Neverwinter wizard ability scores

Neverwinter wizard ability scores DEFAULT

How To Create a Controller Wizard

ddmsrealm-neverwinter-wizard-young-wizard

Controller Wizard Class Description

The Controller Wizard in the Neverwinter MMORPG is a character class focused on controlling and manipulating enemies. Controller Wizards can focus on damage, but a better path is a focus on hindering and weakening enemies to make them easier to defeat.

Controller Wizard Class Role Specifics

The Dungeons and Dragons 4e role that Controller Wizards fit into is Controller. Controllers deal with large numbers of enemies at the same time. They favor offense over defense, using powers that deal damage to multiple foes at once, as well as subtler powers that weaken, confuse, or delay their foes.

This means that your primary means to deal with enemies is through freezing them in place, stunning them, and tossing them around the battlefield. Each of these also has a damage component, but Controller Wizards primarily stop foes from doing what they normally would do while damaging them.

Creating a Controller Wizard

ddmsrealm-neverwinter-wizard-charging-chillWhen you create a Controller Wizard in Neverwinter, keep in mind the primary abilities that make a good Controller Wizard:

  1. Intelligence – Determines the effectiveness of your powers. This should be as high as possible so your powers achieve their maximum effect.
  2. Constitution – I consider Constitution either primary or secondary for all characters. Constitution will determine your Hit Points. Hit Points reflect your characters survivability.

Picking a Race for your Controller Wizard

Next, you will need to select the race of the character you want to play. A couple of good choices for Controller Wizards in Neverwinter are Elves and Tieflings. These races may give you a slight advantage just starting out with their stat boosts. However, as you level, you can easily mitigate any advantage you may have had through assigning leveling points, feat points, and magic items. So don’t worry too much about what stats the race gives you.

Instead, choose a race that makes you happy, then look at the racial abilities they may offer as secondary, and lastly look to the ability bonuses the race may offer.

Rolling Dice for Ability Scores

ddmsrealm-neverwinter-wizard-meriki-the-madYou will roll virtual dice to determine starting ability scores. When you roll up your character you can roll all you want. So make sure you keep rolling until you get the best stats possible for your Controller Wizard. Intelligence should be maxed out, and Constitution should also be very high. Your other ability points will affect your character some, but not much, and not as importantly as your two primary abilities.

When you level up these abilities throughout your career as a Controller Wizard, you should put 1 point in Intelligence and 1 in Constitution every time.

Items and Gear for a Controller Wizard

ddmsrealm-neverwinter-wizard-big-sudden-storm-finishThe items and gear in the game definitely help fine tune your Controlling Wizard in Neverwinter. As a Controlling Wizard you are limited to the armor and protective gear you can equip, so do not put too much stock in this aspect of your gear. Rather, focus on increasing your power through items that grant Power bonuses. Also try to focus on items that grant Recovery. Recovery will allow your action points to regenerate faster allowing you to use your Daily Powers more often. This will become vital to your effectiveness as a Controller Wizard in Neverwinter.

To make up for the obvious lack of Hit Points and defensive capabilities, make sure to carry lots of healing potions. They are relatively cheap and easy to use in the heat of combat so use them liberally. With low defenses and hit points, one decent hit from a powerful attack will take you out. When you get to half your hit points, make sure to take a healing potion.

You can also get short term buffs through collectibles you will gather in each of the public areas. Make sure to use these collectibles and turn them into the Bounty Boards to get items to use for short term bonuses. These will always relate to the area you are in so use them while you are in the area.

Playing a Controller Wizard

ddmsrealm-neverwinter-wizard-frozen-winter-wolfWhen you are playing a Controller Wizard in Neverwinter, you will want to use caution at all times. Be careful as you move through dangerous areas to check out where enemies might be and how many there are.

The best strategy I found when playing a Controller Wizard in Neverwinter was to use my crowd control ability, such as the freeze ray, on the strongest enemy of the group. Then I’d use the Magic Missile on the nearest weak enemy, and teleport away to make the minions chase me while using the Ray of Frost on the toughest enemy again. Repeat until everything in the encounter is dead!

This strategy keeps the meanest enemy at bay to prevent the most damage, while also picking off the annoying minions. Teleporting away forces your enemies to stop their attacks and chase you down. This gives you a little bit of time to use your powers and slows down the damage. Be careful when you teleport that you don’t accidentally teleport into another group of enemies!

It is quite effective to start a challenging encounter by using the most damaging Encounter or Daily power that you have. This softens up your enemies and may even kill some. Then start the rotation of neutralizing the toughest enemy and eliminating the weakest enemy again.

The final piece of soloing which you will definitely need as a Controller Wizard in Neverwinter is healing potions. Make sure to have a good supply of these as you head into dungeons. You cannot wear good armor and you will take damage quickly, so heal potions are necessary for any well prepared Control Wizard.

Companions of your Controller Wizard

ddmsrealm-neverwinter-wizard-defender-companion-goodAs you learn to play your Controller Wizard in Neverwinter you will learn what you like and what you don’t. You will get a feel for your character and what may be a good complement to your style. This is where your companion choices will come into play in Neverwinter.

I found that the best companion for my Controller Wizard in Neverwinter was a Defender. They worked well to get the attention of enemies. This way they would group on my companion making it easy to hit them with AOE attacks. This makes it a bit easier to manage combat since you only have to worry about one or two enemies at a time once your companion taunts them.

The other choice would be a DPS (Damage Per Second) or Striker companion. The extra damage this type of companion can offer will really speed things along. When you can afford two, this should be your second choice. Remember when using a Strike companion that they will not taunt so you will have to manage all of the enemies in an encounter, so have a plan!

Grouping as a Controller Wizard

ddmsrealm-neverwinter-wizard-group-stunWhen you are playing a Controller Wizard in Neverwinter, you will want to group with others for a lot of different reasons. Play your Controller Wizard well so you can be as beneficial to a group as possible. All classes can be played poorly but a well-played Controller Wizard can really help to make a group dominate the quest they are in.

When a Controller Wizard is in a group they will want to hang back and let the group engage the enemies first, for a few reasons:

  1. The party’s enemies will group up, making them easy targets for your area of effect controlling powers.
  2. The Controller Wizard will get a chance to pick out the toughest and strongest enemies for their best holding and stunning powers. One of the best uses of these is to interrupt powerful enemy’s most dangerous attacks.
  3. Allows a better overall assessment of the battlefield.

It’s important to know that a well-played Controller Wizard in Neverwinter should never get the attention of the party’s enemies. This is called getting agro. If the Controller Wizard uses too many nukes or tries to handle creatures on their own instead of helping the main battle, they will likely die. This will also split the attention of the healers and other party members. This is a bad thing and can easily lead to the group getting wiped out.

The only time you should focus on something that the party is not focusing on is another powerful enemy that may be wreaking havoc with your healer or other party members. A Controller Wizard can use their crowd control powers to keep this other enemy at bay. Just a warning, this can be tricky and can get a Controller Wizard killed quickly, but if it works, it can be very helpful to the group.

Player Versus Player as a Controller Wizard

Disclaimer of Bias: First off let me say that Dungeons and Dragons has never been, nor ever should be, a game based on single player versus player battles. The whole point of Dungeons and Dragons is to bring players together in a group, not have them fight each other. To this end, each role in Dungeons and Dragons is meant to be part of a whole cohesive unit. Each piece cannot be balanced on its own, due to the unique role each fills. Being able to kill something is a very narrow view of what makes a character. That is just one thing in a long list of things that makes any Dungeons and Dragons game and group successful. Player versus player is a bit blasphemous, in my opinion, and goes against the true spirit of Dungeons and Dragons. However, group versus group battles are more reasonable and have a better chance of succeeding in balance. I will talk a little about both below.

ddmsrealm-neverwinter-wizard-ouchyController Wizards in player versus player combat are very difficult. Having low damage makes it very important to time your powers and their uses perfectly. If the power uses are timed correctly, a Controller Wizard may have a chance in single player versus player combat.

However, in group based player versus player combat, a Controller Wizard can be absolutely effective. Having offense and healing bolstered by your party, the powers of a Controller Wizard can smash apart another player versus player team in a hurry.

Player versus player or PVP can be very difficult for a Controller Wizard but it is also a great testing ground to master the powers in Neverwinter.

As a Controller Wizard, make sure to utilize your teleport power as often as possible when facing down another player as it can easily confuse and distract them. Use these short breaks of confusion to unleash your damaging powers and use your controlling powers to stop an enemy who would otherwise defeat you.

Overview of a Controller Wizard

ddmsrealm-neverwinter-wizard-target-aoeAll in all a Controller Wizard in Neverwinter can be a lot of fun to play. They can be challenging to solo and a boon to a group. If you like to think through each encounter and plan out your power usage throughout the battle, a Controller Wizard may be just want you want to play.

They don’t have the biggest damage in the game nor do they heal or take on enemies head on. They use their wit, guile and large array of powers to almost taunt and tease their enemies before finally defeating them. Through the use of feats and Paragon abilities, you will be able to tune your Controller Wizard into the specific kind of character you want for Neverwinter.

Sours: http://www.ddmsrealm.com/neverwinter-rpg-guides/classes/how-to-create-a-controller-wizard/
Pts. Req.Type Path Icon Name Range CooldownEffect

1

Tactical
Wizard Utility Teleport.png
TeleportPersonal Quickly teleport out of the way of incoming attacks, moving you 25 feet in any direction.

2

Skill
Icon Power Skill Arcana.png
ArcanaPersonal You collect magic items to sell and you can interact with arcane objects, these interactions often give you a bonus to combat skills.

7

Mechanic
Icon Artifactgear Stats Controlbonus.png
Control MasteryPersonal Your mastery of control is unparalleled. Certain Control effects are 2.5 times as effective against non-player enemies.

These Control effects include Stun, Immobilize, and Daze.

7

Mechanic
Wizard Skill Arcanemastery.png
Arcane MasteryPersonal Casting Arcane based spells builds Arcane Mastery, which increases your damage by 0.5% per stack, up to 5 stacks.

These stacks lasts for 8 seconds and grant many of your Arcane powers additional effects.

7

Mechanic
Wizard Skill Chill.png
ChillPersonal Cold based spells Chill your target, Slowing them and stacking up to 6 times.

Some Cold powers can freeze targets who are affected by max stacks, Stunning the target. Frozen targets recover sooner if they take enough damage.

7

Mechanic
Class Icon Player Secondary Masterofflame Selected.png
Status Masterofflame Smolder Display.png
SmolderPersonal Many of the Master of Flame Paragon powers add Smolder to your target which deals damage over time. If the target is affected by Chill, it gains a Rimefire aspect, allowing its duration to be refreshed by Chill effects. 0

3

At-Will
Wizard 1 Atwill Magicmissile.png
Magic Missile80' Blast your enemy with arcane damage. The third cast strikes 3 times and adds a stack of Arcane Mastery to you. 0

3

At-Will
Wizard 1 Atwill Rayoffrost.png
Ray of Frost80' Channel a powerful beam of frost at your target, continuously adding Chill stacks, and eventually Freezing them when you reach 6 stacks. 0

4

Encounter
Wizard 1 Encounter Chillstrike.png
Chill Strike80' 15s Hurl a powerful icicle at your enemy, briefly Stunning them and adding Chill.

Spell Mastery: The icicle now shatters on impact, also damaging those around your target. (Only main target is Stunned.) 0

6

Daily
Wizard Daily Icestorm.png
Ice StormPersonal Unleash a massive wave of ice, Knocking away enemies leaving them briefly Prone, and adding 1 stack of Chill. 0

5

Class Feature
Wizard Classfeature Orbofimposition.png
Orb of ImpositionPersonal Increases the duration of your control powers by 5%. 5

4

Encounter
Wizard Encounter Conduitofice.png
Conduit of Ice80' 13s Turn target enemy into a conduit for an icy storm, dealing damage to them and enemies around them for the next 6 seconds.

Damage is increased by 5% for every stack of Chill, and those effects are constantly refreshed.

Spell Mastery: Now adds a Chill effect to targets hit by Conduit of Ice, and increases the size of the area effect by 5'. 5

4

Encounter
Wizard Encounter Entanglingforce.png
Entangling Force80' 20s Stun your target, pulling them into the air and choking them for 1.25 seconds. Each stack of Arcane Mastery increases the duration of Entangling Force by .1 seconds.

Spell Mastery: Effect Duration increased by 1 second and, when first cast, enemies near the target will be pulled towards them granting you a stack of Arcane Mastery for each target pulled. 10

7

Mechanic
Misc Book 01 Tome.png
Spell MasteryPersonal Your mastery of the arcane arts allows you to place an additional Encounter power into your Tab slot. Encounter powers slotted in this way gain additional effects. 10

6

Daily
Wizard Daily Arcanesingularity.png
Arcane SingularityPersonal Creates a powerful singularity that sucks in all enemies in a large area. When cast, you gain a stack of Arcane Mastery. 10

6

Daily
Wizard Daily Oppressiveforce.png
Oppressive ForcePersonal Create an oppressive magnetic force that Dazes nearby enemies, and then explodes after brief delay, Dazing them further. On cast you build a stack of Arcane Mastery. 15

4

Encounter
Wizard Encounter Repel.png
Repel80' 11s With a forceful blast, Push your target away from you at high speeds, briefly Stunning them. Distance increased based on stacks of Arcane Mastery.

Spell Mastery: Now affects multiple targets. 15

5

Class Feature
Wizard Classfeature Arcanepresence.png
Arcane PresencePersonal Arcane Mastery also increases the damage of your Cold, Fire, and Lightning based attacks by 1%, per stack.

Arcane Presence passively grants you 5% Recharge Speed. 15

5

Class Feature
Wizard Classfeature Chillingpresence.png
Chilling PresencePersonal Increases the damage you deal by 1% for each stack of Chill on your target. This damage bonus is doubled on Frozen targets. 20

17

Unlock
Powers Rank Numeral Large 3 Idle.png
Rank 3When you have spent enough points, you will have unlocked the third rank of all your powers. You will be able to spend points on any power to raise it to Rank 3 and unleash more of its potential. 20

3

At-Will
Wizard 1 Atwill Scorchingburst.png
Chilling Cloud80' Attack your target with a swarm of ice crystals. The third hit of this power also damages enemies near your target, briefly reducing their attack damage, and adding Chill. The first two stacks of this attack will refresh the duration of Chill effects on the target. 20

4

Encounter
Wizard Encounter Shield.png
ShieldPersonal 20s Form a persistent shield that is diminished by incoming damage. Shield absorbs a large amount of damage if not diminished, and recovers if undamaged for 6 seconds.

Can be recast to pulse the shield outward, damagin and Pushing enemies away from you, but removing the shield's protection.

Push and cooldown improved based on stacks of Arcane Mastery.

Spell Mastery: Shield absorbs an even larger amount when not diminished at all and diminishes more slowly. In addition, the pulse will Push enemies farther away from you. While Shield is active from Spell Mastery it also grants you 5% Control Resistance. [1]

4

Encounter
Wizard Encounter Shieldrelease.png
Shield PulsePersonal 20s Pulse the shield outward, damaging and Pushing enemies away from you, but removing the shields protection, requiring it to be recast.

Spell Mastery: Will Push enemies father away from you. 20

5

Class Feature
Wizard Classfeature Evocation.png
EvocationPersonal Increases the damage of your Area of Effect powers by 10%. 30

4

Encounter
Class Icon Player Secondary Masterofflame Selected.png
Wizard Encounter Fanningtheflames.png
Fanning the Flame80' 22s Deal fire damage to target enemy, apply Smolder to them, and apply a 6 second Damage Over Time burn. While burning, enemies within 15' who are affected by Smolder take additional damage and deal damage to the burning target.

If those Smolder targets are killed, they deal an additional burst of damage to the Fanning the Flame target.

Spell Mastery: Now also deals half the initial damage to enemies within 15' of your target and applies Smolder to them. 30

4

Encounter
Class Icon Player Secondary SpellstormMage Selected.png
Cleric 3 Encounter Splitthesky.png
Sudden Storm30' 14s Refreshes Arcane Mastery and Chill stacks.

Call down the Spell Storm, releasing powerful bolts of lightning in front of you.

Spell Mastery: Gains a damage over time effect that arcs into other nearby enemies. 30

4

Encounter
Wizard Encounter Icyterrain.png
Icy TerrainPersonal 19s Freeze the ground around you, briefly immobilizing targets hit by the initial freeze, then adding Chill to enemies while they remain on the ice. Foes who reach 6 Chill Stacks will Freeze.

Spell Mastery: Can now cast at target location. 30

5

Class Feature
Class Icon Player Secondary Masterofflame Selected.png
Wizard Classfeature Combustiveaction.png
Combustive ActionPersonal When one of your Smolder target is killed, gain 1% of your max Action points.

In addition, all your Daily powers now add Smolder to affected targets and those targets have their Damage Resistance reduced by 6% for 6 seconds. 30

5

Class Feature
Class Icon Player Secondary SpellstormMage Selected.png
Wizard Classfeature Stormfury.png
Storm FuryPersonal When attacked by an enemy, they are shocked with a bolf from the storm. The storm becomes more potent as you lose Hit Points, dealing up to 20% more damage.

This effect can only trigger on an enemy once a second. 35

3

At-Will
Class Icon Player Secondary Masterofflame Selected.png
Wizard Atwill Masterofflame.png
Scorching Burst80' You unleash a column of fire at your targets location, dealing damage and adding Smolder.

Hold button down to increase the radius, and initial damage of your attack. 35

3

At-Will
Class Icon Player Secondary SpellstormMage Selected.png
Wizard Atwill Stormpillar.png
Storm Pillar80' Refreshes Arcane Mastery and Chill stacks if at least half charged.

Hold button to charge, then release to call a bolt of lightning upon your target and those around them. With an extended charge, creates a pillar of lightning that electrocutes nearby foes for a short period.

If no target is selected when you release the spell, you will target your own location instead. 35

4

Encounter
Wizard Encounter Rayofenfeeblement.png
Ray of Enfeeblement80' 18s Deal damage over time to target enemy, decrease target's damage dealt by 10% and increase target's damage taken by 10% for 8 secconds.

Spell Mastery: Doubles the effectiveness of the damage dealt and damage taken debuffs applied to the enemy.

Arcane Mastery increases the effectiveness of these debuffs by 1% per stack, this bonus is not doubled for Spell Mastery. 40

6

Daily
Wizard Daily Iceknife.png
Ice Knife80' Summon and slam down a huge blade of ice into your foe leaving them Prone, and adding 3 stacks of Chill. 40

5

Class Feature
Class Icon Player Secondary Masterofflame Selected.png
Wizard Classfeature Criticalconflagration.png
Critical ConflagrationPersonal You gain 10% Crit Severity and whenever you critically strike with one of your powers you add Smolder to your target. 40

5

Class Feature
Class Icon Player Secondary SpellstormMage Selected.png
Wizard Classfeature Stormspell.png
Storm SpellPersonal Shock your target 30% of the time on critical attacks. 45

4

Encounter
Wizard 3 Encounter Icyrays.png
Icy Rays80' 20s Blasts one or two targets with icy beams, briefly Immobilizing them and adding Chill.

The first cast of this spell puts a rune mark over your target. The second cast will fire at both the rune marked target, and your current target. Spell effectiveness is increased if both beams are fired at one target.

Spell Mastery: Deals 50% more damage, Immobilizes for an additional second, and adds an extra stack of Chill. 45

4

Encounter
Wizard 3 Encounter Sleep.png
Steal TimePersonal 18s Steal time from enemies around you, Slowing them by 20% for 2 seconds up to 4 times. Then, shatter the collected time to Stun them based on how much time was stolen.

Spell Mastery: You and allies near you receive Combat Advantage and an 80% Run Speed buff while casting this power and for 3 seconds afterward.

For both version of this power, the Stun, Slow, and Buff Duration are increased by 0.2 seconds for each Arcane Mastery stack you have. 50

4

Encounter
Wizard Encounter Shardeternalavalanche.png
Shard of the Endless Avalanche30' 20s You conjure a boulder from the Elemental Chaos, and then use the followup power to hurl the boulder though your enemies, Knocking them Prone. Standing near the boulder will slowly build Arcane Mastery stacks.

Eventually after being created, shortly after being hurled, or after impacting two enemies, the boulder will shatter, dealing more damage than normal and Knocking back nearby enemies, leaving them Prone.

Spell Mastery: The Shard can now be dropped at target location, and will knock Prone targets it lands on. Once summoned, instead of pushing away from you, you can now propel it towards a target location. [2]

4

Encounter
Wizard Encounter Shardeternalavalanche Push.png
Shard Push30' 2s Propel your Shard of the Eternal Avalanche away from you, Knocking Prone any targets it impacts.

Being near the Shard increases your stacks of Arcane Mastery

Eventually after being created, shortly after being pushed, or after impacting two enemies, the boulder will shatter, damaging and Knocking back nearby enemies. Spell Mastery: Instead of pushing away from you, you can now propel it towards a target location. 50

6

Daily
Class Icon Player Secondary Masterofflame Selected.png
Wizard Daily Furiousimmolation.png
Furious ImmolationPersonal You summon a titanic column of flame at target location that draws nearby enemies towards its center, blasts them upwards, and applies Smolder to them. 50

6

Daily
Class Icon Player Secondary SpellstormMage Selected.png
Wizard Daily Maelstromofchaos.png
Maelstrom of ChaosPersonal Refreshes Arcane Mastery and Chill stacks.

Choose a location to unleash a bolt of spell storm chaos that briefly Stuns targets. While casting the spell, you take greatly reduced damage, and are immune to control effects. When the bolt is cast, enemies around you will be Knocked to that location and left Prone.

Canceling this power early will cost half of your Action Points. 50

5

Class Feature
Class Icon Player Secondary Masterofflame Selected.png
Wizard Classfeature Swathofdestruction.png
Swath of DestructionPersonal Increases Smolder damage, and targets affected by Smolder take slightly more damage. 50

5

Class Feature
Class Icon Player Secondary SpellstormMage Selected.png
Wizard Classfeature Eyeofthestorm.png
Eye of the StormPersonal Using an At-Will, Encounter, or Daily power grants you Eye of the Storm for 5 seconds. While active, Eye of the Storm grants you 100% Critical Chance.

This effect can only occur once every 20 seconds. 60

4

Encounter
Sours: https://neverwinter.fandom.com/wiki/Control_Wizard
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Neverwinter Control Wizard Renegade Guide

Neverwinter Control Wizard Renegade Guide by imivo

Preface: What’s this about?

All right, I keep getting quite a few PMs about my wizard and how I built him. It is also a question that comes up fairly often on the forum and many players look for ideas how to build their very own wizard. So, let’s put on our robes and the wizard hat and look a little at the class.

I’d like to preface this by saying that what I write and discuss here reflects only my own experience and what does and doesn’t work for me. At least so far! This doesn’t mean that it will work for you too, or that it is the best approach, or that it represents the pinnacle of theorycrafting. In fact, there is little theorycrafting in here. The game is new and without a test server or a training hall, it is a little tricky to really test out builds.

I do invite readers and other Control Wizards to chip in their input and thoughts! Nothing you will read in this message should be considered gospel.

Okay, now that the robe is on and the wizard hat too, and you are still reading, let’s start!

The Race: What should I be?

In other DnD-based video games, picking the right race for your class was fairly important. It is not meaningless in Neverwinter, either, but it is much less crucial. This means that you can really pick any class that appeals to you, and you will be fine! There are some races that are better on the paper (but the actual impact on your performance is not significant), so let’s look at them.

Tiefling: In my opinion, this is the best race for a wizard. Even without the awesome tail, it comes with +2 to Charisma (CHA) and +2 to Intelligence (INT). You could trade the latter for +2 CON, but — don’t be crazy! INT is the main stat for Control Wizards as it increases your damage and the recharge rate of your spells. The two secondary stats are CHA and WIS, and for a Renegade Control Wizard, CHA is extremely sexy.

It’s almost sexier than INT (and there are people who will say you should focus even more on it than I suggest), because it gives you 1% for every point in CHA over 10. As a Renegade Wizard you like crits. You would, in fact, trade your wizard hat for an extra bag of crits! You also get a racial that increases your damage by 5% if a mob’s health is below 50%, so, 2.5% extra damage. You do a LOT of damage all over the place, so why not do some more?

Human: Most common race in DnD’s world, and also the most common race in the game! Humans are, plainly put, always good and never wrong. You don’t get any special racials and you don’t have a tail, but you do get three extra feats (23 instead of 20) and you can put +2 in an attribute of your choice. Whether the three extra feats make up for both the +2 CHA and the Tiefling’s racial is something that isn’t entirely decided yet, but personally, I don’t necessarily believe so. My CW is human, but in retrospect I think I should have chosen the Tiefling. The extra +2 go to INT.

Other solid choices: Drow for the +2 CHA and the constantly triggering Darkfire. Wood Elf for the +2 INT and the 1% critical chance, and the racial’s to have resist against slowing effects is really neat for PvP. All other races offer little to our wizzy needs, but as I mentioned above, it really is not as important as it may seem. If you want to be a Halfing mage, a Half Orc with a brain and spells, please go for it! It’s a game! Have fun!

The Stats: Should I be bright or charming?

When you create your character, you roll virtual dice for your stats. It’s a bit of an illusion, though, because there are only 12 distinctively different sets of results that you can get (we call them “arrays”), so you will never have to re-roll more than a few times to get what you want. You can see the arrays here.

The Control Wizard’s main stats are INT, CHA and WIS. For a Renegade Control Wizard, we care about damage and we dig critical hit chance, so INT and CHA will be our focus. Very important is that CHA also increases your Combat Advantage damage, 1% per point, and not only will you nearly always have Combat Advantage in groups, the Renegade feats synergize with it. I’ll cover this later. Wisdom (WIS) is not useless, far from it. It increases the duration of your crowd control effects, increases the rate at which you gain Action Points (which means more dailies more often), and recharges your spells faster. That is neat!

So, then, which starting attributes should you choose? I’ll propose two alternatives and you will have to choose. “OH NO I HATEZS CHOICES!”. I know, sorry! But you are a wizard, you have high INT, put it to good use!

18/13/13 (INT, CHA, WIS) is an obvious choice, and a solid one. As a Tiefling you would start with 20/15/13 and then use your level up attribute points for CHA and WIS, for an end result at level 60 of 20/21/19 (20/19/19 for humans). It is balanced and doesn’t lock you too much into a specific path and keeps your options open. For the minor stats, put the 8 into STR or DEX, depending on wether you want 1% AoE damage resist or 1% DOT damage resist at level 60. I put the 8 in STR. And this is the array I chose for my wizard.

16/16/12 (INT, CHA, WIS) is what I would probably go with now if I remade the character. A Tiefling would start with 18/18/12, a Human with 18/16/12, and level-up points would again go to CHA and WIS. At level 60, this will give you 20/24/18, a human would have 20/22/18. This is still pretty balanced and if you decide you want to respect your wizard, you are pretty flexible (you cannot change the starting attributes when you respect, only the points you spent after you created your wizard). I believe this is the overall better choice, especially if you are a Tiefling, especially for a Renegade build. If you are unsure if Renegade is what you want and you want to play it extremely safe, then pick the first option, because INT will work no matter what.

Food for thought: It is a choice you have to make whether you put the level up attribute points that you get at levels 10, 20, 40 and 50 into INT/CHA (more damage) or WIS/CHA (more balanced, better crowd control, increased AP gain). Currently, I favor INT/CHA.

Note that if you were to want to focus more on CC, things might be different and you would want more WIS. But this is not what this guide is about, so I focus on what I feel works well for a Renegade wizard. As mentioned before, don’t get too OCD over the starting stats. It’s really not going to gimp your character. Promise!

The Power Feats: More to the Point

Between level 10 and 30 you receive a total of 20 Feats. If you are a Human, you are featyful and get 23! Below is an image that shows how I spent the base 20 points at level 60 (ignore the Paragon points on the right side — we’ll get to those soon!):

feats

The feats were chosen with damage, critical hits (and their effects) and general usefulness in mind. Let’s quickly look them over, starting with the top row (green are feats you put points into, red ones are feats I did not take):

Normal Feats

Controlling Action (0/5): More Action Points when damaging controlled targets. Until we know what exactly counts as controlled, there are better choices.
Fight On (5/5): Shorter cooldowns on your Encounter skills means more damage means happy wizard!
Blighting Power (0/5): Pretty meh, we skip this, since we are not building a frost/cold-based wizard. We build a critically flashy wizard!
Learned Spellcaster (0/5): Sounds good, but I feel that the return for 5 points is on the weak side (this is not 5% more damage).

Weapon Mastery (3/3): Moar Critz! It’s what you want. You love crits and you would fondle them if they were fondable. Get this!
Battlewise (0/3): You don’t care about less threat at this point in time, the Cleric will hog it all anyway!
Lightning Teleport (0/5): Stamina gain when you kill something. Not relevant in PvE, and I think too little to matter in PvP.
Prestidigitation (1/3): I had to look at this word several times before I got it right! It’s good, and this is where as a human you might consider 3/3).

Toughness (2/3): We need 5 points in this colum and this is arguably better than Controlling Action. A case could be made that 2/5 Controlling Action is better than this and may in the future turn out to be proven.
Wizard’s Wrath (3/3): Awesome feat, all your AoE attacks do more damage! It’s a no-brainer, you are an AoE damage dealer!
Arcane Enhancement (3/3): Increase your arcane damage and thus makes your Magic Misile longer and bigger and more powerful! MM is the main source of your damage, and this buffs it.
Focused Wizardry (3/3): Even more AoE damage! Woohoo! From 1-59, you should really be #1 in dungeons most of the time.

Paragon Feats

At level 30 you get to chose your path. At this tine, you get the choice between being Spellstorm Mage, a Spellstorm Mage, or a Spelstorm Mage. My suggestion is that you go for Spellstorm Mage. Instead of normal feat points, you will now get Paragon Feats. You’ll get 30 of those. Refer to the screenshot above to see where I put mine. Start with the Renegade points and work your way up.

Let’s look at the Renegade ones first:

Critical Power (0/5): APs for crits. This is good, but we can do better with our points.
Nightmare Wizardry (5/5): You don’t need a lockbox key for this. You gain Combat Advantage when you crit, and CHA, which we love, boosts your Combat Advantage damage. Now you can see how the synergies fall into place!
Phantasmal Destruction (5/5): Higher crit damage when you already do more damage when you have Combat Advantage? Yes, you want this!
Masterful Arcane Theft (5/5): More damage for Steal Time and Ray of Enfeeblement, both of which you will be using.

Reaper’s Touch (5/5): A ton more damage for Magic Missle when you are with 20ft of an enemy. Lovely in PvE and PvP.
Unrestrained Chaos (0/5): I don’t use Maelstrom of Chaos and found it disappointing, so not buffing it.
Energy Recovery (0/5): Chilling Cloud, really? You’ll have Ray of Frost on your RMB, and not even use it all that often. Skip!
Chilling Advantage (0/5): We are not focusing on cold spells enough for this to be relevant.

Thaumaturge feats:

Tempest Magic (5/5): More damage when the target is below 30%. Awesome, we want that! (When we have the Renegade feats).
Malevolent Serge (5/5): You are an AoE damage dealer, you kill trash all the time, so why not do more damage as a reward?

That’s it, we are out of points!

We Gots Powers!

So, young Padawan, now that we have covered the feats and the stats, or the stats and the feats, if you like thinking in chronological order, let’s now look at the spells and passives, collectively called Powers!

I need to say something here first, however. You can have many more spells at their max rank than you will have in your active spell slots. Unlike in other games, you will need to change your setup of spells depending on what you do and where you are. Preference here matters as well. How to spend Power Points is a major source of fretting and worrying about making a mistake and then having to get a Respec Token. While many of us are perfectionists, there really is a lot of wiggle room here when it comes to Powers. A few points you may have preferred to put elsewhere will not break the game for you and will not completely gimp you.

I also do not believe that there is One True Way of spending Power Points, at least not for now. Little theorycrafting work has been done, spells are subject to balancing patches, and everyone is still busy learning and experimenting. Plus, people have different playing styles, different preferences. The following discussion of spells/powers is from the perspective of a Renegade Control Wizard. Other types may value spells differently (almost certainly). Plus, this is from my personal experience. I may change my mind on some of those spells as I dive more deeply into the Epic Dungeons and get further owned by others in PvP. So, again, there is no gospel here, just opinions — and you are very welcome to contribute your own!

The purpose is to provide guidance and ideas, not to give you a build that you just have to follow blindly. Don’t do this. This may not be the best, and it may not be the best for YOU.

Any more disclaimers and this will turn into a legal document. So, nibble on your wand (well, orb, we have no wands here!), we’ll dive in!

At Will Powers:

Magic Missile: Max this. It is your bread and butter spell and the major source of your damage. You will always have this on your left mouse button.

Ray of Frost: It is not anywhere as good as Magic Missile, but it is decent enough and you will likely always have this on your RMB. It gives you another way of crowd controlling targets, even if it takes a bit of time, and with its help you can keep a PvE target disabled for an entire fight. It is not flashy, but nevertheless solid. There’s nothing that strikes me as a better RMB At Will power. You can safely max this, but don’t have to.

Chilling Cloud: I really find it underwhelming. It may have its uses, if you build a different type of wizard, but I just found it unimpressive whenever I played with it. I didn’t put points here when I respecced most recently. RoF is a superior choice.

Storm Pillar: Some people like it, and I tried hard to like it too, but I didn’t find it useful. I’m not a fan of “hold the button and charge it up” type of abilities because channeling beams keeps me rooted long enough already, and I don’t need another ability that requires it. I put no points here.

Encounter Powers:

You will swap these in and out depending on what you do, which is why they are called Encounter powers!

Chill Strike: I like this spell quite a bit and I slot it for Spell Mastery when I do PvE (both solo and group) and Foundry Quests. It does a LOT of damage and also freezes one target. I maxed this with three points.

Conduit of Ice: I like it for both group and solo PvE. I used it for a long while in PvP too (has an interesting psychological effect on people!). I maxed it.

Entangling Force: This is THE number one crowd control spell we have, and it’s great both in PvE and PvP. It’s almost a bit like being a Sith! I maxed this, and so should you.

Repel: This is a knockback. I maxed this, but I really only use it in PvP, and then not always. It is definitely a “matter of preference” kind of spell, so whether you invest into it is up to you. Don’t use it in dungeons, though, it’s really annoying for everyone and hurts your own dps, too.

Shield: Absorbs damage and you can “explode” it and knockback enemies around you. It also has a nice BLING sound when it recharges! I maxed this and used it extensively in the level 40-55 range when I felt very squishy. I use it in PvP, obviously, and frequently slot it into Arcane Mastery (however, Enfeebling Ray may be better in this slot, for PvP). It’s not needed in group PvE. I did max it and find it essential to have in the arsenal.

Icy Terrain: I maxed this and toyed around with it, and I feel it has potential at least in solo PvE and Foundry Quests. It synergizes (playstyle-wise) well with Steal Time. I don’t use it often and this needs more testing, but I maxed it. Points have to be put somewhere after all.

Sudden Storm: This is a popular spell that many people swear by. I find it a bit cumbersome to use, but it does offer high damage and is worth having. I maxed it, even though I rarely pull it out. I see many wizards using it, so it can’t be terrible.

Ray of Enfeeblement: Not being a fan of channeled spells, I was reluctant here, but the damage and the debuffing make this a premium choice for all aspects of the game, including PvP and bosses. You may not need it while you level, but you will want to have access to it. I maxed it out.

Icy Rays: More freezy stuff. I have no experience with this spell and have never used it. It may be great and I am in the dark, in which case someone will post and point out that I’m totally missing one of the best spells! I put zero points in it.

Steal Time: Now, THIS is an amazing spell! Everything about it is awesome. Yes, you have to be close to targets to use it, but especially when you level, mobs will be close to you anyway! In group PvE, you can teleport in, cast, teleport out. Yes, it has a short cast time, but it is very good. When you get it at level 45, it will really change your game (I found the levels right before 45 a bit slow). After Arcane Singularity, this is my second favorite spell in the game.

Shard of the Endless Avalanche: I haven’t played with it very much, but what I saw I found rather disappointing. I’m curious if other CWs out there have made positive experiences with this spell. I skipped it.

Daily Powers

Ice Storm: This is the first Daily Power you get, and you get it automatically. I’m torn on this spell. I kept it at 1 point, but used it in my secondary slot when I leveled. It’s good for the knockback (don’t use it in dungeons, it is a dps loss for you as it scatters monsters all over the place) and the damage is very solid, as well. It is safe to max, but it is not necessarily what you will always want to use. It’s certainly a candidate for 3 points.

Arcane Singularity: Awesome in every way, PvE and PvP. In PvE, it bunches up monsters so you can do even more AoE, it does damage, it lowers the pressure on the tank (the cleric, really!), and it looks way cool, too! This daily has never left my “1” slot ever since I got it, and this absolutely deserves to get maxed out. A strategy I use is to use AS on groups, teleport close, and start casting Steal Time so that it finishes right when the mobs drop down. Then I follow up with a tabbed Chill Strike.

Oppressive Force: As mind-bogglingly good Arcane Singularity is, as disappointing I found Oppressive Force. I haven’t found a good use for it where other Daily Powers don’t perform better. Perhaps you will!

Ice Knife: While I feel that during leveling Ice Storm is a better choice, once you start doing epic dungeons, Ice Knife is an excellent pick for bosses and elite mobs. It is my secondary daily next to Arcane Singularity.

Maelstrom of Chaos: A level 50 Daily Power that at first left me rather unimpressed. I’m not regularly using but, but other folks swear by it. Points here are well spent.

Class Features (passives)

Orb of Imposition: The first passive you get, and it increases the duration of your CC. I maxed this and swap it in when I want better crowd control. It’s situational for my playstyle, but may become more essential with harder content.

Arcane Presence: Not terrible, but for our build not really that useful. I skipped this.

Chilling Presence: Same as above.

Evocation: 15% more AoE damage is massive. This is one of my top-three passives for my Control Wizard. Definite candidate for 3 points.

Storm Fury: Very meh, and not really worth the slot, in my opinion. If I am below 50%, I blink, have a CC ready, drink a potition or scream “MOMMY!”.

Storm Spell: 10% of your attacks will do extra shock damage. This is an excellent dps boost and depending where I am, I use either Evocation or this one.

Eye of the Storm: This is a must have! You get it late, but when you do get it, it should never leave your bar. It procs frequently (5% is more than it seems)
and 8 seconds (with 3 points) of nonstop critical hits with all spells is really, really good. This is a core part of the Renegade Control Wizard.

You will notice that even if you max every power/spell that I maxed, you will have spare points. Around six or eight. How you spend those is up to you to decide. You can also save them if you like and decide later.

Miscellaneous

Companions

For dungeons and group PvE, the Cat is by far the best companion. It gives you +255 Critical Chance and +225 Recovery at rank 25, but this is not what makes it so fantastic. You can give it a ring, a necklace and a belt, and the stats on these items are added to yours. That ring with +300 Power that you give the Cat? That is +300 Power for you. It’s basically like wearing three rings, two necklaces and two belts! (Not all stats transfer, +HP for example does not.) Stats from runes (two offensive, one defense) also transfer directly to you. If you use an Eldritch runestone in the defensive slot (“Owner gains x% of the pet’s stats”), the built-in bonuses to Critical Chance and Recovery that the Cat gives you are appropriately increased. This does notaffect the bonuses from the ring/necklace/belt that you give to the Cat.

This is the best 960k AD that you will spend on your Control Wizard. If you get it early, leveling it won’t be such a pain. It is a non-combat companion and cannot be killed. (Cryptic likes cats, unlike other companies — remember what always happened to Mr. Bigglesworth in that other game?)

While leveling, I used the Cleric. She doesn’t last very long at higher levels, but her heals are percentage-based, so she is still useful. I still used her at level 60 for doing Foundry Quests. Once my gear improved and I was able to nuke monsters more quickly, I switched to using the Phoera for its extra AoE damage (this would also be my second choice for dungeons, if you are not ready to buy the Cat yet). The nice thing about the Phoera when soloing is that it draws “aggro” and manages to off-tank monsters for a bit. It’s not a tank, but it allows you to free-cast for a bit. It’s fairly affordable in the AH at the time of writing (below 300k AD). I also like my wolf, but that is just because I had him since the very early levels.

Gear sets at level 60

List of Control Wizard armor sets (epic)

FAQs and thoughts on stats and gear will eventually be put here, as well as general gameplay tips and suggestions. Please do read the comments from other players as there may be a lot of very useful information, especially alternative perspectives.

Sours: https://guidescroll.com/2013/05/neverwinter-control-wizard-guide/

Ability Scores

MOD 21

What do they do ?

In Neverwinter, each Ability Score increases 2 of your Stats percentages. Half of your Ability Score value is added to a main Stat percentage. A quarter of your Ability Score value is added to a second Stat percentage.

Ability ScoreValue / 2Value / 4
STR (Strength)Stamina RegenerationPhysical Damage Boost
CON (Constitution)Maximum HPAction Point Gain
DEX (Dexterity)Critical SeverityMovement Speed
INT (Intelligence)Control BonusMagical Damage Boost
WIS (Wisdom)Control ResistOutgoing Healing
CHA (Charisma)ForteRecharge Speed

Base Ability Scores

When you create your character, you choose a Race and a Class. Your base Ability Scores depend on the Class you pick. On top of your base Ability Scores, the Race you pick gives you a +2 (or +3) bonus to 1, 2, or 3 Ability Scores. You can attribute 1 or 2 of those bonuses to the Ability Scores of your choice (either to a selection of them, or any of them, depending on the Race). Once picked, the only way to change these is to use a Race Reroll Token (which you can buy in the Zen Market for 750 Zen).

ClassSTRCONDEXINTWISCHA
Barbarian18141481010
Cleric101010151613
Fighter16161481010
Paladin81210121418
Ranger16121610812
Rogue13131881012
Warlock8141216816
Wizard81012181412

Ability Scores gained through Leveling

Every 3 levels up to level 12 (3, 6, 9, 12), then every 2 levels up to level 20 (14, 16, 18, 20), you will be able to improve 2 Ability Scores of your choice by 1 point. Except at level 30 and level 60, at which you will gain 1 point in every of your Ability Scores. These points are attributed to your Loadout, which means you can have different bonuses on different Loadouts. At the end of the day, that's 6 x 2 points you can attribute on each of your Loadouts. These 6 points in 2 Ability Scores can give you a total of :

  • Strength : 3% Stamina Regeneration, 1.5% Physical Damage Boost
  • Constitution : 3% HP, 1.5% Action Point Gain
  • Dexterity : 3% Critical Severity, 1.5% Movement Speed
  • Intelligence : 3% Control Bonus, 1.5% Magical Damage Boost
  • Wisdom : 3% Control Resistance, 1.5% Outgoing Healing
  • Charisma : 3% Forte, 1.5% Recharge Speed

What to pick ?

As a Tank

The obvious thing to do is to put your points into Constitution : you need HP to sustain damage, and Action Point Gain can be useful.

Charisma is the Ability Score that will boost your defensive stats the most, and will let you use your powers more often. You can also pick Dexterity for the Movement Speed (Tanks don't have a dash/teleport/sprint). If you are going on the offensive, Paladins mostly rely on Intelligence to deal more damage, contrarily to Fighters and Barbarians who rely mostly on Strength (which is also useful for the Stamina Gain, stamina being necessary to block). More damage means better aggro (which means monsters target you, instead of your friends, more easily).

As a Healer

The main healing stat is Outgoing Healing, and you get some from Wisdom, so go for it !

Then, the best way to boost your healing is to put your points into Charisma, as Forte will improve your Divinity or Soulweave Regeneration plus two other Stats. Dexterity is less efficient in terms of healing/damage mitigation, but gives you a small bonus to Movement Speed. Constitution is also a valid choice, for the HP and Action Point Gain, which are both very valuable for Healers.

As a Damage Dealer

Physical Damage Dealers should go for Strength while Magical Damage Dealers should go for Intelligence. Note that Physical or Magical depends on your powers and not your class. Usually, Melee classes deal Physical Damage, and Range classes deal Magical Damage, but that differs from power to power. So, make sure you improve Strength or Intelligence depending on the powers you use.

Charisma is an excellent secondary Ability Score, especially for classes which have long cooldowns. It will give you both damage and survivability. Dexterity is also a good secondary Ability Score (for the Movement Speed), especially for Clerics who do not care about their cooldowns and have less interesting Stats boosted by Forte.

Sours: https://neverwinter.obikin89.com/ability_scores

Scores ability neverwinter wizard

Welcome to our Wizard Arcanist Guide, updated for Mod 21: Jewel of the North.

For the latest Neverwinter news, go to the MMORPG.GG Neverwinter Hub.

The Wizard is a ranged DPS class capable of doing single target and AoE damage.

The purpose of our class guides is not just to show you a build that you can copy and use on your character, but to show you a base build and teach you the mechanics and stats of the game, so you can understand and play your class to its fullest capabilities.

Try different gear, feats, and powers, and learn to tailor your own build for your playstyle. See our guide to making your own build for more info.

  1. Basic Arcanist Info
    1. Best Arcanist Races
    2. Ability Score Priority
    3. Stat / Rating Priority
  2. Paragon Path Feats, Powers & Rotation
    1. Combat Powers
    2. Feats
    3. Rotation
  3. Boons
  4. Weapons & Gear
  5. Artifacts
  6. Enchantments
  7. Consumables & Buffs
  8. Companions
  9. Mounts

Basic Wizard Arcanist Info

Below is all the basic information for the Arcanist, from race choices to stats.

Other Wizard Builds

Best Arcanist Races

What race you play doesn’t play a huge role, but will give you a small boost. Generally, I would advise you to play a race that you enjoy.

  1. Metallic Ancestry Dragonborn– Recieve 5% more healing – +2 to Any two Ability Score – 3% Critical Strike – 3% Power
  2. Dragonborn Recieve 5% more healing – +2 to Any Ability Score – 3% Critical Strike – 3% Power
  3. Human – 1% Bonus to all stats – +3 To any Ability Score
  4. Tiefling5% + Damage to targets below 50% health – +2 Cha and +2 Con or Int – 10% to reduce damage of target for 5 sec by 2.5%
  5. Gith – 5% Combat Advantage – +2 Dex and +2 Str or Int – 5% Stamina Regen
  6. Half-Orc – 5% Crit Severity – +2 Dex and +2 Con or Str – 10% Movement Speed for 3 sec when entering combat

Arcanist Ability Score Priority

Put all your available Ability Scores into Intelligence and Dexterity.

Arcanist Stat / Rating Priority

The Combat Rework introduced major changes to how stats and item level work, for more info see the official post.

Your cap for each stat is based on your item level. To cap a stat, the numbers of the stat needs to be equal to or higher than your item level.

If your stat number is higher than your item level, you are wasting stats and should try to allocate stats differently.

For every 1000 points, a stat is lower than your item level you lose 1% in that stat.

You won’t be able to easily cap all stats, but capping your power is quite easy.

Offensive Stats

  1. Power (90%)
  2. Combat Advantage (90%)
  3. Critical Strike (90%)
  4. Critical Severity (90%)
  5. Accuracy (90%)

Defensive Stats

  1. Defense (90%)
  2. Deflection (90%)
  3. Critical Avoidance (90%)
  4. Awareness (90%)
  5. Health (90%)

Wizard Arcanist Paragon Path Feats, Powers & Rotation

This part is all about optimizing the Arcanist with the best feats, powers, and boons.

arcanist build

Wizard Arcanist Combat Powers

At-Will Powers:

Encounter Powers:

  • Repel (ST) or Icy Terrain (AoE)
  • Entangling Force or Steal Time (AoE)
  • Arcane Tempest
  • Disintegrate (Spell Mastery)

Daily Powers:

  • Arcane Empowerment (ST)
  • Arcane Singularity (AoE)

Class Features:

  • Storm Spell
  • Chilling Presence (ST) or Evocation (AoE)

Wizard Arcanist Feats

  • Spell Twisting
  • Snap Freeze
  • Chaos Magic
  • Striking Advantage
  • A Step Above Mastery

Wizard Arcanist Rotation

Single Target Rotation:

Ray of Frost to get stacks of Chill > Arcane Tempest > Entangeling Force > Disintegrate > Repel > Use daily when available

Wizard Arcanist Boons

You should always choose boons based on what stats you currently need. Therefore a selection of several viable boons is available to you for each tier.

Tier 1 Boons

  • Recruit’s Training – 0.2% Power Per Rank
  • Critical Strike – 0.2% Critical Strike Per Rank
  • Critical Avoidance – 0.2% Critical Avoidance Per Rank
  • Cultist Bulwark – 0.2% HP Per Rank
  • Cultist Power – 1% Increased damage and damage resistance vs. Cultists.

Tier 2 Boons

  • Squire’s Training – 0.2% Power Per Rank
  • Armor Penetration – 0.2% Critical Severity Per Rank
  • Defense – 0.2% Defense Per Rank
  • Demonic Bulwark – 0.2% HP Per Rank
  • Demonic Mastery – 1% Increased damage and damage resistance vs. demons.

Tier 3 Boons

  • Knight’s Training – 0.2% Power Per Rank
  • Combat Advantage – 0.2% Combat Advantage Per Rank
  • Awareness – 0.2% Awareness Per Rank
  • Dino Bulwark – 0.2 HP Per Rank
  • Dino Power – 1% Increased damage and damage resistance vs. dinos.

Tier 4 Boons

  • Captain’s Training – 0.2% Power Per Rank
  • Accuracy – 0.2% Accuracy Per Rank
  • Deflect – 0.2% Deflect Per Rank
  • Necrotic Bulwark – 0.2% HP Per Rank
  • Necrotic Mastery – 1% Increased damage and damage resistance vs. undead.

Tier 5 Boons (Choose 2)

  • Masterclass – 1% Forte per rank
  • Quick Turnaround – 1% Recharge Speed

Master Boons

  • Deathly Rage 3/3 or Blood Lust 3/3

Guild Boons

  • Offense – Power or Critical Strike Bonus
  • Defense – Defence or Hit Point Bonus

Wizard Arcanist Weapons & Gear

If you are new to Neverwinter and need to know how to get better gear and increase your item level, check out our Gearing Up Guide.

Note that the best in slot for your build might vary depending on what stats you have.

The best way to gear up in Neverwinter is by making a lot of Astral Diamonds, check out our Astral Diamond Guide to learn all the secrets of AD farming.

Head

  • Blessed Goristro’s Horns (Avernus Hunts)
  • Blessed Whisper’s Hood of Quiet (Avernus Hunts)
  • Blessed Helm of The Skyblazer (Avernus Hunts)
  • Forest Guardian’s Ward/Raid Crown (Vault of Stars)
  • Weathered Wood Cowl (Seals Store)
  • Lion Guard’s Ward/Raid Cap

Armor

  • Blessed Bone Devil’s Ribcage (Avernus Hunts)
  • Forest Guardian’s Ward/Raid Coat (Vault of Stars)
  • Lion Guard’s Ward/Raid Robe

Arms

  • Forest Guardian’s Ward/Raid Armlets (Vault of Stars)
  • Lion Guard’s Ward/Raid Armlets
  • Weathered Wood Writguards (Seals Store)
  • Spiked Defenders Vambrace

Feet

  • Rusted Iron Leggings (Avernus Rare Monsters)
  • Greaves of the Lightguard (Avernus Hunts)
  • Forest Guardian’s Ward/Raid Shoes (Vault of Stars)
  • Weathered Wood Shoes (Seals Store)

Weapons

  • Mirage Set
  • Celestial Set
  • Masterwork Set
  • Lionheart Set

Main Hand Modification:

Offhand Modifications:

  • Critical Severity & Enhanced Critical Strike

Rings

  • Diamond Ring of Sight +3
  • Guiding Ring of the Sharp-shooter
  • The Red Eye’s Glare
  • The Fallen Lord’s Authority
  • Guiding Ring of the Sharp-shooter
  • Leading Ring of the Sage
  • Bypass Gold Ring
  • Striking Ring of the Veteran / Master

Neck & Waist

  • Star Set: Starshard Choker & Twinkle of the Stars (Trickster’s Gift)
  • Apprentices’ Spoils: Jhesiyra’s Tattered Mantle & Trobriand’s Conduction Cable
  • Lostmauth Set: Lostmauth’s Hoard Necklace & GoldeBelt of Puissance

Shirt

  • Upper Pact Brands (Avernus Hunts)
  • Weathered Wood Shirt (Seals Store)
  • Infernal Forged Shirt
  • Ebony Stained Shirt

Pants

  • Lower Pact Brands (Avernus Hunts)
  • Pants of the Hell’s Interrogator (Avernus Hunts)
  • Weathered Wood Trousers (Seals Store)
  • Infernal Forged Trousers

Wizard Arcanist Artifacts

Primary Artifact

  • Envenomed Storyteller’s Journal
  • Wyvern-Venom Coated Knives
  • Decanter of Atropal Essence

Secondary Artifacts

Choose secondary artifacts based on the stats you are lacking.

  • Sparkling Fey Emblem (For Set)
  • Lostmauth’s Horn of Blasting (For Set)
  • Arcturia’s Music Box (For Set)

Choose 2 Storyteller’s Journals for the bonus

  • Frozen Storyteller’s Journal
  • Flayed Storyteller’s Journal
  • Darkened Storyteller’s Journal

Other Artifact Choices

  • Arcturia’s Music Box
  • Trobriands Ring
  • Staff of Flowers
  • Halaster’s Blast Scepter
  • Shard of Orcus’ Wand

Wizard Arcanist Enchantments

When getting enchantments, always get the ones with the stats you are lacking in with your gear, boons, etc in mind.

For example, if you’ve capped Crit with your gear and boons, don’t get azure enchantments for your offense slots.

If you still need to refine your enchantments, see our Refinement Guide for tips on how to farm refinement.

Offense Enchantments

  • One Tenebrous Enchantment
  • Assassin’s Enchantment
  • Savage Enchantment
  • Radiant Enchantment
  • Dark Enchantment

Defense Enchantments

  • Brutal Enchantment
  • Tactical Enchantment
  • Radiant Enchantment

Utility Enchantments

  • Dark Enchantment
  • Tactical Enchantment
  • Fey’s Blessing / Dragon’s Hoard / Quartermaster’s Enchantment

Armor Enchantments

  • Fireburst Enchantment
  • Negation Enchantment
  • Barkshield Enchantment

Weapon Enchantments

  • Bilethorn Enchantment
  • Lightning Enchantment (AoE)

Overload Enchantments

  • Rage of Flames or Devil’s Precision
  • Various Marks from Stronghold Vendor
  • Corrupt Black Ice / Lethal / Piercing
  • Black / Red Dragon Glyph

Armor Reinforcement Kits

  • Power / Critical Strike or Severity / Accuracy Kit

Jewelry Reinforcement Kits

Wizard Arcanist Consumables & Buffs

Consider getting VIP for the Power of VIP HP buff if you aren’t already. Also always stand in campfires to get the +1 ability campfire buff.

Pick one from each of the categories below depending on the stats you are lacking.

Invocation Blessing: Grace of Battle / Gift of Awareness / Righteous Boon / Gamber’s Fortune

Stronghold Food: Seared Tuna / Prime Rib / Ratatouille

Event Food: Watermelon Sorbet / Hotwings / Squash Soup / Mochi

Elixir: Wild Storm Elixir

Potion: Superior Flask of Potency +1

ReusableItem: Awakened Forger’s Box > Empowered Chain of Scales > Adorable Pocket Pet > Tymora’s Lucky Coin

Wizard Arcanist Companions

Summoned Companion

Augment Companion Choices

  • Bulette Pup
  • Deepcrow Hatchling
  • Owlbear Cub
  • Ioun Stones
  • Quasit

Active Companion Choices

  • Xuna
  • Cold Iron Warrior
  • Mercenary
  • Black ice Prospector
  • Air Archon

Enchantment Power

  • Acute Senses
  • Potent Precision
  • Precision

Companion Powers

Below is a selection of viable companion powers.

Offense Powers

  • Siege Master (Siege Master’s Discipline) – Combined Rating – Increases the power of your At-Will powers by 11% (Doubled on Stronghold Map)
  • Black Dragon Ioun Stone (Black Dragon’s Insight) – 7.5% Critical Chance
  • Staldorf (Staldorf’s Presence) – 7.5% Combat Advantage
  • Razorwood (Twigblight’s Insight) – 3.8% Critical Severity & Accuracy
  • Hawk (Hawk’s Insight’s) – 3.8% Critical Severity & Critical Chance
  • Armored Orc Wolf (Orc Wolf’s Instincts) – 3.8% Critical Chance & Accuracy
  • Batiri (Batiri’s Wisdom) – 11% Damage Versus Bosses
  • Dancing Blade (Dancing Blade’s Insight) – 3.8% Critical Severity & Combat Advantage
  • Flame Sprite (Flamesprite’s Insight) – 3.8% Critical Chance & Accuracy

Defense Powers

  • Phasespider (Phasespider’s Presence) – 3.8% Critical Chance & Combat Advantage
  • Fire Archon (Fire Archon’s Insight) – 10% on At-Will use to increase Combat Advantage for 10 seconds

Utility Powers

  • Alchemist Experimenter (Alchemist’s Discipline) – 3.8% Critical Chance & Combat Advantage
  • Book Imp (Bookimp’s Presence) – 3.8% Accuracy & 3.8% Combat Advantage

Companion Equipment

Double offense slotted “Of the Companion” gear

Companion Runestones

  • Indomitable x6 (If using a combat companion)
  • Profane Runestone
  • Arcane Runestone
  • Recondite Runestone
  • Empowered Runestone
  • Whatever you need for stats

Wizard Arcanist Mounts

Bolster

When it comes to mounts, you should focus on getting them all to Mythic quality to increase Bolster.

Bolster Contribution depends on the quality of the mount, with Mythic mounts contributing 10% Bolster, this again increases the values of your Equip Power and Combat Power.

Mount Insignia Bonuses

All classes and specs should consider using Wanderer’s Fortune and or Traveler’s Treasures before you have refined all your gear and enchantments, for extra refinement every day.

Insignia bonuses are mostly down to preference. Some boost damage a bit, and some boost survivability, while others add utility.

DPS

  • Artificers Persuasion
  • Assassin’s Covenant
  • Warlord’s Inspiration
  • Calvary’s Warning
  • Gladiator’s Guile

Self Healing

  • Barbarian’s Revelry
  • Survivor’s Blessing
  • Survivor’s Gift
  • Knight’s Rebuke
  • Oppressor’s Reprieve

Utility

  • Wanderer’s Fortune
  • Traveler’s Treasures

Insignia Type

  • Insignia of Aggression
  • Insignia of Skill
  • Insignia of Brutality or Dominance if you still need power

Mount Collars

  • Sturdy Barbed or Crescent Collar
  • Wayfaring Barbed Collar
  • Unified Regal Collar

Wizard Arcanist Mount Powers

Mount Equip Power:

  • Armor Breaker (Critical Severity)
  • Rapid Accuracy (Accuracy)
  • Precision (Critical Strike & Severity)
  • Ruthless Efficiency (Critical Strike
  • Dominant Force (Power)
  • Opportunistic (Combat Advantage)

Mount Combat Power:

  • Golden Touch (Golden Warhorse)
  • Tunnel Vision (Several)
  • Cauldron Fumes (Hag’s Hexing Cauldron)
  • Giant Toad Tongue Lash (Giant Toad)

If you have any questions or suggestions about our Neverwinter Wizard Arcanist guide, please leave a comment below!

More info about the Wizard class can be found in the Wizards of Neverwinter Facebook group.

Sours: https://www.mmorpgtips.com/neverwinter-wizard-arcanist-build/
Neverwinter: Mod 20 Wizard Arcanist AoE \u0026 Single target builds

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