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.
|Statistic||Effect of Ability Score on stat per point over 10|
|Combat Advantage damage||1%|
|Damage Over Time (DoT) resistance||1%|
|Area of Effect damage resistance||1%|
|Action Points gain||1%|
|Companion stat bonus||1%|
|Master of Flame||Spellstorm Mage|
|0||Tactical||Teleport||Quickly teleport out of the way of incoming attacks, moving you 25 feet in any direction.|
|0||Skill||Arcana||You collect magic items to sell and you can interact with arcane objects, these interactions often give you a bonus to combat skills.|
|0||Mechanic||Arcane Mastery||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.|
|0||Mechanic||Chill||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||Mechanic||Smolder||Many of the Master of Flame Paragon powers add Smolder to your target which deals damage over time. If the target is affected by Chill, it gains a Rimefire aspect, allowing its duration to be refreshed by Chill effects.|
|0||At-Will||Magic Missile||Blast your enemy with arcane damage. The third cast strikes 3 times and adds a stack of Arcane Mastery to you.|
|0||At-Will||Ray of Frost||Channel a powerful beam of frost at your target, continuously adding Chill stacks, and eventually Freezing them when you reach 6 stacks.|
|0||Encounter||Chill Strike||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.)
|0||Daily||Ice Storm||Unleash a massive wave of ice, Knocking away enemies leaving them briefly Prone, and adding Chill.|
|0||Class Feature||Orb of Imposition||Increases the duration of your control powers by 5%.|
|5||Encounter||Conduit of Ice||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||Encounter||Entangling Force||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||Mechanic||Spell Mastery||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||Daily||Arcane Singularity||Creates a powerful singularity that sucks in all enemies in a large area. When cast, you gain a stack of Arcane Mastery.|
|10||Daily||Oppressive Force||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||Encounter||Repel||With a forceful blast, Push your target away from you at high speeds, briefly Stunning them. Distance increased based on stacks of Arcane Mastery.
Spell Mastery: Now affects multiple targets.
|15||Class Feature||Arcane Presence||Arcane Mastery also increases the damage of your Cold based attacks by 34% of the buff value. Arcane Presence also passively increases your Recharge Speed by 5%.|
|15||Class Feature||Chilling Presence||Increases the damage you deal by 2% for each stack of Chill on your target. This damage bonus is doubled on Frozen targets.|
|20||Unlock||Rank 3||When you have spent enough points, you will have unlocked the third rank of all your powers. You will be able to spend points on any power to raise it to Rank 3 and unleash more of its potential.|
|20||At-Will||Chilling Cloud||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. The first two stacks of this attack will refresh the duration of Chill effects on the target.|
|Shield||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 and diminishes more slowly. In addition, the pulse will Push enemies further away from you. While Shield is active from Spell Mastery it also grants you 5% Control Resistance.
|||Encounter||Shield Pulse||Pulse the shield outward, damaging and Pushing enemies away from you, but removing the shields protection, requiring it to be recast.
Spell Mastery: Will Push enemies father away from you.
|20||Class Feature||Evocation||Increases the damage of your Area of Effect powers by 5%.|
|30||Encounter||Fanning the Flame||Benefits from Arcane Mastery.
You envelop your target in flame dealing damage over time. While burning, your target attracts flame from nearby targets who are affected by Smolder, causing the target to take additional damage. If those Smolder targets are killed, they deal an additional burst of damage to the Fanning the Flame target.
Spell Mastery: Now also deals reduced damage to enemies near your target, and adds Smolder to them.
|30||Encounter||Sudden Storm||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||Encounter||Icy Terrain||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||Class Feature||Combustive Action||When one of your Smolder target is killed, gain 1% of your max Action points.
In addition, all your Daily powers now add Smolder to affected targets, and those targets briefly take more damage from Fire and Smolder effects.
|30||Class Feature||Storm Fury||When below half health, shock attacking enemies with a bolt from the storm.|
|35||At-Will||Scorching Burst||Benefits from Arcane Mastery.
You unleash a column of fire at your targets location, dealing damage and adding Smolder.
Hold button down to increase the radius and initial damage of your attack.
|35||At-Will||Storm Pillar||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||Encounter||Ray of Enfeeblement||Over several seconds, deal damage to your enemy while decreasing their damage and Mitigation. Debuff duration increased based on stacks 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||Daily||Ice Knife||Summon and slam down a huge blade of ice into your foe leaving them Prone, and adding 3 stacks of Chill.|
|40||Class Feature||Critical Conflagration||You gain increased Crit Severity, and whenever you critically hit with an Arcane or Cold based attack you add Smolder to your target.|
|40||Class Feature||Storm Spell||Shock your target 10% of the time on all attacks.|
|45||Encounter||Icy Rays||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||Encounter||Steal Time||Steal 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||Encounter||Shard of the Endless Avalanche||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||Daily||Furious Immolation||Benefits from Arcane Mastery.
You summon a titanic column of flame at target location that draws nearby enemies towards its center and blasts them upwards.
|50||Daily||Maelstrom of Chaos||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||Class Feature||Swath of Destruction||Increases Smolder damage, and targets affected by Smolder take slightly more damage.|
|50||Class Feature||Eye of the Storm||When using a power, you have 5% chance to crit on all attacks for 4 seconds.|
|Deal damage to target foe. If the target is below 280% of your weapon damage, they are killed instantly.
Spell Mastery: Kills targets who are below 480% of your weapon damage.
Arcane Power Field
|When you activate a Daily power you gain Arcane Power Field. This effect causes foes within 30' of you to take damage every seconds.|
|Target foe is stunned by chains for up to 15 seconds (4 seconds on players). The target is immune to damage during this time, but the wizard may choose to end the spell early, releasing the target. After the target is released the spell goes on cooldown.
Spell Mastery: This spell cool down faster while in mastery.
|When you activate a Daily power you Immobilize foes within 30' of you for 1s. (2s if the target is facing away from you.)|
|When you have spent enough points, you will have unlocked the fourth rank of all your powers. You will be able to spend points on any power to raise it to Rank 4 and unleash its maximum potential.|
|1||5||Controlling Action||Gain 2/4/6/8/10% additional Action Point when using powers on controlled target.|
|3||Weapon Mastery||Increases your Critical Chance by 1/2/3%.|
|3||Toughness||Increases your maximum Hit Points by 3/6/9%.|
|2||5||Fight On||Encounter cooldowns reduced by 2/4/6/8/10%.|
|3||Battlewise||You create 2/4/6% less threat.|
|3||Wizard's Wrath||Your area effect powers deal 1/2/3% more damage.|
|3||3||Blighting Power||You Cold powers deal an additonal 2/4/6% damage to targets affected by Chill.|
|5||Lighting Teleport||When you kill a foe you restore 2/4/6/8/10% of your Maximum Stamina.|
|3||Arcane Enhancement||Your Arcane powers deal 1/2/3% more damage.|
|4||5||Learned Spellcaster||Increase the amount of bonus damage Intelligence gives you by 1/2/3/4/5%.|
|3||Prestidigitation||You and your allies gain 1/2/3% increased Stat Ratings.|
|3||Focused Wizardy||Your single target powers deal 10/20/30% more damage and your Area of Effect powers deal 30/20/10% less damage.
The Opressor exploits control powers to manipulate foes and arcane energy to increase survivability.
|1||5||Severe Reaction||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 works within 20 feet.|
|5||Bitter Cold||Targets take 1/2/3/4/5% more damage for 6 seconds after being affected by Chill. This effect does not stack.|
|2||5||Brisk Transport||When you Teleport your Run Speed is increased by 2/4/6/8/10% for 3 seconds.|
|5||Twisting Immolation||Targets swept into the air by Furious Immolation are now briefly Dazed for .8/1.6/2.4/3.2/4s after landing.
|5||Chilling Control||Sudden Storm now applies 1/2/3/4/5 stacks of Chill to targets hit by the primary strike.|
|Foes who have been Frozen take 2/4/6/8/10% more Damage from all sources.|
|When you activate an Encounter power all foes within 15' of you have 1/2/3/4/5 stacks of Chill applied to them.|
|5||Cold Infusion||Foes afflicted with Chill deal 1/2/3/4/5% less damage for 10 seconds. This effect does not stack.|
|5||Glacial Movement||Ray of Front has a 10/20/30/40/50% chance to apply an additional stack of Chill.
|5||Alacrity||When you deal damage to an enemy afflicted by Chill you have a chance to reduce the cooldown of Icy Terrain and Entangling Force by .5/1/1.5/2/2.5 seconds.|
|5||Controlled Momentum||After using a Control Encounter power nearby allies deal 1/2/3/4/5% more damage for 6 seconds. This effect does not stack.|
|1||Shatter Strike||When you freeze a target they are afflicted by Shattered for 10 seconds. Shattered foes have a chance when taking damage to be stunned for 5 seconds (1 second on players) and take up to 5% of their Max HP in damage (max 300% weapon damage). This effect consumes Shatter. Additionally, your control powers deal 100% of your weapon damage against control immune targets. Additionally, Chill lasts 2.5 seconds longer.|
The Thaumaturge is a master at harnessing arcane power to rain damage and destruction down on foes.
|1||5||Tempest Magic||When your target is below 30% max Hit Points you deal an additional 1/2/3/4/5% damage.|
|5||Malevolent Surge||When you kill a foe you gain 1/2/3/4/5% more damage. Lasts 15 seconds.|
|2||5||Snap Freeze||Your Cold based At-Will and Encounter powers deal an additional 2/4/6/8/10% damage to targets who are not affected by Chill.|
|5||Drifting Embers||Targets affected by Fanning the Flame have a 8/16/24/32/40% chance when damaged by other attacks to spread Smolder to a nearby target.|
|5||Destructive Wizardry||When you cast a fully charged Storm Pillar, you gain 1/2/3/4/5% additional damage for 20 seconds. This effect does not stack.|
|When you cast a Fire, Arcane, Cold or Lightning encounter power you gain 1/2/3/4/5% increased damage for 10 seconds. Each Element may apply this bonus separately.|
|Your Encounter Powers apply Spell Twisting for 10 seconds, which stacks up to 3 times. When you cast an At Will power, your stacks of Spell Twisting are consumed to reduce the cooldown time on recharging powers. Cooldown reduced by 2/4/6/8/10% per stack.|
|5||Far Spell||Increase the range of your single target powers by 2/4/6/8/10ft.|
|5||Frozen Power Transfer||Chilling Cloud now grants 1/2/3/4/5% bonus damage for every target you strike with its third strike. This bonus lasts for 20 seconds and stacks up to 3 times.|
|5||Transcended Master||Shard of Endless Avalanche deals an additional 5/10/15/20/25% damage. Icy Rays deals an additional 5/10/15/20/25% damage if cast on the same target twice. Icy Rays has its cooldown reduced by 1/2/3/4/5 seconds if used on two different targets.|
|5||Elemental Empowerment||Dealing Cold damage has a 3/6/9/12/15% chance to apply Creeping Frost. Creeping Frost deals 85% of your weapon damage as cold damage every 2 seconds for 12 seconds. Dealing Arcane damage has a 3/6/9/12/15% chance to apply Warped Magics. Warped Magics deals 50% of your weapon damage as Arcane damage every 2 seconds for 12 seconds. Warped Magics ignores half of a target's resistance. These effects do not stack.|
|1||Assailing Force||Dealing damage to foes has a chance to grant you Assailant. When you have Assailant your next Encounter power deals 15% of the target's max HP as unresistable damage (max 800% weapon damage). This will only affect one target when used in an AoE. This feat is half as effective when used on players.|
The Renegade knows the the right moment to strike is, using smaller spells to outsmart the enemy and create opportunities for substantial damage.
|1||5||Critical Power||When you land a critical hit you gain 1/2/3/4/5% of your total Action Point. (10 second cooldown)|
|5||Reaper's Touch||Your at wills deal 2/4/6/8/10% more damage when you are within 20ft of your target.|
|2||5||Energy Recovery||The third strike of Chilling Cloud now ha a 25% chance to give you 1/2/3/4/5% of your max Hit Points as Temporary Hit Points. This amount is increased by an additional .2/.4/.6/.8/1% of your max Hit Points for each target hit.|
|5||Arcane Burst||Each target hit by Scorching Burst has a 6/12/18/24/30% chance to add a stack of Arcane Mastery.|
|5||Unrestrained Chaos||Maelstrom of Chaos now also has a chance to apply 6 stacks of Chill to foes or 5 stacks of Arcane Mastery to you every second for 1/2/3/4/5 seconds.|
|When you critically strike you grant allies 1/2/3/4/5% Critical Chance for 10 seconds.|
Abyss of Chaos
|When you strike a foe with an Encounter Power you mark them with Abyss. When an ally strikes that foe they consume Abyss to deal 12/24/36/48/60% of your weapon damage.|
|5||Phantasmal Destruction||When you deal Combat Advantage damage you have a 40% chance to gain 3/6/9/12/15% Critical Severity for 6 seconds.|
|5||Nightmare Wizardy||When you crit a foe you have a 4/8/12/16/20% chance for you and your allies to gain Combat Advantage against it for 12 seconds.|
|5||Masterful Arcane Theft||Steal Time and Ray of Enfeeblement deal 3/6/9/12/15% more damage to targets afflicted with Chill and an additional 1.2/2.4/3.6/4.8/6% for each stack of Arcane Mastery on you.|
|5||Chilling Advantage||When you have Chilling Presence slotted, your spells have 2/4/6/8/10% more chance to crit.|
|1||Chaos Magic||Dealing Damage to targets has a chance to apply Chaos Magic to yourself and allies within 50'. When you are affected by Chaos Magic you cannot be affected by a new Chaos Magic. You will be affected by Chaotic Growth, Chaotic Nexus, or Chaotic Fury.
Chaotic Nexus - You gain 30% additional Armor Penetration and Critical Chance for 10 seconds.
Chaotic Fury - You gain 30% additional Damage and 10% additional Life Steal for 10 seconds.
- Unlike most Class Features, Shield is slotted into Encounter power slot.
- Shield Pulse is available after Shield has been formed.