Wild Mage

Deamon81

Well-known member
Since yesterday it was possible to create a Wild Mage.
I done it and first life Level 7 and it was a lot of fun to play.
But well I´m not sure if I would really play Reaper 10 or bigger hard raids which such kind of "Ups" spells
 

EinarMal

Well-known member
The wild mage tree itself seems very good to me due to the crit bonus and MCL.

Surges are largely useless from my experience so far. They don’t really add much at all in actual benefit.

From a number stand point the best caster class got better, IF you can tolerate the silly surges that are basically background noise.

At least that is my thoughts so far as I level.
 

Oliphant

Well-known member
Seems like potentially useful to boost nuking a tad more, but not so much a DC thing, which seems to work better in FI and EK. Anyone have any ideas for builds around the T4 enhancement that provides Casters with ML equal to character level? If it were only T3, I'd try it as a 17 Druid/3 Sorc but alas.
 

EinarMal

Well-known member
It’s tough technically Stormsinger 16/WM 4 might work you could strip electric immunity with iconic and still get level 6 spells.

Arguable vs just going pure.

I don’t think any full caster class works giving up level 9 spells.
 

DBZ

Well-known member
No destiny support no epic strikes hard caps flat damage caps no gear support yet still won't show us the loot

Don't see the point
 

EinarMal

Well-known member
No destiny support no epic strikes hard caps flat damage caps no gear support yet still won't show us the loot

Don't see the point
If you want a to play Sorc nuker it gives a slightly better version with more DPS less defense. That’s about it. You can basically ignore chaos damage and just get an extra 9% critical chance and a couple more MCL. Use Wild mage as a second tree instead of EK with a little in FI.
 

DBZ

Well-known member
but then you lose EK

I need a rebuild and this def ain't it

FVS IK maybe or regular IK Sorc
 

mikarddo

Well-known member
Its all about the extra +2 cha in the iconic tree compared to other races as far as I am contcerned. The wildmage tree in itself is not as good as the EK tree imo.

As others have mentioned the surges seem like fluff. Ptobably nice at times but not really noticeable. Sometimes rather annoying if you dont block bad and very bsd ones.
 
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mikarddo

Well-known member
If you want a to play Sorc nuker it gives a slightly better version with more DPS less defense. That’s about it. You can basically ignore chaos damage and just get an extra 9% critical chance and a couple more MCL. Use Wild mage as a second tree instead of EK with a little in FI.

Wildmage does not add spell crit Chance. It adds spell crit Damage which means the value is less. If it was spell crit chance the tree would indeed be a good deal stronger.
 

Oliphant

Well-known member
It’s tough technically Stormsinger 16/WM 4 might work you could strip electric immunity with iconic and still get level 6 spells.

Arguable vs just going pure.

I don’t think any full caster class works giving up level 9 spells.
Yeah 16 Stormsinger was the only idea I had initially but then I couldn't really convince myself why its better than 20 Stormsinger. Wonder if a Warlock 16/Wildmage 4 Ruin could be better with the extra crit damage.
 

Tilomere

Well-known member
I was going to test out prismatic ray as a single spell dps rotation

2.5 sec CD > 2 second with 20% CDR (SD + Draconic + EA) because I want application tick right after 2 sec regular dot tick.

I think due to having fire and lightning and acid damage it counts independent caster levels, spell power, crit, multiplier for each, making it a chaos, air, earth, fire spell. So I think it may spell power scale magma and acid attunement, as well as launch all their other related procs.

41 AP Fire (immolation + bypass) (15% fire vulnerability)
21 Air (vulnerability) (20% all vulnerability)
18 Wild Mage (chaos + stuffs)

Main/offhand Ash/Ooze -31 MRR
SD Tier 4 darkness debuff and shadow loss -14 PRR/MRR
EA Turn undead -5 PRR/MRR

+2 arcane lvl item

If it is a chaos, air, earth, fire spell, should get 30d6 Chaos on hit, 20d6 fire on hit and dot, 500 dripping with magma on hit and dot, 250 acid attunement on 50% hit and dot %, draconic 37(d6+6) on 1/3 hits and dots, plus base spell (avg 15(d6+7)), plus wild mage random stuffs.

3 spells every 6 seconds will give 90d6 Chaos, 120d6 fire, 3000 magma, 1125 acid, 148(d6+6) draconic, 45(d6+7) base spell plus wild mage random stuffs => around 900 base spell damage/sec *10 (spell power) * 2 (crit) * 2 (debuffs) = 40k dps plus wild mage random stuffs.

I think the math would work out, not sure if mechanics do. Draconic fire savant has enough AoE, this is to just touch up the single target rotation to a single button that is "good enough".
 
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Oliphant

Well-known member
Trying out the Iconic with a relatively low past life toon, very few extra racial or destiny points. Aiming towards a simple electric nuker, spring affinity. At level 23 now. My current observation being toon without racial AP is you are sort of obligated to spend enough to get top tier racial ability to avoid the bad wild magic with this one. More so than most, this one seems much better to do on your racial completionists. Also, the Wild Mage tree is about crit damage multiplier, so you need decent crit chance to make it worth it, more of an endgame thing. So overall this Iconic seems more like a Racial Completionist Endgamer kind of thing. Its still a Sorc so it levels up fine.
 

Marshal_Lannes

Well-known member
Mitigating the bad effects takes the fun out of the class. Might as well just play a druid. The SLAs are quite good. The issue I see, as was pointed out, is it lacks ED support. Right now, you're forced to choose an element to make use of the Draconic tree. The WM tree is too expensive. Survivability is a real issue in High Reaper if you go WM, Savant, FI. Kind of fun to chaos around in R4 though.
 

Oliphant

Well-known member
Regarding the fun of the wild mage surges, similar to mikarddo the significance of the surges has pretty much gone over my head. Most of the time, I can tell something is varying with the symbol over my head but often I'm not even able to trace it back to a buff icon anywhere, much less having time to hover over anything to see what's going on. With the bad surges on, I get acid fog, blindness and other effects, which really don't do much for me playing DDO in any normal way. Wildmages need a narrator or something for the full flower sniff.
 

Archaic

Well-known member
I made an AOE caster Sorcerer Feydark Chaosmancer that brandishes a repeater and without past lives tomes or adequate gear is pretty well rounded.
I did it as a test for the next life of my mechanic rogue and will most likely use great crossbow as it has all the ranged past lives tomes etc to make it work.
I might splash a divine class to add to alignment spellpower for the Chaos SLAs and positive spellpower for healing in epics though.
Empower ,Maximize; Proficiency, PBS, Precise Shot, IPS, Rapid Reload for starters. Need to plan it out into legendary and think of what ways to improve on it.
I know it's a Sorcerer so has a lot of spell points already but it just seems to conserve spell points well, and we all know affinity to elements tend to be the hangup concerning immune mobs so an alternative adjustable damage output depending on what you have in your arsenal is a good workaround.
Max damage is great...as long as you aren't healing things with the sole element you dumped everything into.
5 cleric war domain for exotic weapons and access to alignment power enhancers might work if the focus was on chaos SLAs.
 
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