An Endgame CW build guide

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Phelaia
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An Endgame CW build guide

Post by Phelaia »

UPDATE for Mod 15 -- a new build guide that actually works:

https://drive.google.com/file/d/1NtLmer ... b_gkp/edit

Personally, I am running the "MOF Rene/Thaum Single Target" build on Page 7. At just over 14k with no Bonding stones (closer to 15k with Bondings), I have not faced major issues in FBI and Master Spellplague even in a PUG.

My thoughts on this guide:
1. Wizards just got reworked this mod. These changes appear very confusing, but this guide actually explains them pretty well. One thing is for sure: While you're still DPS, you will never ever out-DPS a competent GWF or SW or certain TRs of similar item level, not in random encounters and not in a boss fight, so stop comparing apples to oranges.

2. The secondary role of a wizard is the debuffer and buffer. The simplest way to see it is this: the Renegade path grants everyone Combat Advantage, while Smolder from the MOF paragon path grants debuffs. If you do just those two things, you may not see the huge numbers on your own screen, but everything just dies that much faster.

3. "Highly geared" CW these days means people who are 17k item level and above--Rank 14s in every slot and Masterwork everything. You'd think FBI would be a cake walk for them, but no, if they get too cocky and not rely on their tank and healer, they still get one-shotted when anything so much as sneezes their way. In fact, if your item level range from 10k to 14k, playing "support" CW is how you get the most bang for your buck. At about 15k to 16k, if you can manage to get close to 100% Crit Chance, Spellstorm might be worth trying again.

4. Page 12 to 15 of this guide gives some good rotations to follow depending on the situation. Have one loadout for single target fights and another loadout for clearing trash, and be prepared to switch accordingly.

5. While your own rotation of powers is important to maintain (see Pg 12 of the guide), it's crucial to pay attention to the powers that the rest of the party is casting, and save your big Ice Knife or Disintegrate when all the buffs from your teammates are stacked. Examples of buffs:
  1. the 3 spinning golden orbs from a DC's Anointed Army
  2. the swirly effect around everyone from a GF's Into the Fray
  3. the giant curse mark of a SW's Tyrannical Threat - this is where you point your Ray of Enfeeblement
  4. the green swirly circle from a SW's Pillar of Power - step into it for damage buff
  5. words such as "Command Strike," "Prism," "Nightmare Wizardry"
  6. Large blue and yellow circles from an OP - stay in the circle for extra defense and heals
  7. Big red and yellow Xs on targets - damage buff for everyone and sometimes debuff on the target's damage to you
  8. someone's T-Rex mounts pops out of nowhere and roars - this starts a major buff window
  9. the patterns on the floor from Wheel of Elements - take another element if the fire one is already taken
6. Last thing, learn to teleport side ways. It doesn't matter how geared you are, your DPS on the floor is zero.

True to its tabletop version, CW has always been one of the most fiddly classes to play. Very high risk, but very high reward if you can pull it off.

:hailnor
Phelaia Fiendline
The original Burninator in Neverwinter
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