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  1. #1
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    Default GeSar's MAXIMIZING DPS AS A WIZARD - A GUIDE 3.0 - DoV Style

    *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 guide
    • 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).
    These 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.

    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.
    • 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.
    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.

    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

  2. #2
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    Default Re: MAXIMIZING DPS AS A WIZARD - A GUIDE (UPDATED FOR SF)

    3) 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.

    *note* I have tried to get the right numbers for all buffs, including AA’s and red adorns. I am probably wrong on some; I don’t know every class in the game as well as I perhaps could. Please PM me if you think I got something off and let me know so I can improve the list.

    The ideal group for a raid wizard is,
    Wizard, Troubador, Illusionist, Inquisitor, Warlock, Shadowknight or Coercer. – Debates will ensue, but that’s my preference.

    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 33%
    • (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. - Obsolete really, useless spell now.
    • (Group) Aria of Magic: Group proc buff that has a 34% chance to deal additional mental damage off hostile spells (1035-1726). 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 (1438-1757) 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 - 5 Reuse, 8 Cast Speed, 32- Recovery
    • (Group) Don’t Kill the Messenger: Troubador / Dirge AA that increases all chances to land a critical spell, heal, ranged or melee attack by 12.5%
    • (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 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.
    • Upbeat tempo – Troub AA - Reuse 10, Casting 15, Recover 25, Increases ticks by 2 (with red adorn). This spell does NOT stack with Time Compression, the illy buff. Which is the spell you really want, this is an acceptable secondary if you can't get that though. It's also more useful on the warlocks than on the wizards.
    • Energizing Ballad – Troub AA - Increases power of target by 5.0 instantly and every 3 seconds. 60s Buff. 0 mana to full.
    • Dexterous Sonata - 13% crit bonus
    Illusionists are the other must have 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).
    • (Group) Epiphany: Increases the in-combat power regeneration of all group members by 63.2 (+25% 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 (135 at level 80).
    • (Group) Flash of Brilliance: Temporary 30s duration group buff (90s reuse) that increases INT of group members by 239.4, and Focus, Disruption, Subjugation, Ministration and Ordination of group members by 84.5
    • (Group) Manatap: Drains power over time from the target and surrounding encounter mobs, and replenishes the power of group members by 83 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 Cloak: Illusionist / Coercer temporary group buff that increases the power of group members by 580 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) Synergism: Augmentation placed on the illusionist’s ally that has 5% crit bonus and a 33% chance to proc 1213-1483 mental damage (at 1106 INT) on any hostile spell and decreases threat by 1594–1948. Can be cast cross-raid, and maintained on as many allies as there are available concentration slots for. This spell is currently broken, pray it never gets fixed. It’s currently giving 300k+ threat reduction procs. With this you can NEVER pull agro.
    • (Single) Time Compression: This illusionist AA improves casting speed by 20%, reuse speed by 10% and recovery speed by 40%, Spell double attack of 5%. 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 wizard as UT is aimed more at the warlocks.
    • (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 or equivalent buff. When it procs, it gives each group member an independent buff with 1 trigger of 342 power (that trigger off any successful attack).
    • Respite – AOE immunity for 10 seconds, very nice to cast with timewarp so you don’t get interruptions.
    • Time Warp – Once cast it has a five second ‘warm up’ then you receive 5 seconds of 100% SDA. Any spell that LANDS during that last five seconds receives the SDA bonus. If your big spells aren't up, it also adds 3 ticks to dots/reactives. So Iceshield and the like a great cast during this time.
    Advice stolen from Dakkota - “Also if you want to take best advantage of timewarp, keep an eye on your maintained window when you think you may be getting one (or in general) or have the illy setup a tell macro when they pop it on you. That way you can maximize it by pre-casting a bit hitter as timewarp is about to activate. If you *land* your spell with it up, you double it...so if you land the spell .1s into your TW its gonna double. Can just about get off alot of nice spells in that short time with max cast haste. Good luck though overall, lots of illys are fucking fail with timewarp and dont cast it...troubs are more used to rotating this sorta thing!” - So work with your illy to find the best way to manage this if they are willing.

    Warlock is also a beneficial addition to our group, and they also benefit as much from our group setup too.
    • (Group) Dark Pact: Increases Disruption, Subjugation, Ordination, Ministration and Aggression of group members by 42.7 (also a red adorn that lowers resist ability, but no warlock should have it)
    • (Group) Propagation: Increases the trigger percent by 4 of all spells of group members. Note that this was changed to no longer affects item procs and so is of limited benefit.
    • (Group) Pillaging: Drains power from an enemy and surrounding encounter members, and increases the power of group members (AE) by 119 instantly and every 3 seconds, heals for 589-856 instantly and 312-580 every 1.3 seconds. (16.8s duration / 60s recast).
    • Curse of Darkness: This is the warlock equivalent to Wizards Frigid gift. It last 12 seconds and hits 831-1016, this is an encounter proc.
    • Aspect of Darkness – max power by 845.4
    Coercers are a viable mage group option, the benefit from many of the same group buffs we do as well as adding their own. They can also put out some very nice dps in a mage group.
    • (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). 15% cast speed with Red Adorns.
    • (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. With red adorns this can give 5% crit bonus, and stacks with multiple coercers in the raid. All coercers should stack this on your tier 1 dps. The gain is far greater there than spreading the buffs out to other classes and pulling hate should never be an issue for anyone these days.
    • (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.
    • (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.
    • (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).
    • Signet of Intellect - group Int and Agility by 121.4
    • Coruscation -Max Power and Arcane Resistance for the group.
    • Enraging Demeanor - Increases hate, but can also give 10% potency with Red adorn (good luck getting the coercer not to self cast)
    Furies had been a common healer for mage groups. They are not the best healer for mages anymore, even just to keep us alive against one shots, but they are still very common. Though they have gotten some boosts this expansion again after being pushed into the brawler closet during TSO. Many of the Furies great buffs are single target only, presenting an obvious issue of contention with your dps mages.
    • (single) Primal Fury: str,agi,wis,int by 103.8 - also procs a buff that gives 12.8 cast speed and 10 potency
    • (Group) Forest Spirit: Increases INT and WIS of group members by 110.9. 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 163.7 and max health by 1359.7. This costs a concentration slot and can be maintained on as many group members as there are available concentration slots. (also a red adorn can bost the int another 50%)
    • (Single) Spirit of the Bat: Fury/Warden buff that increases in-combat power regeneration by 27, Max Power by 294, and AGI by 47. This buff can only be maintained on a single group member.
    • (Group) Fae Fire: A group augmentation that grants the fury's group 768 heat damage with every successful spell or combat art (3 triggers - 20s duration / 20s recast).
    • Primal fury: Increases trigger chance by 5%
    Templars are also a viable mage group healer.
    • (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.
    • Holy Shield – 30 second aoe block. – can be extended. Work with your inquisitor to get them to cast then when you joust in to cast your close rage spells. Can make a vital difference.
    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.

    Inquisitors are the healer of choice. Both for survivability and the dps boost you gain.
    • Inquest (single) – this spell provides a power regen to the inquisitor and 2% SDA and/or Flurry. SDA stacks, this + myth buff + TC + Red adorn = 19% fully 1/5 of your spells should DA now.
    • (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.
    • (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.
    • Holy Shield – 30 second aoe block. – can be extended. Work with your inquisitor to get them to cast then when you joust in to cast your close rage spells. Can make a vital difference.
    • Fanatical Devotion – On attacks, the inquisitor procs a buff that allows the wizard to proc some nice damage. *note* requires an inq that tries to dps sufficiently, or at least enough to maintain the proc, something that is not that challanging with current crit rates.
    • Fanaticism – (group) 9.6% reuse and 123.2 int
    • Act of War Proc for 1770 Divine Damage on any combat or spell hit.

    Shadowknight makes a good sixth to our group as well.
    • (Raid) Unholy Strength VI - Increases Spell damage by 5%, this is BOE or ability mod, not base.
    • (Group) Fearless Morale - 8.0 Potency
    • (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.
    • (Group) Battle Leadership – Increase Disruption/slash/crush/pier/ministration/ordination/subj/range by 56
    • (Group) Unholy Voracity (aa) 10% reuse and cast speed for group
    • (Group) Essence Siphon- 77 int + 140 ability mod to the group. temp buff applied to the mob duration 30s recast 24 seconds
    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) Maelstrom : 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. 40s duration / 2 min 30s recast.
    • Defiler (Group) Shroud of Armor : Provides 5 crit bonus
    • 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.
    • Monk (Raid) Calm Tranquility: Increases casting speed of raid members by 10.7% and attack speed of raid members by 26.8.
    • 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.
    • Paladin (Group) Fearless Morale - 8.0 Potency
    • Paladin (Raid) Heretic’s Destruction 15% Pot and CB for 10 seconds.
    • Paladin (Group) Battle Leadership – Increase Disruption/slash/crush/pier/ministration/ordination/subj/range by 56
    • 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 members (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.
    • Conjuror (Group) Expire: Sacrifices the conjuror's pet to restore 2401 health and 773 power to the conjuror's group members (2 minute recast).
    • Conjuror (Group) Elemental toxicity – Temp buff with a deaggro and about a damage proc of 305-373 proc on cast.
    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 Drake(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):
    • Quel’ule Scroll of Combat (30 minute temporary weapon adornment that adds 4% 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)
    • Bamboo Remoulade Topped Octopus (Food that adds 20.8 INT)
    • Iced Pomegranate Ambrosias Drink that adds AGI, WIS, INT, STA, AND STR OF 21.5
    • Di'Zok Blissful Obscurity (Food with 4% deagro)
    • Level 90 mount, various mounts add crit bonus, potency and boe these days.
    • "Reliable" Gnomish Pacemaker (25% chance save death with a 2 hour duration)
    • 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 Frigid Gift (temporary proc buff). This spell should be enhanced to rank 5 with the Wizard 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 Frigid Gift together so that Iceshape is being cast first (lasts 2s longer than Frigid Gift). 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 Frigid Gift is refreshing with Surge of Ro (if you do not have another grouped wizard using their Iceshape/Frigid 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, the INT portion of mage group buffs do not stack with each other - 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, warrior, coercer, 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.

    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.


    4) 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. A spell landing on a fully debuffed mob hits for 1.5x more than a spell landing on a mob with no debuffs.

    As a wizard, where 99% of our damage comes from our magical based spells (elemental in particular with some magic), we will primarily be interested in our raid applying and maintaining debuffs to elemental 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.

    *note* this section contains numbers from last tier and still needs updating*
    • 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) (Red adorn gives another 7s)
    • 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: Frigid 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 2307 debuff to elemental at Master 1 / enhanced rank 5). And then you have Furnace of Ro that has a hidden 1344 (probably higher with SF) 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. However, sometimes 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.

  3. #3
    Senior Member
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    Default Re: MAXIMIZING DPS AS A WIZARD - A GUIDE (UPDATED FOR SF)

    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, Ice spears, Hailstorm. These 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:

    Make a macro that casts Freehand/Catalyst every time you cast IC and Fusion. (right click your spell - make macro - drag those abilities from your spell book into the macro ABOVE the main spell)

    1. Iceshield as the tank leaves to pull
    2. Furnace of Ro on pull spot if you can.
    3. Frigid Gift/Iceshape
    4. Ice Spears on incoming
    5. Storming Tempest.
    6. Hailstorm (by now your tank should be well set in his aggro)
    7. Firey Blast if you have it.
    8. Ice Comet
    9. Fusion
    10. RoD
    11. Blast of devestation.
    12 Manaburn
    13. Glacial shield.
    14. BoF
    15. Ice Comet

    At this point your only job is to cast the above spells when they refresh. There are ways to maximize after this of course, but if you get this part down and understand why you're doing this the rest should start to fall into place for you.

    Glacial shield can yield great dps if you cast it whenever it's procs run out. Some people use immolation to great results as well. Take Incinerate off your hotbar.

    Thunderclap and bewilderment are great for when your jousting in and out to use fusion/blast as they can cast while moving.

    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)
    Furnace of Ro (precast - if you know where the mob will end up)
    Iceshape + Frigid Frigid Gift Macro (on incoming)
    Firestorm (if the mobs are within range – otherwise cast Glacial Wind first if they haven’t reached you yet)
    Fusion
    Blast of Devastation
    Firestorm
    Glacial Wind
    Storm of Lightning
    Glacialshield
    Firestorm


    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). Do not forget when calculating this that crit bonus also factors into this. Then divide this number by the casting time + recovery time that you have for that spell. 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.

    Notes:

    Protofire and Furnace of Ro: As a note they are NOT affected by INT, base damage modifiers, or our spell crit Furnace of Ro does not need a target to cast, but targets in its area of effect can occasionally resist a tick of damage.

    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.

    Thinking about what spells to cast during a fight is going to slow you down. Hotbar setup is important. It's also very individual, so find what works for you. But I've included a pic of my hot bars.



    I generally priorize left to right, top to bottom. The spells in the yellow area I highlighted are pretty much your always cast when up if possible.

    POSITIONING

    You should be standing with the scouts while you can – i.e. within melee range of the mob The only exception to this is if there are AOEs or other issues that prevent you from standing within melee range. Use bewilderment and thunderclap while jousting when you can to maintain some dps.


    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 INT. kYou 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 are two choices for us, Solusek Ro and Anashti if evil. 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).
    I've recently started playing with Inferno's Glory as well as procs aren't all that hot these days.
    Inferno's Glory - Damage of all heat-based spells is increased by 10% and power cost is reduced by 10%

    Wrath of the Burning Prince: When combined with a direct damage (non-dot, non-aoe) heat spell. 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.
    This ability combines very well with Fiery blast as it makes the spell hit twice, once for it’s normal damage plus a bit, then a second hit with huge crit values. Both get added to the Fiery blast damage.

    Anashti Sul is another choice, though lesser IMO due to WoBP from Ro.

    Power From Beyond - Improves spell and combat art damage by 10%
    Hand of Death - On any successful attack, inflict 454 disease damage
    Miracle
    Undying Fury - 25s buff, increases spell/melee crit by 25, 20% primary weapon flurry, spell double attack by 33

    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

    6) GEAR AND STAT MECHANICS

    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.

    Many wonder how the damage formula works. To the best of my knowledge, no Dev has ever came out with the clear formula. However, we have gotten enough pieces in posts that we can safely say

    Damage = (Base * Potency + Ability Mod)* (Crit base + Crit Bonus) * Debuff Modifier

    A fully debuffed mob will have a debuf modifier of 1.5

    (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. There is no longer any Cap on how Int affects damage, but there is a basic curve that limits it’s effective value, though the curve is far less dramatic than in the past. INT increases the ‘true base’ of a spells damage, that is the base value that potency then (previously called base) affects.

    After 1220 (the old cap) You will see a 10% gain to ‘true base’ for every 30% your int goes up. So if 1220 puts a spell at 100% of it’s value:

    Intelligence = Base Damage
    1220 = 100%
    1586 = 110%
    2062 = 120%
    2680 = 130%
    3484 = 140%
    4530 = 150%
    5889 = 160%

    The affect of Intelligence is still capped on our power pool. You will not gain any extra power after about 1280. This does limit some gain we would have to manaburn, not allowing it to scale with other spells as well as it should.

    (OPTION 2) Potency (formally base)

    This is a very straight-forward concept. There are a few abilities and items procs/effects available, that give the caster a chance to increase the potency of their hostile spells. This is generally an appealing way of increasing dps, although it has to be a sufficiently large enough modifier to make it better than any alternatives available for that slot.

    To illustrate exactly how this works, there are 2 base damage modifiers that every raiding wizard will / ought to have. These are actually abilities from your Sorcerer AA tree - Brainstorm and Freehand Sorcery.

    Brainstorm (Passive): 4% base damage modifier.
    Freehand Sorcery: 22% base damage modifier (to next hostile spell).

    The effect of 4% damage modifier, such as Brainstorm, is a straight 4% increase to the lower and upper ends of the damage spread (and therefore the average damage) on your spells, such that new spread will be MinDmg *1.04 to MaxDmg *1.04.

    In dps terms, 4% Potency will equal 4% DPS improvement due to ability mod and Crit Bonus. Ability mod will reduce that straight line a little, but as most our spells hit with a big boom, it’s fairly neglible, and as we start to exceed 100% potency, that ratio isn't quite so clean again.

    Do base damage modifiers have a cap?

    No, that was removed with GU 56

    Note: There is one last point to make regarding base damage modifiers. Do not be fooled by some item effects / procs that, although they look like they are base damage modifiers, they are in fact +ability mod effects.

    (OPTION 3) DAMAGE SPELL CRITICALS (CRIT)

    Damage Spell Critical chance is effectively just another damage modifier. Damage spell crit is an effect that is being widely applied to all manner of mage items now (sometimes as high as 10 crit per slot). You should find yourself sitting over cap, there’s really no excuse not to be. It would be worth your time looking for other attributes to boost your dps rather than wasting potential dps with even more damage spell crit. 100% Crit chance is now a true 100% crit chance even on mobs levels above you, at least that's what SOE says. In reality it appears you need 106% to have true 100 vs raid mobs.

    Spell crits are linear. This means that you will gain exactly the same raw damage by increasing your damage spell crit % from 50% to 51% as you would by increasing it from 1 to 2%. Wizards have a base of 1.5 on crits.

    Crits works as such, your spell ‘random’ it’s normal damage in the range listed in your spell tool tip. However, if the lower end of the damage range falls below MaxDmg +1, it will be rounded up to MaxDmg+1, such that the damage range will become: MaxDmg + 1 to MaxDmg * (1.5+critbonus).

    If you had your spell crit rate at 100%, you would be seeing on average a straight 36.9% increase to the damage of your spells than if you had 0% crit bonus.

    Much like Potency, the value of Crit Bonus is liner. However Crit bonus only improves your overall parse by .66 per 1%.

    However, more Ability mod makes Crit Bonus more valuable relative to potency, if you can achieve the 50% cap on ability mod, Crit bonus is worth the same as potency on that spell. That’s best case scenario for Crit Bonus. As wizards this is all but impossible, and mostly not worth worrying about.


    (OPTION 4) +Ability mod (aka BOE)

    Ability mod was vastly simplied several GU’s ago. Right now there are only a few rules regarding it.
    Rules:
    • ability mod amount is affected by debuffs, so applying debuffs will cause the damage added on by the +ability mod value to increase. (unsure if his still applies)
    • The cap for +ability mod is applied on a "per spell basis", and is 50% of the damage of the spell at +0 ability mod - e.g. a spell that has a total damage spread of 800-1000, has a +ability mod cap of 400-500.
    Stat Comparisons

    How does +ability mod compare potency and crit bonus?

    One thing people ask is how +ability mod relates to potency and crit bonus, and how much +ability mod equals 1% of these. Sorcerers and wizards in particular are the only ones that basically ignore the cap on ability mod. There just is no way you’re going to cap it for the spells we have. Some of our lower spells like Ice spears may cap, but by in large you will not. The 50% cap is determined after potency bonuses are applied.

    I do believe the following equation to be true and proceed from this point. This assumes 100% crit rate. If this equation is just wrong.. well then so is everything else. But I’m confident that it’s at the very least, close enough.

    There’s a bit of scaling affect going on here. I’m going to use ice comet as the basis for my numbers here. Standing naked with 261 int 0 pot, 0 crit bonus IC does 13000 at the top end.

    Damage = (Base * Potency + Ability Mod)* (Crit base + Crit Bonus) * Debuff Modifier

    Base Damage Potency Ability Mod Crit Bonus Total Damage
    13000 0.00% 0 0.00% 19500
    13000 1.00% 0 0.00% 19695
    13000 0.00% 0 1.50% 19695
    13000 0.00% 130 0.00% 19695
    13000 0.00% 43 1.00% 19695

    At this level 1 Pot = 1.5 CB = 130 Ability mod. Notice that ability mod makes crit bonus better, so 43 ability mod + 1 CB is equivalent as well.

    However we get a different picture when comparing and deciding the values of items at the top end. Now I factor the same equation at 1574 int 102 potency, 94 crit bonus. IC’s tooltip now reads, 33700 at top end.

    Base Damage Potency Ability Mod Crit Bonus Total Damage
    33700 0.00% 0 94.00% 82228
    33700 1.00% 0 94.00% 83050
    33700 0.00% 0 96.44% 83050
    33700 0.00% 337 94.00% 83050
    33700 0.00% 198 95.00% 83050

    At this level 1 Pot=2.44 CB = 337 Ability mod = 1CB + 198 CB. Essentially meaning that the more potency and intelligence you get, the less valuable ability mod is. Since only the largest top end items have 100+ ability mod, it is nearly a non factor in deciding the value of an item now.

    One final note on 1 pot = 1.5 CB. The closer you come to maxing your ability mod on a spell, the closer that equation shifts towards 1 pot = 1 CB.

    Base Damage Potency Ability Mod Crit Bonus Total Damage
    33700 1.00% 16850 0.00% 76331
    33700 0.00% 16850 1.00% 76331


    Keep in mind though that is is a best case scenario for CB, and something that isn’t going to happen for wizards on 99% of our casts.

    However, this seems to fail the more CB you have.

    Base Potency Ability Crit Bonus Damage
    33700 0.00% 16850 94.00% 123342
    33700 1.00% 16850 94.00% 124164
    33700 0.00% 16850 95.63% 124164

    Now, even with full ability mod 1 pot = 1.63 CB

    There are few, very few, items with +% BOE. These are pure gold for us. as that %BOE is added to the number generated by base+potency 1%BOE is worth about 1.8 potency at 85% potency, that number increases as your potency increases.

    (OPTION 5) SPELL DOUBLE ATTACK

    There are a few things to know about spell double attacks:
    • A spell double attack is applied immediately after the spell that triggered it lands.
    • All spell double attacks are applied without a second cast period
    • A spell double attack can crit. The chance to crit is calculated independetly from the spell that triggered the double attack as is the crit value.
    • A spell double attack gains exactly the same benefit from potency and crit bonus.
    • A spell double attack does not benefit from any +ability mod that you have.
    • A spell double attack can not proc spell or item procs.
    • A spell double attack on a dot spell only reapplies the dot, so you only get the benefit of the initial hit twice (not any subsequent ticks).

    Currently there are only four static sources of SDA.

    Wizard mythical or equivalent buff, focused mind – 10%
    Illusionist Time Compression 5%
    Red adorn for raid shoulders 2%
    Inquisitor Buff 2%

    There are two temp buffs as well.

    The Anashti God buff 25s - 33%.
    Time Warp 5s - 100%

    I’ve been asked what the relative value is on these. I haven’t yet worked out a math proof to show it. But SDA > all for wizards. Something mathy will follow later.


    (OPTION 6) ENHANCEMENTS TO SPELL CAST TIME, SPELL RECAST, AND SPELL RECOVERY

    Reducing spell cast, recast, and recovery times will result in an increase to dps. Enhancements to these values work in exactly the same way, which is why I decided to group these all up in one category. Do not underestimate the value of these stats in favour of the flashier potency and crit bonus.

    The formula is as follows:

    Actual Value = Base Value / (1 + Stated Value)

    e.g. The effect of increasing spell haste by 20% on Bolt of Ice (4s base casting time):
    = 4/1.2 = 3.33s

    e.g. The effect of 20% recast reduction on Bolt of Ice (45s base recast time):
    = 45 / 1.2 = 37.5

    This results in a diminishing returns curve and can be illustrated by the following graph, showing the stated haste/reduction values against the actual gains.

    Note that further (fixed) enhancements (such as Wizard AA enchancements) to spell cast haste values are applied before the above has been calculated, whereas spell recast reduction values are applied after the above has been calculated.

    e.g. Actual cast time of Ball of Magma with 19.4% spell haste, and the 0.5s reduction from the Wizard AA tree.

    (3 - 0.5) / 1.194
    = 2.09s


    e.g. Actual recast time of Magma Chamber with 12% recast reduction, and the 5s reduction from the Wizard AA tree.

    (30 / 1.12) - 5
    = 21.78s

    Caps

    You can not exceed 50% of the base value. So, because Bolt of Ice has a base casting time value of 4s and a base recast value of 45s, it can not be lowered any further than 2s cast time and 22.5s recast time.

    Comparative benefits of each

    If you increase all three values by the same % amount, you will obviously see a directly equal % increase to your dps. However, between the choice of equal increases to spell cast haste / recast reduction / recovery reduction, enhancements to spell cast haste will normally provide the greatest boost to dps out of the three (assuming no caps in any have been hit).

    Note that reducing recast times will only have an impact on dps if it provides a greater than negligible change in your spell rotation (as most of our spells refresh while we are already casting something).

    Generally though, it is not easy to quantify the relationship between spell cast haste, spell recast reduction, spell recovery, let alone the relationship between them and damage spell crit chance / ability mod mod. This would be because increasing their values does not have a linear result, and the worth of one also very much depends on the current values of the others.

    Finnally, there are several hidden bonuses, or AA’s that don’t display well in the UI for how much Potency and crit bonus we have, the same applies to Cast speeds, therefore, I keep a spreadsheet like this. You may wish to keep your own character sheet. I've attached the one I setup and use.

    Effect wording

    It is worth reading the wording of these effects / procs carefully.

    e.g. Increases spell casting speed by 100% = Reduces spell casting time by 50%.

    (OPTION 7) PROCS (including Damage Procs)

    Hmm.. well procs suck. They have been hit with the nerf bat in so many ways it isn't even funny anymore. Our fasting hitting allies (enchanters and melees), got so much benefit out of procs they reduced this so that for those of us on the other end of the scale it's now a joke. A item proc will at best give you a 1 or 2% boost. A proc is worth at best 1cb or 1 potency, and not always that. That said, here's some specifics you may or may not find interesting.

    All item procs are normalized. They are normalized to 3 seconds (2.5s casting + 0.5s recovery), or in the case of weapons, to a 3 second weapon delay. To simplify the wording, item effects are described as procing at x times per minute. An effect that is described as procing at 1.8 times per minute, for example, has a 9% chance of procing on a spell that takes 2.5s to cast (+ 0.5s recovery).

    Proc chance modifiers, such as Luck of the Dirge (Dirge), Blessings (Templar) and Ancestry (Mystic), will increase your chance to proc your items. Propagation (Warlock) will only increase the proc chance on any spell-based procs (such as Aria). Note that Propagation was recently changed to no longer affect item proc rates. As of SF most if not all proc items cannot be modified, but there are few so I’m leaving this in.

    Your chance to proc is actually calculated against your base casting times of your spells. Therefore, increasing your spell haste will increase your chance to proc even further. To illustrate, if you have spell haste capped you will see double the stated proc rate.

    Damage procs are affected by debuffs.

    Also note, that item proc chances cap at double of their base value. So, to illustrate, a proc that has a base proc rate of 10% (or 2.0 times per minute), will cap at 20% (or 4.0 times per minute). This is obviously before (spell) haste is factored in.


    As stickied elsewhere, here is a copy of item effect wording used, and what it means:

    On any successful attack
    Any melee attack, ranged attack, damage-based combat arts, damage-based spells

    On a successful attack
    Any melee attack, ranged attack, damage-based combat art

    On a successful melee attack
    Any melee attack

    On a successful ranged attack
    ranged attack, ranged combat arts

    When target uses a combat art
    Target uses a combat art.

    When target casts a spell
    Any spells

    When target casts a beneficial spell
    Any non hostile spell

    When target casts a healing spell
    Any healing spell

    On a successful hostile spell
    Any non-beneficial type spells

    When target surpasses X% health
    Health is > % specified

    When target falls below X% health
    Health is < % specified

    On a successful spell attack
    Any damage-based spells

    When target dies
    You got pwned

    When target is healed
    Any healing spell applied

    When target strikes a death blow
    Your target got pwned

    When target blocks
    Your target blocks you

    When target deflects
    Your target deflects

    When target dodges
    Your target dodges

    When target parries
    Your target parries

    When target ripostes
    Your target ripostes

    On a successful riposte
    You riposte

    On a successful block
    You block

    On a successful deflection
    You deflect

    On a successful parry
    You parry

    When target is damaged in combat
    You take any melee damage

    When target is damaged
    You take any damage

    When target is damaged with a ranged weapon
    You take ranged damage

    When target is damaged with a spell
    You take ability mod


    (OPTION 8) CASTING SKILLS (DISRUPTION)

    As stated earlier, increasing any of your casting skills, will reduce the chance of spells of that "Mastery" type being outright resisted. All of our damage spells are Disruption-based, so increasing our Disruption skill through either buffs or items, will reduce the chance of our nukes being outright resisted. Lately, this is of greater importance, due to the higher ROK epic raid mob resist rates. Our roots and deagros are based off Subjugation with Numbing Cold being Ordination.

    At level 90, we can raise our casting skills to 450 just through casting that skill-type. The formula here is 5 * Level.

    Raising your disruption skill beyond 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. The gains from raising skills from (5 * Level) to (6.5 * Level) are based on a diminishing returns curve.

  4. #4
    Senior Member
    Join Date
    Aug 2008
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    Character
    GeSar
    Guild
    Shoukin
    Server
    Unrest

    Default Re: MAXIMIZING DPS AS A WIZARD - A GUIDE (UPDATED FOR SF)

    Top Gear Choices – Blatantly stolen from Hina’s warlock thread. Thanks Hina!

    This is just a baseline, I will add to it as people post new links. Please post items you feel should be on the list if you come across them and I will add them if appropriate.

    PLEASE NOTE: Gear is listed somewhat in order, the best being at the top, however, everyones view on gear differs, and sometimes whether a piece is better than an other varies depending on what else you are wearing. Please use your own discretion when chosing gear.

    In addition, this list ignores TSO set bonuses. More often than not, it is not worth losing your set bonuses for new pieces. Please make sure what you are gaining from equipping a piece or pieces of gear is greater than what you are losing from your set bonus. I have included links of TSO set pieces so you can compare.

    Adornments

    For a full list of adornments, visit this site here.

    For advice and white adornment recommendations click here.


    X4 Raid Mobs
    x2 Raid Mobs
    Quest Items
    Contested
    TSO Raid Mobs
    TSO set
    No longer drops
    Purchasable
    SF heroic instances
    ** Situationally best in slot

    Helms

    Spellbound Runic Hood - Purchasable in paineel with t3 pattern and \aITEM 1914242071 -2042249398:[Earthen Shard]\/a + 125 seals
    \aITEM 1296605494 1141362571:Spellbound Runic Hood\/a

    Archaic Runed Shadowfyre Hood - Maluus Imbued- Palace of Roehn Theer
    \aITEM 963500104 1566965444 1 -37881358:[Archaic Runed Shadowfyre Hood]\/a

    Hood of the Lightning Rider -Gozak -TSO- MMB
    \aITEM -1756537795 422291595:[Hood of the Lightning Rider]\/a

    Brimstone Cowl - Maalus Shadowfyre - Palace of Roehn Theer
    \aITEM 192947625 1868288129:[Brimstone Cowl]\/a

    Hood of the Visionary Being - Scavenator or trash- Perah'Celsis Abominable Labratory
    \aITEM -133547151 102225947:[Hood of Visionary Being]\/a

    Darkthread Hood of Rift Evocation -TSO Set
    \aITEM -1966247850 575292751 0 -1652675166:[Darkthread Hood of Rift Evocation]\/a


    Cloak

    Resonating Cloak of the Terranai - Mosaasus- Underfoot Depths
    \aITEM 1286482834 -53048086:Resonating Cloak of the Terranai\/a

    Treskar's Cloak of Misery - Treskar Throatpuncher (HM)- Zraxth's Unseen Arcanum
    \aITEM 1747759909 2082824027:Treskar's Cloak of Misery\/a

    Satin Embrace- Oxdaxius Reforming
    \aITEM -1532206692 1130558154:Satin Embrace\/a

    Drape of the Barrier Golem - Iilsaad's Barrier- Palace of Roehn Theer
    \aITEM -1352119539 1759842458:[Drape of the Barrier Golem]\/a

    Abandoned Cloak of Being - Haraakat the Seer- - Perah'Celsis Abominable Laboratory
    \aITEM 1874538893 -820206957:[Abandoned Cloak of Being]\/a

    Zekling Flesh Shroud- Thanaraax - Final Distruction- X2
    \aITEM 397345116 -1001471425:Zekling Flesh Shroud\/a

    Cloak of Underfoot Confusion - Rathgar - Underfoot Depths
    \aITEM 1159500480 1564567868:Cloak of Underfoot Confusion\/a


    Chest

    Archaic Runed Vestment of the Godslayer - Roehn Theer (4 runes)- Palace of Roehn Theer
    \aITEM -1296899094 397559109:Archaic Runed Vestment of the Godslayer\/a

    Drape of Divine Equilibrium - Roehn Theer (1-3 runes)- Palace of Roehn Theer
    \aITEM -941410430 -1767963986:[Drape of Divine Equilibrium]\/a

    Robes of Visionary Being - Xilaxis the Explorer- Perah'Celsis Abominable Laboratory
    \aITEM 2117398389 299384755:[Robes of Visionary Being]\/a

    Erudite Robes of Power- El'Arad- Royal Palace of Erudin
    \aITEM -1372768458 1626786206:Erudite Robes of Power\/a

    Robes of Duality- Kendis Pamare - Palace of Roehn Theer
    \aITEM 1448857428 206224087:[Robes of Duality]\/a

    Darkthread Robe of Rift Evocation- TSO Set
    \aITEM -711306398 2099078779 0 -862357191:[Darkthread Robe of Rift Evocation]\/a


    Pants

    Spellbound Runic Breeches -Purchasable in paineel with t3 pattern and \aITEM 1914242071 -2042249398:[Earthen Shard]\/a + 175 seals
    \aITEM -1999307253 733504776:Spellbound Runic Breeches\/a

    Archaic Runed Pantaloons of the Plague- Toxxulia - Lair of the Dragon Queen
    \aITEM -1683386115 -1927203571:[Archaic Runed Pantaloons of the Plague]\/a

    Baleful Caller's Pantaloons of the Plague- Toxxulia - Lair of the Dragon Queen
    \aITEM -969741271 903321712:[Baleful Caller's Pantaloons of the Plague]\/a

    Chimeric Pantaloons- Oxdaxius (easy) or paineel shard merchant + t1 pants
    \aITEM -1315431612 -1854319341 0 -1942341870 1 -668223996:[Chimeric Pantaloons]\/a

    Rune Writ Pants of Invocation- Azara the Seer- Palace of Roehn Theer * convert into Chimeric Pantaloons with 45 shards
    \aITEM 2145220964 1639350909:Rune Writ Pants of Invocation\/a

    Darkthread Leggings of Rift Evocation- TSO Set
    \aITEM -1163563855 1658936189 0 1155020281:[Darkthread Leggings of Rift Evocation]\/a


    Shoulders

    Spellbound Runic Spaulders - Purchasable in paineel with t3 pattern and \aITEM 1914242071 -2042249398:[Earthen Shard]\/a + 150 seals
    \aITEM -2117319905 409370174:Spellbound Runic Spaulders\/a

    Baleful Caller's Shoulders of Mutation- Waansu - Perah'Celsis Abominable Laboratory
    \aITEM -1102664449 1463844165:[Baleful Caller's Shoulders of Mutation]\/a

    Archaic Runed Shoulders of Mutation- Waansu - Perah'Celsis Abominable Laboratory
    \aITEM -1570079982 1194025102 0 -1760010248 1 -938397210:[Archaic Runed Shoulders of Mutation]\/a

    Resplendent Sleeves of Ulteran Conquerors- Quest for Palace of Roehn Theer Walkthrough starts here
    \aITEM -1250100579 606364292:[Resplendent Sleeves of Ulteran Conquerors]\/a

    Herald's Armwraps of Disdain- Vuulan (easy) - Lair of the Dragon Queen
    \aITEM -818755273 1697692286:Herald's Armwraps of Disdain\/a

    Shoulderpads of Black Death- Vuulan (easy) - Lair of the Dragon Queen
    \aITEM 331888107 1494115178:[Shoulderpads of the Black Death]\/a

    Darkthread Sleeves of Rift Evocation- TSO Set
    \aITEM 1901748270 1720558667 0 -1893592843:[Darkthread Sleeves of Rift Evocation]\/a


    Bracers

    Spellbound Earth Shackle - Saalax- Underfoot Depths
    \aITEM 1077760459 -405998234:Spellbound Earth Shackle\/a

    Archaic Runed Cuffs of Unknown Power- Sages (Hard)- Palace of Roehn Theer OR Oxdaxius Reforming
    \aITEM 1578037456 1602860053:[Archaic Runed Cuffs of Unknown Power]\/a

    Cuffs of Visionary Being- Perah'Celsis - Perah'Celsis Abominable Labratory
    \aITEM 1268314639 611590857:[Cuffs of Visionary Being]\/a

    Brace of the Wyvernlord- Wyvernlord Tuluun- Lair of the Dragon Queen
    \aITEM 1127833105 -1552168598 1 2025346957:[Brace of the Wyvernlord]\/a

    Darkthread Cuffs of Rift Evocation- TSO Set
    \aITEM -1008621244 1118434158 0 -108689723:[Darkthread Cuffs of Rift Evocation]\/a


    Gloves

    Spellbound Earth Gauntlet - Xaalax, Yaalax, Zaalax- Underfoot Depths
    \aITEM 1582967483 -157678518:Spellbound Earth Gauntlet\/a

    Archaic Runed Silk Gloves of Primal Fear- Arkatanthis the Destroyer OR Klaaktus Unbound
    \aITEM -840603360 2115935455:[Archaic Runed Silk Gloves of Primal Fear]\/a

    Hands of Arcane Downpour- Sages (easy)- Palace of Roehn Theer
    \aITEM -1128453145 -1289994668:[Hands of Arcane Downpour]\/a

    Dutiful Gloves of the Battlemage- Lieutenant Buldoral- Palace of Roehn Theer
    \aITEM 1673418731 -48385256:[Dutiful Gloves of the Battlemage]\/a

    Darkthread Gloves of Rift Evocation- TSO set
    \aITEM 2056978518 1143665669 0 -1514203088:[Darkthread Gloves of Rift Evocation]\/a


    Boots

    Spellbound Runic Slippers -Purchasable in paineel with t3 pattern and \aITEM 1914242071 -2042249398:[Earthen Shard]\/a + 125 seals
    \aITEM -1626267888 1014858771:Spellbound Runic Slippers\/a

    Archaic Runed Identical Silk Slippers- Kendis/Penda United (hard mode)- Palace of Roehn Theer
    \aITEM -825797121 -1165768079:[Archaic Runed Identical Silk Slippers]\/a

    Deathdealer Slippers- Battlegrounds Merchant
    \aITEM 661514172 1412517336:[Deathdealer Slippers]\/a

    Darkthread Slippers of Rift Evocation- TSO Set
    \aITEM -1822758200 1260313860 0 2041509405:[Darkthread Slippers of Rift Evocation]\/a

    Sandals of Visionary Being- Ernax Heridion - Perah'Celsis Abominable Laboratory
    \aITEM -311989240 -535256772:Sandals of Visionary Being\/a


    Waist

    Silvery Sash of Winter- Klaaktus Unbound (hard)
    \aITEM -1688798423 2064420173:[Silvery Sash of Winter]\/a

    **Resonating Girdle of the Terranai- Theerax the Enforcer- Underfoot Depths * Best in slot if two set
    \aITEM -1137929715 1666754247:Resonating Girdle of the Terranai\/a

    Embersong Sash- Sages (Hard)- Palace of Roehn Theer
    \aITEM 1227460961 -1386377071:[Embersong Sash]\/a

    Monstrous Belt of Altered Flesh- Trash drop - Underfoot Depths
    \aITEM 454680149 902018729:[Monstrous Belt of Altered Flesh]\/a

    Forged Girdle of Masterful Flame - Trash drop - Underfoot Depths
    \aITEM 251622776 2079249635:Forged Girdle of Masterful Flame\/a

    Belted Waistwrap of Destruction - Vrewwx Icyheart (Hard)- Icy Keep
    \aITEM -809782075 836772751:[Belted Waistwrap of Destruction]\/a

    **Girdle of Aereon- Aereon - Underfoot Depths
    \aITEM 1137564156 2050134624:[Girdle of Aereon]\/a

    Sash of Mutated Blood- Xilaxis the Explorer- Perah'Celsis Abominable Laboratory
    \aITEM 405566036 -329491982:[Sash of Mutated Blood]\/a

    Belt of the Crimson Demon-Vice Vigoth Sanad - Vigilant: Incursion
    \aITEM -866372614 1106573314 0 -224206002:[Belt of the Crimson Demon]\/a


    Mainhand Weapon
    * if you have not converted your mythical, the mythical is still your best weapon

    Vulcin, Staff of Fusion - Master Yael- Underfoot Depths
    \aITEM -142543708 -1132288615:Vulcin, Staff of Fusion\/a

    Zessius, Tempest Rod - Master Yael- Underfoot Depths
    \aITEM 490530854 -2066606296:Zessius, Tempest Rod\/a

    Staff of Death's Augur - Maalus Shadowfyre - Palace of Roehn Theer
    \aITEM -1883708170 -1547730539 0 -1186765679:[Staff of Death's Augur]\/a

    Staff of Broken Limbs - Wurmloard Zaos- Lair of the Dragon Queen
    \aITEM 392865183 2032716204 0 -1186765679:[Staff of Broken Limbs]\/a

    Staff of Tripping- Trash drop - Final Distruction- X2
    \aITEM 1981496113 -131062058:[Staff of Tripping]\/a

    Dagger of Regulas - Regulus and Regulas- Underfoot Depths
    \aITEM 1178953168 2066601643:[Dagger of Regulas]\/a

    Enervated Dragon's Marrow- SF Epic Questline Walkthrough Here
    \aITEM -412652263 1874589043:Enervated Dragon's Marrow\/a


    Two Handed Weapons

    Staff of Nether - Lord Krasick (HM)- Zraxth's Unseen Arcanum
    \aITEM -524071673 -1656310592:Staff of Nether\/a

    Gravity, Staff of El'Arad- El'Arad- Royal Palace of Erudin
    \aITEM 1497211307 -1270426629:Gravity, Staff of El'Arad\/a


    Secondary/Ranged

    Orb of Coalescing Matter- TSO- Munzok- Munzok Material Bastion
    \aITEM 1058355225 -1238617045 0 -142741721:[Orb of Coalescing Matter]\/a

    Feathered Skull Fetish- Lord Krasick (HM)- Zraxth's Unseen Arcanum
    \aITEM -1265611841 338327587:Feathered Skull Fetish\/a

    **Melding Gemmed Barrier- Energized Taehric Construct - Underfoot Depths
    \aITEM 501159679 -129507760:[Melding Gemmed Barrier]\/a

    Eye of the Death Master- Master Syfak- Underfoot Depths
    \aITEM -1138998432 -1497442453:Eye of the Death Master\/a

    Symbol of Arcane Mastery- TSO Avatars (no longer drops)
    \aITEM -426636637 196026891 0 233946739:[Symbol of Arcane Mastery]\/a

    Gwarthlea's Head- Queen Gwarthlea- Vasty Deep: Vestigial Cella
    \aITEM -1372745641 -96906238:[Gwarthlea's Head]\/a

    Glowing Rune Covered Tome of Sorrow- Haephaus- Underfoot Depths
    \aITEM 1011523541 1654370998:Glowing Rune Covered Tome of Sorrow\/a

    Icebound Tome of Necrotic Theory- TSO- Haladan Enraged - Miragul's Planar Shard
    \aITEM 65139338 395569502:[Icebound Tome of Necrotic Theory]\/a

    Crystal Ball of the Depths- Kendis/Penda United (hard mode)- Palace of Roehn Theer
    \aITEM 632356494 287452075 0 1718078246:[Crystal Ball of the Depths]\/a

    Dark Orb of the Mind- T7-Mayong Mistmoore- Castle Mistmoore
    \aITEM -879661432 -1038638506ark Orb of the Mind\/a

    Symbol of Planar Calling- Melagrognan - Final Distruction- X2
    \aITEM -55751431 -891627981:Symbol of Planar Calling\/a

    Tome of the Visionary- Harakaat The Seer - Perah'Celsis' Abominable Laboratory
    \aITEM -369241177 -1868152187:[Tome of the Visionary]\/a


    Necks

    Ulteran Spell Torque - Vaclaz Released- Underfoot Depths
    \aITEM -1715421762 -1876662418:[Ulteran Spell Torque]\/a

    Blackened Necklace of Ruin- Maalus Imbued - Palace of Rohen Theer
    \aITEM 196652197 -1207749784 0 -1260437191:[Blackened Necklace of Ruin]\/a

    Gorget of Horaastaas- Horaastaas- Underfoot Depths
    \aITEM -272960269 1360598680:[Gorget of Horaastaas]\/a

    Clasp of Elemental Power- Maalus Imbued- Palace of Roehn Theer
    \aITEM -992291112 1510309840:Clasp of Elemental Power\/a

    Torque of Darkened Direction- TSO-Munzok- Munzok's Material Bastion
    \aITEM -670184056 -1027780138:[Torque of Darkened Direction]\/a

    Amulet of the Prime Trajin- Prime Trajin - Final Distruction- X2
    \aITEM -1820065859 950682101 0 -724536825:[Amulet of the Prime Trajin]\/a

    Choker of the Loremistress- Penda Pamare - Palace of Roehn Theer
    \aITEM -1107224642 -2102529726:[Choker of the Loremistress]\/a

    Choker of the Desolate One- TSO- Anashti Sul- Palace of the Ancient One
    \aITEM -682083569 -62643271:[Choker of the Desolate One]\/a


    Rings


    Enforcer's Ring of Survival- Mosaasus - Underfoot Depths
    \aITEM 881492680 -1726979971:Enforcer's Ring of Survival\/a


    Frozen Dragonbone Ring of Pain- Vrewwx Icyheart (Hard)- Icy Keep
    \aITEM 289403413 -1677051276:[Frozen Dragonbone Ring of Pain]\/a

    Al'Kabor's Signet of Alacrity- Signature questline- Footsteps of Dartain Walkthrough Here
    \aITEM 45465743 -1080800690:[Al'Kabor's Signet of Alacrity]\/a

    Ancient Band of Force- Waansu - Perah'Celsis Abominable Laboratory
    \aITEM -766684117 -1424912849:[Ancient Band of Force]\/a

    Sharpened Daemon Band- Named in X2- Vigilant Final Destruction
    \aITEM -971122570 -1395673405 0 -1760010248:[Sharpened Daemon Band]\/a

    Twisted Alloy Wristlet - Vaclaz Released - Underfoot Depths
    \aITEM -1916504034 1949548444:[Twisted Alloy Wristlet]\/a

    Ring of the Aquatic Protector- Regulus and Regulas- Underfoot Depths
    \aITEM 1896707634 -818035203:[Ring of the Aquatic Protector]\/a

    **Ring of Blood and Rage- TSO- Gynok Moltor- Tomb of the Mad Crusader
    \aITEM -1120403262 -2083210168:[Ring of Blood and Rage]\/a

    Krronr's Ring of Destruction- Named in X2- Vigilant Final Destruction
    \aITEM 1595551845 -364807569:[Krronr's Ring of Destruction]\/a -

    Gatekeeper's Chain Link- Klaaktuus (easy)
    \aITEM 1203367497 -1169558866:[Gatekeeper's Chain Link]\/a

    Ring of Swirling Worlds- Vernox the Insatiable- Perah'Celsis Abominable Labratory
    \aITEM 348351322 -412917167:[Ring of Swirling Worlds]\/a



    Bracelets

    Runed Bracers of a Fallen God- Roehn Theer (3 runes)- Palace of Roehn Theer
    \aITEM 728397982 1907636602:[Runed Bracers of a Fallen God]\/a

    Bangle of Triadic Summoning- Aaskas, Maakat, and Uthgar - Underfoot Depths
    \aITEM -2007837985 368504848:Bangle of Triadic Summoning\/a

    Linked Brellium Ruby Bracelet- Theerax the Enforcer - Underfoot Depths
    \aITEM -1891875859 -2079297769:Linked Brellium Ruby Bracelet\/a

    Unpolished Brellium Alloy Bangle- Energized Taehric Construct- Underfoot Depths
    \aITEM 1017261473 243748516:Unpolished Brellium Alloy Bangle\/a

    Bracelet of Removed Lands- Sara Greenhart - Perah'Celsis Abominable Laboratory
    \aITEM 797793392 -2136771028:Bracelet of Removed Lands\/a

    Bangle of Death's Bargain- Master Syfak - Underfoot Depths
    \aITEM 1812302888 -1533866055:[Bangle of Death's Bargain]\/a

    Wristlet of Phylacteric Ice- TSO-Haladan Enraged- Miragul's Planar Shard
    \aITEM 1613068049 -509604214:Wristlet of Phylacteric Ice\/a

    Blood Channeled Bracelet- Sara Greenhart - Perah'Celsis Abominable Laboratory
    \aITEM 961472764 -1567791227:[Blood Channeled Bracelet]\/a


    Earrings

    Ykeshan Hoop of the Pestilence- TSO- Kultak the Cruel- Ykesha's Inner Stronghold
    \aITEM -1858013698 -1465189978:[Ykeshan Hoop of the Pestilence]\/a

    Earring of Deep Caverns- Saalax - Underfoot Depths
    \aITEM -1222854262 -735367802:Earring of Deep Caverns\/a

    Blazing Fire Emerald Earring- Arkathanthis the Destroyer -Perah'Celsis Abominable Laboratory
    \aITEM 1040710111 629463342:Blazing Fire Emerald Earring\/a

    Molten Stud of the Flame Master- Haephaus - Underfoot Depths
    \aITEM 2111653777 -191182664:Molten Stud of the Flame Master\/a

    Untapped Silver Stud-Three Sages (Hard mode)- Palace of Roehn Theer
    \aITEM 1532381753 275241392:[Untapped Silver Stud]\/a

    Emberblaze Earring- Toxxulia- Lair of the Dragon Queen
    \aITEM -622990586 1204050465:[Emberblaze Earring]\/a

    Terrestrial Earring of Worry - Trash drop - Underfoot Depths
    \aITEM 1627666415 -1194811637:Terrestrial Earring of Worry\/a

    Earring of the War Summoner- Named in X2- Vigilant Final Destruction
    \aITEM -1001184459 281688736:[Earring of the War Summoner]\/a

    Twisted Alloy Wristlet - Vaclaz Released - Underfoot Depths
    \aITEM -1916504034 1949548444:[Twisted Alloy Wristlet]\/a

    Bone Piercing of Primal Fear- Klaaktuus (easy)
    \aITEM -1631433727 -1009974226:Bone Piercing of Primal Fear\/a

    Hoop of Elemental Will- Regulus and Regulas- Underfoot Depths
    \aITEM -1282116939 -726150483:Hoop of Elemental Will\/a

    Vulaan's Earhoop of the Herald- Vuulan- Lair of the Dragon Queen
    \aITEM -939774711 1664478560 0 -1626621602:[Vulaan's Earhoop of the Herald]\/a

    Penda's Hoop- Penda Pamare - Palace of Roehn Theer
    \aITEM -311673246 -1575702454:[Penda's Hoop]\/a


    Shattered Earhoop of the Wyrmlord- Wyvernlord Tuluun- Lair of the Dragon Queen
    \aITEM -841843127 241803233:Shattered Earhoop of the Wyrmlord\/a



    Charms

    Scroll of Ages End- Roehn Theer (4 runes)- Palace of Roehn Theer
    \aITEM -231707524 362305670:[Scroll of Ages End]\/a

    Fiery Ulteran Diamond - Master Yael- Underfoot Depths
    \aITEM -2003240698 -995798479:Fiery Ulteran Diamond\/a

    Trinket of the Dragon Siblings - Arkathanthis the Destroyer - Perah'Celsis Abominable Laboratory
    \aITEM 1441990328 1439761292:Trinket of the Dragon Siblings\/a

    Miniature Void Anchor - Arkathanthis the Destroyer - Perah'Celsis Abominable Laboratory
    \aITEM -685005387 359475153:Miniature Void Anchor\/a

    Pox Covered Claw - Anathraxxis Fetidspine (HM)- Zraxth's Unseen Arcanum
    \aITEM 258627846 -786053387:Pox Covered Claw\/a

    Surging Essence of Aeteok- Signature Quest Line- In Search of Lucan (requires killing Theer to obtain) Walkthrough here
    \aITEM -1320112568 134268076:[Surging Essence of Aeteok]\/a

    Eye of the Conduit- The Taehric Construct (easy)- Underfoot Depths
    \aITEM 691900386 -1476290789:Eye of the Conduit\/a

    Eye of Wretchedcorpse- Named in X2- Vigilant Final Destruction
    \aITEM 1723035170 -897073876:Eye of Wretchedcorpse\/a

    Chunk of Spindled Magics- Perah'Celsis-Perah'Celsis Abominable Laboratory
    \aITEM 180873786 914674310:[Chunk of Spindled Magics]\/a

    Fused Runes of El'Arad- Collection Quest Reward
    \aITEM -254409803 -398860328:Fused Runes of El'Arad\/a




    Battlegrounds Gear that still may be helpful for PVE:
    **please note that armor pieces have no crit mit, so may not be best if you are raiding.


    Devastation Bracelet- Battlegrounds Merchant
    \aITEM -1068794786 -925563881:[Devastation Bracelet]\/a

    Deathdealer Ruby Ring- Battlegrounds Merchant
    \aITEM 554546151 -1325560961 0 -1039133780eathdealer Ruby Ring\/a

    Devastation Band- Battlegrounds Merchant
    \aITEM -1452811848 1609798926 0 -1039133780evastation Band\/a

    Deathdealer Robe- Battlegrounds Merchant
    \aITEM -531372529 -791303469 0 -997548129eathdealer Robe\/a


    Adornments

    For a full list of adornments, visit this http://adornments.h0b0.net/.

    For advice and white adornment recommendations http://www.eq2flames.com/warlocks/61022-white-slot-adornments.html. *note* not sure I agree with this after having read it, will update with other choices.. cause really.. this just isn't long enough yet.

  5. #5
    Vermillion SacDaddy's Avatar
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    Default Re: MAXIMIZING DPS AS A WIZARD - A GUIDE (UPDATED FOR SF)

    excellent post, and worthy of sitting next to daray's. Especially with the amount of work I can see you've put into it.

    few things-

    about furies in your group, I see that you have left out my favorite thing from them. They have the proc they can put on a single target that when its up, it adds 10% base damage. It has like a 20 sec duration and a 2.2chance IIRC, so its usually always up.


    Manaburn- ... lets just say I am one of the converts away from it. I see absolutely no reason SOE wont let this DA ( ok I know it wont make "sense" using your power up twice but fuck the lore). Just do the hit twice. A double pumped up fission on 3 mobs blows it away. I dont see it as game breaking.

    Also, the restrictions put on it are still retarded. Why only 20% toward FB ? Makes no sense.

    Maybe add a non-MB spec as an alternative? Dont look at me, I'm far too lazy and high. I'd tell everyone wrong things for the lulz.




    I will go ahead and say you have taught me where that mysterious extra 2% SDA comes from. And to think, I used to have an inq as my main alt and was pretty damn beast with him (in my own mind). But that was years ago.

    One question on this. If you get Inquest, how do you talk your inqy into it off of the, say, chanter or assassin in your group? This spell is some pretty fat power regen for the inq, -if- placed on a fast caster or melee. I can assume that the inq is losing a considerable amount of regen by giving it to the wiz. I only ask this cuz as a cleric they can really still chew thru power these days, I think.

    That being said I can completely see how the case can be made for the wiz to get this on easy quick stuff cuz of the SDA, and for the switch to be made on harder encounters. but I was just curious.

    I havent read it all(on third post and have to afk a bit) but great job on this, many of the younger wizards have been asking for it a long time.

  6. #6
    Plane of Armageddon Udoaka's Avatar
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    Default Re: MAXIMIZING DPS AS A WIZARD - A GUIDE (UPDATED FOR SF)


  7. #7
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    Default Re: MAXIMIZING DPS AS A WIZARD - A GUIDE (UPDATED FOR SF)

    Thanks Sac, I kind of felt bad not including some of the detailed comparasions Daray had, but even doing it to this level still took forever! Certainly there's still room for improvement.

    Quote Originally Posted by SacDaddy View Post
    About furies in your group, I see that you have left out my favorite thing from them. They have the proc they can put on a single target that when its up, it adds 10% base damage. It has like a 20 sec duration and a 2.2chance IIRC, so its usually always up.
    crap, thought I'd changed that! Thanks.

    As for Manaburn, I probably should add the other spec. I agree that it's really not that game changing anymore. It's still a good nuke, but IC, Fission, Rays can all hit harder. I tried dropping it, oh.. a month or two ago, and my parse plummetted. Though it could be just that I sucked without it, I'm addicted to casting it, that not having screws me up just as much as someone new to it.

    Inquest, getting it off the illy wasn't tooo hard, only a tiny bit of resistance. Mana regen hasn't really been an issue since Zarrakon belts. I know that most our healers have replaced it, with the exception of one i think. But both our inquisitors don't seem to have a regen issue. I don't think they sit at 100% power, but who really needs to besides an MB wizard? We do regen power as well, if not quite as much. As for the Assasin, they are rarely ever in my group, which is nice, cause they have a valid dps arguement to get that spell as well.

  8. #8
    I call it 'Permcore'
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    Default Re: MAXIMIZING DPS AS A WIZARD - A GUIDE (UPDATED FOR SF)

    Under self buffs you should switch animated tome for summon drake. 2% reuse > 2.9% crit.

    I guess it depends on your reuse/crit, but I always use the drake.
    [SIGPIC][/SIGPIC]
    [perm 90 wiz][doctorspaceman 90 defiler][jeff 90 paladin]

  9. #9
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    Default Re: MAXIMIZING DPS AS A WIZARD - A GUIDE (UPDATED FOR SF)

    actually, so do I.. I missed that one from the daray, thanks1

  10. #10
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    Default Re: MAXIMIZING DPS AS A WIZARD - A GUIDE (UPDATED FOR SF)

    Quote Originally Posted by SacDaddy View Post
    ...
    I will go ahead and say you have taught me where that mysterious extra 2% SDA comes from. And to think, I used to have an inq as my main alt and was pretty damn beast with him (in my own mind). But that was years ago.

    One question on this. If you get Inquest, how do you talk your inqy into it off of the, say, chanter or assassin in your group? This spell is some pretty fat power regen for the inq, -if- placed on a fast caster or melee. I can assume that the inq is losing a considerable amount of regen by giving it to the wiz. I only ask this cuz as a cleric they can really still chew thru power these days, I think.

    That being said I can completely see how the case can be made for the wiz to get this on easy quick stuff cuz of the SDA, and for the switch to be made on harder encounters. but I was just curious.
    ...
    The 2% spell double attack and flurry on inquest is from a red adornment, so it's new this xpac. It's not a great choice, tbh, just like putting inquest on a wizard is not a great choice. The inq could squeeze more effectiveness out of another adornment, and more power out of another inquest target.

    Inquisitors are a very very power-hungry class right now, with at least 2 buffs constantly draining power, and dogma draining extra power with every heal.

    Good for you if you can convince yours to get the adorn and put inquest on you, but he's kinda taking one for the team.

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