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Control Wizard

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Control Wizard
Role:
Controller
Striker
Ability Scores
Primary:
Secondary:
Control Wizard icon

Control Wizards primarily focus on controlling the battlefield and dealing damage to a large number of creatures simultaneously. Because of the wizard's role as a controller, they possess more crowd control options than any other class. Their ability to deal high amounts of damage gives them the secondary role of striker. They wield a magical orb and are capable of unleashing torrents of damage on enemy parties. They can only wear cloth armor.

Contents

[edit] Ability Scores

Intelligence is the Control Wizard's primary Ability Score. Wisdom and Charisma are secondary.

Statistic Effect of Ability Score on stat per point over 10
Strength Constitution Dexterity Intelligence Wisdom Charisma
Damage bonus 1%
Critical Strike 1%
Combat Advantage damage 1%
Hit Points 2%
Damage Over Time (DoT) resistance 1%
Area of Effect damage resistance 1%
Deflection chance 0.5%
Control Bonus 1%
Control Resistance 1%
Stamina Regeneration 1%
Recharge Speed 1% 1%
Action Points gain 1%
Companion stat bonus 1%
Importance Primary Secondary Secondary

[edit] Powers

Pts. Req. Type Paragon Path Name Range CD Effect
4
Tactical
Teleport Personal Quickly teleport out of the way of incoming attacks, moving you 25 feet in any direction.
1
Skill
Arcana Personal You collect magic items to sell and you can interact with arcane objects, these interactions often give you a bonus to combat skills.
2
Mechanic
Arcane Mastery Personal Casting Arcane based spells builds Arcane Mastery, which increases your damage by 3% per stack, up to 5 stacks. Many of your Arcane effects gain additional power as well.
2
Mechanic
Chill Personal
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.
0 (Rank III at 20)
5
At-Will
Magic Missile 80' Range Blast your enemy with arcane damage. The third cast strikes 3 times and adds a stack of Arcane Mastery to you.
0 (Rank III at 20)
5
At-Will
Ray of Frost 80' Range Channel a powerful beam of frost at your target, continuously adding Chill stacks, and eventually Freezing them when you reach 6 stacks.
0 (Rank III at 20)
6
Encounter
Chill Strike 80' Range 13s
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.)
7
Daily
Ice Storm Personal Unleash a massive wave of ice, Knocking away enemies leaving them briefly Prone, and adding Chill.
0 (Rank III at 20)
3
Class Feature
Orb of Imposition Personal Increases the duration of your control powers by 5%.
5 (Rank III at 20)
6
Encounter
Conduit of Ice 80' Range 11.4s
Turn target enemy into a conduit for an icy storm, dealing damage to them and enemies around them for a short period.
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.
5 (Rank III at 20)
6
Encounter
Entangling Force 80' Range 10.1s
Stun your target, pulling them into the air and choking them for a short period. Duration of power increased for each stack of Arcane Mastery.

Spell Mastery: Holds foe slightly longer, and when first cast, enemies near the target will be pulled towards them, and you gain a stack of Arcane Mastery for each target pulled.

10
2
Mechanic
Spell Mastery Personal 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
7
Daily
Arcane Singularity Personal Creates a powerful singularity that sucks in all enemies in a large area. When cast, you gain a stack of Arcane Mastery.
10
7
Daily
Oppressive Force Personal 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
6
Encounter
Repel 80' Range 6.9s
With a forceful blast, Push your target away from you at high speeds. Distance increased based on stacks of Arcane Mastery.
Spell Mastery: Now affects multiple targets.
15
3
Class Feature
Arcane Presence Personal Arcane Mastery also increases the damage of your Cold based attacks by 34% of the buff value.
15
3
Class Feature
Chilling Presence Personal Increases the damage you deal by 1% for each stack of Chill on your target.
20
5
At-Will
Chilling Cloud 80' Range 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.
20
6
Encounter
Shield Personal ~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 outwards, damaging 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. In addition, the pulse will Push enemies further away from you.
20
3
Class Feature
Evocation Personal Increases the damage of your Area of Effect powers by 5%.
30
6
Encounter
Icy Terrain Personal 18s
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
6
Encounter
Spellstorm Mage Sudden Storm 30' Range 10s
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
3
Class Feature
Spellstorm Mage Stormfury Personal When below half health, shock attacking enemies with a bolt from the storm.
35
5
At-Will
Spellstorm Mage Storm Pillar 80' Range
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
6
Encounter
Ray of Enfeeblement 80' Range 18s
Over several seconds, deal damage to your enemy while decreasing their damage and Mitigation. Debuff duration increased based on stack of Arcane Mastery
Spell Mastery: Gains an additional charge, and if recast on the same target twice, will double the effectiveness of the debuffs
40
7
Daily
Ice Knife 80' Range Summon and slam down a huge blade of ice into your foe leaving them Prone, and adding 3 stacks of Chill.
40
3
Class Feature
Spellstorm Mage Storm spell Personal Shock your target 10% of the time on all attacks.
45
6
Encounter
Icy Rays 80' Range 14.6s
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 half second, and adds an extra stack of Chill.
45
6
Encounter
Steal Time Personal 22s
Steals time from enemies around you, Slowing them, and then shattering the collected time to Stun them based on how much was stolen.
The Stun and Slow are further increased based on Arcane Mastery stacks.
Spell Mastery: You and allies near you receive Combat Advantage and a Run Speed buff based on how much time was stolen, and your stacks of Arcane Mastery.
50
6
Encounter
Shard of the Endless Avalanche 30' Range 14.6s
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.
50
7
Daily
Spellstorm Mage Maelstrom of Chaos Personal
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
3
Class Feature
Spellstorm Mage Eye of the Storm Personal When using a power, you have 5% chance to crit on all attacks for 4 seconds.

[edit] Paragon Path

The Paragon Paths available to Control Wizards are the Spellstorm Mage and the Master of Flame.

[edit] Feats

[edit] Heroic Feats

Name Points allowed Description
Tier 1
Controlling Action 5 Gain 2/4/6/8/10% additional Action Point when using powers on a controlled target
Weapon Mastery 3 1/2/3% greater chance to land a critical hit
Toughness 3 Increase your Maximum Hit Points by 3/6/9%
Tier 2
Fight On 5 Encounter cooldowns reduced by 2/4/6/8/10%
Battlewise 3 You create 2/4/6% less threat
Wizard's Wrath 3 Your area effect powers deal 2/4/6% more damage
Tier 3
Blighting Power 3 Your Cold powers deal an additional 3/6/9% damage to targets affected by Chill
Lightning Teleport 5 When you kill a foe you restore 2/4/6/8/10% of your Maximum Stamina
Arcane Enhancement 3 Your Arcane powers deal 2/4/6% more damage
Tier 4
Learned Spellcaster 5 Increase the amount of bonus damage Intelligence gives you by 1/2/3/4/5%
Prestidigitation 3 You and your allies gain 1/2/3% increased Stat Ratings
Focused Wizardry 3 Your area effect powers deal 3/6/9% more damage

[edit] Paragon Feats

[edit] Oppressor

Control feats: These feats are focused in improving crowd control potential and cold spells.

Name Points allowed Description
Tier 1
Severe Reaction 5 When struck you have a 15% chance to repel your attacker 1/2/3/4/5 feet and restore 2/4/6/8/10% of your Stamina. (This only work within 20 feet)
Bitter Cold 5 This feat has been reworked Targets take 1/2/3/4/5% more damage for 6 seconds after being affected by Chill. This effect does not stack.
Tier 2
Brisk Transport 5 When you Teleport your Run Speed is increased by 2/4/6/8/10% for 3 seconds
Chilling Cold 5 Your Sudden Storm has a 10/20/30/40/50% chance to apply stacks of Chill to targets hit by the primary strike
Tier 3
Cold Infusion 5 Foes deal 1/2/3/4/5% less damage for 10 seconds after being affected by Chill. This effect does not stack.
Glacial Movement 5 Ray of Frost has a 10/20/30/40/50% chance to apply an additional stack of Chill.
Tier 4
Alacrity 5 When you deal damage to foes affected by Chill you have a chance to reduce the cooldown on Icy Terrain and Entangling Force by .5/1/1.5/2/2.5 seconds.
Controlled Momentum 5 After using a Control power nearby allies deal 1/2/3/4/5% more damage for 6 seconds. This effect does not stack.
Tier 5
Shattered Strike 1 Your Ice Storm daily power now applies 5 stacks of Chill instead of 1. Your Chill Strike power now applies 3 instead of 1
[edit] Thaumaturge Feats

Damage feats: These feats are focused on increasing damage output.

Name Points allowed Description
Tier 1
Tempest Magic 5 When your target is below 30% max Hit Points you deal an additional 2/4/6/8/10% damage
Malevolent Surge 5 When you kill a foe you gain 2/4/6/8/10% more damage for each foe you kill. Stacks up to 3 times, lasts 4 seconds
Tier 2
Destructive Wizardry 5 When you strike two or more foes with Storm Pillar you gain 2/4/6/8/10% additional damage for 6 seconds. (This effect does not stack)
Snap Freeze 5 Your Cold based At-Will and Encounter powers deal an additional 3/6/9/12/15% damage to targets who are not affected by Chill
Tier 3
Far Spell 5 Increase the range of your Magic Missile and Chill Strike powers by 2/4/6/8/10ft
Frozen Power Transfer 5 Chilling Cloud now grants 1/2/3/4/5% bonus damage for every target you strike with its third strike. (This bonus lasts for 8 seconds and is reset if you cast the third strike of Chilling Cloud again)
Tier 4
Transcended Master 5 Shard of Endless Avalanche deals an additional 3/6/9/12/15% damage. (Icy Rays deals an additional 4/8/12/16/20% damage if cast on the same target twice)
Elemental Empowerment 5 Your Cold Encounter Spells also deal 6/12/18/24/30% of your weapon damage over time to their target. Arcane Encounter Spells weaken a target's defenses by 2/4/6/8/10% for 3 seconds
Tier 5
Assailing Force 1 Your Conduit of Ice power now reduces the Mitigation of affected targets by 15%
[edit] Renegade Feats

Critical feats: These feats improve critical strike and critical severity, as well as add more effects to critical hits.

Name Points allowed Description
Tier 1
Critical Power 5 When you land a critical hit you gain 1/2/3/4/5% of your total Action Point. (10 second cooldown)
Reaper's Touch 5 Your at wills deal 6/12/18/24/30% more damage when you are within 20ft of your target
Tier 2
Nightmare Wizardry 5 When you crit a foe you have a 4/8/12/16/20% chance to grant Combat Advantage against it for 4 seconds
Unrestrained Chaos 5 Maelstrom of Chaos now also has a chance to apply Chill to foes or Arcane Mastery to you every second for 1/2/3/4/5 seconds
Tier 3
Phantasmal Destruction 5 When you deal Combat Advantage damage you gain 3/6/9/12/15% Critical Severity for 6 seconds
Energy Recovery 5 The third strike of Chilling Cloud now has a 25% chance to give you .15/.3/.45/.6/.75% of your max Hit Points as Temporary Hit Points. (This amount is increased by an additional .15/.3/.45/.6/.75% of your max Hit Points for each target hit)
Tier 4
Masterful Arcane Theft 5 Description: Steal Time and Ray of Enfeeblement deal 2/4/6/8/10% more damage to targets afflicted with Chill and an additional 1/2/3/4/5% for each stack of Arcane Mastery on you
Chilling Advantage 5 When you have Chilling Presence slotted, your Cold spells have 1/2/3/4/5% more chance to crit
Tier 5
Chaos Magic 1
Your Magic Missile now has a 33% chance to apply one of three debuffs when striking a target. Only one of these debuffs may be on a target at a time. These debuffs last 10 seconds.
  • Chaotic Growth - Allies near the target are Healed for 3% of their max Hit Points every second.
  • Chaotic Nexus - Foes near the target have their Mitigation reduced by 15%.
  • Chaotic Fury - Allies near the target gain 15% additional Power.

[edit] Epic Weapon Sets

There are currently six Epic Weapon Sets in the game:

Ancient Court Magister: This weapon set is only dropped by the Dracolich within Castle Never. When both items of this set are equipped, they provide a bonus of +450 recovery.


Fallen Dragon Weapons: This weapon set is obtained through a mixture of artificing and drops from Valindra's Tower. When worn, this set provides a bonus of +450 recovery.


Fomorian Fabled Weapons: This weapon set is also obtained through a mixture or artificing and drops from Valindra's Tower. They provide a set bonus of +450 recovery


Dread Legion Weapons: This weapon set can be found in Valindra's Tower. It also provides a set bonus of +450 recovery


The following two weapon sets are designed for PVP


Purified Black Ice Gear: This weapon set is crafted through Black Ice Shaping, and the raw materials are obtained by completing Heroic Encounters in Icewind Dale. They need to be fed Black Ice often to maintain their integrity. When the whole set is equipped, there is a chance that upon dealing damage you will heal yourself and be provided with a heal over time effect.


Corrupted Black Ice Gear: This weapon set is crafted through Black Ice Shaping, and the raw materials are obtained by completing Heroic Encounters in Icewind Dale. They need to be fed Black Ice often to maintain their integrity. While dealing damage, the set bonus provides a chance to deal an extra 2500 black ice damage to a random nearby foe, and deals cold damage over time.

[edit] Epic Armor Sets

Note 1: Not all armor sets come with a set bonus, even if they have the same name. Typically the ones without set bonuses come from the Seal Vendors. If you don't see the set bonus in the item description, then it won't count. If you look closely when searching through the Auction House, you can see that the pieces of armor that do not have the bonuses all end with "of the drake" or "of the unicorn."

Note 2: Tier 2 armor sets are direct upgrades of the Tier 1 armor sets with the same 2-piece bonus.

Gear Score is the sum of all item attributes and set bonuses. This means that an item with 200 Power and 200 Recovery has a Gear Score of 400. If an item also happens to complete a 2-piece set, then the combined Gear Score will be "GS of Piece 1" + "GS of Piece 2" + "Set Bonus." Enchantments also count towards Gear Score as long as they equip in an offensive or defensive slot. Just like the armor pieces, if an enchantment gives 120 Power, then the Gear Score will go up by 120.

  • One thing to be careful of is that Maximum HP does not count towards Gear Score in the same way; it has to be divided by 4.
  • Also Movement as an item stat (ex. some boots, Arachnomancer's Ring) is considered a utility stat and doesn't count towards Gear Score at all.


[edit] PVP

[edit] Gladiator Mage

  • 2 Piece Bonus: +400 Recovery
  • 4 Piece Bonus: Powers in your Spell Mastery slot cool down 25% faster.
    • Note: The 4-piece set bonus appears to be approximately 15%.
Gear Power Critical Strike Armour Penetration Maximum HP Recovery Defense Deflection Regeneration Movement Gear Score Salvage Value Glory Points Acquired From
Cap 252 0 108 432 252 110 0 0 0 830 4,000 Rough Astral Diamond 3,150 Glory PVP Vendor
Tunic 392 0 168 672 392 165 0 0 0 1285 5,000 Rough Astral Diamond 4,200 Glory PVP Vendor
Gloves 252 0 108 432 252 110 0 0 0 830 4,000 Rough Astral Diamond 3,150 Glory PVP Vendor
Slippers 252 0 0 432 252 110 0 0 108 722 4,000 Rough Astral Diamond 4,200 Glory PVP Vendor
  • Combined Gear Score & Bonus: 4067

[edit] Champion Mage

  • 2 Piece Bonus: +450 Recovery
  • 4 Piece Bonus: Powers in your Spell Mastery slot have 30% shorter cooldowns and deal 5% more damage.
Gear Power Critical Strike Armour Penetration Maximum HP Recovery Defense Deflection Regeneration Movement Gear Score Acquired From
Cap 279 0 126 504 279 116 0 0 0 926 Grym Coins
Tunic 434 0 196 784 434 173 0 0 0 1433 Grym Coins
Gloves 279 0 126 504 279 116 0 0 0 926 Grym Coins
Slippers 279 0 0 504 279 116 0 0 126 800 Grym Coins
  • Combined Gear Score & Bonus: 4535

[edit] Tier 1

[edit] Archmage

  • 2 Piece Bonus: +400 Recovery
  • 4 Piece Bonus: When you cast a control power, the recharge times on your other recharging control powers is reduced by 1 second.
Gear Power Critical Strike Armour Penetration Maximum HP Recovery Defense Deflection Regeneration Movement Gear Score Acquired From
Cap 252 0 0 0 252 110 108 108 0 830 Lair of the Mad Dragon
Tunic 392 0 0 0 392 165 168 168 0 1285 Throne of Idris
Gloves 252 0 0 0 252 110 108 108 0 830 The Cloak Tower
Slippers 252 0 0 0 252 110 108 108 0 830 Cragmire Crypts
  • Combined Gear Score & Bonus: 4175


Control Powers that are affected by this armor set:

[edit] Fatebender

  • 2 Piece Bonus: +400 Power
  • 4 Piece Bonus: Your damaging At Will spells grant you Arcane Flux, which increases your damage by 5% for your next encounter power. You may have up to three stacks of Arcane Flux
Gear Power Critical Strike Armour Penetration Maximum HP Recovery Defense Deflection Regeneration Movement Gear Score Acquired From
Cap 252 0 0 0 252 218 0 108 0 830 Lair of the Mad Dragon
Tunic 392 0 0 0 392 333 0 168 0 1285 Throne of Idris
Gloves 252 0 0 0 252 218 0 108 0 830 The Cloak Tower
Slippers 252 0 0 0 252 218 0 108 0 830 Cragmire Crypts
  • Combined Gear Score & Bonus: 4175

[edit] Focal Magi

  • 2 Piece Bonus: +400 Critical Strike
  • 4 Piece Bonus: Your control powers grant Hastening Magic to allies near the target. Hastening Magic grants 225 Power and Recovery for 6 seconds
Gear Power Critical Strike Armour Penetration Maximum HP Recovery Defense Deflection Regeneration Movement Gear Score Acquired From
Cap 108 252 0 0 252 218 0 0 0 830 Lair of the Mad Dragon
Tunic 168 392 0 0 392 333 0 0 0 1285 Throne of Idris
Gloves 108 252 0 0 252 218 0 0 0 830 The Cloak Tower
Slippers 108 252 0 0 252 218 0 0 0 830 Cragmire Crypts
  • Combined Gear Score & Bonus: 4175

[edit] Tier 2

[edit] High Vizier

  • 2 Piece Bonus: +450 Recovery
  • 4 Piece Bonus: Your control powers steal 450 Defense from your target, increasing your Defense by that amount
Gear Power Critical Strike Armour Penetration Maximum HP Recovery Defense Deflection Regeneration Movement Gear Score Acquired From
Cap 279 0 0 0 279 116 126 126 0 926 Spellplague Caverns
Tunic 434 0 0 0 434 173 196 196 0 1433 Temple of the Spider
Gloves 279 0 0 0 279 116 126 126 0 926 Caverns of Karrundax
Slippers 279 0 0 0 279 116 126 126 0 926 The Frozen Heart
  • Combined Gear Score & Bonus: 4661

Control Powers that are affected by this armor set:

  • Spell Mastery: Adds 3 stacks of debuff to primary target, and 1 stack of debuff to all other affected targets.
  • Normal Slot: Adds 2 stack of debuff to target.
  • Does not add buff to self in any case.
  • Entangling Force -Adds up to 3 stacks of buff to self with 3 affected targets.
  • Repel -Adds up to 3 stacks of buff to self with 3 affected targets, and 1 stack of debuff on each target.
  • Shield -Adds up to 3 stacks of buff on self with 3 affected targets, and 1 stack of debuff on each target.
  • Icy Terrain -Does not add buff to self. Adds 1 stack of debuff to affected targets.
  • Steal Time -Adds 1 stack of buff to self per cast no matter how many targets are affected.
  • Also adds up to 3 stacks of debuff on affected targets

[edit] Magelord

  • 2 Piece Bonus: +450 Power
  • 4 Piece Bonus: When your encounter powers strike a target who has more than 75% HP, you gain 900 Recovery for 6 seconds
Gear Power Critical Strike Armour Penetration Maximum HP Recovery Defense Deflection Regeneration Movement Gear Score Acquired From
Cap 279 0 0 0 279 242 0 126 0 926 Spellplague Caverns
Tunic 434 0 0 0 434 369 0 196 0 1433 Temple of the Spider
Gloves 279 0 0 0 279 242 0 126 0 926 Caverns of Karrundax
Slippers 279 0 0 0 279 242 0 126 0 926 The Frozen Heart
  • Combined Gear Score & Bonus: 4661

[edit] Shadow Weaver

  • 2 Piece Bonus: +450 Critical Strike
  • 4 Piece Bonus: Striking a foe with a control spell grants your allies near that foe Reckless Abandon which grants 113 Lifesteal for 10 seconds. Striking a foe with a non-control spell grants your allies near that foe Measured Spellcasting which grants 5% Critical Severity for 10 seconds. Allies affected by both receive double the benefits.
Gear Power Critical Strike Armour Penetration Maximum HP Recovery Defense Deflection Regeneration Movement Gear Score Acquired From
Cap 126 279 0 0 279 242 0 0 0 926 Spellplague Caverns
Tunic 196 434 0 0 434 369 0 0 0 1433 Temple of the Spider
Gloves 126 279 0 0 279 242 0 0 0 926 Caverns of Karrundax
Slippers 126 279 0 0 279 242 0 0 0 926 The Frozen Heart
  • Combined Gear Score & Bonus: 4661


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