape 1
Power: Fortify Elements 4,
Bottom Row: Shield of Icicles 5, Burning Storms 5, Ball of Flames 5, Elemental Surprise 5, Frostsword 5, Firey Blast 1
Screenshot:
There are a few things to mention about this tree.
Iceshape and Frigid Gift. First off macro these two spells together (macros discussed later). They should ALWAYS be cast at the same time until we convince SOE to combine them into one spell as they should be. These provide a nice dps boost for all casters and now melee. I’ve seen this proc give some classes as much as 3 to 5% on their parse. Cast your macro on incoming and anytime it’s up and you don’t have a big nuke that needs casting.
Fireshape - For when Iceshape is down, macro with heat proc.
Fiery Blast – Many get confused about how this spell works.
FB takes 35% of your DD spells and adds to total. Therefore precasting dots = worthless. During the 11 seconds (with troub) whatever you cast gets added in, procs from items or group members are not calculated. Double attacks do not count. Manaburn however breaks the rule and only 20% of MB gets added to FB. Making the spell useless or at best even to other spells on FB to it's longer cast time.
This is a clear and exact example of how Fiery Blast arrives at its final number:
Fiery Blast heat a twisted doomguard 237947
Fanatical Devotion divine a twisted doomguard 3146
Malefic Fury mental a twisted doomguard 338
Dynamism mental a twisted doomguard 6806
Blast of Devastation magic a twisted doomguard 53229
Torrent cold a twisted doomguard 2770
Fanatical Devotion divine a twisted doomguard 2886
Mystic Havoc magic a twisted doomguard 1435
Strike of Faith divine a twisted doomguard 6069
Malefic Fury mental a twisted doomguard 338
Rays of Disintegration heat a twisted doomguard 102543
Fanatical Devotion divine a twisted doomguard 3141
Blade Chime disease a twisted doomguard 1815
crush crushing a twisted doomguard 3428
Fanatical Devotion divine a twisted doomguard 2996
Malefic Fury mental a twisted doomguard 338
Dynamism mental a twisted doomguard 6827
Dissonant Note mental a twisted doomguard 5288
Fusion cold a twisted doomguard 167430
Fanatical Devotion divine a twisted doomguard 2745 7
crush crushing a twisted doomguard 2390 Fanatical Devotion divine a twisted doomguard 3036
Malefic Fury mental a twisted doomguard 338
Ice Comet cold a twisted doomguard 116448
Fanatical Devotion divine a twisted doomguard 2796
Ambidextrous Casting crushing a twisted doomguard 7763
Frost Spikes cold a twisted doomguard 11148
Torrent cold a twisted doomguard 2524
Malefic Fury mental a twisted doomguard 317
Dynamism mental a twisted doomguard 5714
Frost Spikes cold a twisted doomguard 11737
Frost Spikes cold a twisted doomguard 7802
So the equation of the bold hits is 453231 x.35 x 1.5(full debuff) = 237946.275
One final note, do NOT cast Freehand Sorcery or Catalyst BEFORE casting Fiery Blast. Some wizards try to do this to save the time during the casting window after. However doing so will trigger freehand Sorcery to zero benefit on any spell, wasting it completely.
Shadow AA Choices
Total points - 53
General – Hearty Consitituion 5, Enhance mind 5
Mage – Strike of the Mage 5, Runic Protection 5, Bewilderment 1
Sorcerer – Sorcery mastery 5, Critical Mastery 5, Thunderclap 1
Wizard – Icicle Lash 5, Atomic Reaction 5, Warm Blooded 2, Void Tempest 5, Heat Mastery 1, Hailstorm 1
Screenshot:
There are a few areas where things can be shifted. In fact to be honest, I'm pretty sure I've changed a few of these on my own spec. Some of our lesser used spells like Incinerate or strike of the mage could perhaps be shifted to magi's ward or resists for more survivability.
Heroic AA
*DoV note* - needs a pic
Line 1 - Attribute Prowess - 10
Line 2 - Expertis 10
Line 3 - BoD - 10, Thunderclap 10, Mystical Overflow - 8 (BoD and MO could easily have their values flipped, tbh, I'm not 100% decided yet)
Line 4 - Ec if Solo, MF if learning Hardmodes perhaps, SS for DPS.
Racial Abilities, Traditions, and Traits
Racial Abilities and traditions have been rendered largely cosmetic again. There are some very minor abilities you may gain as one race over another. But they are small enough I don’t feel a need to go into detail here. And odds are if you’re reading this you’ve got your wizard levelled up and aren’t going to be rolling a new race for 1% buffs. Instead I’ll just post this.
Character Race - EQ2i, the EverQuest 2 Wiki - Quests, guides, mobs, npcs, and more
For the rest of Character traits it’s pretty simple. When given a stat to choose, pick Intelligence, when given a resist, pick Trauma *DoV note* Ele may be needed this expansion, when given a pool or regen, choose power pool if you have manaburn, health if you don't.
2) 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* Expert spells to *all* Master spells will net you an average 14.1% increase to your damage and therefore approximately 14.1% to your dps.Below is a list of the gains on our T9 spells from upgrading from Expert to Master. 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. So far as I can tell, these are exactly the same as in T8.
- Upgrading from Adept to Expert will net you an approximate +15.76% increase in effectiveness.
- Upgrading from Expert to Master will net you an approximate +14.1% increase in effectiveness.
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%)
Frigid Gift: +14.3%
(Vital Transfer: +14.29%)
Master 2 Choice
The level 8 GrandMaster selection consists of Solar Flare, Glacial Wind, Frigid Gift, and Converge. In this case, the natural choice is "Frigid Gift". 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.
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 450 (at level 90) to the hard cap of 585 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 raid 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".
Master's Strike (currently 39 creature types - do the quests!)
Solar Flare IX
Magma Chamber VII
Incinerate VIII
Surge of Ro V
Converge VI
Furnace of Ro III
Protoflame IV
Mana Intromission V
Glacial Wind VI
Frigid Gift V
Fortify Elements VII
Storm of Lightning VII
Storming Tempest III
Iceshield VI
Ball of Fire VI
Cease VII
Immolation VII
Fusion III
Ro's Blade VII
Ring of Ice V
Aurora
Ice Spears VIII
Vital Transfer VII
Tyrant's Pact VII
Firestorm VII
Rays of Disintegration II
Harvest Mana VI
Ice Comet IV


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