Wild Mage levelling experience

Haphazard

Sock Puppet
Charles Spurgeon once said "Beware of no one more than yourself" and this rings true in my estimation of the Wild Mage sub class. Of course Sophocles also said "No enemy is worse than bad advice" so take all this with a pinch of salt (edit: The first time I wrote this I wrote "punch of salt" which may be more appropriate).

First a little context. I have tried to keep this write up succinct and accessible but specific where possible. It's relatively agnostic in terms of player experience with the game - hopefully there are some nuggets of insight here for both newbies and veterans alike.

I am levelling a Dragonborn (Red) Wild Mage. I was going to play a Warforged for easy healing but chickened out at the last minute. More on that later.

This first post covers Levels 1-7 (well 3-7 really as I had some xp stones) but I'll add to the post/s as I progress. I play fairly casually so there may be gaps in between write-ups.

I'll be playing a mixture of R1 and Elite depending on my mood/how hard the quest is.

HEROIC

Lvls 1-3
On any build (without racial points) the first few levels are a matter of prudent enhancement point spending and gear is much less impactful. However, the Apprentice's Robe or Robe of Duality from Catacombs with minor arcane augmentation 1 means by level 2 you can have two effective AOE SLAs (CL 4) in your choice of elements and the new Chaos Bolt SLA. Choose Maximise as your feat and away you go. So far so not much different to any Sorc levelling but Chaos bolt is a nice addition to your rotation even if it's on a long cooldown at this stage. Mix in a 1st level damaging spell on a 2s cooldown for clean up like Chaos Bolt the spell or burning hands and you're good to go.

At the top of level 3 things really start to hot up for the Wild Mage. This comes courtesy of the Power in Chaos enhancement. Suddenly you have +2 caster and max caster level but can get bad or very bad surges even with Chaos control. This means your 1st level spells suddenly have a caster level of 6 (or 7 as soon as you can spare points into the savant trees or racial trees). This makes a big difference at level 3 and I found myself blasting through content with just Burning Hands and Acid Spray.

Lvls 4-5
An even bigger bump is just round the corner as, when you level to 4 you can afford to put a point or two in Chaos Sphere as well. Chaos Sphere is a lvl 3 AOE spell like Fireball but you're getting it at level 3 via the WM tree. What's more its a will save so always does some damage. Other savant trees don't have any SLAs at t3 and only level 2 spells when they get them at t4. So suddenly you have a powerful, rarely resisted SLA you can maximise (and maybe empower, I took quicken at 3rd) for room clearing. Very nice at this level.

Chaos Sphere does have a few problems; for those that have played Alchemists it casts a little like spell vials with accelerate enabled and has some weird targeting and collision issues. Sometimes at close range it doesn't go off which can be annoying and dangerous but on the whole it's really good and with Power in Chaos your have a CL7 AOE at 4th level.

Lvl 5 means a bump due to gear via Feywild kit but as that isn't really anything to do with the Wild Mage tree I won't dwell on it other than to say The Ring of Summer's Heat is nice for a Wild Mage using Fire as their main non-alignment element, freeing up weapon slots for other options like The Prince's/Queen's sceptres.

My intention was to aim for an Exalted Angel focused epic destiny build in epics. Most people seem to think EA is a poor tree after the u66 changes but it seems to fit well with WM for alignment/light synergy so I chose red dragonborn and will focus on fire spells as well as light/alignment. I'm heroics however, especially before I have the enhancement points I can be a bit more experimental with elements and acid and or cold feels like an option as well as fire (or lightning). So far, at least, I haven't felt the need for much cc as things die so easily but that will become more important soon. Lvl 5 feels good - slighter better than a normal Sorc for DPS - but I can already see I'll be missing the EK tree at some point.

Tried out cold (which really only means swapping spells and the one enhancement point from Fire to Water savant). Its pretty good. I miss the no aim for Scorch but Snowball swarm is fast and covers a big area. Also means Web is more viable. Niac's with the extra caster levels is pretty potent too. In fact I think it would be possible to get a CL of 9 for Niac's at 4th level with enough racial points. Probably not worth the effort given how quickly levels go by but fun to be able to crit for approx 600 at that level.

Lvls 6-7
Options increase with more enhancement points. 12pts in Wild Mage tree and 11pts in Water Savant allows a 3 ray Frost Lance (CL11). Lightning bolt is possibly still a better choice at this level for single target DPS (due to forking) but the fort save on Frost Lance is nice for high reflex opponents and reapers. The worst wild surges are beginning to grate a bit (especially The Pax).

I tried Prismatic Mind for the Greater Colour Spray damage and it was pretty good. If you're using GCS anyway for cc its a nice extra boost that means you can often use your non-meta'ed spells to finish off a group of enemies.

Lvls 8-11
Have played around with a few different set ups including more of a focus on Illusion/Force through PK and points in Feydark Illusionist. Works pretty well.

I am definitely getting more bad surges than good (see below). Sometimes I will get 5 or even 6 bad surges in a row - that never happens with good.

Lvls 12-13
The usual boost from getting t5 enhancements. A little better than usual given sorc t5 is usually a bit meh but not s much better. Wildstrike is a nice single target DPS and cc. Despite being a red dragonborn I'm specced into Air at the moment for Chain Lightning. CL 18 at Lvl12 which pretty much clears everything on Elite/R1. Chaos Sphere SLA is still effective as well so between the two of them most quests are a breeze. Biggest risk is still my own bad surges.

Have died three more times to bad surges. Once to Dance Party, once to Cat Nap and once to Personal Bad Weather even though I had full hits (on Reaper) as didn't notice my Prot Elements wasn't up. Dance party is the one I fear the most though especially in Reaper.
 
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Haphazard

Sock Puppet
GENERAL OBSERVATIONS/NOTES

Surges (A good list here)
The first thing you notice with Wild Mage is, of course, the wild surges. It isn't always obvious what the surges are and many of them are level based (or half level) so have virtually no impact at low level. However, relatively soon on, unless you've spent points on mitigating bad results via Chaos Control, you'll be hit by something bad or very bad - and some of them are very bad indeed. The most obvious is The Pax - this slows you and fogs your view a sickly yellow.... for 2 whole minutes. Given that most of the other bad effects are just a few seconds this feels really debilitating and although it doesn't affect spell-casting as far as I can tell it really affects manoeuvrability. It is possible to end the effect by resting (although not Dispel Magic like some other surges) and it's a real relief to be able get rid of it when you can. Other bad effects include 'Noir' where you cannot affect anything or be effected. I didn't think this was too bad as you're invulnerable during it until my hires were killed whilst I was out of action. A bit annoying. And then there are the (usually) short but really bad effects like Dancing. So far this is the only time I have died as a direct result of a wild surge ("You're Dancing! The Carnage reaper hits you for 150 points of bludgeoning damage.") but I've been close a number of other times so beware playing Wild Mage on a hardcore build unless you like a challenge (which of course lots of people do).

Chaos Control
I'm still not sure how Chaos Control affects bad or really bad surges - whether it has any impact at all such as reducing the frequency or is totally redundant with Power in Chaos enabled. I'm hoping the former as it would be odd to have the option for both otherwise.

Edit: Have thought about this a bit more and am sure its WAI as a design decision. You can have both options and toggle Power in Chaos on and off depending on your appetite for risk. I *quite* like that although I have some thoughts about some more control (and how many bad v's good surges are coming up. Bit more on that below.

I think the WM tree is expensive. In particular the Student of Chaos line of enhancements feels like a lot to pay for being a bit 'better' at what you do. 12 EPs is a very hefty tax for being a more Wild Wild Mage. At the least I would make these a set 2 points for a +3%/3% or ideally 1pt for +2/+2 and move a further +1/+1 to the cores.

% Chance
I'm certain I'm getting more bad than good surges. I've done some simple testing in wilderness areas and I'm getting not only a high percentage of bad or very bad surges overall but a much higher number compared to good/very good ones. It may be that my sample size is not big enough but I ran 5 different tests and in all them Bad surges were significantly higher.


Have been thinking about how the surges are categorised and have a slightly different way of thinking about them. From a player point of view the real impact is on whether the surges are going to get you killed or not. The good ones all add to your power but the bad ones have the real impact.

Never Dangerous
  • Most surges including all very good, good and neutral
  • Mana Breach
  • Slow
  • So Tired
  • Shrinkage

Sometimes Dangerous
  • Iron Pot Head
  • Squirrel
  • Out of Phase
  • Really Bad Luck
  • Cold as Ice
  • Stoned
  • Silent Bubbles
  • Personal Bad Weather (although there's usually time to heal)

Often Dangerous
  • Dance Party
  • Cat Nap (Sleep)
  • Personal Bad Weather
 
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Muadib

Buff casters and remove the R7+ nerfs!
Charles Spurgeon once said "Beware of no one more than yourself" and this rings true in my estimation of the Wild Mage sub class. Of course Sophocles also said "No enemy is worse than bad advice" so take all this with a pinch of salt (edit: The first time I wrote this I wrote "punch of salt" which may be more appropriate).

First a little context. I have tried to keep this write up succinct and accessible but specific where possible. It's relatively agnostic in terms of player experience with the game - hopefully there are some nuggets of insight here for both newbies and veterans alike.

I am levelling a Dragonborn (Red) Wild Mage. I was going to play a Warforged for easy healing but chickened out at the last minute. More on that later.

This first post covers Levels 1-7 (well 3-7 really as I had some xp stones) but I'll add to the post/s as I progress. I play fairly casually so there may be gaps in between write-ups.

I'll be playing a mixture of R1 and Elite depending on my mood/how hard the quest is.

Early Levels (1-3)

On any build (without racial points) the first few levels are a matter of prudent enhancement point spending and gear is much less impactful. However, the Apprentice's Robe or Robe of Duality from Catacombs with minor arcane augmentation 1 means by level 2 you can have two effective AOE SLAs (CL 4) in your choice of elements and the new Chaos Bolt SLA. Choose Maximise as your feat and away you go. So far so not much different to any Sorc levelling but Chaos bolt is a nice addition to your rotation even if it's on a long cooldown at this stage. Mix in a 1st level damaging spell on a 2s cooldown for clean up like Chaos Bolt the spell or burning hands and you're good to go.

Surges (A good list here)
The first thing you notice with Wild Mage is, of course, the wild surges. It isn't always obvious what the surges are and many of them are level based (or half level) so have virtually no impact at low level. However, relatively soon on, unless you've spent points on mitigating bad results via Chaos Control, you'll be hit by something bad or very bad - and some of them are very bad indeed. The most obvious is The Pax - this slows you and fogs your view a sickly yellow.... for 2 whole minutes. Given that most of the other bad effects are just a few seconds this feels really debilitating and although it doesn't affect spell-casting as far as I can tell it really affects manoeuvrability. It is possible to end the effect by resting (although not Dispel Magic like some other surges) and it's a real relief to be able get rid of it when you can. Other bad effects include 'Noir' where you cannot affect anything or be effected. I didn't think this was too bad as you're invulnerable during it until my hires were killed whilst I was out of action. A bit annoying. And then there are the (usually) short but really bad effects like Dancing. So far this is the only time I have died as a direct result of a wild surge ("You're Dancing! The Carnage reaper hits you for 150 points of bludgeoning damage.") but I've been close a number of other times so beware playing Wild Mage on a hardcore build unless you like a challenge (which of course lots of people do).

At the top of level 3 things really start to hot up for the Wild Mage. This comes courtesy of the Power in Chaos enhancement. Suddenly you have +2 caster and max caster level but can get bad or very bad surges even with Chaos control. This means your 1st level spells suddenly have a caster level of 6 (or 7 as soon as you can spare points into the savant trees or racial trees). This makes a big difference at level 3 and I found myself blasting through content with just Burning Hands and Acid Spray.

Lvls 4-5
An even bigger bump is just round the corner as, when you level to 4 you can afford to put a point or two in Chaos Sphere as well. Chaos Sphere is a lvl 3 AOE spell like Fireball but you're getting it at level 3 via the WM tree. What's more its a will save so always does some damage. Other savant trees don't have any SLAs at t3 and only level 2 spells when they get them at t4. So suddenly you have a powerful, rarely resisted SLA you can maximise (and maybe empower, I took quicken at 3rd) for room clearing. Very nice at this level.

Chaos Sphere does have a few problems; for those that have played Alchemists it casts a little like spell vials with accelerate enabled and has some weird targeting and collision issues. Sometimes at close range it doesn't go off which can be annoying and dangerous but on the whole it's really good and with Power in Chaos your have a CL7 AOE at 4th level.

Lvl 5 means a bump due to gear via Feywild kit but as that isn't really anything to do with the Wild Mage tree I won't dwell on it other than to say The Ring of Summer's Heat is nice for a Wild Mage using Fire as their main non-alignment element, freeing up weapon slots for other options like The Prince's/Queen's sceptres.

My intention was to aim for an Exalted Angel focused epic destiny build in epics. Most people seem to think EA is a poor tree after the u66 changes but it seems to fit well with WM for alignment/light synergy so I chose red dragonborn and will focus on fire spells as well as light/alignment. I'm heroics however, especially before I have the enhancement points I can be a bit more experimental with elements and acid and or cold feels like an option as well as fire (or lightning). So far, at least, I haven't felt the need for much cc as things die so easily but that will become more important soon. Lvl 5 feels good - slighter better than a normal Sorc for DPS - but I can already see I'll be missing the EK tree at some point.

Lvls 6 -7
Options increase with more enhancement points. 12pts in Wild Mage tree and 11pts in Water Savant allows a 3 ray Frost Lance (CL11). Lightning bolt is possibly still a better choice at this level for single target DPS (due to forking) but the fort save on Frost Lance is nice for high reflex opponents and reapers. The worst wild surges are beginning to grate a bit (especially The Pax).

I did briefly try Prismatic Mind for the Colour Spray damage but it means too many points into Feydark Illusionist at this stage which could better be spent elsewhere. Perhaps I'll come back to that later.

I'm still not sure how Chaos Control affects bad or really bad surges - whether it has any impact at all such as reducing the frequency or is totally redundant with Power in Chaos enabled. I'm hoping the former as it would be odd to have the option for both otherwise .

Edit: I'm going to start tracking when the bad (or really bad) wild surges happen and record it in one of the posts reserved separately below. Hopefully that may be useful to some.

A couple of answers to your questions and some observations of my own.

I just did a wild mage life 1-32 and am working on my 2nd WM life now. Long story short, I found wild mage pretty meh so far. Lots of flavor, but not as good min/max as pure Sorc with points in EK. Plus, I found myself gravitating towards Control Chaos which made me endure the bad/very bad surges. The bad surges were cool the first few times but got annoying very quickly.

Speaking of Chaos Control, AFAIK this enhancement overrides the other two in the tree. Meaning that if you have it toggled on, you will receive bad/very bad surges regardless of having the other two passives.

On your comment about Prismatic Mind, I found it a welcome addition to my damage profile, but I prioritize GCS for CC wherever possible, so YMMV.

As far as your enhancement splits. I’m not seeing the value in water, but air could possibly work. Personally, after trying a bunch of splits, I went T4/41(capstone) fire and T5/34 Wild Mage, the rest in racial. The lack of chaos spells, especially higher level ones, really pushed me to use Chaos spells as a backup and pump a savant tree and associated spells (DBF and Meteor Swarm) for damage in epics.
 

Muadib

Buff casters and remove the R7+ nerfs!
Small caveat since I can't edit my last post for some reason. When I said Control Chaos, I mean "Power in Chaos".
 

Haphazard

Sock Puppet
As far as your enhancement splits. I’m not seeing the value in water, but air could possibly work. Personally, after trying a bunch of splits, I went T4/41(capstone) fire and T5/34 Wild Mage, the rest in racial. The lack of chaos spells, especially higher level ones, really pushed me to use Chaos spells as a backup and pump a savant tree and associated spells (DBF and Meteor Swarm) for damage in epics.
I think I would agree about the fire focus later/in epics later but I'm interested in levelling split at various points as well. More so maybe than a sorc and possible other spell casting classes there is (so far at least) a fair amount of juggling of EPs across levels.

Also, given lack of racial points I can't manage 18 EPs in Dragonborn whilst still getting t5 in WM and 41 in a savant so I'll probably be going 41 in WM and only c4 in Fire Savant. I don't know though and am interested to see how it works out.
 

Dandonk

Beater of Dead Horses
I just did a wild mage life 1-32 and am working on my 2nd WM life now. Long story short, I found wild mage pretty meh so far. Lots of flavor, but not as good min/max as pure Sorc with points in EK.
I used the WM tree as an off tree, and it adds a little more damage. Meh is fitting, didn't really notice the damage increase while levelling, but then again, didn't notice the lack of defense either since everything melts.
I have no clue about at cap, I don't really play casters in endgame.

Plus, I found myself gravitating towards Control Chaos which made me endure the bad/very bad surges. The bad surges were cool the first few times but got annoying very quickly.
I took my first WM from 15 to 17 and that was more than enough for me to respec into Control, those bad surges get annoying fast.

Sure, you might be able to (in theory) notice what kind of surge is next. In practice for me, I just spam spells and don't have time to check that first.

All in all, I found the WM to not add that much. It looks cool on paper, but in practice it feels lacking to me. The good surges are mostly meh, and the bad get annoying fast. The lack of chaos spells makes a WM-tree-focused build feel underwhelming.

That's how it's felt for me, at least.
 

Haphazard

Sock Puppet
A 9th level Chaos spell would make a difference. It looks like its reliant on elemental spells still which has obvious enhancement point allocation issues. Channel Entropy is really nice as a SLA but I'm not sure it's enough on its own. Even a 'Master of Chaos' Epic Feat for Chaos Sphere, Wildstrike and Chaos Hammer would help. Perhaps that's coming later...
 

Rull

Well-known member
... the Apprentice's Robe or Robe of Duality from Catacombs with minor arcane augmentation 1 means by level 2 you can have two effective AOE SLAs (CL 4) in your choice of elements and the new Chaos Bolt SLA.

Curious question: have you actually tested this? Because I find arcane augmentation not working on any spells as a wild mage (I didn't check other classes. Maybe they broke augmentation in general)
 

Rull

Well-known member
I tested with Ik'thanor's Signet Ring and the CL didn't change. For instance chain lighting was still CL 19 (MCL 20) with 4 cores in air savant, independant of wearing the ring or not. But other spells had the same issue.

Maybe it is an issue with that ring only.
 

Terranigma

Well-known member
Ik'thanor's Signet Ring's Arcane Augmentation is broken. Arcane Augmentation and Divine Augmentation do not play well together and will overwrite each other. Because Divine Augmentation is applied after Arcane Augmentation, the Divine Augmentation on that ring works and suppresses the Arcane Augmentation. You'd need to use a different item to bolster Arcane Caster Levels (Firestorm Conduit, Apprentice's Robe, etc).
 

Zaszgul

Well-known member
Ik'thanor's Signet Ring's Arcane Augmentation is broken. Arcane Augmentation and Divine Augmentation do not play well together and will overwrite each other. Because Divine Augmentation is applied after Arcane Augmentation, the Divine Augmentation on that ring works and suppresses the Arcane Augmentation. You'd need to use a different item to bolster Arcane Caster Levels (Firestorm Conduit, Apprentice's Robe, etc).

Old post but this is good to know, thanks.

(and I also am finding Wild Mage/Chaosmancer underwhelming thus far)
 
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