Wild Mage

Tilomere

Well-known member
Casting MS as the first spell on every mob has quite an opportunity cost so taking that as a full 4 dc value is being overly optimistic. Often I will want to open with Mass Hold,
Try mass hold as the meteors are flying at double range, so they both land around the same time as a stronger opener than mass hold alone.

Plus while the curse it highly likely to land, you also lower saves by chipping health away with meteor + chaos capstone SLA. When hitting 26 will try replacing capstone with arcane torrent to see if it will produce 3 more track debuffs. Meteor + Arcane Torrent curse -4 saves and track -8 saves AOE is going to basically be GG for mobs and will straight up punch through despair reaper saving throw buffs.

I went with 4.5 for deflect from VKF.
 
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EinarMal

Well-known member
Try mass hold as the meteors are flying at double range, so they both land around the same time as a stronger opener than mass hold alone.

Plus while the curse it highly likely to land, you also lower saves by chipping health away with meteor + chaos capstone SLA. When hitting 26 will try replacing capstone with arcane torrent to see if it will produce 3 more track debuffs.

I went with 4.5 for deflect from VKF.

What are you doing for boss/champ damage basically just running only low skull or groups only?

With choasmancer you could take electric strip, or even switch to some other element strip although it gets AP expensive, I would want to spend 19AP if I did cold strip with taking major spring and fey step.

If you are going T5 Magus cold makes the most sense, but its "off stance".

I just can't make myself go zero dps.
 
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mikarddo

Well-known member
Try mass hold as the meteors are flying at double range, so they both land around the same time as a stronger opener than mass hold alone.

Plus while the curse it highly likely to land, you also lower saves by chipping health away with meteor + chaos capstone SLA. When hitting 26 will try replacing capstone with arcane torrent to see if it will produce 3 more track debuffs.

I went with 4.5 for deflect from VKF.
When you the range to the mobs thats great. I find rhat to be somewhat rare though and the dangerous situations more often at closer range where it isnt doable.
 

Tilomere

Well-known member
60% magus 30% shiradi and 15% quiver should reduce the threat of close range, since you won't be able to generate aggro with spells. The DC comparison was just to understand the difference, and to build a sorc that can function in legendary midskull reaper effectively while epic leveling, because I want the double SXP, douible RXP, and cards from saga.

DPS for high reaper, ya, that's a wholly different conversation on dripping with magma manipulation. But no one rally seems to care about that deep down, as there have been 0 break downs about it in the last 10 years it has been out, but a hundred different breakdowns of how to achieve max DCs.
 

EinarMal

Well-known member
60% magus 30% shiradi and 15% quiver should reduce the threat of close range, since you won't be able to generate aggro with spells. The DC comparison was just to understand the difference, and to build a sorc that can function in legendary midskull reaper effectively while epic leveling, because I want the double SXP, douible RXP, and cards from saga.

DPS for high reaper, ya, that's a wholly different conversation on dripping with magma manipulation. But no one rally seems to care about that deep down, as there have been 0 break downs about it in the last 10 years it has been out, but a hundred different breakdowns of how to achieve max DCs.
I tried dripping using the rune arm, I was not fully fire specced but decent with fire numbers at ~900 spell power, 65% critical, 40% critical damage it was an off element.

I am not sure if it even crits I wasn't watching that closely, while the damage added was nice it was not so good that I would be happy with that as basically all my DPS.

Maybe you know some trick I don't, but I was not blown away by adding this in, it was fine as some additional damage.
 
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Tilomere

Well-known member
Anyone else getting Bend Luck not working?
Or identify the wild magic that is crashing to desktop and have a fix?
 
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mikarddo

Well-known member
Anyone else getting Bend Luck not working?

Also the lvl 24 above is for midskull Sharn (for leveling in sagas for cards). If you just want to level in midskull legendary reaper, you can do that at 20 on the easier ones.
Screen-Shot-2024-07-04-125454-0.jpg


Anyone else getting Bend Luck
What kind of testing did you do?
 

majorhavoc

Well-known member
I played 2 out of 3 Eladrin Iconic lives as a Sorc & the 3rd as an AoS, I got to say the AoS was way better with the fire immunity stripping, as for the Sorc, it is just not that much of an improvement to put up with the annoying negative effects. I am going back to normal Sorc.
 
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Tilomere

Well-known member
Looking at a rotation of Meteors > Mass hold** as Meteors fly > Channel Entropy > will yield a possible effective DC of 148.5 +/-2.5 on necro spells to follow. Assumes taking deflect in VKF.
*True first life possible effective DC of 115 +/-2

Possible: 124 Charisma
CHA from Build: 66
20 Base
08 Tome*
08 Level ups
03 Racial past lives: Tiefling, Dragonborn, Half-Elf*
04 Completionist, Racial Completionist*
01 Eladrin: Spring
03 Eladrin racial cores plus upgrade Spring*
04 Feydark Illusionist Core 2+4, T3+T4
06 Wild mage T3+4 + Capstone
02 Primal Avatar Spirit Boon - Mind*
05 Reaper core +Tiers, Dire Thaum*
01 Great Charisma feat
01 Charisma points saved from FI due to primal reach

Cha from items: 58
15 Enhancement
06 Insightful Item
03 Quality Item
03 Artifact - Masterful Mageright 2pc set
02 Exceptional IOD Staff
03 Profane Forbidden Knowledge Set
02 Festive augment
04 Pots Remnant + Yugo Potion: Essence of Seduction*
14 Filigree*
02 Guild Ship - Old Sully’s Grog Cellar
02 Reaper hat enchantment*
02 Card Bonus*

DC from Charimsa 57

DC from Build: 50.5
01.5 Average Tide's of Chaos
10 Base
09 Heighten feat
06 Spell Specialty Necro + Greater Spell Focus Necro + Epic Spell Focus Illusion/PL:Wiz Feats
02 Embolden feat
04 Scion of the Shadowfell
10 Primal T5 + Cores (for metamagic reduction and to round out instakills for robots) + choice of necro ED*** for T3
04 Reaper Dire Thaum*
4 Channel Power while meteor/masshold/channel entropy


DC from Gear 32
02 Augment Greater Necromancy augment
06 Enhancement Necromancy Focus Augment
03 Insightful Spell Focus item
02 Sacred Spell Focus item
03 Profane Spell Focus item Forbidden Knowledge Set
02 Quality Spell Focus item
03 Artifact - Masterful Magewright’s set
02 Exceptional (IOD Staff)
04 Otto’s + Beholder 4pc*
01 Guild Ship: Archwizard
02 Card*
02 Reaper Rings*

Debuffs: 9 DC (16 available as needed)
Shiradi Curse on Meteor/Channel Entropy -4
Shiradi Track/% health reduction on Meteor/Channel Entropy**** -5
**EA turn will add another -5 saves debuff, if needed and used before nuking
** Fear will screw up grouping but works on more mob types and adds terror/shaken debuff -2 saves

*** Necro EDs: Draconic, Magus, EA, Shadowdancer
EA is probably the strongest of these, to push a traditional healer out of role and take it over as Healer 2.0 which also brings superior CC (mass hold), superior instakills (many), as well as superior buff/debuff net (9 DC swing above is vastly more than a bard will effect), as well as sufficient red named healing (PA + EA). Healing is really the only spell power/crit/multiplier you need because as long as your spells hit for at least 1 damage, they will debuff. Anything past that is mostly pointless since you will instakill after anyways and heal on red names.

The PA epic moment will act as a healing wall, and combined with other healing will effect sufficient dungeon healing for R10 red names.

****Technically replacing channel entropy with chain miissiles (lower mana cost for greater debuffing) is superior, but keeping channel entropy for flavor, and it maybe adds CC to a mob that is immune to mass hold?

Special thanks to matty/Khyber and Ying for https://docs.google.com/document/d/1c04R9v7LZJsLdrSzlgAwMjMhBLzrVeQrS_f7FJJ-hwc/edit
Fantastic starting spot, but I tweaked it because I want to try brute force high saves through a despair reaper. Also want to do it on necro, with mass frog instead of illusion/weird, to work on a larger variety of targets. Also wanted a full red named and raid role (healer), on top of full red named high reaper role (dps).
 
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Tilomere

Well-known member

Tilo's (Don't Fear) The Reaper
aka Shiradi Chaosmancer Necro Illusionist Healmaster


There are three roles in an MMO, heal, tank, and dps. Caster DPS is largely determined by wether or not Dripping with Magma works on your casters' fire spells and how powerful of spells you can sustain at 2 mana/second for an hour long raid. For Chaosmancer, magma does not scale with spell power on it's fire related chaos spells, and its 2 mana/second dps is terrible (and the 4 and 8 mana/sec 30 and 15***** minute dps aren't exactly anything to write home about either). Unless of course you make full use and understanding of game mechanics, see below. That and a lack of tank makes Chaosmancer a healer. Therefore goal is to have near max instakill DCs/Debuffs as above while also having Maximize/empower/Intensify/quickened/enlarged healing ED SLAs and EA mantle backup to act as a healer on red names. This will have some damage potential, so you won't have issues farming R1 for gear.

Heroic Feats: Maximize, Necrox2, Enlarge, Quicken, Heighten, PL:Wiz
Epic Regular Feats: Necro, Embolden, Charisma, Intensify, Empower
Destiny Feats: Epic Spell Power Positive, Channel Power, Deific Warding, Spell Specialty Illusion, Toughness
Legendary Feats: Scion of Shadowfell

Enhancements
Racial: Chaosmancer: Charisma, Spell Pen, Meta reduction, fire immunity bypass (for Dripping with Magma bypassing R10 reduction)
Wildmage 41: Charisma, DCs
FDI 24: Charisma, Spell Pen
VKF 10+2 tome: Deflect, Charisma
5: Stuffs

Sentience: Ottos/Beholders with doubled up charisma in wep/artifact, doubled up +2 raid charisma, more single charismas matching raid types.
Sentience2: Swap to healing powered club/shield/artifact when you use up mana first set grants in raids or when you need to double MRR for reflex dmg.

ED: Shiradi toxic mantle + T4 Track for save debuffs/curse/threat reduction
T5 PA for evasion/saves/healing/Charisma/DCs
Leftovers EA for saves debuffs/healing/DCs/threat reduction/mantle for red named healing/spell pen

***** It might be possible to build a very narrow scope HElf Arcane Supremacy 5 - Wildmage 13 mnk2 Call Lightning Storm CL 54 snapshot draconic mantle > swap to EA mantle that isn't bad for 15+ minutes. Basically swapping dual spirals in and out will cause lightning to proc eventually hopefully (20% crit rate exceptional + 25% supremacy => 100%, crit multiplier bonkers) (Ash + runearm main/offhand otherwise, and vulnerability from savant) Call Lightning storm and snapshotted draconic on it will break 30k dps with debuffs. However, I think it is unlikely that the SLA is coded in caster levels that high, so it will likely cast and do nothing.

Gear: as indicated in DC breakdown above and subject to improvement over time.
Mid 80s DCs are all you need for R10, If you have have good enough awareness and reflexes to play with whatever defensive stats you have while getting these DCs, and make good use of debuffs and spells targettng low saves. So normal not zerg speed r10s with regular play. I don't have the skills to do this consistently with the defensive stats at level 21, but I can do it enough to show it can be done. I've iterated through this a few times while getting past lives, putting it above for you to build off of. Also wanted to test stats that are more reasonable achievable by others. So yes, that is a lvl 21 sorc in legendary R10 Level 34 dungeons. The stats you need depend wholly on your skill. GL, and don't let anyone tell you about mid 130s DCs being "needed." I mean, this build *can* produce that, but it isn't needed in any way.











 
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PraetorPlato

Well-known member

Tilo's (Don't Fear) The Reaper
aka Shiradi Chaosmancer Necro Illusionist Healmaster


There are three roles in an MMO, heal, tank, and dps. Caster DPS is largely determined by wether or not Dripping with Magma works on your casters' fire spells and how powerful of spells you can sustain at 2 mana/second for an hour long raid. For Chaosmancer, magma does not scale with spell power on it's fire related chaos spells, and its 2 mana/second dps is terrible (and the 4 and 8 mana/sec 30 and 15***** minute dps aren't exactly anything to write home about either). That and a lack of tank makes Chaosmancer a healer. Therefore goal is to have near max instakill DCs/Debuffs as above while also having Maximize/empower/Intensify/quickened/enlarged healing ED SLAs and EA mantle backup to act as a healer on red names. This will have some damage potential, so you won't have issues farming R1 for gear.

Heroic Feats: Maximize, Necrox2, Enlarge, Quicken, Heighten, PL:Wiz
Epic Regular Feats: Necro, Embolden, Charisma, Intensify, Empower
Destiny Feats: Epic Spell Power Positive, Elusive Target, Deific Warding, Spell Specialty Illusion, Toughness
Legendary Feats: Scion of Shadowfell

Enhancements
Racial: Chaosmancer: Charisma, Spell Pen, Meta reduction
Wildmage 41: Charisma, DCs
FDI 24: Charisma, Spell Pen
VKF 10+2 tome: Deflect, Charisma
5: Stuffs

Sentience: Ottos/Beholders with doubled up charisma in wep/artifact, doubled up +2 raid charisma, more single charismas matching raid types.
Sentience2: Swap to healing powered club/shield/artifact when you use up mana first set grants in raids or when you need to double MRR for reflex dmg.

ED: Shiradi toxic mantle + T4 Track for save debuffs/curse/threat reduction
T5 PA for evasion/saves/healing/Charisma/DCs
Leftovers EA for saves debuffs/healing/DCs/threat reduction/mantle for red named healing/spell pen

***** It might be possible to build a very narrow scope HElf Arcane Supremacy 5 - Wildmage 13 mnk2 Call Lightning Storm CL 54 snapshot draconic mantle + runearm > swap to EA mantle that isn't bad for 15+ minutes. Basically swapping dual spirals in and out will cause lightning to proc eventually hopefully (20% crit rate exceptional + 25% supremacy => 100%, crit multiplier bonkers) (Ash + ooze main/offhand otherwise, and vulnerability from savant)

Gear: as indicated in DC breakdown above and subject to improvement over time.
Mid 80s DCs are all you need for R10, If you have have good enough awareness and reflexes to play with whatever defensive stats you have while getting these DCs, and make good use of debuffs and spells targettng low saves. So normal not zerg speed r10s with regular play. I don't have the skills to do this consistently with the defensive stats at level 21, but I can do it enough to show it can be done. I've iterated through this a few times while getting past lives, putting it above for you to build off of. Also wanted to test stats that are more reasonable achievable by others. So yes, that is a lvl 21 sorc in legendary R10 Level 34 dungeons. The stats you need depend wholly on your skill. GL, and don't let anyone tell you about mid 130s DCs being "needed." I mean, this build *can* produce that, but it isn't needed in any way.











averaging less than 10 kills in r10 dungeons in a party without another DC caster is kind of depressingly bad on a DC caster.... I agree that DC/heals is an interesting niche on a chaosmancer, and that targeting weak saves helps a lot, but when a "Real" (DC 130) DC caster could get 6x your kills, it's kind of hard to say that 80 is enough.
 

Tilomere

Well-known member
I killed 26 out of 186, which is 26 more than any common healer build. A DC caster at 130+ will get more, but not 6x, there aren't enough mobs to go around :) Healers normally get 0, so getting roughly a sixth of the group kills is a fair place for a new player to start in R10 while also tossing CC and heals. I'm hoping a lvl 32 new player will at least have the DCs I was testing at as a starting place. The new players running this at that DC at 32 will also have a much fuller ED setup and ability kit, so that DC with more debuffing and tools will do even better.

The competition for the healing spot will typically be a 0 mob interaction tanky healer, that can't CC, kill anything or even tank despite being tanky because they can't self-heal. So healers with 0 mob interactions. So a mass hold healer with some kills seems to do the trick, which is why bards pushed FvS out due to healing with shouts and having mass hold. So these 0 interaction healers are easy pickings to push out and become known as a healer with mob interactions that is a superior replacement for most content. ;) Or, taken another way, for sure you aren't pushing out the dragonlord fighter for the dps spot, or a paladin for the tank spot.
Pushed-out-of-role.jpg


If you are zerging R10, you don't bring a 130 base DC sorc, you don't bring anything other than a Visage build.

PUG zergs of 6x visage builds (12x in raids) all of which have adrenaline/renewal/undying/dodge clickies for red names and a bunch of LoH + Second Winds + healing hands, and just double visage every pack and adrenaline/stunning blow/shout cower the rest when visage wears off is trololo on a whole new level. Ravagers are the new ES warlocks.

Also inb4nerf (don't say I didn't at least try to encourage discussion on this to guide the nerf).
 
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Tilomere

Well-known member
Basic R10 dps on a Shiradi Chaosmancer Necro Illusionist Healmaster

Player controlled damage in R10 is reduced 85%. So I'm going to give you a really simple combo for high reaper dps for dungeons or raids. This is based on Ooze Savant SSG nerfed long ago, combined with warlock tentacles killing party members.

Long ago, Ooze savant would summon LGS oozes, then dispel control over them to get rid of player damage penalty, then ooze puppeted them back to have oozes with charmed monster buffs and native wild mob dps. Somehow SSG didn't like that idea, so added a 85% damage penalty to charms, and 90% additional charm duration penalty, to nerf the build from orbit.

So we are going to redeploy this by summoning mobs, then setting them free, but this time we aren't going to charm them back, we are just going to let them run free. This then puts the damage similiar in scope to confused mobs, which will hit friend or foe alike without reaper penalty.

First mass hold, then drop a summoned cloud(s) (such as incendiary or acid), then lesser globe of invulnerability the cloud. After everything is dead, cyclonic the cloud away to pass through the area.

The mass hold will keep targets helpless and stationary in cloud. The cloud will deal damage. The globe will dispel your control over the cloud by suppressing level 1-3 effects (control over summons is a level 1 effect) to remove the player controlled damage reaper penalty. The best part is that since the summons is dpsing on its own you won't get any aggro for it.

Amusingly, it also brings us full circle back to Dripping with Magma. See, a firewall or incendiary cloud may hit for 50 base damage, multiplied up yadda yadda. Add 500 magma damage to it, and suddenly it does roughly 11x damage. Multiply for 9 for ignoring R10, and suddenly Dripping with Magma dominates and is 90% of (your?) R10 red-named and raid dps. ;) Also coming back to your spells really only having to deal 1 damage in build above. You see, the important part isn't your base spell, it is Dripping with Magma 500 base x 9= 4500 equivalent R10 base damage. I haven't tested all of this part for cloud summons, but I think this will work based on testing I have done.

I hope this helps and I think that makes this build fully complete, where it now can fulfill trinity role of healing, or trinity role of high reaper DPS, plus DCs and debuffing combined that blot out the sun.

Enjoy fighting in the shade, I'mma go back to something simpler like ki bolt monk. This build is for your benefit.

=====================================================
And just to have a complete bug reference all in one place:
Shiradi dispel random effect dispels <30 CL buffs on players.
Caster levels past 40 may have no stats and do nothing.
AI Pathing due to mob/hireling AI update:
Eladrin hireling AI breaks and crashes game to desktop when mobs aggro from ledges (Vault of Restless 3rd wheel) due to being unable to path.
Mobs occasionally also do game mini-freezes when you jump around in combat, freezing game up due to being unable to path to mid-air player.
I was waiting for these to be fixed until the actual release of Myth Drannor, but it seems nothing has happened. I actually bought the ultimate edition of the expansion, (for the first and last time by the way), because I thought Wild Mage looked great and fun and Chaosmancer is the perfect iconic not just for Wild Mage, but for casters in general.
Unfortunately no effort was made to fix all the bugs that plague these two. Why? I can't understand. Maybe new classes and archetypes are not actually made to be played outside of getting the past lives? Or maybe some of these were fixed without being mentioned in the patch notes?
  • The Eladrin/Chaosmancer second dance has an animation error which makes it look very bad
  • Eladrin/Chaosmancer Acolytes of the Skin do not correctly transform into a demon. I could imagine something similar would be happening with Thorn Knight form, but I never tested it.
  • Wild Strike just doesn't work on some enemies for no real reason. It seems to be related to mind block on champions, although mind immune enemies like undead and vermin are effected by the spell.
  • Wild Strike description is already vague. But the "powerful effects" it puts on enemies are simply wild surges. Unfortunately it's bad and neutral surges. So I guess having a giant fart butterflies in my face while bashing my head in counts as a "powerful effect"
  • Channel entropy sometimes just doesn't do anything at all. It casts, costs spell points, goes on cooldown and the visual effect is there - it just doesn't deal any damage. I couldn't make sense of the why and when. Seems totally random.
  • Rapid Surge and the Wild Magic action boost do nothing at all if you have bad and very bad surges disabled. I think this is caused by way too long ICDs on good surges.
  • Prismatic Spray/Ray now have the chaos descriptor, but no longer seem to have the acid, fire, electric, fear and death descriptors.
  • Tides of Chaos 4 doesn't work with epic strikes and epic spells from destinies.
  • Bend Luck doesn't seem to work at all, although this could just be a display error? Who knows...
  • Riches of Randomness doesn't do anything or it doesn't do enough to be noticable, but the description is also so vague that who knows what it is actually supposed to do. I used it on all chests and couldn't see a difference in loot at all.
  • That is generally a big problem with Wild Mage: the descriptions are way to vague. What does Unpredictable Consequences even do? Who knows. Seems to deal 20-30 random damage now and then.
  • And lastly, this is not really a bug but: The farts. The constant farting is getting on my nerves. It was promised to be reduced or removed but nothing actually happened.
 
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Monicle le Blair

Well-known member
Imma rez this topic because there is no way someone had fun playing this garbage subclass. 80% of the time the chaos spells do NO DAMAGE because of lag. They have zero support for tracking and even with direct hits, the server refuses to apply the damage because the mob moved a inch to the side.
 

WielderofGigantus

Well-known member
Uh, I'm playing a Chaosmancer right now and I'm not quite sure what you're talking about. Yeah, Chaos Bolt is a bit slow and can miss if the enemy is running to the side, and Chaos Ball like Lightning Sphere can sometimes get thrown in weird directions, but I have no problems with other chaos spells like Wildstrike and Chaos Hammer.
 

Tilomere

Well-known member
Imma rez this topic because there is no way someone had fun playing this garbage subclass. 80% of the time the chaos spells do NO DAMAGE because of lag. They have zero support for tracking and even with direct hits, the server refuses to apply the damage because the mob moved a inch to the side.
If you build it as a 0 dps healer, or a 100k+ dps ki bolt, the healing SLAs and ki bolts track just fine.
 
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