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Mod 13 Scourge Warlock Hellbringer

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originally I was using the Tiefling race and just recently started using the dragon born race, with the following stats with Charisma being the primary and Constitution and Intelligence being the secondarys.

(Updated to revise the pictures so that I could crop them to make them appear better and hopefully easier to see.) 

Stats:

  • 14 strength
  • 27 constition
  • 12 dexterity
  • 14 intelligence
  • 12 wisdom
  • 25 charisma

Feats:

  • 4/5 energizing curse
  • 3/3 weapon mastery
  • 3/3 empower rituals
  • 5/5 determined casting
  • 2/5 blood pact of cania
  • 3/3 devasting critical
  • Fury path:

    • 5/5 daughters promise
    • 5/5 critical promise
    • 5/5 offering to the personal
    • 5/5 internal wrath
    • 5/5 killing curse
    • 5/5 executioners gift
    • 5/5 brutal curse
    • 5/5 murderous flames
    • 1/1 creeping death
  • Templock Build:

    • 2/5 energizing curse
    • 3/3 weapon mastery
    • 3/3 toughness
    • 3/3 empower rituals
    • 5/5 determined casting
    • 1/5 blood pact of cania
    • 3/3 devastating critical
  • Fury path:

    • 5/5 critical promise
  • Temptation:

    • 5/5 hope stealer
    • 5/5 hellish condemnation
    • 5/5 dark revelry
    • 5/5 aura of despair
    • 5/5 aura of cruelty
    • 5/5 eldritch momentum
    • 5/5 darkness
    • 1/1 soul binding

Powers that I use:

Hellbringer:

  • Dark spiral aura,
  • killing flames,
  • fiery bolt,
  • pillar of power,
  • hellish rebuke,
  • tyrannical curse,
  • no pity no mercy,
  • gates of hell,
  • all consuming curse.

Templock:

  • Dark spiral aura,
  • eldritch blast,
  • killing flames,
  • brood of hadar,
  • shadow walk,
  • dreadtheft,
  • pillar of power,
  • tyrannical curse,
  • all consuming curse

Boons:

  • Guild Stronghold: power bonus, defense bonus, mount speed bonus, enhance overload stamina drain
  • PVP Campaign: living will is the only one I have done so far
  • Sharandar: dark fey warder, fey precision, elven haste, elven ferocity, fey thistle
  • Dread Ring: conjurer’s gambit, evoker’s thirst, forbidden piercing, enraged, regrowth, rampaging madness
  • Icewind Dale: Encroaching tactics, appreciation of warmth, sleet skills, cool resolve, winter’s bounty
  • underdark: primordial might, primordial focus, drow ambush tactics, dwarven stamina, abyssal tenacity
  • Tyranny of Dragons: dragon’s claws, dragon’s gaze, draconic armorbreaker, dragon’s greed, dragon’s fury
  • The Maze Engine: abyssal siphoning, demonic resilience, demonic swiftness, baphomet’s might
  • Elemental Evil: wave of force, heart of stone, searing aggression, gale of retribution
  • Storm King’s Thunder: cold hearted, survival instincts, icy wrath, glacial strength, chill of winter
  • The Cloaked Ascendancy: aura of hope, fiery frenzy, fey briars, aberrant power
  • Jungles of Chult: tyrants terror, overgrown, lingering curse

Artifacts:

  • Hellbringer/templock build
  • mythic soul sight crystal (IL 360)
  • mythic wheel of elements (IL 360)
  • Mythic shard of orcus wand (IL 360)
  • Mythic lantern of revelations (IL 360)
  • Mythic thayan book of the dead (IL 360)
  • I switch the soul sight for wheel when i am on templock

 

 

Character gear and enchantments:

I use Brutals in Offense, Darks in defense, Utilities I have Dragon Hoards, Quartermaster, Fey Blessing just for extra refinement items.

  • Head—-Primal raid barakoa (IL 500)
  • Quartermaster rank 11   (IL 69)
  • Armor—-primal assault kiuno (IL 500)
  • Draconic rank 12  (IL 82)
  • Perfect soulforged (IL 58)
  • Arms—-primal assault shobas (IL 500)
  • Fey blessing rank 12 (IL 82)
  • Main hand—-deathbringer (IL 500)
  • Brutal rank 13 (IL 97)
  • Perfect feytouched (IL 58)
  • Brutal rank 13 (IL 97)
  • Grimoire—-deathreader (IL 500)
  • Brutal rank 13 (IL 97)
  • Dark rank 12 (IL 82)
  • Feet—-primal raid viatus (IL 500)
  • Dragons hoard rank 13 (IL 97)
  • neck—-baphomets infernal talisman (IL 405)
  • Quartermaster rank 11 (IL 69)
  • Brutal rank 13 (IL 97)
  • Right ring—-beaded assault ring (IL 510)
  • Brutal rank 13 (IL 97)
  • Brutal rank 13 (IL 97)
  • Left ring—-beaded assault ring (IL 510)
  • Brutal rank 13 (IL 97)
  • Brutal rank 13 (IL 97)
  • Waist—-demogorgons girdle of might (IL 405)
  • Dragons hoard rank 13 (IL 97)
  • Dark rank 13 (IL 97)
  • Shirt—-upper primal paints (IL 500)
  • Brutal rank 13 (IL 97)
  • Trousers—-lower primal paints (IL 500)
  • Dark rank 12 (IL 82)

Companions:

  • Summond—-legendary chultan tiger (IL 200)

  • Bonding rank 13 (IL 97)
  • Bonding rank 13 (IL 97)
  • Bonding rank 13 (IL 97)
  • Ring of charging bull + 5 (IL 435)
  • Azure rank 11 (IL 69)
  • Azure rank 11 (IL 69)
  • Neck—-orcish companions collar (IL 420)
  • Dark rank 12 (IL 82)
  • Ring of the hunter + 5 (IL 510)
  • Azure rank 11 (IL 69)
  • Azure rank 11 (IL 69)

Active companions:

  • Legendary con artist (IL 200)
  • Legendary air archon (IL 200)
  • Legendary earth archon (IL 200)
  • Legendary alphy compy (IL 200)

Mounts:

  • Legendary t-rex
  • Legendary war triceratops
  • Legendary swift golden lion
  • Spiked deinonychus
  • Calvary tyrannosaur
  • Have all purple item level 60 insignas for all spots on mounts

A Guide to Wizardry

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A Guide to Wizardry

PvE Control Wizard Guide – Mod 13 (consoles) / Mod 14 (PC)

Here’s the link to the complete guide in Google Docs: http://bit.ly/GuideToWizardry

For all lazy people, below is video with quick look at the feats and boons, mainly showcasing the gear I’m currently using on PS4.

Parwen Valerian DPS DC MOD 14

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For CreepyThinks 🙂

Hi, I’m Josh, my ingame tag is @iamsmokingone#2455 and this is my DPS DC Parwen Valerian.

 

For Clarity:

This build is not meant to  dps at the expense of buffing/debuffing, it is meant to dps while buffing/debuffing. This is not some “ENDGAME” build. Parwen runs mostly random groups and isn’t in an Alliance or high rank guild, her guild is rank 8 and has 2 boons, HP (~20k) and potions heal for 10% more which she only uses HP because Item Level is really all the potion boon does, and she has no need for IL inflation.

Item Level =/= Skill

She excels in any party she is part of. She has completed Tomb of the nine gods over 200 times Castle Never over 300 Cradle of the Death God 6 times and FBI once (just got the periapt). She has done all the lower dungeons several times as well. She could be Entering Castle Ravenloft today if i cared, nothing worth farming for her there. She can easily solo any Regular Content as AC or DO.

*This guide will probably not be updated as i am no longer playing Neverwinter actively*

She is Human. and she takes WISDOM and CHARISMA in all fields.

Weapons are primal. Gear is mod 14 tempters and hags rags. for BiS She wants boots of the willed a*nd fearbringers, but has neither and doesn’t farm much.

Set is Demon Lord’s Immortality, you deal up to 20% bonus damage based on the difference in health between you and your opponent.I won’t get technical here.

Weapon Enchant is Unparalleled Feytouched. (you siphon away 20% of your enemies damage and convert it to 20% more damage for you,this is a 3 target aoe) you need at least Transcendant for 100% uptime on the effect, Unparalleled is just extra icing on the cake.

Armor Enchant is Unparalleled Negation.(every time you are struck in combat you recieve 4.5% damage resistance and 1.5% increased incoming healing and Recovery for 10 seconds, this effect stacks up to 10 times) rank doesn’t matter so much here, but you won’t get incoming healing or Recovery gain until Transcendant.

Enchantments: r11 brutals in all offense,r12 radiants in all defense,r10,11 and 14(Anniversary r14) darks in all utility.

Companions are legendary Chultan tiger summoned with r14 bondings in all 3 slots. Razorwood, earth archon,siege master. and eventually fire or air archon for the last. using wild hunt rider for now or her legendary priestess of sehanine moonbow for the 8% stats from legendary bonus.

mount equip power is Gorgon : Quick action, gain 15% of your AP over 10 seconds whenever you use a daily. ideally it would be the 25% version.

Action Point gain off hand bonus, Hastening light off hand feature (when u use a daily allies get 5% of their AP over 15 seconds). Lance of faith main hand artifact feature.(lance of faith does 8% more dmg)

She doesn’t have gem or armor kits but i would use power, crit or ap gain ones if i used them

Companion has ring of the Shadowstalker +4, bold ring of the Companion +4 and Fierce Necklace of the Companion +4 with 5 R13 brutal enchantments and 1 R13 Ruthless Enchantment . aim is 100% critical chance without sacrificing too much power, the ruthless is there because she doesn’t have recovery from anywhere else really, she is at 86.6% critical chance outside a group and 93.1% in a full party (Tempters coif gives you 200 critical strike for each ally on your team and party members companions count as allies)

Artifacts: Heart of the Black dragon is main, then Lantern of revelation,GWF sigil, Shard of orcus wand.Enough of her insignias are Armor Penetration so that she is at 100.6% Defenses Ignored. Her active artifact is the heart of the black dragon, which she uses to spam artificers persuasion by missing on purpose, and waiting till all her buffs are active to use it on the boss for the 15% debuff.

 

 

AC:

AC has a bit more defensive capability then DO, so she takes advantage of this. She uses Anointed Action which gives her 16% more damage and she takes 16% less damage for 6 seconds whenever she uses a daily, and Hastening Light which takes -4 seconds off all of her cooldowns and all her allies cooldowns when she use a daily, with the artifact off hand feature it also restores 5% of everyones AP over 15 seconds…these are her personal powers, and her rotation is usually break the spirit/forgemasters flame,exhalt, divine glow/daunting light….dailies are anointed army and flame strike. She tries to keep AA up during boss fights but for trash its fine to drop flame strike instead.Her at wills are lance of faith and blessing of battle.

She starts off every fight with Anointed Army (her and her Allies get +33% of her power) then blessing of battle (her and her Allies get +15% of her power because of the feat “Battle Fervor”), hoping to catch all the companions with Anointed Army before they attack and activate bonding runestones, to get maximum effect. She alternates between 3 lance of faith and 1 blessing of battle, builds up divine power, switches to “Channel Divinity” mode( hit tab), uses 1 brilliant divine glow, followed by 2 brilliant daunting light.( or if she has exhalt slotted she use 2 brilliant divine glow 1 brilliant exhalt) then leave divinity mode (hit tab) and cast break the spirit/forgemasters flame on the boss or biggest enemy, then hit him with divine glow followed by daunting light, blessing of battle, 3x lance of faith repeat… she always tries to use any available encounters and have everything on cooldown before casting her dailies because of hastening light. if you have a very aggresive dps one option is to forego empowering BTS and instead empower Exhalt on the dps. you will know when to do this.

 

 

DO:

DO gets divine power faster, and doesn’t have to worry about exhalting anyone. its a bit more free reign. as DO she takes more damage then AC so it requires much more dodging. your rotation is basically the same here. just no exhalt. lance of faith and brand of the sun. Break the spirit/forgemasters flame, divine glow, daunting light. personal powers are Terrifying Insight and Hastening light.dailies are hallowed ground and flame strike. same thing, keep HG up for boss fights, use flame strike to nuke trash.

She starts fights as DO by casting 1,2 or 3 brand of the sun then a lance of faith or 2. go to divine mode (hit tab), 1 brilliant divine glow, 2 brilliant daunting light, leave divinity (hit tab), empowered break the spirit/forgemasters flame, divine glow, daunting light, brand of the sun x2, lance of faith x3, etc repeat….same as AC make sure your encounters are on cooldown before activating your daily powers, to get the most from hastening light.

 

 

Of course there are other powers and situationally she will use sunburst for big AP gains,chains of blazing light to CC annoying enemies like like the Yuan-Ti Dancers in Tomb of the Nine Gods for example. or Forgemasters Flame if its a 2 DC group and the other DC just HAS to have BTS. Fights with mechanics that heavily damage the party she may swap out Flame Strike with Divine Armor and wait until right before the big damage mechanic to cast it… like the Castle Never Orcus fight where he raises his arms and then everyone takes 85% of their max HP in damage. if it looks like the group isn’t gonna melt him before his arms raise I will try to quickly swap those powers.

AS EITHER PARAGON you want to try to make all your buffs line up and stack. timing is everything. also don’t get hit and never die 😛 (use the shift key!)

As a dps dc you are going to be taking damage constantly, soulforged or barkshield are options and so are elven battle (to keep dodging) or even ( shadowclad would seem a decent alternative. This build isn’t for afk style players and requires you to be on your toes always. you are going to have to dodge most red aoes,swipes,chops and slashes because the bosses will be aiming them at YOU, mobs are going to be hunting you down actively pursuing you, and aiming many of their big attacks at you.

on a side note, Parwen isn’t built as a Healer, but because of the feat Repurposful soul, which on Critical hit applies 10% of her damage dealt as a heal to allies, and the amount of sheer damage she deals, she is more often then not the top healer in a group, even if their is another healer present.

Parwen usually uses Feytouched, but Dread is just as good if not better, the reason she likes feytouched is it siphons 20% of her enemies outgoing damage away.  Assuming you have critical chance at least 50% Dread should serve nicely….followed by Vorpal…then probably anything else

 

I wasn’t going to include this but since the topic is so popular and so misunderstood i feel obligated, so now i’ll explain Double Empowerment.

There are two encounters which have a cast initiation time so quick that another power can be cast also before the blue balls floating around you (stacks of empowerment) are expended, thus empowering both encounters. Forgemasters Flame or Daunting Light both can initiate double empowerment, you must cast one of them and then very quickly cast the next encounter you wish to empower as well. This exploit (this is an exploit) is buggy at best, and while it will appear to work (you’ll see buff icons for bts and ff if you try it with them) you won’t actually recieve both buffs. You can play around with this and make your own decision. In my video i used the exploit to chain both FF and DL and FF and exhalt (for DL + FF, DL must be cast first, does not work if started with FF)

Remember only Forgemasters Flame or Daunting Light can initiate the Doublecast.

*BOONS ARE NOT A KEY PART OF THIS BUILD*

I go for the same thing as i do with stats

Armor Penetration > HP > Critical Strike > Power > Movement > Recovery > Defense > Deflect >Regeneration

Action Point gain > Combat Advantage > Critical Severity > Stamina/guard Gain > Incoming Healing           (Any stat not listed you can assume she has 0)

here’s her boons and what she will eventually take:

for Stronghold boons she uses HP (thats it)

maze engine

underdark

elemental evil

sharandar

dread ring

icewind dale

cloaked ascendency

chult

storm kings thunder

ravenloft

She walks in light, her faith guiding her every step, she knows no fear for she is the Avatar of the Divine….

“Be Faithful, be Virtuous, but above all my friends, be Righteous!”

-Parwen

[Mod 14] Charisma’s Warlock Compendium

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Last Updated: July 11th, 2018

Use the tabs below to navigate the guide. Lots of the comments are old, and therefore outdated.  Scroll all the way down to see the most recent ones.

Hello Everyone!  I’m Charisma.  With mod 14 and some new content that (finally) isn’t Chult, Warlocks mostly stay the same.  With a change to our companions, some new gear, and a new dungeon to gear up for, there’s a lot to cover!

IMPORTANT:  This is just a starting point.  I will tell you do’s and don’ts and tell you why, but if you don’t use the information or if you care to experiment with your own ideas please feel free to.  This is the setup that I’ve found to give the most effective output, but this is in no way the only build SW’s can run!

If you have any questions about my build you can always message me in game, my username is Charisma@leyakkh or you can leave a comment on this guide and I’ll reply ASAP.

Okay, now that the introductions are out of the way, click the tabs above to get into the build!

Race:

Your race choice is very important in Neverwinter.  Every race can play any class, but some races do certain classes much better than others!

Tieflings are the best choice right now.  The extra % damage buff when targets are below 50% synergies well with the rest of our kit and the ability scores line up perfectly.

Dragonborns are also a solid option because of their additional 3% power and critical strike.  This works really well for obvious reasons as a dps.

Humans aren’t bad still, and a better option than many if you can’t stand tails or scales.  The extra feats are a good bonus and the reduced damage helps keep us alive to siphon more souls!

Ability Scores:

For every Race you’ll want the same Ability Scores, 18 in Charisma with 13s in Con and Int.  Use your points on Con and Charisma, you want your Charisma as high as it can go.

 

When leveling, put all of your new score points into Constitution and Charisma.

Hellbringer, Fury (AoE DPS):

Hellbringer Fury is the most viable option for AoE DPS right now.  It boasts massive buffs for both you, and your party with Pillar of power, and with Hellish Rebuke combo’d with Tyrannical Curse you can Burn your enemies in the name of the Nine Hells.

Heroic:

Energizing Curse:  There’s four points here because it’s better than toughness.  The added AP gain is really nice, and helps us get off our dailies a lot since I don’t recommend using the DC Sigil.

Weapon Mastery:  Must have.  Pretty self explanatory to be honest, additional critical strike chance is always good.

Empowered Rituals:  As an SW lots of your damage will come from your encounter powers.  Additional damage added to those is a no-brainer.

Determined Casting:  Again, another feat that seems kind of self explanatory.  When most of your dps comes from encounter powers, being able to use them more would increase damage output.

Blood Pact of Cania:  There’s normally only two points here because we need to choose between this, and devastating critical.  If you are a human put your three points here!  

Devastating Critical:  IMPORTANT!  Critical severity is a coveted stat!  You want it as high as you can possibly get it.

Fury:

Critical Promise: Good bonus damage when you Crit

Offering to the Prisoner: In a dungeon or group scenario, trash dies constantly.  As long as you hit the trash you’re getting this buff.

Gatekeeper’s Empowerment: Gates of Hell does some crazy damage in large groups.  Increasing that further is awesome, plus adding more AP gain when it kills targets.  Unfortunately we don’t really get a lot of use out of the DoT increase to Hellish Rebuke, but the AP gain is worth it.

Infernal Wrath: Synergies well with All Consuming Curse, and with the change in armor pen helps make up for any missing Resistance Ignored.

Helltouched:  Works well with the Primal set.  Also, in high level dungeons you will be hit a lot.  Hopefully, if you have a good healer, you wont notice most of them, but the debuff will still be applied.

Executioner’s Gift:  This feat synergizes so well with Killing Flames and some other aspects of this build that I couldn’t recommend not taking it.

Killing Curse: Good additional damage to cursed targets, and with ACC everything you critically strike will be getting this bonus damage.

Brutal Curse: This is awesome.  Additional damage to curse targets by a flat percentage, and it’s on top of the damage buff from warlock’s curse.

Creeping Death: This is really the only choice for dps warlocks.  With the recent buffs it’s really our only choice.  The Damnation tree and it’s capstone, Soul Desecration is nerfed to hell and doesn’t do near as much damage as this.  The other option is Temptation and that’s for healing.

Powers and rotation!

Remember to use Warlock’s Curse as much as possible during combat!  Curse every target you can, but don’t miss out on using a skill that’s off cooldown to do so.  Warlock’s Curse increases the amount of damage enemies take, and can apply additional effects when you use encounters on targets affected by it.

Class Feats:

All Consuming Curse: This combined with many of our feats increases our damage output by a lot.  Also at rank 4 it increases lesser curses damage.

No Pity No Mercy:  This is a class feat I will always have slotted, no matter what.  Very high increase in damage output from Hellish Rebuke.

At-Wills:

Eldritch Blast: Weaker damage in single target situations but the third strike is an aoe.  Decent when used in combination with Hellish Rebuke.

Hellish Rebuke:  Main source of At-Will damage.  I’ll use this almost exclusively when all my encounters are on cooldown.

Encounters:

Arms of Hadar:  Insane AoE damage (because of the low, stacking cooldown) and it knocks enemies prone.  I spam this a lot in combat.

Pillar of Power:  Massive buff and decent damage to enemies inside.  Try to get as many enemies inside as possible, but be sure to stand in it yourself.  This is a bit of a risk vs reward, but it’s always better to be further from the combat, inside your circle and miss out on a bit of dps from PoP, than to die.

Fiery Bolt: Good AoE damage with a low cooldown.  Remember to Warlock’s Curse the target you use this on to increase the damage the AoE damage!

Dailies:

Tyrannical Curse: Your most important skill to doing AoE damage.  Use this skill on the target with the most health in a room with lots of other enemies and watch the entire room melt when you drop PoP under the one you cursed.

  

Gates of Hell: Really good, instant, AoE damage.  Good if trying to kill a large group really quick, rather than melting it with Tyrannical.
-or-
Brood of Hadar: Very high single target Dps and works very well with Tyrannical Curse.

Your basic AoE rotation should be as follows:

Tyrannical Curse the biggest enemy you can find and drop Pillar of Power under him.  Try to catch as many enemies as you can within that green circle.  The more standing in it, the more dps you’ll do.  Then, while inside the circle yourself, Warlock’s Curse the targets and drop Arms of Hadar on them.  Then, Fiery Bolt.  While your skills are on cooldown, use Hellish Rebuke on the enemy you used TC on.  You want to maximize the damage he takes.  Repeat as cooldowns come back up and watch all the pretty numbers fly from the enemies as they melt.

Alternatively you can now use Dreadtheft and Fiery Bolt, since Dreadtheft was buffed, however the damage difference is almost nothing.  This is purely preference.

AoE Weapon Enchantment:

For an AoE Loadout I would recommend the use of a Feytouched Weapon Enchantment.  Dread isn’t a very solid option here, since a significant portion of our AoE dps comes from Tyrannical Curse (not effected by dread), and Hellish Rebuke (also not effected).  Lightning and Vorpal have been nerfed, and are not as good.

Artifact Weapons:

Exalted Primal Weapons are still Best in Slot for everything that isn’t Castle Ravenloft.  For CR, use the new Sunset weapons.  These will provide a 15% bonus to damage and healing output, along with some other stats, during night time in Barovia.  Since CR is always at night, you’ll get the 15% at all times.  For literally everything else however, Primal will outperform.  Personally, I’d recommend having both sets, and using Sunset for only CR.

You’ll have to prioritize one weapon enchantment to have slotted, or swap between them (but gold doesn’t grow on trees).  I’d recommend Feytouched overall.

For Artifact Powers I recommend using Hellish Rebuke and All Consuming Curse.

Active Artifact:

  

For AoE if no one else in your group is using a Wheel of Elements you need to.  Fire buff does more damage than Soul Sight Crystal (30% x 30 seconds VS 50% x 10 seconds).  If someone in your party is using wheel, use DC Sigil.  DC Sigil helps us keep Tyrannical Curse Up at all times, and can also be used to stack Tyrannical on top of Brood.

Soulbinder Fury (Single Target DPS):

With Soulbinder you gain access to two of the highest Single Target DPS skills SW’s have, Soul Scorch, and Immolation Spirits.  When you take those, add Killing Flames and a Dread Enchantment you’ll have any boss shaking in his over-sized boots.

Heroic:

Energizing Curse:  There’s four points here because it’s better than toughness.  The added AP gain is really nice, and helps us get off our dailies a lot since I don’t recommend using the DC Sigil.

Weapon Mastery:  Must have.  Pretty self explanatory to be honest, additional critical strike chance is always good.

Empowered Rituals:  As an SW lots of your damage will come from your encounter powers.  Additional damage added to those is a no-brainer.

Determined Casting:  Again, another feat that seems kind of self explanatory.  When most of your dps comes from encounter powers, being able to use them more would increase damage output.

Blood Pact of Cania:  Increases bonus damage from Constitution.  Since Crit Severity has diminishing returns and with this loadout we use a Dread enchantment, I would recommend putting 5 here.   

Devastating Critical:  If you’re a human put your 3 points here.

Fury:

Critical Promise: Good bonus damage when you Crit

Burning Soul: Additional Damage from Soul Sparks.  Decent additional damage

Infernal Wrath: Synergies well with All Consuming Curse, and with the change in armor pen helps make up for any missing Resistance Ignored.

 Executioner’s Gift:  This feat synergizes so well with Killing Flames and some other aspects of this build that I couldn’t recommend not taking it. (Plus, the additional damage you get from Killing Curse is tiny).

Brutal Curse: This is awesome.  Additional damage to curse targets by a flat percentage, and it’s on top of the damage buff from warlock’s curse.

Murderous Flames: Huge buff to Killing Flames.

Creeping Death: This is really the only choice for dps warlocks.  With the recent buffs it’s really our only choice.  The Damnation tree and it’s capstone, Soul Desecration is nerfed to hell and doesn’t do near as much damage as this.  The other option is Temptation and that’s for healing.

Damnation:

Relentless Curse: When you remove your warlocks curse from an enemy they are always afflicted with Lesser Curse.  Lesser Curse deals some extra damage to targets.

Sparkbinder: Increases the duration of Immolation Spirits and gives them some extra HP.  Immolation Spirits does insane damage and generates Soul Sparks.

Powers and rotation!

Remember to use Warlock’s Curse as much as possible during combat!  Curse every target you can, but don’t miss out on using a skill that’s off cooldown to do so.  Warlock’s Curse increases the amount of damage enemies take, and can apply additional effects when you use encounters on targets affected by it.

Class Feats:

All Consuming Curse

 

Dust to Dust – Use if you need more AP (use this 90% of the time)
-or-
Borrowed Time – Good self healing

At-Wills:

Essence Defiler: Soulbinder’s bread and butter.  Generates Soul Sparks needed to cast our most damaging skill, Soul Scorch.  Use until you build up enough sparks to Cast SS, Cast SS, then build them up again.  When you have Immolation Spirits out you should build up enough sparks to just spam SS and rain pain on whatever baddie is in front of you.

Dark Spiral Aura: Honestly, you’ll almost never use any At-Will other than Essence Defiler. However, this at-will can be useful because you don’t have to actively do anything (other than kill stuff) to generate spirals.  Once you have three, it a quick cast time and can crit for decent damage.

Encounters:

Hadar’s Grasp: Excellent single target dps.  Crits hard, works well with Dread.

Soul Scorch: Awesome DPS, almost no Cooldown.  Remember to Curse your target before and after using this skill since it consumes Warlocks Curse.

Killing Flames: Very strong single target encounter with a short cooldown that increases in damage as the boss loses health.  Always have this slotted for boss fights!  The Soul Puppet it can spawn is a decent bonus, even if it dies almost instantly.

Dailies:

Immolation Spirits: One of the best single target skills we have.  Generates additional Soul Sparks, allowing us to spam Soul Scorch.  You always want to have these up.  Be Careful, if you recast this skill while still having the spirits alive, their duration will not increase, and it will take all of you AP, so be careful.

Tyrannical Curse: Solid damage buff and amazing add control during boss fights.

Your basic Single Target rotation should be as follows:

Use wheel and grab the Fire buff, then cast Immolation Spirits.  Warlock’s Curse your target, then use Hadar’s Grasp and Killing Flames in that order.  Use Essence Defiler until you have enough Soul Sparks to Cast Soul Scorch.  Warlock’s Curse your target again, then cast SS.  Alternate between SS and ED until other skills are off cooldown.  Remember, Always Warlock’s Curse your target before hitting them with Soul Scorch.  SS and Hadar’s Grasp both consume Warlock’s Curse, so you’ll need to re-curse after those skills to do the most DPS possible.

Single Target Weapon Enchantment:

For Single Target I would highly recommend a Dread Enchantment since most of our DPS is coming from Soul Scorch.  Dread also buffs our other Encounters, and reduces your target’s defense, which is helpful.

Artifact Weapons:

Exalted Primal Weapons are still Best in Slot for everything that isn’t Castle Ravenloft.  For CR, use the new Sunset weapons.  These will provide a 15% bonus to damage and healing output, along with some other stats, during night time in Barovia.  Since CR is always at night, you’ll get the 15% at all times.  For literally everything else however, Primal will outperform.  Personally, I’d recommend having both sets, and using Sunset for only CR.

You’ll have to prioritize one weapon enchantment to have slotted, or swap between them (but gold doesn’t grow on trees).  I’d recommend Feytouched overall.

For Artifact Powers I recommend using Essence Defiler and Dust to Dust.

Active Artifact:

  

For Single Target if no one else in your group is using a Wheel of Elements you need to.  Fire buff does more damage than Soul Sight Crystal (30% x 30 seconds VS 50% x 10 seconds).  If someone in your party is using wheel, use SSC or DC Sigil.  The choice is mostly preference, and both will do well.

If you think SSC is better than Wheel: let’s say you do 10 Damage a second.  That’s absurdly low of course, but it makes math easy.  So, Fire buff is 30% x 30 seconds.  With wheel you would be doing (10 x 30) + (3 x 30) = 390.  With SSC over the same 30 seconds you’d deal (10x 30) + (5 x 10) = 350.  Ideally, you’ll have both SSC and Fire, but if you have to choose, Fire is better.

Temptation (Sustain and End-Game Dungeons):

Heroic:

Since the heroics are largely the same I’ll simply cover any deviations and why they are made.

Toughness: I shifted three points from Energizing Curse here because when you are in Templock, your death usually means 1 or 2 other deaths.  Even if no one else dies, you tend to be a juicier target for enemies, and this helps compensate.

Soul Reaping: Life Steal for Templock is very important.  You heal group-mates for a % of your damage dealt, equal to your lifesteal chance.  As you can imagine, lifesteal is a crucial part of being an good Templock.

Temptation:

Hope Stealer: Increases Lifesteal chance, increases healing to your group.

Hellish Condemnation: We use Hellish Rebuke a lot.  This makes it so that targets you hit will deal less damage.  Great debuff.

Dark Revelry: One of the best buffs we give.  20% power for 5 seconds is huge, especially when we can stack that with some of our other buffs.

Aura of Despair: 5% damage dealt debuff and a 5% damage resist debuff on anything and everything close to you.

Eldritch Momentum: Gives your party ~100% combat advantage.  With our shift in companions, this is a massive damage buff for both you and your party.

Soul Bonding:  Makes it so you can heal with your lifesteal chance.  Take it.

Damnation:

Parting Blasphemy: This procs all the time.  Good damage bonus, but we are really only putting points in this tree for Power of the Nine Hells.

Power of the Nine Hells: Amazing bonus to Pillar of Power because nobody knows how to sit in a circle.  Very useful in almost every party environment.

Fury:

Critical Promise: Good bonus damage.

Powers and rotation!

We have a lot of choice when it comes to Templock.  We are mostly just here to buff allies with Pillar and Revelry when we can, and to heal if needed.  That being said, damage still counts some, so powers do matter.

With the buffs to Dreadtheft and since we want to output consistent damage for consistent healing, buffs, and debuffs, we want to run skills that dot, rather than burst. If you really wanted, you could run the Dps rotation from the DPS section, and trade more consistent healing and buffs for more damage.

AoE setup:

Use this rotation for Trash.  Basically anytime you aren’t at a boss fight, you’ll be using these skills.

Class Feats:

All Consuming Curse: This combined with many of our feats increases our damage output by a lot and helps us apply the DR debuff from Dreadtheft.  Also at rank 4 it increases lesser curses damage.

Prince of Hell: Increases Lifesteal chance and therefor healing.  We need this stat to be as high as it can get.

At-Wills:

Hand of Blight: Strong damage dealt debuff.  I’ve had runs where this has saved my tank.

Hellish Rebuke:  Main source of At-Will damage.  I’ll use this almost exclusively when all my encounters are on cooldown.

Encounters:

Dreadtheft: Solid damage over time to all enemies in a line.  Good when used in combo with Tyrannical Curse.  Also increases damage enemies take by a large amount, when used on cursed targets.  Important debuff!

Pillar of Power:  Massive buff and decent damage to enemies inside.  Try to get as many allies inside as possible, and be sure to stand in it yourself.  Remember to keep Pillar of Power on your main Dps, even if he’s running around the arena like a madman.

Blades of Vanquished Armies: Since we can’t cast spells During Dreadtheft our only other option is to increase out damage output while we are casting it.  However, just because BoVA is our only option, doesn’t mean it’s bad in any respect.  It has decent damage output and it also increases our deflect, making us harder to kill.

Dailies:

Tyrannical Curse: Your most important skill to doing AoE damage.  Use this skill on the target with the most health in a room with lots of other enemies and watch the entire room melt when you drop PoP under the one you cursed.

Brood of Hadar: Very high single target Dps and works very well with Tyrannical Curse.

Your basic AoE rotation should be as follows:

Tyrannical Curse the biggest enemy you can find and drop Pillar of Power under him and your main dps.  If you main dps is ranged, it’s his job to grab the PoP buff.  Cast BoVA and use Dreadtheft on the enemy you Tyrannical Cursed.  Now, simply line up Dreadtheft to hit as many targets as possible.  Remember to stay close so that you are hitting enemies with BoVA, and to stay inside your green circle!

Single Target (Use for boss fights):

Class Feats:  These will remain the same.

All Consuming Curse

Prince of Hell

Encounters:

 

Warlock’s Bargain: Applies an almost never ending DoT on your target.  Also deals a portion of damage you take to the target it’s applied to and heals you while it’s active. (Hadar’s Grasp is a decent alternative if you don’t like WB.  The damage output is basically the same)

-or-

Vampiric Embrace: Large heals to the entire group.  Okay damage.  Gives Temp HP when used on a cursed target.  I use this if I know the group will take a lot of damage.

Pillar of Power: Really hard to beat the damage and the buff that comes from this skill.  Use it at all times.  Remember to try and keep your Dps buffed!

Killing Flames: Very strong single target encounter with a short cooldown that increases in damage as the boss loses health.  Always have this slotted for boss fights!  The Soul Puppet it can spawn is a decent bonus, even if it dies quickly.

Dailies:

Brood of Hadar: Awesome single target damage ability.  The brood will swarm an enemy and do a bunch of damage plus slow, and best of all they’ll swap to another target if the target you casted it on dies.

Tyrannical Curse: Solid damage buff and amazing add control during boss fights.

Your basic Single Target rotation should be as follows:

If you’re using Vampiric Embrace instead of WB, your rotation is mostly the same.  Just use VE whenever your party takes a big hit, but don’t save it for too long.  When in doubt, use it.  Killing Flames also heals for a large amount, so you’ll always have something up, or soon to be up that will heal a large amount.

First, open with Warlock’s Bargain.  This skill should be used on cooldown, and the boss should have this DoT applied to them at all times.  Then drop Pillar of Power with the boss, and as many allies as you can, inside.  Stand in the circle for as much of the fight as possible.  Now, Warlock’s Curse your target and use Killing Flames.  If adds spawn, use Tyrannical on the boss.  If not, use Brood.  While your skills are on cooldown, use Hellish Rebuke and wait until they come back up.  Repeat.

Weapon Enchantment:

Same as the AoE setup, I’d recommend using a Feytouched Enchantment for Templock.  Your damage still matters as a Templock, since it directly relates to how much healing you can pump out,

Active Artifact:

  

For Templock you’ll want to be using a Wheel of Elements as your active.  Buffers, such as Templock and MoF should always have a Wheel on backup to give the Fire buff to the main DPS of the party.  Fire is an extremely high DPS bonus, and shouldn’t be taken lightly.

If someone is already using Wheel in your party:
Another option is the Sigil of the Devoted.  This helps us with AP generation and is good if we don’t need to use wheel on a main DPS.

Artifacts:

The non-active artifacts I use are the  Shard of Orcus’ Wand, Sigil of the Controller, and the Fragmented Key of Stars.  These wont change per loadout.  Your active artifact will, and you should check the tabs to see what active artifact you should be using, and when.

For Artifact sets I’m using the Orcus set because it does the highest damage out of all the Artifact neck/belt sets in the game, regardless of the useless strength bonus on it.

Enchantments:

Ideally you’ll want Brutal rank 14’s in all your offense slots, and Radiants once you hit about 75% crit (the rest comes from bondings), or Savage if you need Armor Pen.  You’ll want 75-80% crit, 90% armor pen.

You have a choice when it comes to defense slots. Radiants are BiS for dps, and increases your damage output significantly when used with an OP’s Aura of Courage, however, Darks are almost required to increase lifesteal and to be a good templock.  Personally Id recommend finding a balance between the two that works with your play style.

Gear:

Min/Max-ing stats is something that each player will have to do for themselves, since every individual’s stats vary on a case by case basis.  As long as you keep these general guide-lines in mind, you shouldn’t have any trouble.  Newer players shouldn’t worry too much about their stats until they have most if not all of the gear recommended in this guide.  Artifacts and artifact weapons included.

Armor Pen should be prioritized up to 90%.   After your Armor Pen is at 80-90%, you should go for Crit.  Your goal with Crit is 100% obviously, but try not to exceed that, since that would also be a waste.  After your Pen and Crit are where they should be, you next priority should be Power.  Power has very little diminishing returns, and only at very high levels, so in short, you want this as high as you can get it.  Remember bonding runestones are where you’ll get a sizable portion of your stats, so be sure to factor those in when min/max-ing.

Rex Corona and Rex Amiculum are still Very Good, but they are very hard to get.  The new Curselord’s set looks like a strong contender for Best in Slot.  Depending on where your stats fall, use Rex Corona and the Curselord’s set to fill the rest.  If you need more Crit, use the full Curselord’s set.

The Ring of Offensive Action from Makos in Omu are really strong for SWs, but they lose us a lot of ilvl.  They do not stack, so Ideally you’ll have one Offensive action ring, and a Gravestriker +5 ring or a Shadowstalker +5.  These are rare and a decent alternative is a Primal Ring.

Exalted Primal Weapons are still Best in Slot for everything that isn’t Castle Ravenloft.  For CR, use the new Sunset weapons.  These will provide a 15% bonus to damage and healing output, along with some other stats, during night time in Barovia.  Since CR is always at night, you’ll get the 15% at all times.  For literally everything else however, Primal will outperform.  Personally, I’d recommend having both sets, and using Sunset for only CR.

For shirt and pants the Primal set is still best.

Companions:

Now I’ll dive into what companions you should be using, and why.

We got a new companion in mod 14 that is really strong in the form of the Razorwood.  Since the Tiger still debuffs, and the active bonus is the only real reason to use the Razorwood, the Chultan Tiger will stay as our summoned.

Chultan Tiger: This is your summoned companion.  It’s active bonus isn’t all that impressive, but the Chultan Tiger has an ability it uses called, “Killer Instinct”.  Basically, the Tiger will debuff enemies, making them take 10% more damage from all sources, on top of the bonus it gives you at the start of combat.

-Fire Archon:  Very good damage.  Synergizes well with our build.  Buffs other archons.

-Air Archon:  Again, more synergy with the rest of our build.  Solid damage, and a must have. Buffs other archons.

-Razorwood: Additional Crit Severity, and a large amount of bonus Combat Advantage.  With No Pity No Mercy after you critically strike your next hit will gain the Combat Advantage bonus damage.  Since this is a high crit build, you’re getting this bonus almost non-stop.  Theoretically, swapping artifacts to ones that add more Combat Advantage, but from my testing, both Lantern of Revelation, and Kessell’s Spheres of Annihilation perform worse than a Sigil of the Controller.  There might be a way to do more DPS as a Combat Advantage focused build using Razorwood and No Pity No Mercy, but from my testing it just doesn’t perform as well as the math says it should.

-Earth Archon: We will usually be at 100% HP if we are playing well.  Warlocks shouldn’t be taking a lot of damage, so we will get a lot of use out of this little guy in groups.  He’s borderline useless in solo content, but he buffs the other two archons.

Honorable Mentions:

-Dancing Blade: Almost as good as Erinyes, but no reason to use him once you have it.

-Erinyes of Belial:  Critical Hit Severity is extremely strong for DPS and you want as much as you can get.

Wild Hunt Rider: Good damage bonus and procs a lot since we spam our skills.

Siege Master: The flat damage buff this gives is nice, but not quite as nice as the others I recommend.

Boons:

For Guild boons, as dps you want Power and HP, and for Templock, the Power and Lifesteal boons.  Utility doesn’t really matter, I like the Mount speed bonus, but it’s up to you!

Mount bonuses:

Thank you for reading!

Thanks to everyone for the constructive feedback and ideas.  Without all the helpful and creative input from members in the community this guide wouldn’t be anywhere near as complete.  Special thanks to:
Zanros@ryn32233#8859 – for helping me test all my stupid ideas
RW_Raijin@velahryn#7236 – for their help with the Single Target loadout
Demathius@lordistat – for their help with brainstorming ideas and new things to test

If this guide helped you, please rate it at the top of the page, it really helps me out 🙂

Thanks Again!

Scorp Oathbound Paladin Build Updated

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Introduction

Hello guys So Im pudating My Build So My english Isnt Very Good

So See My Builds At Gears And more

Race Choice

  • Dragonborn or Tiefling

 

Gears

 

Oathlords Ward Curiass is Best Chest piece for op If u dont Have it

Anither Option is Knotted Garbs and Artificers Chest piece 3k power 😀

Feats

 

Oke So here Are The Feats

Now Mount Bonuses

 

 

 

 

 

Companions

 

Guys I Dont Have The Right Comps NOW We Need

To Replace Velociraptor Alpha with Razorwood

Stalwart Lion with Fire Archon

Energon With Air Archon

And Mounts U Can Get War Triceratops or Legendary Tyrannosaur or Any 4K Power Mount

Rotations for Solo

Radiant Strike +Templar Wrath + Sacred Weapon + Judge + Smite Then Shielding Strikes

Daily Rotation = Radiant Strike +sacred weapon + Judge + Daily + Smite than shielding Strikes

Always Daily Before Smite If u have Daily ON

 

Powers

 

AT Wills = Radiant Strike and Shielding Strike

Encounter = Sacred Weapon Smite Templar Wrath Circle of Powr Bane Vow of Emminity

Dailies = Shield of Faith Divine Judgement

Abilities = Aura protection Aura Courage Aura Wisdom

 

Rotation for Dungeons FBI MSP Tong CR CN And So On

for Trials Like CODG MSVA and Sva No need In tiamat or Demo

Like CR First Bane + Radiant Strike + Templar Wrath + Judge + Circle of Power

Powersharing

 

Base Power is only shared

Hit points = each 50k HP Translated Into 5k Power While Tanking

So Its Good Option

 

Enchantments

 

 

Weapon Enchant = Unparalleled Feytouched or Lightning or Prominence

Armor Enchant = Negation

I use Radiant in Both defence and offense Slot

Utlity = Darks

in Comapnion i stack Brutals and Blackice

Comp Rings = Beaded Restoration Rings

Necklace Fierce / Heroic / Bold +4/5

 

If U Have Any question Contact Me in Game

Scorpion-the-storm

 

 

 

DC AC BUFF DEBUFF DPS MOD 13/14

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Important: English is not my native language.

Attributes: You want the highest Wisdom (18) and Strength (16) with your beginning roll.

Race: Dragoborn (3% More Critical and Power) or Half Orc (5% more severity and Speed start combat – DC is very Slow).

Artifacts:

Sigil Of the Devoted (Group – BUFF) or Soul Sight Crystal (Solo) or Lantern of the Relevation (group BUFF) or Heart the black Dragon (group BUFF)

Sigil of the Devoted or Fragmented Key of Stars

Shard Of Orcus’ Wand (Combo)

Sigil of the Controller

Gear:

Head: Jarls Gaze or Rex Corona or [Decaying Habit MOD 14]

Armor: Primal Eziwa (Tarmalune) or [Cuserlord Raid MOD 14]

Arms: Primal Restoration Isikrinis – 5% More power or [Cuserlord Raid Mod 14] – If you need Armor Penetration

Weapon: Primal Set

(Artifact Power Icon: Hastering Light | Action Point) – (Artifact Power – Main Hand: Blessing Of Batlle: 12% more damage)

Feet: Primal Raid Qalisas or [Cuserlord Raid MOD 14]

Neck: Baphomet’s InfernaL Talisman (Reinforced +100 AP Gain)

Rings: Gravestriker and Shadowstalker | +4 or +5  (Reinforced +100 AP Gain)

Waist: Demogorgon’s Girdle of Might (Reinforced +100 AP Gain)

Shirt: Lord Roy’s Shirt or Shirt or the Chultan Merchant or Upper Primal Paints (Reinforced +5% Everfrost)

PantsLower Primal Pants (Reinforced +5% Everfrost)

Offensive Slots:  Black Ice

Defensive Slots: Black Ice

Utility Slots: Quartermaster or Dark

Weapon Enchantment: Dread 10+. VÍDEOS: TEST DREAD or TEST FEYTOUCHED

Armor Enchantment: Negation or Barkshield.

FEATS

Healing Action: 4/5 – Action Points

Toughness: 3/3 – HP

Weapon Mastery: 3/3 – Critical Chance

Repurpose Soul: 1/3 – Heal

Initiate od the faith: 4/5 – Crit 1% Power – Stack 150k Power = 1500 Crit

Cleanse: 1/3 – Remove DOT

Bountiful Fortune: 4/5 – Divine Power

PARAGON

Have Faith: 5/5 5% Damage Resistence Allies

Battle Fevor: 5/5 15% power Buff

Astral Fury: 5/5 – 10% Damage

Righteous Suffering: 5/5 – 10% Damage

Weapons Of Light: 5/5 – 10% Power for Allies BUFF

Bear yours sins: 5/5 – 10% more Damage Allies BUFF

Condeming Gaze: 5/5 – 10% more Damage Allies BUFF

Fire of the gods: 5/5 – If crit you DOT

Avatar of the divine: 1/1 – 40% damage and cooldowns

IMPORTANT: All abilities for the benefit of the team are ACTIVE –

Feats “Furious Intervention” (Action point for you) and “Ancient Warding” (Action point for you) – I’ve never been missed

COMPANIONS

Chultan Tiger (Summon) | Air Archor | Fire Archor or Belial or OuwBear Cub (if no have critical chance) | Earth Archor | Siege Master

Runestones: Bondings 3×14

Rings: Bronzewood Raid Ring 2x or Gravestriket +4 and +5

Neck: Heroic Neacklace – Power and Armor Penetration

All Offessives: Black Ice

MOUNTS

Tyrannosaurus Rex – Combat Power and Equip Power

INSIGNIAS

Gladiators Guile or Wanderer FOrtune

Protector Camaraderie

Assasins Covernant

Cavalary Warning

Shepherd Devotion

RARE Order: Dominance Skill and Aggression (300 AD each)

EPIC Order: Skill and Aggression (Dominance very expensive)

POWERS

At-Wills: Blessing Of Battle

Encounters:

GROUP: Exaltation | Divine Glow | Break The Spirit or Forgemaster Flame (empowered)

SOLO: Divine Glow  | Chains of Blazing Light (Mobs) / Forgemaster’s Flame (Bosses) , & Daunting Light (empowered)

Dailies: Anointed Army

Personals: Holy Fevor  | Hastering Light

VÍDEOS

https://www.youtube.com/user/gilufrn

BOONS

Maseeha’s mod 14 cw build

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Hello guyz welcome to my cw

Mod

14 build

Intrduction

First of all cw is a class in NW

And main ability score of the class should be intelligence and charisma

BIS races are human and tifling only

Its my first build so bear with me guyz

If u have aany question or problem just comment it ok lets move to build

Feats for cw

Feats for ss dps

Heroic feats

Controlling action feat 1 point

Weapon mastery 3/3

Toughness 3/3

Fight on 0

Battlewise 0

Wizards wrath 3/3

Blighting power 3/3

Lightning telepot 0

Arcane enchantment 3/3

Learned spellcastee 5/5

Prestidigitation 2/3

focus wizardry 0

Paragon path

Oppereser

Bitter cold full points

Brisk transport full points

Icy veins full point

Frigid veins full point

Controlled momentum full points

shatter strike full point

Thaumaturge

Tempest magic full point

Spell twisting full point

Now my char gears

Head rex carona

Hags rags armor

Sister clutches arms

Weaps exalted primal both

Boot manalord feets new dun gears

Neck company raider

Ring shadowstalker +4

Beast slayer +5

Waiat great owlbear belt

Shirt pants primal

Artifacats = sigil of devoted or soul sight or wheel for main

Secondary heart of black dragon

Kessel sphere and sigil of controller

Weap enchnat fey trans/unparalled best if u dont have then vorpal until u catch fey

Utlity dark/quartermaster and armor enchant barkshield or soulforged

Offense rafiant brutal black ice azure

Defensr radiant savage

Companion Con artist / chultan tiger

Secondary razorwood fire archon air archon and siege

Bonding r 14 companion enchant brutal black ice

Mounts

Gonna be good

N

Stable mounts

Good this

Boons

All boons we need are power ap crit or combat boons which help us and recovery also

Ty guyz for my build

 

Hunter Ranger Guide – Made by Elven Archer

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Hello and welcome, This is a complete guide on how you can improve you knowledge about your HR, this guide has been a long work in progress update after update and starting out as just a build guide and now working towards a complete HR guide.

Here you will find all the questions you need about your HR. Anything you don’t find can be added in so other people with the same questions can be sent to this guide where they can read up on what they seek and anything else they might find.

Due to these new additions my build portion of the guide will be updated less, I will update with any major changes that occur like with bonding changes or when the company duellist cloak was introduced, any simple changes like updated armour changes going from relic to primal etc, things that are obvious but will be noted on in the guide itself.

The tabs have been set out for ease of access to the topic you require making you find the information you are after without going through the hassle of scrolling through pages of info.

Enjoy the read!

NOTE: Some of the tabs are not complete but stay tuned as they will be well worth the read once complete.

Race

There are a few viable races for a HR I chose the Wood Elf for the 1% Crit Chance and an increase to DEX and WIS for higher damage and a higher Crit chance.

Wood Elf– DEX and WIS

  • Elven Accuracy: Increases your chance to Critically Strike by 1%.

Drow – DEX and WIS/CHA

  • Darkfire: You have 5% chance when attacking a foe to apply Darkfire for 4 seconds, reducing its Defense by 10%.

It’s a very viable choice, I went for wood Elf for the Crit and looks.

Dragonborn – DEX and WIS/CHA

  • Dragonborn Fury: Your Power and Critical Strike are increased by 3%.

Sounds great on paper but its costly

Metallic Ancestry Dragonborn – DEX and WIS/CHA

  • Metalllic Ancestry: You receive 3% more healing from all spells and abilities. Your Hit Points are increased by 3%.
  • Dragonborn Fury: Your Power and Critical Strike are increased by 3%

BIS imo, added HP means more damage with Aura of Courage and the added power and crit to go with it is just a bonus. This though is one of the last things you should be getting.

Stat Rolls

When starting out I would advise rolling into Wisdom for the extra crit chance

Each 10 levels you will be able to increase these stats, and for max damage you want to increase DEX and CHA each time. You won’t have 34 DEX when you first reach level 70 but I will explain why later on.

Note: Race and stat roll doesnt change with loadouts, but for any Hunter Ranger these will be what you want anyway.

325bfcf4 1b88 40f1 9128 b594d851d5a3

Towards end game you might consider going more into CHA for the extra combat advantage damage over the crit chance from WIS. If you are close to BIS (best in slot) this is one of the things you should consider, also using a race reroll to maximise the amount of DEX and CHA for the most amount of damage.

I use the same boons on each loadout just to make my life easier when balancing stats. some things might be slightly different but its nothing to make a note of.

I will explain the ones that might not be obvious, but you want to focus on Arm Pen (60% RI or 85% for Chult) >Crit > Power >  Lifesteal > HP > Defense/Deflect > Regen

CA > AP > AOE Resist > CC Resist > Incoming Healing > Stamina Gain > CC Bonus

Once you have 1200 CA and 85% Arm Pen you wont need them in your boons.

Sharandar

400 Power

400 Crit Gain

AP 3% faster

20k Damage when striking a foe (I use the healing boons for the added survivabilty but if you don’t need the heals then chose the damage boon)

135 Power when killing a foe. Stacks 30 times. Lasts 45 seconds


Dread Ring

250 Crit & Movement

400 LS

3% Deflect [I have way too much Arm Pen, I don’t need more]

20k HP over time, 4000 Defense when effect ends [This is a great boons as the 4000 defense is alot better than Shadowtouch’s second effect]

Deal damage gain stack of “Madness”, at 50 stacks gain 4000 Power, LS and Regen for 10 seconds (Works really well for a Trapper due to the DOT’s we have gaining this buff is really easy.)


Icewind Dale

400 CA

400 Incoming Healing

2% Crit Sev

2000 Power based on how much Stamina you are missing

Chance when healed to gain up to 3000 damage bonus on next attack [with LS this proc alot and the rest of the boons are not very good anyway]


Underdark

400 Power, 1600 HP

400 Crit, 1600 HP

CA increased by 10%

Control effects will not have a 5% shorter duration when applied to you. [I’ve reached a point where I don’t need as much stamina regen as I used to]

10% damage against demons


Tyranny of Dragons

400 Power

400 Crit

400 Defense [I have more than enough arm pen, but if you still haven’t reach 60% res ignored then keep this]

400 LS

5% Crit Sev [Still got 2 points to get, 1 will go in here and the other in LS]


Maze engine

5% LS Sev

400 CA

Stamina Regens 10% faster in Combat

When striking a foe, chance to gain 2000 Crit


Elemental Evil

300 Power & 2000 HP

4% LS Sev & 2000 HP

400 Crit 2000 HP


Storm Kings Thunder

Gain 2% Life steal sev and 1000 HP

400 Stamina Regen and 2% everfrost res

chance when taking dmg to gain up to 2000 dmg on next attack (does pretty much nothing but its better than recovery)

3200 HP and 2% everfrost res

when striking a foe gain a stack, at 10 stacks next attack releases a burst of 10k/12k/14k dmg to targets close (dmg over time effect wont trigger this)


The Cloaked Ascendancy

The boons in this Campaign are well.. Not very good.

When you kil an enemy you have a chance to emit an Aura of Despair that stuns up to 5 enemies within 25 feet for 4 seconds (when it procs it might save your life.)

2% Crit Sev and 1000 Max HP

500 Lifesteal and 2000 Max HP

When you land a Critical strike your stamina regenerates 10% faster for 10 seconds (Can help out when solo)


Jungles of Chult

These boons are strange one, stacking too much into one is less effective than using multiple different boons.

You gain 500/750/1000 Power and 800/1200/1600 Maximum Hit Points – 2/3

You gain 500/750/1000 Defence and 800/1200/1600 Maximum Hit Points – 1/3

Chance on hit to gain a stack of Soul Syphon. On killing a creature, you release all stack of Soul Syphon in a burst at all nearby enemies. Each enemy receives 2000 damage per second lasting 1 second per stack of Soul Syphon. You restore 1% of your max health for every stack released.


Stronghold

Ideally you want to have the 8000 Power and the 32000 Hit Points, but not every guild will have those. Until you do any of the boons will help in some way. Each boon gives 500 Item Level when maxed out so having boons is an easy way to increase Item level.

Each boon will be situational, if you lack in armour penetration heavily you will want to use the armour penetration boon, if you are running with a paladin using aura of courage you will want the HP boon as aura of courage is based off of each players own HP not the paladin like the tooltip says. If you are running content that requires a little more healing due to the amount of small damage you are taking then use the lifesteal boon to keep your HP at 100%

 

 

Currently I have the [Chultan Tiger] as my summoned companion for its bonus and being as it will be in close to all the buffs any power share buffs will affect its power and give me more power via the bondings, as a DPS you want to use Bonding Runestones as they will provide more stats than an augments. If you use the Fire Archon as your summoned companion then you will need to get a Talisman.

Your stat focus on your companion should be Arm Pen and Crit as they will give you the biggest boost and it makes it easier to reach those caps.

The rest of my companions I’m still working on, Currently I Have:

[Air Archon] – Increases your damage against targets not at full health by +5%. Each additional active Archon increases this bonus by .5%

[Earth Archon] –  Increase your damage against targets by +6% when you are at full health. Each additional active Archon increases this bonus by .5%

[Seige Master] – Deal +4% Increased Damage. This effect is increased to +8% damage while on the Stronghold map. (Raw dmg with no down time just what we need.)

[Fire Archon] -Increase your damage against targets with less than 50% Hit Points by +7.0%. . Each additional active Archon increases this bonus by .5%

When you can afford you will want to get all your Companions to Legendary due to mod 12 giving you more stats for each legendary companion up to 31% of summoned companions stats for having all 5 Legendary

Mounts

Insignia Bonuses

Doing some testing, I have found that these are the best bonuses for me, Protector’s Camaraderie will provide you with extra Power and Defense. They are quite self explanatory and should help you towards end game.

The insignia’s themselves you want what ever you are missing stats wise, need crit? get skill, need arm pen? get aggression, need neither? then got for dominance for added power.

If you no longer need a huge amount of RP, swap Wanderer’s Fortune for Combatants Maneuver for the extra combat advantage damage, ensure that you are using Disruptive shot to proc the bonus.

Combat Power

Currently I have Tensers Transformation for my combat power due to it being the only one I have, I would try go for the Trex Combat Power due to how effective it is in a group. Mod 14 you will want the Bat Swarm as it is a flat damage buff and a debuff at the same time.

Equip power

The equip power I have is 4k Recovery, Ideally you want a 4k Power mount such as the Arcane Whirlwind or Black Ice Warhorse. Since you are aiming for 100% Crit Chance already there is no need to go for a 4k Crit mount as you will most likely reach Crit cap before you get a Legendary Mount. If you lack heavily in recovery like I do then keeping the 4k Recovery isnt a bad thing.

 

Most stats in Neverwinter do not have Diminishing Returns (DR), meaning there is technically no “cap” and you should simply try to stack as much of a useful stat as you can, while meeting the caps on other useful stats. Secondary stats such as Combat Advantage, AP Gain (not as part of Recovery), Control Resist, AoE Resist, Stamina Gain, Companion Influence, Incoming Healing Bonus and Control Bonus all have slight DR after 1000-1200 points, so there is no need to go over this amount.

For every point in a stat, you gain a certain percentage. Most main stats are 400:1, meaning that for every 400 points you have of that stat, you gain 1%. These stats include Power, Crit (soft cap at 100%), Defense, Deflect Chance, Regeneration, Life Steal and Movement. For Recovery, every 400 points you have gets you 1% AP Gain and 2% faster reload speed of your Encounter Powers. Although these do not technically have DR, you should just mainly focus on whatever stat is most beneficial to your class/spec. Recharge speed has a smaller ratio of 200:1; for every 200 points you get 1%. Armor Penetration is the only stat that has a 100:1 stat to percentage ratio as well as a cap at 85% (8500) even though you technically will not get DR until over 10K; no monsters will need over 85%.

With arm pen you will want more roughly 9-10k as its not a direct 100:1 as you get higher up.

In summary:

Stats with DR at 1000-1200

  • Combat Advantage
  • AP Gain
  • Control Resist
  • AoE Resist
  • Stamina Gain
  • Companion Influence
  • Incoming Healing Bonus
  • Control Bonus

Stats with 400:1 stat to percentage ratio

  • Power
  • Crit (Hard cap at 100%)
  • Defense
  • Deflect Chance
  • Regeneration
  • Life Steal
  • Movement
  • Recovery (400 points = 1% AP gain and 2% faster recharge speed of Encounter Powers)

Stats with 200:1 ratio

  • Recharge Speed

Stats with 100:1 ratio

  • Armor Penetration (cap at 60%/85% with slight DR at 10K+)

This tab will include my top 10 picks for companions for the Hunter Ranger (not including ones for specific role ie Wild Hunt Rider for trapper)

1: Chultan Tiger – Active Bonus: On start of combat; your Run Speed and Damage are increased by 5% for 25 seconds.

Active bonus: Increases the drop of Omuan Treasures and Lost Idols in Chult by 10%.

2: Air Archon – Active Bonus: Increases your damage against targets not at full health by +2.0/3.0/5.0%. Each additional active Archon increases this bonus by .5%

3. Razorwood – Active Bonus: 25% Combat Advantage, +2.5% Critical Severity. this companion can be slightly misleading, the +25% combat advantage means combat advantage damage which means its adding a lot of damage no matter your stats, even at 200% combined combat advantage damage and crit sev the razorwood still provides over 9% damage, if it wasn’t for the need to crit and have combat advantage this companion would be at the top.

4: Siege Master – Active Bonus: Deal +3/4% increased damage. This effect is increased to +7/8% damage while on Stronghold map.

5: Earth Archon – Active Bonus: Increases your damage against targets by +3/4/6% when you are at full health. Each additional active Archon increases this by .5%

6. Alpha Compy – Deal +3% Increased damage.
This effect is increased to +5% damage while in all of Chult.

7: Erinyes of Belial – Active Bonus: +5/10% Critical Severity.

8: Tamed Velociraptor –  Active Bonus: You are Part of the Pack.You and any allies that are Part of the Pack are granted +1% Damage. This effect may stack up to 5 times.

9:Fire Archon – Active Bonus: Increases your damage against targets with less than 50% Hit Points by +4/5/7%

10: Shred companion
Con Artist – Active Bonuses: +25/100/190/300 Critical Strike

Sellsword – Active Bonuses: +25/100/190/300 Power

Note: Rebel Mercenary would be here also but it has the same gear as the sell sword but apparently doesn’t proc Protectors camaraderie. Until I test it, you can miss it out.

These companions are not used for their active bonus but for their powers Wicked Strike and Consumed by Battle (Has to be summoned)
Consumed by Battle: The final strike of Wicked Strike now shreds 10% of the target’s defenses.
Wicked Strike: Deals damage to many foes standing in the way of this attack.
Needs to be maxed out at blue to be useful

Budget comps

1: Repentant Dragon Cultist – Active Bonus: +2/3/4% Damage (additional 1% against dragons) against targets at greater then 50%.

2: Lightfoot Thief – Active Bonus: On Critical Hit, Foes nearby target will bleed for 3/5x Level based damage every 2 seconds for 10 seconds.
 

This companion isn’t a top tier companion but, its fairly cheap on the Auction House due to its high drop chance compared to other companions. It will help boosts IL and can be used as a bonding proccer and has a semi decent Active Bonus.
This companion can be swapped out for any other companion for IL purposes if you need the extra IL to get into dungeons and what not.

3: Young Yeti – Active Bonus: On Damage Taken: 10% chance, for you or your companion, to become blood thirsty, increasing damage dealt by 5/7/10%. (Has a Cooldown of 60 seconds)

*More to come*

Grasping roots are some of the strongest parts of the Hunter Ranger, especially in the Trapper path as with 5 points into ancient roots it makes our strong grasping roots last 7 seconds and weak grasping roots last 3.5 seconds. Just because they are so powerful does note mean they don’t have their flaws.

Grasping roots and thorned roots do not receive benefits from some things, as our roots do not actually root the target the are not being controlled. So any control bonus or root damage will not affect them such as 2 companions which are popular to unknowing Trapper, the Skyblade Kobald and the Paranoid delusion.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Another buff roots don’t benefit from is the Orcus Set, hence the reason you see me not using it.

This is the section we want to pay attention to, as you can see the tooltip states that you will deal up to 20% additional damage based upon the difference in hit point percentage between the player and the target. This does not work with our roots making the set a bad choice as alot of damage come from our roots.

This video explains how the set works really well. Thanks Sume 🙂

These are all of the powers and feats that can apply either weak grasping roots or strong grasping roots, baring in mind that with the Thorned Roots feat all strong grasping roots that are applied get upgraded to Thorned Roots.

   

 

I will start off by saying I wont be talking about every piece of gear as that would be a waste of my time and the time of anyone who reads this, I will mention mod 13 gear that you should try and obtain and at a later date I might add a couple of gears sets that might help you out till you can get them.

You will want to start off by unlocking OMU and its respective hunt tiers or have a friend that can craft the lures for you, but it might be best to do them yourself as you might need a lot.

The first piece and easiest to obtain is the Fured Kiuno of the Bear, This chest piece is BIS for both Combat and Trapper, and Archery if you use melee powers. Obtained from the Polaris Hunt and is very easy to get.

The Jawrippers Gloves are BIS for Trappers due to Trapper being encounter heavy, NOTE: Does not affect Root damage.

Obtained from the Tyrant Hunt, one of the last pieces you will obtain.

The Fearbringers are probably looked over due to its stats but for a combat HR having an extra 3% dmg on encounters and At-Wills is more than enough to be able to rebalance any stats.

Obtained from the Rasalas Hunt.

Ahhh the Boots of the Willed, in constant debate to being BIS if you tend to do alot of dodging then grab these.

Obtained from Tyrant Hunt

The other set of boots from Mod 13, this one doesn’t require hunts but its not going to be the easiest piece of gear to obtain. The Enduring boots are going to be a good choice until you can get the Boots of the willed or if you rather not dodge and get that 3% damage buff.

Obtained from Makos in OMU.

If there is any specific piece of gear you want me to talk about let me know and ill be quick to add it in.

Trapper doesn’t need much of an introduction, it was the most powerful path to play for the majority of the games lifespan. Consisting of the rapid use of all 6 encounters utilising the roots and each encounter to provide a fluid and fast rotation putting out mass DoT’s and huge AOE and single target damage. This is by far my favourite to play.

Paragon

There has always been a debate whether Stormwarden or Pathfinder is the better choice, before Mod 10 In would have said Stormwarden for the Blade Storm personal. But Mod 10 fixed the damage of Blade Storm and it is no longer affected by buffs, and with the changes to the Swiftness of the Fox feat I feel that going for Pathfinder is a better option for the At-Will Careful Attack/Hunters Teamwork as you will need to use At-Wills and Dailies to maintain a smooth rotation.

Feats

I will explain why I chose each feat and what feats could be chosen.

Heroic Feats

Predatory Action – 3/5 [As you are using 6 Encounter powers getting a daily is pretty fast so you will be firing off dailies quite often extra damage is an easy pick.]

Weapon Mastery – 3/3 [More Crit chance is always nice.]

Toughness – 3/3 [A HR can be squishy yes but doesn’t mean that you want it to be.]

Swift Footwork – 0/5 [This feat isnt worth having over any of the other feats.]

Battle Wise – 0/5 [As a DPS you will be generating threat by doing damage and with a good tank that can hold threat you will never need this.]

Agile Combatant – 3/3 [We are constantly switching stances, doing more damage for doing so is great.]

Endless Assault – 3/3 [We have 6 encounters to use, why wouldn’t you want more damage from them?]

Natures Enhancement – 0/3 [I don’t have enough deflect for it to make a difference.]

Lucky Skirmisher – 0/3 [Same as Natures Enhancement, the difference isn’t noticeable.]

Scoundrel Training – 2/3 [I took off 2 points from Predatory Action for the extra damage on Careful Attack, With the harder dungeons the more damage you can do on the bosses the better, if you are Stormwarden you wont need this 5/5 in Predatory Action is highly recommended.]

Disciple of Dexterity – 3/3 [6% extra damage from DEX is no doubt an obvious choice.]

Extra Action – 0/3 [We gain enough AP as it is, we won’t need extra from here.]

Trapper Feats

Fleet Stance – 5/5 [As I have said before movement is key.]

Readied Stance – 0/5 [We don’t need AP gain, with 6 encounters our daily comes pretty fast]

Deft Strikes – 5/5 [This is the first Feat that will enable you to deal high damage.]

Slasher’s Speed/Natures Fury – 0/5 [Pretty useless as you wont always have the daily equipped.]

Trappers Cunning – 5/5 [As you aim for 100% crit chance this will proc more and more increasing your damage even further.]

Forestbond – 5/5 [Using this will enable you to start cooling down your powers so they are ready to use when you switch stances.]

Ancient Roots – 5/5 [Having your roots last longer means you will be doing more damage.]

Swiftness of the Fox – 5/5 [The bread and butter of a Trapper, most of the time you can use 3 encounters switch stance use 3 encounters switch stance and they will be ready to use again, but if you have a power that takes longer to cool down you will either need to fire an appropriate At-Will or daily at the end or start of your encounters.] (e.g. When using Plant Growth after I have used all 3 of my ranged encounters if I have my daily up I will use it, if not I will fire 1 or 2 At-Wills to ensure that all my melee encounters are ready.)

Thorned Roots – 5/5 [Stronger Roots dealing more damage is great.]

Serpents Bite – 5/5 [As you will always have Aspect of the Serpent active, having this feat will increase your damage and Crit chance.]

Biting Snares – 1/1 [Topping off the feats for extra damage and extra AP]

Powers

As you are leveling put your points into all the powers you could end up using, once reaching 70 your first 4th point will go into Aspect of the Serpent, then it all depends on your preference Careful Attack would be a good second choice then your main 3 encounters (Constricting Arrow, Fox’s Cunning, Cordon of Arrows) then it will depend on what you feel you need most.

These are the power you want to get to 4 first.

Aspect of the Serpent

Careful Attack

Cordon of Arrows

Constricting Arrow

Hindering Shot

Longstrider Shot

Aspect of the pack

Forest Ghost/Seismic Shot

Disruptive shot

Solo:

At-Wills – Hunter’s Teamwork, Rapid Shot

Encounters – Constricting Arrow, Fox’s Cunning/Hindering Shot, Cordon of Arrows

Daily’s – Forest Ghost, Seismic Shot

Personal – Aspect of the Serpent, Aspect of the Pack/Aspect of the Lone Wolf

(Having a companion out will give you nearly 100% up time on Combat Advantage while using AOTP)

Trash:

At-Wills – Hunter’s Teamwork, Rapid Shot

Encounters – Constricting Arrow, Hindering Shot, Cordon of Arrows

Daily’s – Forest Ghost, Disruptive Shot

Personal – Aspect of the Serpent, Aspect of the Pack

Bosses:

At-Wills – Hunter’s Teamwork, Rapid Shot

Encounters – Constricting Arrow, Longstrider’s Shot/Hindering Shot, Cordon of Arrows

Daily’s – Slasher’s Mark/Seismic Shot, Forest Ghost/Distruptive Shot

Personal – Aspect of the Serpent, Aspect of the Pack

(If you have the movement speed use Longstrider’s Shot) You will have to figure out what rotation to use depending on your group composition, if you have a good tank then you can use Hindering shot, if your group is having a hard time staying alive then you can use Fox’s Cunning. Use slashers mark on bosses if you are running with a Guardian Fighter and they don’t have the stamina regen to keep up their shield.

Every few rotations in a boss fight you want to apply Careful attack to keep the damage rolling, when entering combat you want to hit the biggest target with Constricting arrow as it will apply the strongest root, if you are using longstrider lead with that as it will provide you with a damage buff and movement buff. After every range rotation you want to use an At-Will/Daily or both to ensure that Plant Growth is cooled down, when starting your melee rotation start with Plant Growth as it will gain the biggest benefit from Aspect of the Serpent. Keep moving as you will die very quickly at lower IL  The rotations I use are below:

Hindering Shot/Strike Rotation:

This is the main DPS rotation I run with at the moment, It keeps Thorned roots and Strong Grasping roots up to maintain high damage, use this for high DPS if you have a good group.

Rotation is as followed: Constricting arrow > hindering shot > cordon of arrows > hunters teamwork (atwill) [Switch Stance] > Plant Growth > Steel Breeze > hindering strike > (if boss apply careful attack) [Switch Stance] > Constricting arrow > hindering shot > cordon of arrows > hunters teamwork (atwill) > Any Daily >[Switch Stance] > Plant Growth > Steel Breeze > hindering strike…. repeat

Key note, while using this rotation the longer the fight the more you will have to pay attention to your ranged cooldowns, if you know they are not going to be ready use forest ghost (daily) before using all of your melee encounter that way when you switch to ranged and use constricting arrow you can switch back and melee will be up (you may need to fire a few rapid shots while in ranged to be sure).

Longstrider Shot Rotation:

I use this rotation in big groups such as Demo/EDemo/SVA/MSVA/Tiamat, as there are a lot of players to gain the buff its more effective to use than being a selfish DPS, I will also use this if there is another DPS significantly better than me as they will be doing more damage than to help speed things up.

Rotation is as followed: Constricting arrow > Longstrider Shot > Run towards Target > [Switch Stance] > Plant Growth > Gushing Wound > (if boss apply careful attack) > Move out and Steel Breeze at the same time >  [Switch Stance] >Longstrider Shot > Run towards Target > [Switch Stance] > Plant Growth > Gushing Wound > Move out and Steel Breeze at the same time…. repeat

Key note: if you want to maximize damage with Thorned Roots use Longstrider Shot before Constricting Arrow like in the video.

Fox’s Cunning/Shift:

I rarely ever use this rotation anymore, I mainly use this if I am running with a low level tank and DC to give the group better survivability, I will also use this rotation if I feel like trying to solo a dungeon to give me a free dodge.

Rotation is as followed: Constricting arrow > Fox’s Cunning > Cordon of arrows > hunters teamwork (atwill) [Switch Stance] > Plant Growth > Steel Breeze > Fox Shift > (if boss apply careful attack) [Switch Stance] > Constricting arrow > Fox’s Cunning > Cordon of arrows > hunters teamwork (atwill) > Any Daily >[Switch Stance] > Plant Growth > Steel Breeze > Fox Shift…. repeat

Archery Style Rotation:

This rotation is no longer needed as you can easily just have an archery Loadout but its still fun to use at times keeping almost 100% upime on Longstrider’s

Combat is the melee fighting style of the Hunter Ranger, using its close up attacks to deal out flurries of damage to either a large group of mobs or taking off large chunks of a bosses HP. This path was hardly used up until the big change in Module 10 and now slowly becoming the highest DPS path for the HR.

I will start off with a little bit about my experience with combat, firstly I was a little sceptical when building my combat loadout as I didnt want to waste any AD building something I wouldn’t like and regret it down the line. I can say this was quickly shut down as soon as I got a vorpal, combat surprised me when it comes to how efficiently it kills anything including bosses.

I run 2 different specs for combat as apposed to the one I run with trapper, with combat you need to use 2 specs if you want to be as effective as possible. The first spec is my Stormwarden Trash destroyer, with this I can kills trash super quick due to its high burst damage capabilities. Stormwarden Combat is by far a lot better at killing trash than Trapper is due to the insane high burst damage, which is the key to speed runs.

StormWarden – Trash Mobs

As you notice the heroic feats are no different from my PF Trapper feats, and you will see why.

Heroic Feats

Predatory Action – 3/5 [Due to using a Fey this feat is alot better on combat than it is on trapper, although you will notice that you wont use as many dailies but they will hit harder]

Weapon Mastery – 3/3 [More Crit chance is always nice.]

Toughness – 3/3 [More HP = More damage if you are with a Pally.]

Swift Footwork – 0/5 [This feat isnt worth having over any of the other feats.]

Battle Wise – 0/5 [As a DPS you will be generating threat by doing damage and with a good tank that can hold threat you will never need this.]

Agile Combatant – 3/3 [Easily missed as people assume to stay in melee stance, the feat is so easy to maintain is free damage just double tap your stance switch and there you go more damage.]

Endless Assault – 3/3 [Even though the main source of Combats damage is At-Will based doesn’t mean the encounters still don’t pack a punch]

Natures Enhancement – 0/3 [I don’t have enough deflect for it to make a difference.]

Lucky Skirmisher – 0/3 [Deflect is so easy to come by so there is no point wasting feats for it.]

Scoundrel Training – 2/3 [More At-Will damage? Combat says yes please, easy pick.]

Disciple of Dexterity – 3/3 [6% extra damage from DEX is no doubt an obvious choice.]

Extra Action – 0/3 [We gain enough AP as it is, we won’t need extra from here.]

Combat Feats

Blood Letting –  5/5 [More Lifesteal means that while using such high burst damage any damage inflicted you are healed straight back up]

Serpent Weave – 0/5 [The .5 Seconds isnt worth going for as you can get that just from being with a Palladin or DC]

Fluid Hunter – 5/5 [Having this makes the loss of Crit from Skirmishers Gambit easier to make up, plus more deflect means more tanky]

Warden’s Courage – 5/5 [When using Throw Caution you want to take as little damage as possible and do as much damage as possible, since its meant for trash this is the perfect feat]

Skirmisher’s Gambit – 5/5 [For a Trapper Hybrid this feat sucks but for combat its worth using, cant go wrong with more damage]

Lucky Blades – 5/5 [More damage from encounters means more sustained damage for those high HP trash mobs]

Piercing Blades – 5/5 [This doesn’t make your attacks have arm pen attached to them, its separate hit but scales with buffs so can hit pretty hard]

Wilds Medicine – 0/5 [Not worth using in PVE due to how potent lifesteal is with healing]

Scything Blades – 5/5 [More damage is more damage]

Battle Crazed – 5/5 [Even more damage and is super easy to keep at max stacks]

Blade Hurricane – 1/1 [The bread and butter of combat, if utilised correct this feat is insanely powerful and where the burst damage from Combat comes from]

Powers

The main factor in running combat is keeping flurry active as much as possible, you can do this just by utilising your powers correctly.

Trash

Encounters: Thorn Ward/ Thorn Strike, Split the Sky/ Throw Caution, Cordon of Arrows/Plant Growth

Passives: Aspect of the Pack, Blade Storm

Dailies: Forest Ghost, Seismic Shot

At-Wills: Split Strike, Clear the Ground

During your rotation you will want to switch stances every 5 seconds to keep Agile combatant active, this isn’t a problem for trapper as you are always switching stances, but on combat you tend to feel like you should stay in melee stance the whole time… DON’T. before you use and encounter, switch stances twice. If you have time to use Split the Sky before the combat starts, do so as this will give you more damage and also will proc lifesteal.

This is a very basic video of my rotation:

 

Pathfinder – Single Target

Heroic Feats

Predatory Action – 3/5 [Due to using a vorpal this feat is alot better on combat than it is on trapper, although you will notice that you wont use as many dailies but they will hit harder]

Weapon Mastery – 3/3 [More Crit chance is always nice.]

Toughness – 3/3 [More HP = More damage if you are with a Pally.]

Swift Footwork – 0/5 [This feat isnt worth having over any of the other feats.]

Battle Wise – 0/5 [As a DPS you will be generating threat by doing damage and with a good tank that can hold threat you will never need this.]

Agile Combatant – 3/3 [Easily missed as people assume to stay in melee stance, the feat is so easy to maintain is free damage just double tap your stance switch and there you go more damage.]

Endless Assault – 3/3 [Even though the main source of Combats damage is At-Will based doesn’t mean the encounters still don’t pack a punch]

Natures Enhancement – 0/3 [I don’t have enough deflect for it to make a difference.]

Lucky Skirmisher – 0/3 [Deflect is so easy to come by so there is no point wasting feats for it.]

Scoundrel Training – 2/3 [More At-Will damage? Combat says yes please, easy pick.]

Disciple of Dexterity – 3/3 [6% extra damage from DEX is no doubt an obvious choice.]

Extra Action – 0/3 [We gain enough AP as it is, we won’t need extra from here.]

Combat Feats

Blood Letting –  5/5 [More Lifesteal means that while using such high burst damage any damage inflicted you are healed straight back up]

Serpent Weave – 0/5 [The .5 Seconds isnt worth going for as you can get that just from being with a Palladin or DC]

Fluid Hunter – 5/5 [Having this makes the loss of Crit from Skirmishers Gambit easier to make up, plus more deflect means more tanky]

Advanced Stalking – 0/5 [We wont be using Ambush or bear Trap so this feat is useless]

Skirmisher’s Gambit – 5/5 [For a Trapper Hybrid this feat sucks but for combat its worth using, cant go wrong with more damage]

Lucky Blades – 5/5 [More damage from encounters means more sustained damage for those high HP trash mobs]

Piercing Blades – 5/5 [This doesn’t make your attacks have arm pen attached to them, its separate hit but scales with buffs so can hit pretty hard]

Wilds Medicine – 0/5 [Not worth using in PVE due to how potent lifesteal is with healing]

Scything Blades – 5/5 [More damage is more damage]

Battle Crazed – 5/5 [Even more damage and is super easy to keep at max stacks]

Blade Hurricane – 1/1 [The bread and butter of combat, if utilised correct this feat is insanely powerful and where the burst damage from Combat comes from]

Trapper Feats

Fleet Stance – 5/5 [This feat helps us get closer to the boss faster after using LSS, also any bosses that move around we can keep up as we need to be right at the feet to be able to do the dmg we need]

Powers

Encounters: Thorn Ward/ Thorn Strike, LongStrider Shot/Gushing Wound, Cordon of Arrows/Plant Growth

Passives: Aspect of the Pack, Seekers Vengence/Aspect of the Pack (This will depend on the boss you are fighting, like the Dragon Turtle in FBI you can’t physically get behind him so doing extra damage with thorn ward is always nice)

Dailies: Forest Ghost, Seismic Shot

At-Wills: Split Strike, Careful Attack

Gear

Gear doesnt change much from combat to trapper other than stacking more crit which I do by moving my Hellig off my companion and putting on my Beast Slayer +5. As a combat you will need to swap out the dread for something more useful such as vorpal or fey, i’ve calculated both to be similar damage based on my crit severity and combat advantage dmg, you can do the same or just pick which one you prefer.

The Main hand power I use Split Strike and my Off Hand I still use Aspect of the Pack

Combat is more recovery focused than trapper is, so crit recovery rings are ideal. Stat focus is still the same, arm pen and crit to their respective caps just make sure you grab some recovery on the side, i’m running with 8-9k and I get my powers back with reasonable speed I would advise getting roughly this amount before stacking into power as it will help you keep flurry active as much as possible.

Mounts

My mounts dont change between Combat and Trapper, See mounts Section for more info.

One thing I do change is the equip power, due to being short on recovery I use +4k recovery for my equip power on combat to help cooldowns.

All credit goes to Eric Feistel on the HR page AKA Yarrow@Extraneous Typo on Xbox

Original post: https://www.arcgames.com/en/forums/neverwinter/#/discussion/1241067/solving-the-archery-dilemma-pve-close-range-archery-combat-hybrid-build

Get Copy of Yarrow’s Archery-Combat Hybrid Build (PDF document via Google Drive)

Introducing Yarrow’s Ridiculously Idiotic But Kind of Amazing Archery Build

July 2018 Edition for Mod 13b by Extraneous Typo (Xbox GT)

The Dilemma

Archers do not really get a lot of respect. Sure archery has its fans, but other players, even many who play Combat or Trapper HRs, will frequently say that Archers are a problem because they shoot from a distance and miss out on party buffs. In fact, archers can be so far away that their companions may not even engage in the fight, which can mean bonding stones won’t proc. Even with an archer’s powerful ranged-based damage, that is just not enough to overcome these kinds of deficits.

My Perspective

I am Extraneous Typo (Xbox GT) and I have been playing a Hunter Ranger (named Yarrow) since 2015. I have played all paths for both paragons. My current top loadout for “serious business” is a Combat. But with the release of loadouts in 2017, I started playing around on the side with Archery and have become quite fond of this path. I do recognize there are some fundamental issues that can only be truly fixed by the developers, but I also believe there is a work-around solution to this archery problem.

The Solution

I think a good work-around is a hybrid archery-combat build, mostly as a secondary DPS and support role. In general, most of the feats will still be in the archery tree, including the capstone feat, but key is not selecting Stillness of the Forest and instead putting points into Skirmisher’s Gambit from the Combat tree, which will apply +50% Critical Severity to all attacks. The requirement to be at range is removed and you can now dish out heavy damage from anywhere.

But the differences go even further. You will now have to stack Crit and Recovery and I’m also advocating for an alternating rotation (kind of like a Trapper) of ranged and melee attacks, focusing mostly on encounters and dailies to leverage the scaling physical damage from the Longshot feat. At-wills still come into the picture, but more for adding stacks to your Rising Power feat and not as the main source of damage.

But by focusing on encounters and dailies, you are also buffing and debuffing your party. A very efficient dual-function use of powers! Everything is explained in the full build document.

Note: If you are perfectly happy as a pure archer, I’m certainly not telling anyone what to do here. But if you would like to become more viable for participating in end-game parties, then this hybrid build may be of interest to you.

Isn’t this just a Ridiculous Idea?

Well I’m not saying this build makes Archery better or the equal to Combat or Trapper, but I am hoping it can close the gap a little. Here are a few short video examples of me demonstrating this build, so that you can see the possibilities.

Solo Archer Beating Up a Band of Gorillas in Omu

Solo Archer Taking Down a T-Rex by Soshenstar River

Archer Blacking Out Four Stronghold Target Dummies at Once

 

Everyone is always asking “whats the best enchants to use?” well, look no further as I’m going to break down each enchant for you so you can decide which enchantments are best suited for you are your build. there are only a few multi-stat enchants thats will be useful, I will list them all and explain the ones worth using.

Lets start off with all of the single stat enchants as these will be your main source of stats when you first start buildings your Hunter Ranger.

Azure Enchantment:

+25/50/75/100/150/200/250/300/400/500/600/700/850/1000 Critical Strike

+25/50/75/100/150/200/250/300/400/500/600/700/850/1000 Defense

This will be you main source of Crit when you first start off you might even still use a few of them towards End Game just to keep yourself at the cap. As it is a single stat enchantment is not ideal to be min maxing with it as you will get more total stats from multi-stat enchants.

The defence is a good option if you lack the suvivability for doing things such as dailies but for dungeon you will want to consider something else.

Dark Enchantment:

+25/50/75/100/150/200/250/300/400/500/600/700/850/1000 Armour Penetration

+25/50/75/100/150/200/250/300/400/500/600/700/850/1000 Life Steal

Dungeons require a set amount of armour penetration for you to be able to do the most amount of damage possible when you lack the armour penetration from gear/companion/mounts using enchant to get to the well needed caps is always a very easy thing to do. Once you acquire sufficient armour pen from other sources you can move away from enchants.

As a HR you have many ways to keep yourself alive very easily, as a trapper you have the constant DoTs and combat you have very fast burst damage, both of which are great at proccing lifesteal and keeping your HP up. I would suggest around 15% lifesteal to be able to keep yourself at full HP without having to be healed from other sources.

Radiant Enchantment:

[Image]

+25/50/75/100/150/200/250/300/400/500/600/700/850/1000 Power

+150/300/450/600/750/1000/1250/1500/1750/2000/2500/3000/3500/4000 Hit Points

While you level up power is going to be the easiest way to output damage so stack it alot. Once you reach level 70 however you swill want to swap and Radiants out for more useful stats such as arm pen and crit. what if you have hit those cap? Personally I wouldn’t use Radiants in offence slots because I know I can get more stats by using duel or triple stat enchants.

Using HP in defence slots is very situational as there is only one real use for it and thats for added damage with Aura of Courage from the Oathbound Paladin, if you are regularly running with a Pally then HP is 100% the best defence stat but only if you alqays run with a pally.

Silvery Enchantment: 

[Image]

+25/50/75/100/150/200/250/300/400/500/600/700/850/1000 Recovery

+25/50/75/100/150/200/250/300/400/500/600/700/850/1000 Deflection

Honestly there isn’t much to say about this one as its not thats great, the recovery is nice for a combat but you need to prioritise crit over recovery to start with and when you do try stack recovery through enchantments its best to go for multi-stats.

If you PVP deflection is going to be something you want a lot of but in terms of PVE there isn’t really much use for it on a HR, its not going to help keep you alive.

Now for the double stat Enchants,

Brutal Enchantment:

[Image]

+15/30/45/60/90/120/150/180/240/300/360/420/510/600 Power and Critical Strike

+90/180/270/360/450/600/750/900/1050/1200/1500/1800/2100/2400 Hit Points and +15/30/45/60/90/120/150/180/240/300/360/420/510/600 Defense

With power and crit being most wanted for DPS classes this enchant will be especially useful once you start to reach that crit cap as the added power will increase your damage output even more. I would reccomend if you are going to use this enchantment to use it on your character offence slots first so you don’t have a too big of a decrease in crit chance.

For a defensive option its not the best option as there are other enchants with more HP and more overall usefulness, I would try avoid using them as going full radiants will net in higher damage output and the defence will be less sought after towards endgame.

Cruel Enchantment:

+15/30/45/60/90/120/150/180/240/300/360/420/510/600 Power and Recovery

+15/30/45/60/90/120/150/180/240/300/360/420/510/600 Defense and Deflection

As an overall enchantment this is a pretty poor choice when it comes to PVE as neither offence or defence will be truly beneficial, I’d skip this at all costs.

Ruthless Enchantment:

[Image]

+125/150/200/260/330/420/500/600 Critical Strike and Recovery

+125/150/200/260/330/420/500/600 Defense and Life Steal

A nice new enchantment that got added recently, for offense its a good option for combat HRs who are just lacking that little bit of recovery. Its not end game enchant but since its new it is fairly cheap and easy to get a hold of and will help out with the need for recovery.

Defence wise this enchant will replace and darks you might have slotted but its not anything for end game so id recommend  trying not to stack too many.

Savage Enchantment:

[Image]

+15/30/45/60/90/120/150/180/240/300/360/420/510/600 Critical Strike and Armor Penetration

+90/180/270/360/450/600/750/900/1050/1200/1500/1800/2100/2400 Hit Points and +15/30/45/60/90/120/150/180/240/300/360/420/510/600 Life Steal

In my opinion an excellent enchantment for offence and defence if you lack a little bit of lifesteal, the crit and armp pen can help you reach your two most important caps which is great for slotting on your companion if you so need to.

In defence the HP and lifesteal combo will help keep you doing extra damage and keeping your lifesteal up to a point where you don’t need outside healing.

Vicious Enchantment:

[Image]

+15/30/45/60/90/120/150/180/240/300/360/420/510/600 Armor Penetration and Power

+15/30/45/60/90/120/150/180/240/300/360/420/510/600 Deflection and Life Steal

Not much to write here, pretty poor stats overall. Skip.

Wicked Enchantment:

[Image]

+150/180/240/300/360/420/510/600 Armor Penetration and Recovery

+15/30/45/60/90/120/150/180/240/300/360/420/510/600 Deflection and Life Steal

Same with this one, really not worth using.

And now for the Triple Stat Enchants.

Black Ice Enchantment:

[image]

+75/105/140/175/215/275/350/425/500/600/700 Power, +38/63/70/88/108/138/175/212/250/300/350 Critical Strike, +38/63/70/88/108/138/175/212/250/300/350 Recovery

+75/105/140/175/215/275/350/425/500/600/700 Defense, +38/63/70/88/108/138/175/212/250/300/350 Deflection, +38/63/70/88/108/138/175/212/250/300/350 Life Steal

Offence slot wise, this is by far the best option for a Combat hr as all 3 stats are useful and it will provide the most overall useful stats of any enchantment.

Defence slot though, not worth it as it has no HP and it mainly for powershare classes for the addition assassins covenant power.

Demonic Enchantment: 

[Image]

+105/140/175/215/275/350/425/500/600/700 Armor Penetration, +63/70/88/108/138/175/212/250/300/350 Power, +63/70/88/108/138/175/212/250/300/350 Critical Strike

+525/700/875/1050/1225/1400/1750/2100/2450/2800 Maximum Hit Points, +63/70/88/108/138/175/212/250/300/350 Deflection, +63/70/88/108/138/175/212/250/300/350 Life Steal

If you lack a little in arm pen this enchantment can help you maintain your high power and crit while giving you that boost of arm pen you might need.

While this has higher HP than say a brutal or a savage I wouldn’t recommend using it, try stick to using Radiants the HP boost is more than enough to warrent not having any other defensive stats since you’ll be able to gain both defence and deflect from shepherds devotion.

Draconic Enchantment:

[Image]

+50/75/105/140/175/215/275/350/425/500/600/700 Armor Penetration, +25/38/63/70/88/108/138/175/212/250/300/350 Power, +25/38/63/70/88/108/138/175/212/250/300/350 Recovery

+315/420/525/700/875/1050/1225/1400/1750/2100/2450/2800 Maximum Hit Points, +25/38/63/70/88/108/138/175/212/250/300/350 Defense, +25/38/63/70/88/108/138/175/212/250/300/350 Life Steal

For offence stats this enchantment is pretty poor, for defence it can help give you a boost of defence if you feel you need it. Other than that there isn’t much to talk about.

Gigantic Enchantment: 

[Image]

+105/140/175/215/275/350/425/500/600/700 Critical Strike, +63/70/88/108/138/175/212/250/300/350 Recovery, +63/70/88/108/138/175/212/250/300/350 Armor Penetration

+263/350/438/525/613/700/875/1050/1225/1400 Maximum Hit Points, +63/70/88/108/138/175/212/250/300/350 Defense, +105/140/175/215/275/350/425/500/600/700Deflection

Now this one is going to be used if you are lacking arm pen and crit as it is almost as good as a black ice but the stat distribution goes more heavily into crit.

I wouldn’t bother with this for a defense slot, using this over any other HP enchant is silly as it has the lowest HP count.

 

Any questions about any Enchant be sure to make a comment and ill update if needed.

Want to know what this build can do with practice?

This is a solo Shores of Tuern I did, it was a very tough fight and I had to switch up a lot of things. But in the end I pulled it off, granted with a lot of deaths but it was worth it.

I attempted a solo Lair of Lostmauth and it was a success, the only part I struggled with was the first boss over 50% HP. Once he was no longer on the drake, the drake didn’t hit as hard and as he moves slow I could just bounce around both of them and avoid his attacks.

Final Notes

One thing I cant stress enough to people is how important Bonding Runestones are, they provide a huge stat increase and are the best thing you could invest in. max out your Bonding Runestones as soon as possible.

Thank you for putting the time into looking at my guide, if you notice anything wrong with the guide or things don’t sound right let me know and ill fix it asap. Had a lot of good feedback from my build, feel free to post a comment about your experience using my build and if you find things that could be improved.

Thank you to everyone throughout the years of me playing Neverwinter, it has been a fun journey and I hope even though I no longer play my build still gets recommended down the line as a place to read about my thoughts on the HR. Most of this wouldn’t have been possible without the support of everyone wanting me to keep the build upto date and keep my opinion on things coming.

Special thanks the to the Members of the Hunter Ranger page on facebook, great set of admins and members, another special thanks to Eric for allowing me to archive his build into a section on this build.

Change Log

All major updates to this guide will be posted here and small tweaks will be notes but wont be explained unless they need to be.

  • {24/07/17} Added tabs to make the build cleaner and easier to navigate
  • {24/07/17} Updated mount section to include Mount Combat Power and Equip Power
  • {18/11/17} Added New Tabs and updated introduction
  • {20/01/18} Added Combat Build
  • {05/04/18} Updated any outstanding changes to match current build (might have missed something so please let me know}
  • {05/04/18} Added Stat distribution info into its respective section.
  • {21/07/18} Updated to mod 13
  • {21/07/18} Added Enchant breakdown
  • {21/07/18} Added Archery build
  • {21/07/18] Added % dmg equipment to all things gear tab.

 

 

There will be no more changes coming to this build any time soon.


[Mod 14] PC Baneadin Guide by Draco

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Welcome to my Mod 14 Devotion OP guide. Just thought I’d share what I know about OP and show you guys what I use. Currently being most efficient as a Paladin means to play Devotion and to maximize your buff/debuff-potential. So you are basically a whore like DCs are.

This guide will keep getting updated whenever there’s something new regarding the class. If you have any question you can find me in Neverwinter under the handle @slappdaniel. Thank you for stopping by.

*24.07.18 Updated for some additional gear choices and an alternative Race choice.

The best choice is either Ancestry Dragonborn or metallic Ancestry Dragonborn because the 3% more Power from Dragonborn Fury Racial Bonus counts towards power-sharing. As an alternative Human is a good choice.

What we want from our Attributes are recharge speed for our Encounter Powers and Action Point Gain. So the main stats are INT and CHA. KO and WIS are nice to have.

The most important Feats are:

Vengeful judge

Your Encounter Powers have a chance to immediately grant a stack of Divine Call. It adds the following effects to your tab: +35% outgoing dmg for 10 sec reducing the recharge-time of your Encounter Powers by 35%

Aura Gifts

Grants 25% of your base Power to allies within 30′, this includes companions. This is the reason why you will want to stack as much Power on your character as you can.

Divine Action

Every time you use Divine Call you gain 5% of you Action Points. Decent source for AP-Gain.

Exemplars Haste

Your Encounter Powers Recharge 6% faster.

Flash of Light

Your Encounter Powers have a 25% chance to reduce the Cooldown of your nearby allies’ Encounter Powers by 10%.

Radiant Champion

When you have at least 2 other allies within 30′ of you, all of you gain 25% more movement speed and 5% Cooldown Reduction.

Feats that i currently use:

Some other examples of Feats that i used recently:

The most important Encounter Power is BANE:

Bane should always be applied to the damage classes first and then on the boss. So in a “normal” group you use Bane on the main damage dealer and the damage Guardian Fighter first and when they have their 3 stacks you start using Bane on the boss too. It is very important that once you have applied the 3 stacks to not let them fall off again. Every time you reapply Bane on your target, you refresh the duration of your current stacks. If you fail to manage your time correctly you lose all 3 stacks on your target. Currently the description of Bane is bugged and always shows 12s charge refill but it actually gets reduced by recovery etc..

At-Wills are always Oath Strike and Radiant Strike.

Class feats are always Aura of Courage and Aura of Wisdom.

The daily you use 99% of the time is Shield of Faith.

For Cradle of the Death God and Tomb of the nine Gods i am using Vow of Enmity, Bane, Templar’s Wrath (Templar’s enables me to proc the feat Flash of Light more often. The extra heal from Bond of Virtue is wasted in most groups). If there is a Guardian Fighter in the group that is dealing damage i use Absolution instead of Vow of Enmity because they have a feat that gives them 15% more damage while they have temporary hitpoints.

Powers for Cradle of the death god and Tomb of the nine Gods:

For Castle Ravenloft i use Vow of Enmity, Bane, Bond of Virtue. Again i switch out Vow of Enmity for Absolution if there is a Guardian Fighter in the group that deals damage.

Powers for Castle Ravenloft:

Here are some bindings for PC players that make it easier to apply Bane onto the right target:

With these bindings Bane has to be on the second slot and can be used with mouse wheel up, mouse wheel down and mouse 5. Absolution has to be on the first slot and can be used with ALT.

/bind wheelplus “tar $$ hardtargetlock 1 $$ +PowerTrayExec 3 $$ hardtargetlock 0”
/bind wheelminus “tar1 $$ hardtargetlock 1 $$ +PowerTrayExec 3 $$ hardtargetlock 0”
/bind 0xf2 “tar2 $$ hardtargetlock 1 $$ +PowerTrayExec 3 $$ hardtargetlock 0”
/bind alt “tar3 $$ hardtargetlock 1 $$ +PowerTrayExec 2 $$ hardtargetlock 0”

Press Numpad 7,8,9 to bind your Bane targets. Numpad 4 is for your Absolution target.

/bind numpad7 startchatwith “/alias tar target “
/bind numpad8 startchatwith “/alias tar1 target “
/bind numpad9 startchatwith “/alias tar2 target “
/bind numpad4 startchatwith “/alias tar3 target “

Also very useful for lazy people that run Castle Ravenloft a lot:

/bind numpad1 startchatwith “/alias tar2 target Sister of Spite”
/bind numpad2 startchatwith “/alias tar2 target Sister of Rage”
/bind numpad3 startchatwith “/alias tar2 target Sister of Venegance”
/bind numpad5 startchatwith “/alias tar2 target The Arcolith”
/bind numpad6 startchatwith “/alias tar2 target Strahd von Zarovich”

For Boons we mainly focus on everything that benefits Power-Share. The Stronghold Boons should be Power and Defense or Lifesteal.










Gear and stats (without bonding proc or potions):

Gear and stats (with bonding procs and no potions):

Overall we are looking for more Power. Always keep in mind that we are using 3 x Assassin’s Covenant. So Deflection, Lifeleech and Defense are good secondary stats. Recovery is nice to have if it doesn’t lower potential Power.

Offense enchantments:

Radiant on your Character for more Power that will be shared via Aura Gifts.

Defense enchantments:

Black Ice on your Character for more Power via Assasin’s Covenant.

Weapon enhancements:

Either Frost or Bronzewood (depending on your group composition and what other people use). 

Plague Fire, Terror and Dread are often used by other classes.

Armor enhancements:

Personal preference, however you can pick from: Soulforged (Lesser is fine), Negation (Transcendent and Unparalleled give a little bit of Recovery and a lot of Damage Resistance, each stack has its own timer) and Elven Battle or anything you like the look of.

Armor Reinforcements:

Armor: Power.  Accessory: AP gain.

 

Armor:

[Rex Corona] for Castle Ravenloft and Cradle of the death God, [Decaying Habit] for Tomb of the nine Gods and lower tier dungeons. (It is worth to check out the external Source about Headgear)

[Vivified Primal Ward Ibhendis] (~5% more Power that counts towards Power-Share, Deflection and Defense for more Power via Assasin’s Covenant)

[Oathlord’s Ward Cuirass]

[Oathlord’s Ward Sabatons] (Deflection and Defense for more Power via Assasin’s Covenant)

[Gemmed Exquisite Elemental Shirt (cloth)] and [Gemmed Exquisite Elemental Pants (cloth)] for more Power

Weapons:

[Exalted Bronzewood Quauhololli] and [Exalted Bronzewood Cuauhchimalli] (expensive but worth it)

[Exalted Pioneer Latt] and [Exalted Pioneer Januwiyah] (only if you cant afford the Masterwork set)

Rings:

[Ring of the Gravestriker +5 and +4] for more Power.

Artifact-equipment:

[Vistani Raiments], [Vistani Pendant]. This set is best in slot because the 5% debuff outweighs any of the other set bonuses.This is only true, as long as no other person in your group is using it because the debuff doesn’t stack.

Alternative Artifact-Equipments that i consider good are: [Barovian Cummerbund] and [Barovian Lavalliere] (good set bonus and we already use Thirst as one of our Artifacts anyways), [Cincture of Atropal Essence] and [Mantle of Atropal Essence] (easy obtainable and gives a lot of extra power due to Assasin’s Covenant) or [Beaded Sash] and [Fanged Amulet] (“very expensive” masterwork items that provide a bit more Recovery and movement speed).

Artifacts: [Thirst] as the active Artifact (if someone else is using it i switch to [Wheel of Elements] because the debuff from Thirst doesn’t stack), [Tarokka Deck], [Tome of Ascendance], [Symbol of Fire]

Alternative Artifacts that are good are: [Heart of the Black Dragon] (offers a good debuff and also the option to easily proc the Insignia bonus Artificer’s Persuasion every 15 seconds), [Heart of the Red Dragon] (more Power than Heart of the Black Dragon but no debuff), [Vanguard’s Banner] (very good for static boss fights), [Sigil of the Devoted] and [Apocalypse Dagger].

Summoned Companion: [Con Artistwith Bondings and three [Beaded Restoration Rings]. The offense slots are all filled with Silver Enchantments for more Recovery.

:

Active Companions: As active Companions i use those that give more Power and increase the damage of the group. Tamed Velociraptor (1% Damage for everyone in the Pack), Ghost (400 Power), Skeleton (660 Power and Lifesteal) and Archmage’s Apprentice (660 Power and Lifesteal)

Equip Power: Any Mount with 2000 (4000) Power is good.

Combat Power: Tyrannosaur (Summons the Tyrannosaur, causing your enemies fear, rooting them for 5 seconds, and lowering their defense by 10% for 10 seconds.)

List of Mount Powers:

  • Artificer’s Persuasion: Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds.
  • Shepherd’s Devotion: Whenever you use a Daily power, your teammates Defense, Deflection, and Movement are increased by 5% of your Power for 10 seconds.
  • 3 x Assassin’s Covenant: You lose 10%(15% if you stack it 3 times) of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power. This power counts as base power. Best for maximum Power share.
  • Gladiator’s Guile: When your Stamina is above 75%, you move 15% faster. When your Stamina is below 25%, gain 15% of your Power as Stamina Gain. (This is only recommended for Speedruns)

Insignias: Most Insignia should be Dominance (Power).

Enyo’s Guide to Rogues (Mod 14, Executioner/Saboteur)

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Introduction

I started this journey with MmoMinds a year and a half ago, give or take, and it’s been so much fun since! The Trickster Rogue community is a unique one – very tight, very social, and lot’s of players always stepping forward to help other’s out. We have a Facebook Page, Discord Channel, and lot’s of different guides and resources well worth looking at.

In my guide in particular I want it to be as player friendly as possible – viable for veterans, yet still viable for newbies. For this, I want to break down the class a whole, the gear I use, why I use it, and what affordable alternatives there are out there for players who are just starting the game and the class.

While still trying to be detailed, I also want the guide to be organized and easy to navigate. If you have suggestions, or see something either in the formatting or way I worded / pieced together, that you either really liked or really disliked, leave a comment. I’m constantly trying to improve and better this guide, so all feedback – both positive and negative, is always highly appreciated.

As well, if you have any questions, feel free to find me in-game – I love meeting new people, helping folks out, and sometimes I learn something new myself! I’m on PC, usually online between 8 PM – 2 AM, EST Sat-Thurs, just not Fridays. You can also find me on the MmoMinds Discord under the “TR Sensei” role!

 

My Gear Preview

 

 

Stats (Bonding Runestones)

 

 


Choosing Your Race

Choosing your race is honestly a very optional thing. I support the idea of choosing your Race based off the cosmetics as opposed to the actual buffs each Race will offer. The extra “buffs” you receive amount to basically nothing, so I wouldn’t stress it. That is of course my personal preference.

For those of you who don’t really care for cosmetics, as long as you know you’re grabbing every tiny bit of extra damage you can possibly obtain, I will list a few viable options for races based off the Racial Abilities they give.

 

Human
  • What makes this a desirable choice is the unique Racial Ability, Heroic Effort. In addition to this, the Human Race offers Ability Scores allowing a healthy amount of versatility in both your Ability Rolls and Feats later on.
  • Humans also grant Versatile Defense – however, this is pretty useless as a Trickster Rogue. Why?

 

Sun Elf
  • Sun Elf is the Race I chose when I started my character well over 4 years ago. Inner Calm works well with the idea of our class using Daily Powers to really boost our overall damage. Our Ability Scores are not as useful or even nearly as versatile as it is on the Human Race; it’s not bad though. Both Dexterity and Charisma are decent Ability Rolls for a Trickster Rogue.
  • Lastly is Sun Elf Grace which hands down is useless. Later on we’ll talk about an Encounter Power called Impossible To Catch, which makes you immune to Control Effects.

 

Dragonborn
  • Dragonborn is a unique race, as you do have to pay to unlock it. You can either purchase the Dragonborn Legend Pack or the Dragonborn Race Reroll Pack. In my opinion the Dragonborn Race Reroll Pack is the better deal, since the other pack is more expensive, and it’s contents are outdated.
  • What makes this race desirable is the Dragonborn Fury Racal Ability. Since these are your 2 most important stats, it does make this race  particularly desirable. As well, like with the Human Race, the Ability Scores is exactly the same.
  • Draconic Heritage isn’t bad, but it isn’t great either. Doesn’t really help you much as a DPS class.

 

Ability Scores

Ability Rolls luckily are pretty straight forward. You want either STR (Strength) and DEX (Dexterity) or STR (Strength) and CHA (Charisma). I would recommend STR/DEX for newer players who are lacking Critical Chance. When you can maintain a healthy Critical Chance without the use of DEX, I would then recommend STR/CHA

  • STR is great for building up a nice Damage Bonus as it grants a direct Damage % Increase
  • DEX is great for building up high Critical Strike.
  • CHA is particularly useful due to bonus Combat Advantage Damage, which you will learn more about as we work through the guide.

 




Stats

Stats for a Trickster Rogue are all about finding a balance. You want enough of a stat, but not too much. Below I’ll list different stats, what your goals should generally be for that stat, and why you should aim for that amount and not any higher than recommended. As well, I’d recommend reading over this since it’ll help break down actual combat itself and how your stats apply to it.

 

Armor Penetration In common quest areas, foes generally have 60% Damage Resistance – so you want 60% Resistance Ignored. If you are starting or have already started The Jungles of Chult – you’ll want to increase your Damage Resistance to 80-85% in these areas (Soshenstar River & Omu). Once you begin Ravenloft Campaign (Barovia), you will need 100% Resistance Ignored.

  • Why is this necessary?
  • 100 Armor Penetration grants 1% Resistance Ignored.
  • Please note that Resistance Ignored (RI) is now referred to as Defences Ignored as of Module 13.

 

 

Power – I think this stat is pretty self explanatory – Power = Damage. Don’t need to provide a tooltip for this one!

  • 400 Power grants 1% Damage Increase.

 

 

Critical Strike – Critical Strike is vital, since you want to be dealing consistent Critical Hits. Generally it differs from player to play what % chance they prefer to have, but generally I say anywhere between 85%-100% is totally viable / acceptable. The more Crits, the more damage.

  • Critical Severity – This is good to stack too from Boons.
  • 400 Critical Strike grants 1% Critical Chance. Note, you gain Critical Chance from other stats such as Dexterity, as mentioned earlier.

 

 

Recovery – Recovery is going to help you cast your Encounters more often, and your Dailies more frequent. Same thing – I know. Personally, I wouldn’t focus entirely on this until you have your other stats balanced out where they should be.

 

 

Life Steal – Your main Defensive Stat, heals you consistently through combat. Best to have roughly 20-25% Life Steal Chance, you don’t need too much. The standard Life Steal Severity is perfect too – never worry about increasing that. 

  • 400 Lifesteal grants 1% Lifesteal Chance.

 

 

Combat Advantage Bonus – This is not a stat you increase with Enchantments or Armor and is frequently overlooked for this reason. Combat Advantage is similar to Critical Strike in the sense that it’s a Combat Modifier more so than a Stat. Later on (under Powers), we’ll talk more about utilizing it to compliment your damage output.

  • If you want to read a bit more about how it works, click here.

 

 

 

 

About Heroic Feats & Paragon Paths

When creating any class in the game, not just Trickster Rogues, there are many ways to mix and match your feats, powers and abilities. This creates for a near endless amount of combinations, however, because of this, it’s often difficult to choose and decide what are the right or “better” ones to select.

Firstly, you have your Paragon Path – in which case we’re selecting Master Infiltrator. Master Infiltrator has much better Paragon-Specific Class Features, making it the better pick for a high-damage build as oppose to the Whisperknife Paragon Path.

Secondly, you have your Feats. Looking at your Feats, one of the first things you’ll notice is that Feats are divided into 2 sections; Heroic Feats and Paragon Feats

Heroic Feats for a Trickster Rogue stay the same regardless of what Feat Path you choose to take. What should change from Build to Build is the Paragon Feats. For Trickster Rogues we have ExecutionerScoundrel, and Saboteur. All 3 pathways are pretty good; though they all serve different purposes / roles in the game.

  • Executioner focuses on maximizing your Damage against a Single Target
  • Scoundrel focuses on controlling/dazing targets, buffing and debuffing, and as well deals decent damage against multiple foes.
  • Saboteur focuses on maximizing your Damage against multiple targets, and smaller targets.

 

Heroic Feats

Weapon Mastery 3/3 – This helps increase our Critical Strike which is a vital Stat for Trickster Rogues.

Action Advantage 3/5 – This falls back on that Combat Advantage we talked about earlier in the Stats Tab. This is only the beginning of why it’s actually extremely useful to know and understand how Combat Advantage benefits our damage.

Toughness 3/3 – While this is more a filler, it still works nicely when tied with Aura of Courage – this is oriented towards endgame content though, but it’s still a good feat to use early on.

Cunning Ambusher 3/3 – You’re using Stealth a lot during combat, particularly in ties with the Invisible Infiltrator Class Feature we’ll talk about later on in the Powers section. Getting an extra 6% damage for 6 seconds that stacks on top of itself every time you Stealth, is a very good buff.

Endless Assault 3/3 – Self explanatory, you use Encounter Powers to deal damage – so this is a free 6% damage increase for your character.

Disciple of Strength 2/3 – This plays on those Ability Scores we talked about earlier. STR (Strength) gives a Damage Output bonus – and this feat increases that bonus by an additional 6%.

Scoundrel Training 3/3 – This Feat in particular is fairly useful, since Trickster Rogues are one of the less common classes that actually depend on their At-Wills to deal a heavy portion of their total damage, especially with the At-Will Duelist’s Flurry which we’ll learn more about later on.

 

 

 

About the Executioner

For this particular part of the guide, we’re going to look into the Executioner Build, which is the #1 Build for dealing massive amounts of damage versus a single target. Every Character comes with 2 Loadouts, making the general Trickster Rogue play to be switching from Single Target (Executioner) to Multiple Target (Saboteur or Scoundrel) during dungeons and raids. Executioner will be your build for Single Target. Let’s get more into detail below. 

 

 

Executioner Feats

Grim Pleasure – You should be dealing a considerable amount of Critical Strikes during combat, so this should be a permanent 5% increase to your Power.

Vicious Persuit – Similar to Grim Pleasure, you should always be dealing damage in combat, thus making this a permanent 5% damage buff. 

Deathknell – Generally it’s this Feat and the Feat below (Last Moments) that make this build so power against Single Targets. 

Last Moments – Same comment as with Deathknell, though this Feat does modify a little bit during combat. Please note Last Moments and Deathknell do stack with each other – granting a 50% Damage Buff together for enemies below 30% HP.

Shadowborn – It’s a decent buff, since you’re consistently using Encounter Powers and Daily Powers. This Feat does not have a cooldown.

Shadow of Demise (Mod 13)Shadow of Demise (Mod 14) – It takes practice to fully understand and recognize *how* this feat works. It’s difficult to explain and when I first picked up Executioner after 2+ years of playing Saboteur, no single explanation could break it down for me until I actually practiced. Just remember to stealth before using an Encounter Power to proc this, watch the buffs that pop up on Red Text on your screen, and I promise you will pick this up. It amounts to a very heavy portion of your damage; so its very important for you to fully understand and recognize how this Feat works. Shadow of Demise was buffed with the release of Module 14, so this Feat currently works differently on PC than on Xbox and PS4.

 

 

Scoundrel Feats

Bloody Brawler – Great for increasing your Lifesteal but all in all, speaking truthfully, this is just a filler so you can invest points into the following 2 feats.

Press The Advantage – Generally, Impossible To Catch is a very strong, but explicitly defensive Encounter Power on its own. Tied in with this feat, it now also increases your Power by 10%, which is a very nice buff.

Back Alley Tactics – You’re always throwing down Daily Powers, so your Action Point Gauge should never be full, making this a pretty good, straight, damage buff.

About The Saboteur Build

For this particular part of the guide, we’re going to look into the Saboteur Build, which mainly revolves around damaging and melting multiple targets at once. Every Character comes with 2 Loadouts, making the general Trickster Rogue play to be switching from Single Target (Executioner) to Multiple Target (Saboteur or Scoundrel) during dungeons and raids. Saboteur will be your build for Multiple Targets. Let’s get more into detail below.

 

 

Saboteur Feats

Shady Preparations – Saboteur works around stealth a lot, so these are some major cooldowns you receive through out combat – they help your damage a ton.

Flashing Blades – Majority of the time I would expect your stealth meter to be empty, since you should be using it the moment it’s full. Should be an easy 5% damage buff to your At-Wills.

Knife’s Edge – Similar effect to Shady Preparations, however, the cooldowns are activated via Daily Powers instead of Stealth.

Gutterborn’s Touch – Finding how and where to place your character does generally help you. Being behind your target not only activates / procs this Feat, but you’re always out of the way of the tank and lower the risk of your character taking a heavy blow.

Ambusher’s Haste – It’s basically when you deal damage from stealth, you have a 25% damage bonus. As said, you use stealth a lot as a Saboteur, so this should be pretty self explanatory.

One with the Shadows – This actually refills your stealth a lot, which allows you to reduce your cooldowns even more (using stealth more frequent), and allows you to turn Encounter Powers such as Dazing Strike into a more powerful attack – Dazing Strike (Stealthed).

 

 

Scoundrel Feats

Bloody Brawler – Great for increasing your Lifesteal but all in all, speaking truthfully, this is just a filler so you can invest points into the following 2 feats.

Press The Advantage – Generally, Impossible To Catch is a very strong, but explicitly defensive Encounter Power on its own. Tied in with this feat, it now also increases your Power by 10%, which is a very nice buff.

Back Alley Tactics – You’re always throwing down Daily Powers, so your Action Point Gauge should never be full, making this a pretty good, straight, damage buff.

 

Powers

Several classes in Neverwinter are very basic in the sense that you have these powers, cast them in this order, and you’ll get this result. Then it’s just rinse and repeat the rest of the combat. Trickster Rogues are a little different because even though we have that “recommended” rotation, it’s not ABC-123. Things change through combat, and you just fight accordingly. Trickster Rogues are very fast-paced too, so you can’t sit there contemplating what to use next. You’re constantly switching between  Dailies, Encounters and At-Wills working to compliment them with each other to get that maximum damage effect.

I should also mention, work towards Power Points at your own pace. You do not need to have 100+, or a full 124 Power Points to make this guide work. The more you play, the more you’ll earn. You can earn additional Power Points by:

  • Levelling (1-70, 1 Power Point each level)
  • Purchasing them either from the Sharandar Campaign, Zen Market or Auction House
  • Overflow Experience

 

What is the difference in gameplay between a Saboteur and Executioner?

  • Saboteur – Saboteur focuses around dealing lots of damage consistently through combat through small, but multiple numbers / hits, Saboteur focuses lots around cooldowns as well – making it the faster paced build of the Trickster Rogue.
  • Executioner – Executioner focuses largely around dealing that one massive blow with Shadow of Demise. Learning how to execute this perfectly is extremely necessary in order to make Executioner work.

 

 

Main Powers
At-Will Powers
  • Sly Flourish – One of your main at-wills, mostly for the fact that it casts very fast and is a great 1-2 second filler while waiting for cooldowns.
  • Duelist’s Flurry – Duelists Flurry makes up for a large amount of your total damage; in particular from it’s bleed effect (deals extra Damage Over Time (DoT)). It’s a must have At-Will.
Encounter Powers
  • Impossible To Catch – Tying this in with Press The Advantage makes it a very powerful offensive/defensive self-buff encounter. Most useful at endgame, but still serves well at early stages.
  • Dazing Strike – This is super ideal to use in combat, decent damage and very short cooldown. As well, using Dazing Strike (Stealthed) makes it an Area of Effect (AoE) attack, which is very powerful particularly against mobs / multiple foes.
  • Smoke Bomb – Both a powerful Area of Effect (AoE) and Damage Over Time (DoT) – really nice to just drop it, and let those numbers tick in the background while you use some of your other powers. Makes for a deadly total of damage.
Daily Powers
  • Whirlwind of Blades – Using this to tally up quick, easy, power is very effective. The key idea is to stack this with Courage Breaker to continuously stack your power higher when opposing a single target.
  • Courage Breaker – Again, stacking this with Whirlwind of Blades is the way to go. The idea is to alternative between the 2 dailies to create an… infinite loop of power buffing per say.
  • Lurker’s Assault – Very powerful particularly against trash mobs, or meltdown bosses. The general consensus for me; if it dies in less than 15-20 seconds, use Lurker’s Assault. The reason for this being is that for 12 seconds while you have the Lurker’s Assault effects, you do not gain action points, period. That’s a major setback on your damage when opposing larger foes.
Class Feats
  • Infiltrator’s Action – Every Off-hand Artifact Weapon has an Artifact Class Feature – meaning you receive an extra “buff” to a Class Feat of your choice.
    • The Artifact Class Feature: Infiltrator’s Action is likely the strongest of all the Artifact Class Feats available.
    • It also plays on the Combat Advantage we discussed earlier on the Stats page. At Rank 4, you’re getting CA (Combat Advantage) for 20 seconds whenever you use a Daily Power. You should be using a Daily Power at least once every 15 seconds, if not more (unless you’re just starting your Trickster Rogue) – so this feat will give you an easy perma-combat advantage damage bonus.
  • Invisible Infiltrator – Increases your Stealth and your Damage – works really great, especially since you’re using Daily Powers all the time. You absolutely should be running this feat.

 

 

Optional Powers
At-Will Powers
  • Cloud of Steel – Master Infiltrator’s only ranged At-Will power, many prefer to run this instead of Sly Flourish, solely for the freedom of the extra range.
Encounter Powers
  • Lashing Blade – Extremely high damage, often pairs great with an Executioner Build. I personally don’t use this as one of my Main Powers, but many do prefer to use this instead of Dazing Strike – making this a very preference-oriented choice, as both generally are very good powers.
  • Wicked Reminder – Great for debuffing your opponent if your party is lacking and/or requires more debuffs in order to effectively run. That’s the only scenario in which I should slot Wicked Reminder. As well, I would only replace this with Dazing Strike; possibly Impossible to Catch if you wished.
  • Blade Flurry – Great for Area of Effect (AoE), some players swear by this power paired with a Saboteur build – other’s don’t. I personally don’t like it, but it’s still an option if you wished to replace Impossible To Catch with something else on mobs.
Daily Powers
  • Bloodbath – Bloodbath is only good or useful when you’re struggling to survive combat. It helps keep you alive by moving your character around the battlefield to quickly, you’re impossible to target / damage. Damage-wise though, this power sucks.
Class Feats
  • Skillfull Infiltrator – Fun for run speed, semi-useful if you’re trying to build your Critical Chance. I don’t really recommend it, but it’s not the worst one you could choose from as oppose to Infiltrator’s Action.
  • Tactics – Again, not highly recommended, doesn’t really help too much due to Diminishing Returns. Can be used alternatively if you really feel your Action Point Gain is far too low to be useful.

 

Rotations

Often, in order to maximize your damage or buffs, there’s a standard rotation to every class and every build. Now obviously, by standard, I mean that it’s solely an outline or an idea of how you want to mix and match your Powers together in combat. Rotations will never be one solid cast 1-2-3, rinse and repeat. Factors of combat change your cooldowns, your buffs, your power, and several other components. There are basics to be aware of; but it’s impossible to give a solid single rotation.

 

Executioner Specific Rotations

Shadow of Demise is the key to the damage output of this build. So obviously, your rotations should consist of firstly, buffing Shadow of Demise – and of course secondly, actually triggering Shadow of Demise.

Before you trigger Shadow of Demise, you want to buff yourself a little. Remember, the damage you want to deal in those 6 seconds, needs to be the highest amount of damage possible. Whirlwind of Blades is a great way to start stacking power right away. Casting then Impossible To Catch will also buff your power, thanks to the Press The Advantage feat. It’s a perfect way to start off combat.

To trigger or ‘proc’ Shadow of Demise, you must cast an Encounter Power that deals damage to your opponent from Stealth. So your rotation for this would be Stealth > Dazing Strike or Lashing Blade depending which you prefer to use – both are viable and good for damage, both will proc Shadow of Demise.

From there, you want to deal as damage as you can over the course of the following 6 seconds. Casting down a Smoke Bomb just prior to triggering Shadow of Demise or directly after is perfect, good, high DoT while Shadow of Demise is ticking. Using Courage Breaker will stack power directly on top of Whirlwind of Blades – alternatively you can use Lurker’s Assault as well instead of Courage Breaker. Really depends how quick that boss is going to die – if it’s only going to be a minute, use Lurkers. If it’s going to be several minutes, use Courage.

For filler, during the Shadow of Demise effect or in-between cooldowns, I recommend Duelist’s Flurry if you have a few seconds on your hands, since the casting time for it’s full rotation does take a few seconds. If you literally have like, a second of downtime because of cooldowns then Sly Flourish. Rule of thumb – if you don’t have time for Duelist’s Flurry in your rotation, use Sly Flourish.

Mount Combat Powers and Artifact Powers… use just prior to triggering Shadow of Demise. Using them during the Shadow of Demise effect is going to take up precious seconds you could be using to stack up damage. So – use ’em wisely, just before you proc Shadow of Demise.

My key suggestion is don’t be eager to rush triggering Shadow of Demise. It’s much more useful and beneficial to wait out on casting Shadow of Demise until you’re decently buffed as opposed to triggering it solely because you can, but all your Encounters are on cooldown and your Action Points are not full enough, therefore, you can’t do anything but a couple Duelist At-Wills. You’ll miss out on so much damage by rushing it. Wait until your Encounters are ready for use, Action Points are full, and you are set to go. Trust me, that’s my #1 Advice.

 

 

Saboteur Specific Rotations

Saboteur can be tricky to pick up at first, because it’s a build that never stops, never pauses, never takes breaks. There really isn’t a ground set of rotations to follow, yet there is, if that makes sense. To say the least, Saboteur is a little more rinse and repeat than Executioner, but takes some muscle memory and in-depth understanding, as lot’s of powers and effects trigger off different Paragon Feats & Class Feats.

Basically, once every minute or so, you want to stack all your buffs in 1 go, but in a certain order to minimize your cooldowns and maximize the number of times you use your encounters both from stealth and out of stealth. It’s basically a burst of damage that occurs once every minute or so, maybe less, maybe more. So for example, if I see I have all my buffs ready to use and I’m combatting strong enemies, I would likely use a rotation similar to this;

  1. By using the Artifact & Mount Combat Power first, you buff up your following rush of attacks. So in my case, Wheel of Elements (Fire) and Bat Swarm.
  2. Using Impossible To Catch increases your Power by 10% because of the Press The Advantage Feat, which creates another buff to your Power. This also increases your defences. There is nothing worse than dying right after you’ve cast your 2 major buffs (Artifact & Mount Combat Power) – the cool downs will not reset just because you died.
  3. Stealth! Using Stealth frequently not only increases the damage your Powers deal, but it also reduces your cooldowns by 10% every time you enter stealth due to the Shady Preparations Feat.
  4. Casting down Smoke Bomb from Stealth early on in your rotations is a good idea. This Encounter automatically modifies it’s DoT output accordingly to your buffs. Buffing after casting will increase it’s damage mid-attack.
  5. By using Smoke Bomb, you would have proc’d your One with the Shadows Feat, meaning you have a full Stealth Meter again. By this point, you’re basically fully buffed; it’s good to use Dazing Strike to take full advantage of that full stealth meter. Using Dazing Strike from Stealth also changes it’s cast affect into an AoE attack instead of a single-target attack.
  6. After all this would come your Daily Powers, Whirlwind of Blades or Lurker’s Assault. Using your Daily Power triggers the Knife’s Edge Feat, which reduces your cooldowns yet again. 
  7. Additionally, your Daily Powers trigger the Invisible Infiltrator Class Feat, meaning your Stealth Meter is refilled, again!
  8. If your Impossible To Catch‘s cooldown is done, recast it, but not from stealth.
  9. Depending on how close or far your foes are from being killed, you’ll want to lastly Stealth again and either cast Smoke Bomb or Dazing Strike. Smoke Bomb is best for if your enemies aren’t going to be killed within the next few seconds; if they are going to be killed within the next few seconds, Dazing Strike is better.

That of course is just an example, an outline; your timing and cooldowns won’t work out to be exactly that way every single time, but it’s a general rotation you should be repeating through out combat as soon as your Action Point’s are full and your Artifact / Mount Combat Power are done their cooldowns. Hence the idea of “burst” damage.

Outside of this 12 or so second time frame every minute, the goal is to use at least Dazing Strike and Smoke Bomb from Stealth as often as possible. Don’t forget to use Impossible to Catch prior to attacks as well, that Power Buff is important. For slightly tougher enemies, I also really prefer to start the first 2 swings of Duelist’s Flurry, then Stealth just as I’m starting the flurry of attacks – it brings out some seriously nice damage.

Aside from that, it’s basically cast what you can when you can. Your goal is to hit as many enemies as you can with your Encounters, since both your damage attacks are actually AoE attacks. Sometimes, it helps to quickly readjust your Rogue’s position in combat too, to ensure you hit the most enemies you can – once you practice this, it becomes a natural practice.



Boons

For boons, focus once again on prioritising Power, Critical Strike, Life Steal (And Severity), and Recovery. As mentioned earlier in the guide, these are the main stats you should being investing in and working towards.. Below is a list and preview of all the Boons I personally suggest using.

PvP – Display Picture

 

Sharandar – Display Picture

 

Dread Ring – Display Picture

 

Icewind Dale – Display Picture

 

Underdark – Display Picture

 

Tyranny of Dragons – Display Picture

 

The Maze Engine – Display Picture

 

Elemental Evil – Display Picture

 

Storm Kings Thunder – Display Picture

 

The Cloaked Ascendancy – Display Picture

 

Jungles of Chult – Display Picture

 

Ravenloft – Display Picture

 

Guild Stronghold Boons – Display Picture

 

 

Gear

There is a lot of gear to choose from in the game, which is a really cool feature. It can be confusing though trying to decide what’s the best thing to work towards. Mainly, focus on the stats you personally need – Power, Critical Strike, Recovery and / or Armor Penetration – these are the main 4 you should be looking at. Most gear will also grant Defence – that’s normal, that’s fine, don’t stress trying to find a useful Defensive Stat on your armor – only the Offensive Stats matter.

Below, I’m going to list various Gear you can alternatively use as a New Player, an “Mid” Player, and then lastly as an Endgame Player. This way, no matter who you are that’s looking at my guide; I’ll have something listed there for you to viably work towards, access and use for your Trickster Rogue. It’s a question I’m commonly asked, like, “Hey, I can’t afford that, what should I use instead?”, so I hope this will help clear up those questions! All Gear, Enchantment, Companion, Artifact & Mount sections in this guide will work the same way as well.

Also please note; For Midgame / New Player suggestions, I’m going to list based partly off the consideration of how realistically obtainable it is, not necessarily the best option as far as stats all in itself goes. The gear suggested would be what I consider the quickest, best route to work forwards on.

 

Head 

Endgame – Crown of the Undead

Midgame – Primal Assault Chinibili

New Player – Coming soon.

 

Armor

Endgame – Fured Kiuno of the Bear

Midgame – Primal Assault Mederebiya

New Player – Coming soon.

 

Arms

Endgame – Jawripper's Gloves

Mid Player – Primal Assault Amibari

New Player – Coming soon.

 

Feet

Endgame – Boots of the Willed

Mid Player – Primal Assault Butisi

New Player – Coming soon.

 

Weapons

Endgame – Primal Weapons

Mid Player – Pilgrim Weapons

New Player – Coming soon.

 

Rings

Endgame – Masterwork III Rings

Mid Player – Hunts of Soshenstar Rings

New Player – Coming soon.

 

Neck

Endgame – Baphomet's Infernal Talisman

Mid Player – Lostmauth's Hoard Necklace

New Player – Coming soon.

 

 

Belt

Endgame – Demogorgon's Girdle of Might

Mid Player – Golden Belt of Puissance

New Player – Coming soon.

 

Shirt

Endgame – Upper Primal Paints

Mid Player – Shirt of the Chultan Merchant

New Player – Coming soon.

 

Pants

Endgame – Lower Primal Paints

Mid Player – Pants of the Chultan Merchant

New Player – Coming soon.

 

Enchantments

Enchantments are a magic stone you use to “enchant” your gear – or in other words, grant additional stats and effects to your gear. Standard gear and equipment come with either an Offensive, Defensive, Armor or Weapon type Enchantment Slot. Basically I’m going to break down here what Enchantments I recommend working for and with. If you want to read into it with more detail, click here – this will take you to the Neverwinter Gamepedia site, which is full of very useful information for both newbie and veteran alike.

One thing in this guide that will vary from many other guides; is I’m not going to tell you, “use this one, and only this one!” when it comes to Enchantments. The way I view Enchantments, is that they are there to help you find a balance in your stats. I might not need Enchantments to boost my Recovery and Armor Penetration – but maybe you do. Maybe you need Critical Strike and Recovery, but maybe I need Power and Armor Penetration. It’s going to vary from player to player based on what you currently have in the game, what you currently have access to in the game, and what it is you’re working towards. This is going to work the same with various other stepping stones in the game, like Artifacts, Runestones and Insignias for example. It all comes down to finding how you personally want or need to balance your stats out.

With that said, I’ll answer some commonly asked questions below, and then get to it!

 

Offense Slots

Offence-stats are the most important stat you’re going to take from any Enchantment you use in the game, as they add to your Offensive skills, stats and power, which is very important as a DPS-oriented class. You can select various Enchantments to help balance your stats – though generally the most popular amongst Trickster Rogues are Brutal Enchantments and Black Ice Enchantments, which are what I mainly recommend to players. Regardless, everything listed below is totally viable to use.

 

Defence Slots

Defense-stats will help you stay alive. Mainly I recommend Lifesteal – however, once again, it’s all about an equal balance. If your guild has a boon that gives you 7000-8000 Lifesteal, you can opt for a different Enchantment Stat (I recommend Hit Points!). While Defence isn’t nearly as important as Offence, it’s still important to be mindful of what will benefit you most.

 

Armor Enchantment

Armor Enchantments generally only pop up on Armor-type gear (chest piece) after Level 60 in some cases, but generally at Level 70. You can only ever have 1 equipped; as well, they don’t really contribute to your base stats like other Enchantments; instead they give more of a… equip power per say. I’ll list below a few suggestions, I personally use the Negation Enchantment, but it’s not the only viable option out there.

  • Soulforged Enchantment – Best to use if you find yourself dying frequently in either regular solo content, or in dungeons. Generally used by newer players who have lower defences.
  • Negation Enchantment – My personal favourite, many people will argue that the principle of “get hit to build defences” isn’t for a Trickster Rogue but once its up, its up, which I prefer.
  • Barkshield Enchantment – Absorbs a solid amount of damage, many players swear by it. My problem with Barkshield is once your charges are consumed… you have no benefit from the Enchantment for 6-8 seconds, depending on the rank of the Enchantment. Both Negation and Barkshield are good options; both commonly used at endgame, there’s no right or wrong between the 2, they’re equally as good.

 

Weapon Enchantment

Weapon Enchantments are the only Enchantment I’d say are very black and white, without much freedom to pick and choose from. They’ve been tested by multiple Trickster Rogues, not just myself, and they will all tell you the same thing.

  • Vorpal Enchantment – Best to use between the ranks Lesser (Rank 7) and Pure (Rank 11). It becomes less effective at Transcendent (Rank 12) due to Diminishing Returns.
  • Feytouched Enchantment – Feytouched is best at Transcendent (Rank 12) and Unparalleled (Rank 13) mostly due to the fact that there is no real cooldown at Transcendent and Unparalleled ranks – whereas, earlier ranks do have downtime (which is just no good). As well, the debuff it gives stacks with other vital combat modifiers. You will without doubt, receive more of a damage buff from the Feytouched than any other enchantment at this rank.
Artifacts

When it comes to Artifacts, by level 70 you can equip a max of 4 of them – x1 Primary Artifact, and x3 Secondary Artifacts. Generally it’s important, and relatively easy, to choose the right Artifacts straight from the get-go, as 60% of Refinement Points invested into Artifacts is lost, meaning also a loss in AD / Refinement that could have been used elsewhere.

As well, establishing your Artifacts early on in the game, also helps to establish what Enchantments and Insignias you’re going to be working towards long term, because as I’ve been saying through this guide – it’s all about finding a balance in your stats. Artifacts is one of the biggest influencers and factors in your stats, as at Mythic they each grant +1000 of two stats.

 

Primary Artifacts

Soul Sight Crystal

Wheel of the Elements

– Sigil of the Devoted

 

Secondary Artifacts

– Lostmauth's Horn of Blasting

– Shard of Orcus' Wand

– Fragmented Key of Stars

– Symbol of Air

– Heart of the Blue Dragon

– Heart of the Black Dragon

– Kessell's Spheres of Annihilation

– Thayan Book of the Dead

– Sigil of the Hunter

– Sigil of the Great Weapon

– Lantern of Revelation

 

 

Companions

Companions play a huge role in a character’s damage output, you cannot argue that. Companions also tend to be very expensive – the ones worth getting anyway. Often, especially for new players, companions are tricky to both select and afford. What I’m hoping to accomplish in this section of the guide, is to outline stepping stones for companion choices, starting from Newbie, to Midgame, to Endgame – similar to what I did in the Gear Section. As well, I’m going to try and break down all aspects of Companions individually, in this order;

  • What’s recommended as a Summoned Companion
  • What’s recommended as an Active Companion
  • Understanding what Runestones to use
  • Gear suggestions 
  • Legendary Bonuses – How they work

 

 

Summoned Companions

Your summoned companion is potentially your most important companion. They are the only companion you need to pay attention to in regards to gearing up, and placing Enchantments / Runestones on. They are the companion that, in a sense, should be better geared than your character. The stats you grant your companion get multiplied based on the Runestone type and rank you’re using – and anything totalling over 100%, is more than what that item or enchantment would grant you if it was on your character

Endgame – Chultan Tiger

Midgame – Air Archon

Midgame / New Player – Lillend

Midgame / New Player (Augment) – Infant Gorilla

 

Active Companions

Active Companions exist for the sole purpose of their Active Bonus’s. You do not need to place gear on them; you do not need to place Runestones or Enchantments on them. There is actually no other gain from Active Companions aside from the Active Bonus – thus allowing you be particular or picky in your choices.

Mainly for the Trickster Rogue, you want to look at companions that increase your damage output steadily with no cool downs – companions that give hard stats are often far inferior and by far not worth the investment.

Below, I’ll break down what I consider the best choices for Sabo / Exec set ups at endgame. As well, I’ve included a recommended set up for a New or Midgame player – I took into consideration affordability and item level of the companions, so it should work decently until of course you can afford the endgame companions!

On a side note, all the companions listed below I recommend buying off the Auction House. I do recommend buying them all are Epic if possible – certain ones, such as the Siege Master & the Lightfoot Thief can be purchased at a max rank of Rare

 

 

 

 

Understanding Runestones

Runestones are the equivalent to Enchantments, but instead of equipping them to your Character, you equip them to your Companion, and they empower your Companion with either extra abilities, or extra stats. Generally, the Runestones that grant only extra base stats are less preferable, as there are 2 Runestones that are inarguably the best available in the game.

Edlritch Runestone – (Ranks 1 – 9)

  • Best to use at Rank of 9 and under. Why?
  • Best to use on an Augment type Companion. Why?

Bonding Runestone – (Ranks 10 – 14)

  • Best to use at Rank 10 and up. Why?
  • Cannot be used on an Augment type Companion. Why?
  • Best to use on a Companion with x3 Offence Slots. Why?

 

 

 

Gear Recommendations & Know How

Special thanks to my guild Chronic Legion for helping me out on this one.

Earning decent, endgame companion gear used to be very affordable and very easy. Sadly, as of mid-September of 2016, the Gateway System was shut down, and has since been kept removed from the game – thus, making it very difficult to find / earn companion gear.

However, it’s not as bad as you think. The main ways to earn companion gear are through earning the Gold Reward in the Illusionist’s Gambit skirmish, and by completing Epic (T3) Heroic Encounters. The main downfall to both of these is that your rewards really boil down to your RNG – if you have bad RNG, you might be in for extra work.

Additionally as of Module 14 (currently PC only) you can now earn unbound +4, +5 & Adorables Companion Gear from Lockboxes. Many of these are posted on the Auction House now, and are purchasable, however, the majority of the desired gear sells currently for 2-3 Million AD.

Below, I’ll more or less list very general suggestions for various equipment, and/or the type of gear you want to aim at obtaining. Remember, just like everything else – you want to focus largely on your vital stats, so finding and using gear with these vital stats should be a given. As well, you want to aim at having at least x1 Offence Slot in each piece of gear.

 

Illusionists Gambit

The Illusionists Gambit is a skirmish commonly ran for companion gear. The idea is that if you achieve Gold, you have better chances to earn better gear. Every “type” of gear can be obtained from IG – Belts, Grimoires, Icons, Necklaces, Rings, Sword Knots, and Talismans.

In addition, there are different titles for various gears to accentuate which stats they provide. Below, I’ll list off the important 3 to work towards. All gear found in IG (Illusionists Gambit) varies in ranks from +1 to +5. +1 to +3 is exchangeable and can be traded with fellow players, or bought/sold off the Auction House. +4 gear is the goal, as it offers x2 Offence (or Defence) slots, as well as good stats. +4 gear is Account Bound though. +5 gear you would expect to be better, but it’s not. It offers x1 Enchantment Slot, and x1 Overload Slot. It’s not bad, but it’s not great either. +5 gear is also Account Bound.

 

Undying Lockboxes (Currently PC Only)

The undying Lockboxes feature unbound Epic Companion Gear, the same gear you earn via the Illusionist’s Gambit. This lockbox also features Adorable Companion Gear, which is also unbound. Both sets of gear are available on the Auction House.

 

Epic Heroic Encounters (Stronghold)

Ideally, the companion gear obtained from the Stronghold T3 (Epic) Heroic Encounters isn’t fantastic. It’s hands down more of a filler if you currently have nothing better to turn to – they also require some luck to earning them. The good thing is that if you’re joining your Guild / Alliance for Influence Runs, you don’t really have to farm for these separately. Note though, they Bind to Character, not Account.

 

Using Regular Gear

For certain types of gear – well actually, all types of gear, you can alternatively use regular character-type gear. You cannot use any Artifact Gear; but normal gear like necklaces, rings, icons, etc. – you can by all means use on your companion.

  • Mulhorand Weapons – While slightly on the pricey side, it’s often a quick fix for several players when it comes to Sword Knots, Icons, Grimoires and Talismans.
  • Cruel (x) of Smiting – If you’re looking for a super quick fix, random blue gear off the auction house is a very cheap fix – just try and get something that starts with the word Cruel (Power Stat) and ends with Smiting (Critical Strike Stat).
  • There are so many options for Rings, it’s unbelievable. For beginner, I would start with the League Rings, and then work towards any of the +4 or +5 Rings from the Chultan Collection – Soshenstar & Omu alike. Additionally, the Masterwork III Rings are currently best in set for basically any class, not just Trickster Rogues due to their Item Level, stats and x2 Offence Slots.

 

Loyal Gear – Gateway System

This gear for the most part is still considering a ‘best in slot’ item, however, it is no longer obtainable in the game aside from the overpriced items for sale on the Auction House. They used to be earned from the Gateway System which was shut down in September of 2009, meaning ultimately there is no further way to obtain them in-game anymore.

 

 

 

Mounts

Currently, mounts are used for several different things in the game – cosmetics, increased movement speed, extra stats, combat powers and insignias. It can be a bit to take in, so I’m hoping to break down not just what the best options are for Trickster Rogues but how they work in general. Similarly to the companions tab, I’ll be breaking everything down into sections.

  • Equip Powers
  • Mount Combat Powers – What are they & how do they work?
  • Insignias (& Insignia Bonuses)

 

 

Equip Powers

Mounts that are of Epic or Legendary Quality offer an Equip Power – sometimes, it’s a boost to a hard stat such as Dominant Force, Ruthless Efficiency, Armor Breaker and every hard stat under the sun. In less common cases it can also be just as it’s called; a power, instead of a stat. The main ones I know of are Ferocity, Quick Action, Rejuvenation – there are lots more, these are just to give you an example of what I mean.

So, which ones should you use? It’s as I’ve been saying through the entire guide; use what you personally need to balance your stats out. If you need Power, get power. If you need Critical Strike – then get it! I personally used Recovery for a long time because it was all I had, I then switched to Critical Strike because I needed Critical Strike more than anything; once my Critical Strike built up, I switched to Power. If you want direct suggestions, anything listed here is a great choice, you cannot go wrong with any of them.

 

 

Mount Combat Powers

Mount Combat Powers are much different than Equip Powers, so try not to confuse them! I do all the time. Combat Powers are obtained only from Legendary Mounts, and have to activated during combat, much like an Artifact Power. Each power has a 1 minute cool down as well, so timing is somewhat crucial – again, much like an Artifact Power.

Here is my rule of thumb; any combat power is better than no combat power. If you got a Legendary Mount, but maybe it’s not the one everyone recommends, don’t stress it. One of the Insignia Bonuses, Cavalry’s Warning, is reason enough to still use your Combat Power actively throughout combat.

Now, despite that, there are Combat Powers that are far superior than others, I won’t deny that. Obviously, you want powers that increase your damage – buff you. So here’s my suggestions – though there’s really only 2 that I would consider to be the best currently;

 

 

Insignia’s & Insignia Bonuses

Insignia’s more or less are like applying Runestones to your Companion, or Enchantments to your Gear – just instead it’s applying Insignia’s to your mounts, and if you match them right, you can get a type of “set bonus” known as an Insignia Bonus. There are 5 different types of Insignia’s;

  • Crescent
  • Barbed
  • Enlightened
  • Regal
  • Illuminated

Note that mounts, like gear and companions, come with pre-set slots. Depending on the quality of the Mount, you may or may not have “free for all” slots called Universal Slots. Aside from that, Barbed Insignia’s can only go in Barbed Slots – and the same goes for any Insignia Type. Therefore, if you’re looking for a specific Insignia Bonus, you need to look for the specific mounts that offer it, because not every Mount under the sun will.

I’m going to be honest and say I don’t have a specific 5 I consider to be the “must have” bonuses of all time. I do however have recommendations – so choose based on what you need for yourself. I cannot tell you that specifically. I will highlight key bonuses though.

If you want to see what mounts offer a specific Insignia Bonus, follow this link here – it’s super useful, and can potentially save you lots of Astral Diamonds.

  • Cavalry’s Warning – Only use this if you have a Legendary Mount.
  • Assassin’s Covenant – Doesn’t make a huge difference but it’s not a worst choice.
  • Artificer’s PersuasionThis is a must have for a Trickster Rogue, you can really utilize the extra Recovery and Action Point Gain.
  • Protector’s CamaraderieAnother must have, 3% Power (x4) is an easy 12% Power Increase.
  • Gladiator’s Guile – It’s fun and can let you reach mobs before others, but it does not directly increase your damage.
  • Wanderer’s Fortune – Perfect if you’re newer to the game and still refining things like Gear, Enchantments and Artifacts.
  • Combatant’s Maneuver – It’s an okay power, I don’t believe it’s working as intended though, as it doesn’t appear to proc with Encounter Powers, only Daily Powers – for Trickster Rogues anyway. It’s still good to use though, particularly on bosses.
  • For the record, I personally use Artificer’s Persuasion, Protector’s Camaraderie, Combatant’s Maneuver, Gladiator’s Guile, and Cavalry’s Warning.


This is more or less a page of links I think you might find extremely useful and helpful (I know I find them good for myself!) Here’s the list:

Neverwinter:Unblogged – Great Neverwinter Blogging site to help keep you up to date with future updates and content; also features recruiting guilds, builds, guides, and other great information!

Defending The Sword Coast (Map Locations) – We all have trouble with this, lets just face it!By The People (YouTube Channel) – Really awesome channel that regularly covers all the “Back to the Basics” stuff new players are trying to learn.

Neverwinter Forums – A link to the official Neverwinter Forums. Really great place to ask questions, make suggestions, find guilds or alliances, or just make friends man!

Neverwinter News – Stay in the know-how by regularly checking up on the Neverwinter News!

Neverwinter Wiki – Basically the Neverwinter version of Wikipedia – you can find just about every item, npc, map, quest – everything, on this site.

Neverwinter Character Transfer (Test Server) – I’ve always had difficulty navigating my way to this page, and a lot of people don’t even realise you can transfer your character from the Main Server to the Test Server – but hey, you can! This link’ll take you straight to where you need to go!

Insignia Bonus Guide – Trying to figure out what mounts give what bonuses and vice versa? This link will explain everything to you, and I’m not kidding.

Artifact Refinement Chart – This is actually something a friend of mine in-game put together for my guild, but this gets straight into the exact numbers Artifact Refinment’s and also the specifics of using an Artifact as a feeder. **Note this becomes ineffective with the release of Mod12b**

Neverwinter Calculator – Great way to quickly share your feat and power set-ups for your class with others – its simple and easy to use.

Sea of Moving Ice Treasure Maps – If you’ve been to the Sea of Moving Ice, you’ll definitely understand the value of this guide for Treasure Hunting – if you don’t get it, don’t stress it. Preserve your innocence while you can.

Sea of Moving Ice Fishing Maps – Same idea as the last link but with Fishing Areas emphasised instead of Treasure Maps.

River District Treasure Maps – Really useful if you’re working towards farming the River District for your Relic Weapons from there.

You’ve probably played TR and even Neverwinter enough to know there’s various short-terms for several things in game. Figured I can break down the TR-related / popular ones here briefly.

 

  • Basics
    • NW – Neverwinter
    • TR – Trickster Rogue
    • Exec – Executioner Feat Build
    • Sabo – Saboteur  Feat Build
    • MI – Master Infiltrator Paragon Path
    • WK – Whisperknife Paragon Path

 

  • Powers
    • DS – Dazing Strike
    • LB – Lashing Blade
    • LA – Lurker’s Assault
    • WWoB  – Whirlwind of Blades
    • DF – Duelists Flurry
    • ITC = Impossible to Catch
    • IA – Infiltrator’s Action
    • PotB – Path of the Blade
    • CB – Courage Breaker
    • SI – Skillful Infiltrator
    • WR – Wicked Reminder
    • SB – Smoke Bomb
    • SS – Shadow Strike
    • II – Invisible Infiltrator
    • SE – Shocking Execution
    • BF – Blade Flurry

 

  • Gameplay / Stat
    • AP – Action Points
    • ArPen – Armor Penetration
    • CA – Combat Advantage
    • LS – Lifesteal
    • CC – Crowd Control
    • RI – Resistance Ignored
    • DR – Damage Resistance
    • IL – Item Level

 

  • Maps / Quest Areas
    • PE – Protector’s Enclave
    • RD – River District
    • WoD – Well of the Dragons
    • DR – Dread Ring
    • Shar – Sharandar
    • SH – Stronghold
    • IWD – Icewind Dale
    • DV – Dwarven Valley
    • SOMI – Sea of Moving Ice

 

  • Dungeons
    • KR – Kessell’s Retreat
    • ESOT – Epic Shores of Tuern
    • MC – Malabog’s Castle
    • VT – Valindra’s Tower
    • ELOL – (Epic) Lair of Lostmauth
    • ETOS – Epic Temple of the Spider
    • ECC – Epic Cragmire Crypts
    • EGWD – Epic Grey Wolf Den
    • CN – Castle Never
    • FBI – Fangbreaker Island
    • MSP – (Master) Spellplague Caverns
    • ToNG – Tomb of the Nine Gods
    • ToDG – Throne of the Dwarven God
    • MotH – Master of the Hunt
    • IG – Illusionists Gambit
    • PoM – Prophecy of Madness
    • MPF – (The) Merchant Princes Folly
    • Demo – Demogorgon
      • EDEMO – Epic Demogorgon
    • SVA – Assault on Svardborg
      • MSVA – (Master) Assault on Svardborg
  • Raids
    • DF – Dragonflight
    • BHE – Big Heroic Encounter
      • HE – Heroic Encounter
    • BID – Black Ice Domination
    • STC – Storm the Castle

 

Tanky Kong @RicksGonz OP Tank – Heal – DPS Powershare Build

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Hi and welcome to my approach on the OP tanking scene, on this build I wont be explaining every single option in detail because that has already being done by @parrotzilla and Stela on their respective builds so i will focus on my build and the reason why I choose to select certain options , through out my experience on NW I have learned from some great tanks and the one person that really took the time to explain every detail of a Tank was my friend Big League Chew@chewchoopain leader of Exiled Savages, big thanks to him, also I got some help on the DPS side from KAOS@x-kaos- thanks to him too.

One of the main difference on my build compared to builds like IM OP and @parrotzilla is the placement of my STATS points and re-roll of the main STATS, Unlike most builds out there I place all my points on WIS and CHA and I will explain why throughout the build, but it will be very important for the MOD 14 100% Armor penetration change that is coming.

Have in mind this build is for mid to high level tanks and by that I mean stat wise not item level. DO NOT use this build for new tanks but rather its aim is for characters that already can tank and are looking to maximize the quality of their tank.

So let’s get started…

So the main change on this build is the use of all points on WISDOM and CHARISMA.

Most builds use all points on either CON and WIS or CON and CHA and that works fine however as you go into optimizing your tank you will notice that you can tank and dps without the use of  half your points into CONSTITUTION , and why is that a good thing, well If you are able to use those points on either WIS or CHA you are incrementing several stats that otherwise you where unable to use.

If you are able to put them in WIS you will be able to get more 1. Outgoing healing 2. Critical chance 3. Control Bonus 4. Control Resist.

If you put them in CHA then you get more 1. Stamina regeneration 2. Action point gain 3.Companion Stat Bonus 4.Combat advantage damage.

Granted some of those are useless stats however we will explain each one and go into detail into the ones that matter.

WIS:

  1. Outgoing healing: You will be able to heal your teammates a lot, in most cases either the same or more than a DC, while still being an OP.
  2. Critical Chance: One of the most important stats on your Tank, usually Tanks have a hard time obtaining that 100% crit chance however due to the feats and stats from WIS you can easily get to a 100% , and why is that good? well the less stats you need from Critical strike on either you or your companion the more room for stacking other stats like for example Armor penetration , since you will need 100% for MOD 14 it will be wise to get your critical chance from the least critical strike needed.
  3. Control bonus: Not super helpful but a stun build it helps.
  4. Control Resist: Not super helpful but a stun build it helps.

CHA:

  1. Stamina regeneration: Not so useful but it helps for when you want to pop Sanctuary , this also activates the rousing warmth from the Icewind Dale Campaign Boon.
  2. Action Point Gain: This will allow you to pop you daily faster and more often which will trigger the feat Beacon of Hope and Prism that in turn will activate Burning Guidance, Healing Warmth and Rousing Warmth, this will help you heal your allies while also adding some passive DPS.
  3. Companion Stat bonus: It only affects the base stats from your companion so it was little effect for you.
  4. Combat advantage Damage: This is also a huge DPS bonus , usually from running from GWF and Hunters they will activate the combat advantage , you want to have this stat close to 10% and not more than that.

By using this setup then you can maximize the critical chance you get from WIS and the one you get from the FEAT Force of Will, which adds 1% by each point of CHA you have.

But what happens to my CON stats? Hit points and damage taken?

As I mention by the time you are able to Tank without CON is because you have high enough HP from either your Defense Radiant Enchantments and Boons.

The way this build works like other DPS Tanks is by hitting hard enough to create a Temporary Hit Point shield from Templar’s Wrath and for that you do not need CON.

Oh but wait doesn’t CON helps to powershare using the Oath of protection mechanic? Sure, but you can keep around the same amount of HP by balancing the re-roll stats while increasing your POWER using my Build.

Multi-DPS Loadout

Single-DPS Loadout

Multi-DPS

My main goal with the Multi Load out is to do the most power-share possible while healing, all this while having enough speed to outspeed the DPS from getting to the enemy first.

Single-DPS

Since we dont need speed while on bosses i focus on hitting the boss hard while healing some, while at the same time protecting my team.

AT-WILL

Radiant Strike: Because that way you can stack 5% less of your Armor penetration while also getting 5% more damage for the next 15 seconds, make sure to use it every 15 seconds.

Shielding Strike: Because is the one that hits the hardest , however you can also use Oath Strike and have the artifact power on your main weapon on Oath Strike which increases the damage by 8%.


ENCOUNTERS

Multi-DPS

Burning Light: Make sure to hold it as long as possible depending on the enemy, make sure you release it before the enemy hits you to stun them.

Templar’s Wrath: Our main encounter to tank, the hardest we hit with it the more Temporary HP we have.

Circle of Power: Protects your team and increases your damage.

Single-DPS 

Bane: Debuff the enemy by 30% and Buffs you and your team by 30%.

Templar’s Wrath: Our main encounter to tank, the hardest we hit with it the more Temporary HP we have.

Circle of Power: Protects your team and increases your damage.

If a Guardian Fighter is on your team change Circle of Power to:

Vow of Enmity: Increases your Damage by 20% but is useful to retain or regain the aggro from when GF does its rotation.


AURAS

Multi-DPS

Aura of Courage

Aura of Wrath

Single-DPS 

Aura of Courage

Aura of Wisdom

Go to Single         Go to Multi

 

On my stats I mainly follow the Powershare build with some modifications:

OFFENSE: ALL RADIANTS ENCHANTMENTS. 

DEFENSE: ALL RADIANTS ENCHANTMENTS and occasionally some BRUTALS. 

UTILITY: DARK ENCHANTMENTS for speed. 

ARMOR ENCHANTMENT: SOULFORGED ,just in case you know, you can actually use anything. 

WEAPON ENCHANTMENT: TERROR , Hits pretty hard and debuff and buffs the teammates by 8%. You can also use Lighting for the Multi DPS build , I had one on my multi build but it was too expensive to run two weapon enchantments and two weapons, it however increased my DPS on table.



Multi-DPS

Base Stats


With Bonding Proc


Single-DPS

Base Stats


With Bonding Proc

Go to Single         Go to Multi

 

I will be providing what I use, you can just follow the main formula of POWER > DAMAGE BONUS > Stat you need.


Multi-DPS

   MC3   MC3  


Single-DPS

   

Multi-DPS

MC3 set: This set enable me to share more power and also give me a speed advantage. Since it doesn’t take much to kill small enemies probably the demogorgon set will be a waste to use here.

Single-DPS

Demogorgon Set: This set as it is well-known works great for Bosses since it helps to increase the damage output the less HP the enemy has.

Go to Single         Go to Multi

Multi-DPS


Single-DPS

OFFENSE: RADIANT  

DEFENSE: RADIANT OR BRUTAL 

ARMOR: SOULFORGE, don’t waste the money on anything expensive , tanks can use anything here. 

WEAPON: TERROR, it hits hard and debuff and buff the team by 8%. Hey try it wont disappoint. If you want to DPS you can try… no dont think about dps , you are a tank think about support , whats best for me to hit but also to help my team… then TERROR it is.

UTILITY: DARK , you want to make sure you get to the mobs and enemies before any DPS. 

Hard to get support group that are all using MC3 so I just use Primal Set.

As a Tank they are constantly active. Im guessing you get the damage and healing bonus from it, have not really test it.

I use: Shielding Strike, Aura of Courage and Combat Advantage on them.

Go to Single         Go to Multi

 

Multi-DPS

Here I focus on balancing out my HP with the damage output.

Since here I use the DEFENSE boon to help me stay alive I rather get HP from boons,companion and enchantments.

My main companion:

 

Other companions:

Earth Archon, Siege Master , Air Archon and Energon.


Single-DPS

Here i focus fully on damage output since on this build I stack a lot of HP from my Guild BOON.

My main Companion:

 

My other companions:

Earth Archon, Siege Master, Air Archon and Fire Archon.

Go to Single         Go to Multi

 


Multi-DPS

My main Legendary Mount is the Black ICE Horse to get that 4K power.

Assassins Covenant is used on this load-out because I can convert the defense into Power that is shareable.

Artificers Persuasion helps me increase my stats for a more effective and faster Daily Rotation.

Magistrates Patience allows to dps a bit while also healing, this will also activate the rousing warmth , healing warmth and burning guidance boons.

 Gladiators Guile: to make sure I make it to the enemy before the DPS, or at least at the same time.

Shepherds Devotion: This allow me to protect my teammates by increasing their defense and movement.


Single-DPS

My main Legendary Mount is the Black ICE Horse to get that 4K power.

Combatants Maneuver: This allows me to hit harder when combat advantage is active on the enemy.

Artificers Persuasion helps me increase my stats for a more effective and faster Daily Rotation.

Magistrates Patience allows to dps a bit while also healing, this will also activate the rousing warmth , healing warmth and burning guidance boons.

Protectors Camaraderie allows me to get more power and defense , this only helps me to dps more while standing my ground.

Calvarys Warning: I use this one on my single loadout to increase my Power even more and be able to hit harder.

Go to Single         Go to Multi


Multi-DPS

Guild Boons:

Sharandar:

Dread Ring:

Icewind Dale:

Underdark:

Tyranny of the Dragons:

The Maze Engine:

Elemental Evil:

Storm Kings Thunder:

The Cloaked Ascendancy:

Jungles of Chult:


Single-DPS

Guild Boon:

Sharandar:

Dread Ring:

Icewind Dale:

Underdark:

Tyranny of Dragon:

The Maze Engine:

Elemental Evil:

Storm Kings Thunder:

The Cloaked Ascendancy:

Jungles of Chult:

Multi-DPS

Makes sure before entering the fight that you can proc 1 Divine call, this will increase your damage by 35% , then proceed to Radiant Strike the enemy to add 5% to your damage and armor penetration , this will allow you to follow with a Templar’s Wrath that should sustain you for several rotations.

Once I hit that Templar’s Wrath I like to stun and burn the mobs , I do this by using burning light and Templar’s wrath constantly to make sure the DPS is not control and can kill them faster.

Within those two encounters I place Circle of Power to protect and increase my damage by 30%.

Then Shield of Faith to protect and Heal which will activate Healing Warmth , Rousing Warmth and Burning Guidance.

So to refresh:

Divine Call Before approaching the Mob:

 35% more damage.

And at the same time activate Shield of faith to heal, protect and dps.

Radiant Strike to add 5% armor pen and damage.

Templars Wrath to bring your temporary HP up.

 This also stuns the enemy for a short time.

Burning light to continue to stun and also burn the mob.

 Make sure to hold it as long as possible but release a enemy will stun or control you.

Then place the Circle of power to protect your team and to increase your damage.

 Increases your damage by 30%. Its the encounter that fills the action point the fastest.

And finally you should have your action points full again , so you can use Divine Judgement or Shield of Faith again.

Single-DPS

Obviously this load-out is for Bosses only therefore the rotation changes depending on the DPS you are playing.

Mainly it will be:

Before approaching the boss activate Divine Call.

BANE stacked 3 times from a far follow by Templar’s Wrath to get your temporary HP up and then Circle of Power to protect and increase damage, if a GF is on the team change the Circle of Power to Vow of Enmity to keep some damage while holding or regaining aggro.

After this I personally use Divine Protector to protect the DPS in case they hold aggro or for a GF, which they usually use a rotation that uses Knights Challenge encounter that will take the aggro away ,when you see that Line that connects the enemy to the GF pop the divine protector to protect him and heal them at the same time.

So to refresh:

Divine Call Before approaching the Boss.

 35% more damage.

Bane 3 times to give 30% debuff and buff on damage.

 x3.

Then hit your temporary HP with Templar’s Wrath.

Then you can place either Circle of Power if you are not having aggro problems or Vow of Enmity if you got a GF or a Aggro Stealing DPS.

Make sure you time the boss rotation with your Daily to protect your group, for this loadout I use: Divine Protector. (You can also choose Shield of Faith if the group can hold its own.)

 

Here are some screenshots of Tomb of the Nine Gods with random players and some with friends of the guild to provide data of what is the build able to do.

This one is a random queue with some commentary explaining the build and how to use it.

This video is just a random queue with some players.

So thank you for taking the time to read through my approach on the OP, the main goal is to provide another unconventional option that actually works really good for the tanking scene and that allows you to maximize the dps and healing while still tanking. You dont wanna be that DPS tank that takes up space for a REAL dps nor a tank that is unable to help its team because the DC is tool low or has no healing on his build.

The build is looking to close that gap between running with low level characters while also keeping up with those beloved elites 😀

Make sure you take the information that works for your build rather than trying to copy the build , it will also help you to know what you want to achieve and also your play-style.

If you are unable to use two load-outs then just use the Multi-DPS loadout, it has the most healing, and protection and that is what is needed. The single load-out is mainly to tank while making some DPS.

For me its all about Tanking FIRST, then healing and lastly making some DPS, that is the way the build is made, dont sacrifice your role for trying to outdps a real DPS nor by trying to outheal a DC, you are just there to boost both of those options while buffing your team with lots of power-share, healing and shortening rotations time.

Also remember it is important the way you play , builds will allow you to do certain things but ultimately is about your play-style.

Thank you and remember to share the build if you happen to test it and like it.

Zeff’s “What shield?” MOD 14 DPS guide [UPDATED]

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Hello everyone, and thanks if you stopped by to read my thoughts and understanding on Guardian Fighter as a DPS class.

First of all, this is my first time attempting to write a guide on anything in general, second, english is not my native language so sorry for any mistakes and typos since I had no one to proofread this guide before I published it… Now… back to the real things, my goal is to be invited as a main DPS to top tier dungeons ( mSP, FBI, T9G ) AND fullfill secondary DPS spot if needed. That I can promise you and that is what this guide is about. With our Into The Fray buff we already are desired at least as buffers, so there’s no need to be depressed if you aren’t main damage dealer in a certain dungeon. You are doing your part and you are being versatile at that point and making the run faster already by not just buffing but helping as a DPS. Also I would like to mention that this guide is for people who are aware what DPSing as a GF is and that I am not going to start explaining the basics like how to use your shield neither what your marking does and things like that, for that you may want to read now Dairyzeus’ guide to GF. I am basically going to explain you tricks, my understanding and view about the dps GF and show that we aren’t just dps wannabes.

What is a DPS Guardian Fighter?

Basically, it is a class with highest burst damage in the game that does insane amount of it on single target if done right. Well, and an okay damage on trash with your AoE abilities aswell ( note that AoE won’t be our main goal ). It has huge potential if you manage to get tons buff/debuff with your party, I would like to mention that we are buff dependant deeps slaves and we simply won’t work neither as tank neither as DPS without tons of buffs/debuffs. If you don’t get enough heals or a player that goes with tank role in your party can’t/won’t take the aggro, you will die. A lot. Until you learn to dodge stuff and be a hot feet. On a single target boss fights no one will be able to take aggro of you due to the amount of damage you make and aggro it generates anyways, not to mention the Knight’s Challenge encounter which will be your essential damage booster.

… So let’s get started

Half-Orc (5% crit severity) or Dragonborn (3% Power and Critical strike),

for stats, go for as much STR and CHA as possible for Combat Advantage.
when choosing between CON  and DEX, go for CON

Feats and Paragorn, Boons
*honestly for boons you go whatever that makes you balance off your crit, armor penetration and power. Your priorities should be armor penetration to 85 % ~, crit strike to 90% before hard capping and then the rest goes to power since it has no cap. Im pretty sure you guys are able to figure these yourself, they’re pretty much individual choice.

 

          

 

Encounters, Dailies, Class feats, At-Wills

Encounters for AoE: 

Enforced Threat, Into The Fray, Lunging Strike, Line Breaker Assault

Encounters for Single Target:

Knee Breaker, Griffon’s Wrath, Anvil Of Doom, Into The Fray, Knight’s Challenge and Commander’s Strike if you have a GF in your party already AND you are secondary DPS. ( instead of ITF )

Dailies: 

Fighter’s Recovery for rough situations, practically makes you immortal when played right

Villain’s Menance for DPS increase

Class feats:

Combat superiority ( keep that 24/7 )

Shield Warrior’s Wrath ( ahhhh, sweet sweet dmg % increase, use that 24/7 end game )

Steel Blitz works nicely with Lightning enchant.

Steel Grace wooot speed + crit ( use it till you reach around 90 % crit before hard cap without Relentess Attacker feat )

At-Wills: 

Weapon Master’s Strike for AoE and debuff

Tide of Iron can be used as a debuff aswell, I prefer WMS more.

Crushing Surge for single target + HP lifesteal

Armor

 

Crown of the Undead w/ crit armor pen armor kit

Fured Kuno of the Bear w/ crit strike armor kit

Survivor Wraps or Fearbringers w/  armor pen kit

Heels of Fury w/ armor pen kit

*I personally switch to Fearbringers at Orcus cause with the Bloody death ( red buff ) lets you pre – stack SWW anyways so you can ditch the Wraps.

Accessories

 

Bamphomet’s Infernal Talisman w/ AP kit

Legendary Ring of Shadowstalker +5 w/ AP kit

Ring of Offensive Action / Ring of Shadowstalker +4 w/ Stamina kit

Demogorgon’s Girdle of Might w/ Stamina kit

Weapons

 

Exalted Primal Macuahuitl + Exalted Primal Mahuizzochimalli 2/2 Weapon Master Strike and Steel Grace artifact powers.

Artifacts

 

Soul Sight Crystal [single target]

Wheel Of Elements [trash clean]

Shard of Orcus’ Wand

Kessell’s Spheres of Annihilation

Lantern of Revelations

*Could change Lantern or Kessell’s for Fragmented Key of Stars

Enchantments

 

Weapon: Trans. Vorpal [Single Target]Trans. or Unpa. Feytouched [AoE] / [Single Target]Unpa. Dread [Single Target] (when you have group that can buff/debuff tons, imagine that Dread is BiS with groups that can buff enough for you to 1 rotation / 1phase the boss. (example: 3 shot orcus) )

Armor: Honestly, anything works, but for MOD 13 new trial I’d go T. Eclipse + or T. Elven + 

*Overall Fey is best round up for everything. I, personally enjoy it the most.

Defense slots: Radiants 13s for more HP to maximize damage gained from Paladins’ Aura of Courage.

Offense slots: Brutals r14s for power and crit balance.

Utility slots: Darks r13 for mobility.

Companions

 

Sellsword / Rebel Mercenary / Chultan Tiger [Current summon] (10% debuff + 5% damage and speed increase at the start of combat)

Siege master [Active] (4% increased dmg)

War Boar [Active] (5% increased dmg against marked enemies)

Air Archon [Active] (5% increased dmg against targets that aren’t at full HP, means 99,9% uptime)

Razorwood [Active] (25% increased Combat Advantage + 2.5% increased Critical Severity)

Companion gear

Crit and armor penetration based stats to balance
100%~ crit. ( 98% constant and up ) and 95-100%+ resistance ignored.

Bronzewood raid ring 2x Brutal r14

Bronzewood raid ring 2x Brutal r14

Heroic necklace of the Companion 1x Brutal r14 , 1x Azure r14

Bondings r14 3x

Combat Power: Either Legendary Dino for debuff or Tenser’s for its self buff combat power, not to mention it scales with your stats or Swarm, basically you get 10 % tensers buff + 5 % debuff from Trex, ALSO it has almost INSTANT animation, so much better than tensers. I’m enjoying it a lot lately.

Equip power: either 4k crit, 2k+2k power/arpen, 4k power, 4k recovery. All depending if you need additional crit/arpen to cap on those stats, and what is available to you.

2k equip powers work just fine, 4k is just to min max your damage, so go for mount that has better combat power rather than 4k mount since 2k stat is great aswell.

Insignia bonus:


Cavalry’s Warning (legendary mount only)
Protector’s Camaraderie

Gladiator’s Guile
Artificer’s Persuasion
Combatant’s Maneuver

*Swap to Combatant’s Maneuver instead of Protector’s Friendship for boss fights, you’ll maintain the bonus for whole fight with your control powers (knight’s challenge, griffon’s wrath, knee breaker etc)
If you do not have a legendary mount, use Combatant’s Maneuver instead of Cavalry’s Warning.

The stats you want on your insignia are arpen, as these come with combat advantage bonus too. If you cannot get arpen, go with either hp, or crit if you need more.

Do not use assassin’s covenant, it isn’t useful since the power gain is negligible, compared to the damage gain from stacking HP instead of defensive stats. Everything else is kind of standard DPS bonus insignias, I could maximize the power gain with tweaked insignias, but I have what I have at the moment since I am f2p player.

P.s. Still want to go assassin’s covenant? Well… WickedDuck covered it:
r14 azures in all defense slots will grant u 4k defense which is only 400 additional power which is nothing compared to the damage increase gained from Aura of Courasge by stacking HP.


Rotations and Encounters:

Single target rotation: ( Knee breaker/Griffon’s Wrath/Anvil Of Doom, Into The Fray, Knight’s Challenge )

Stack up SWW > mark > daily > debuff with WMS > artifact power > mount combat power > KC > ITF > GW x3 ( Anvil of Doom when boss goes below 50 % HP )

AoE rotation: ( Lunging Strike, Into The Fray, Enforced Threat )

Stack up SWW  > ITF > daily > Line Breaker Assault ( also you can use LBA as an escape encounter from harsh situations ) > WMS debuff > ITF > ET

*Watch for the exaltation, longstrider shot if theres HR, OP bane x3 on you, boss, DCs BTS, Track it, find the perfect moment… strike it. The party must time it and adapt. Not you. Since its easier for 4 people to adjust timing for one person instead of you trying to catch everyone’s. So work with your groups. Communicate. Overcome. Dominate.

Tricks that aren’t written in the books:

Stacking up Shield Warrior Wrath:

You’ll need Survivor Wraps + full action points to cast Daily and stamina to raise and hold your shield.

Daily -> Raise up the shield -> Turn around while shielding -> Stack 5x Relentless Attacker + SWW before fights

P.s. they removed the canceling trick from the book, so now you gotta use full daily before you shield up, I REPEAT : CANCELING DOESN’T WORK ANYMORE.

Getting rid of Soul Sight Crystal acid trip effect:

Settings -> Turn of post processing -> Enjoy.

Hence that the game wont look as beautiful.. but perfomance > graphics. So its totally up to you what younwant, besides some may not find it annoying or gameplay harder while on effect. I do unfortunately.

Temp. HP:

Always use ITF before major strikes, so you get Temp. HP which will grant you 15% more damage.

Reviving summoned companion when Ras Ni gives you hard time:

Companion selection -> Idle companions -> Move any idle companion from one place to another -> Enjoy you summoned companion again.

Helping the ones in need:

When building up to the boss and killing the trash use KV at all times so OP can stay in combat and have their running speed increased as they are slow and the sources for running speed are limited.

Always try to wait for everyone to be in your ITF range before you cast it so everyone can enjoy the sweet buff.

Filling you action points:

Just use your shield, raise it up and while shielding attack “air” or “nothing” with your at-will. Sounds stupid, works flawlessly.

THE RESULT:

 

 

 

 

 

 

with 100%~ crit and 100%+ resistance ignored.

*for consumables drink wild storm elixir, squash soup and effervescent potion of accuracy to min max these stats and get the right balance ( you will get critical strike and critical severity )

Ending credits

Special thanks to..

LILITH for bashing me and making me learn from my mistakes

Orko Dorogas for helping me at the very beggining and helping me understand the GF itself

Bethel, Ryu for inspiring me to start DPS orientated GF

Martian/Sam for all the support in both material and moral aspects in game, love ya bro

Shen for being there for me all the time since the beginning

Harold for proofreading and formatting.

..and everyone else who helped me ! Peace.

Zeff

For any questions contact me on PC: Zeff@martynasskairys

FNHUSA57 Control Wizard Guide (MOD 13 and 14)

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I am FNHUSA57.  I started playing NeverWinter as a control wizard back in mod 5, it’s now mod 13 (on Xbox & PS4) and time for me to give you my updated build  & full guide for the Control Wizard, (getting ready for mod 14).

A bit about the CW:  This class is very fun to play and very versatile. With that said, we are going to be very squishy and this can be hard to deal with at some times. As a CW you can do good DPS in a boss fight, but you do most of your damage to all the mobs and trash in PVE.  In this guide I will cover my DPS build & my support build.

How this build is played:  in PVE you will be on the front line with the tank your job is to freeze/stun all the trash mobs and kill them as fast as you can.  Remember you are NOT a tank, 1-4 hits will kill you so you need to try and stay out of red!! To combat this glass cannon fact, we must stack life steal and HP, split with Defense (mostly from your guild BOON). This video will show you the full build, and all 7 of my load outs! Note: The end game meta right now is to stack HP for more damage when running with a oath bound Paladin.

RACE & STARTING ROLL: The best race for this class is Tiefling or Human. The rest of this build will assume that you are “Tiefling”, in this race your starting roll will be 20 Intelligence, 13 Wisdom, 15 Charisma.  Note: Human will give a bit more DPS on boss fights, but less on trash. The damage bonus difference from Tiefling to human is closer then human to tiefling. That is why I recommend using Tiefling.

STATS: when you are level 70 you want to spend all of your stat points in Intelligence (this gives you Damage bonus & Recharge speed increase) and Charisma (This gives you Critical Hit chance, Companion stat bonus, Combat Advantage Damage) Note for all 7 load outs you use the same stats!

 

 

Load out # 1: Farming AOE PVE.  Note all load outs use this base build, And I will only cover what is different in each one!

Your Paragon path will be SPELLSTORM MAGE, your Heroic Feats will be:

  • Controlling action:       1/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          3/3    Increases your “Critical” chance by 3%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        0/5    Encounter Cool downs reduced by 2/4/6/8/10% (this is a trap feat)
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             3/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            2/3  Your “cold” powers deal an additional 4% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   3/3  Your Arcane powers deal 3% more damage
  • Learned spellcaster:      2/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             0/3  You and your Allies gain 1/2/3% increased stat ratings. (At this point you do not get enough power to = the damage bonus from “INT”)
  • Focused Wizardry:        3/3  Your single target powers deal 30% more damage and your area of effect powers deal 10% less damage (with BLIGHTING POWER & ARCANE ENHANCEMENT + WIZARD”S WRATH this is only a “net” loss of 3-4% on your A.O.E powers)

PARAGON: “THAUMATURGE”

  • TEMPEST MAGIC:            5/5  when your target is below 30% max “HIT POINTS” you deal an additional 5% damage
  • MALEVOLENT SURGE:   5/5  when you kill a foe you gain 5% more damage This lasts 15 seconds
  • ELEMENTAL REINFORCEMENT:  5/5 When you cast a fire, arcane, cold or lightning encounter power your gain 5% increased damage for 10 seconds. Each element may apply this bonus separately. (so if we cast a cold, arcane & lightning power then we have a + 15% damage buff)
  • SPELL TWISTING:     5/5  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 cool down time on recharging powers. Cool down is reduced by 10% per stack, 30% if you have the max 3 stacks.
  • ELEMENTAL EMPOWERMENT:      3/5  Dealing COLD damage has a 9% 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 9% 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”.
  • FROZEN POWER TRANSFER:       2/5   Chilling Cloud now grants 2% bonus damage for every target you strike with it’s third strike. This bonus lasts for 20 seconds, and stacks up to 3 times.
  • ASSAILING FORCE:     1/1    Dealing damage to foes has a chance to grant you ASSIALANT. When you have ASSIALANT your next encounter power deals 15% of the targets max HP as Unresistable damage (max 800% of your weapon damage). This will only affect 1 target when used in an AOE. This feat is half as effective and can resisted and deflected when used on players.

PARAGON:  OPPRESSOR

  • BITTER COLD:        5/5   Targets take 5% more damage for 6 seconds after being affected by CHILL. (This effect does not stack)
  • CHILLING CONTROL:   5/5   SUDDEN STORM now applies 5 stacks of chill to targets hit by the primary strike.
  • ICY VEINS:           5/5   When you activate an encounter power all foes within 15 feet of you have 5 stacks of chill applied to them.

 

COMBAT POWERS:        “FOR PVE”

 AT-WILL:  Magic Missile rank 4  &  Chilling Cloud rank 4

 

CLASS FEATURE:    CHILLING PRESENCE rank 4   &  STORM SPELL rank 4

DAILY:                    OPPRESSIVE FORCE rank 4  &   ICE KNIFE rank 4

ENCOUNTER POWERS:

  • X      ICY TERRAIN rank 4
  • Y     SUDDEN STORM rank 4
  • B     STEAL TIME rank 4 (for mobs)  or DISINTEGRATE rank 4 (for single target)
  • LB   CONDUIT OF ICE rank 4

 

BOONS:

SHARANDAR

DARK FEY HUNTER, FEY PRECISION, ELVEN HASTE, ELVEN FEROCITY, ELVISH FURY.

DREAD RING:

Conjurer’s Gambit, EVOKER’S THIRST, FORBIDDEN PIERCING, SHADOWTOUCH, RAMPAGING MADNESS.

 

ICEWIND DALE:

ENCROACHING TACTICS, REFRESHING CHILL, SLEET SKILLS, COLL RESOLVE, AVALANCHE.

 

UNDERDARK:

PRIMORDIAL MIGHT, PRIMORDIAL FOCUS, DROW AMBUSH TACTICS, DWARVEN STAMINA, ABYSSAL STRIKES.

 

TYRANNY OF DRAGONS:

DRAGON’S CLAWS, DRAGON’S GAZE, DRACONIC ARMORBREAKER, DRAGON’S Greed, DRAGON’S FURRY x 2, DRAGON’S THIRST.

 

GUILD STRONGHOLD:

POWER, DEFENSE & XP GAIN (use Hit points if you have a paladin with you)

 

THE MAZE ENGINE:

ABYSSAL SIPHONING, DEMONIC INFLUENCE, DEMONIC SWIFTNESS, BAPHOMET’S MIGHT.

 

ELEMENTAL EVIL:

WAVE OF FORCE, HEART OF STONE, SEARING AGGRESSION (or if you do not need the crit BLAZING RESILIENCE), WALL OF WIND.

 

Storm King’s Thunder:

COLD HEARTED, HARDY CONSTITUTION, ICY WRATH, VENGEFUL HEAT, CHILL of WINTER.

 

Cloaked Ascendancy:

AURA of HOPE, FIERY FRENZY, FEY BRIARS (or at end game SOOTHING ZEPHYR), ABERRANT POWER.

 

JUNGLES OF CHULT: (with the lost city of OMU)

TYRANT’S TERROR x3 & BEST’S BURDEN X3, LINGERING CURSE x1 & SOUL SYPHON x1

 

COMPANIONS:   (note your companions will stay the same for all 3 load outs)

For your summoned companion you will use one of: Con Artist, rebel mercenary, Sell Sword, CHULT TIGER. The one you use will be the one you have the best gear for! For me that is the Con Artist!

3 Bonding Stones (Rank 14), I use 1 grave striker +4 & 2 Bronzwood Raid Rings, with 6 rank 14 Black ICE. If you don’t have this gear just use the “BEST” you have. Note if you can not afford full rank 14’s you should use brutal enchantments.

For your other active companions you wan the AIR ARCHON, FIRE ARCHON, SIEGE MASTER, ERINYES OF BELIAL. (TAMED VELOCIRAPTOR) is best if the full team has it. replace the siege master, for team play).

 

MOUNTS & INSIGNIA BONUSES: (do not use Gladiator’s Guile in CODG)

INSIGNIA SET BONUSES:   GLADIATOR’S GUILE, MAGISTRATE’S PATIENCE, PROTECTORT’S CAMARADERIE, CAVALRY’S WARNING, ARTIFICER’S PERSUASION.

If you can buy a legendary mount, this is what you want, or the new SWARM mount, only if you are the top DPS:

GEAR:  everything AOE

 

GEAR:  boss fight

 

FOR GEAR I USE:. Bronzewood assault imaski, Armor of Quick Recovery, Eyestalk Wrappers (for boss fights) Jawripper’s Gloves (for AOE), Enduting Boots. For my weapon set I use Exalted Primal. For my neck & belts set I use: Fanged Beaded Amulet & Beaded Sash. For my shirt & pants I use: Upper Primal Paints & Lower Primal Paints. For my artifacts I use the Lantern of Revelation, Thayan book of the dead, Wheel of Elements (for AOE) Soul Site Crystal (for boss fights), Fargmented Key of Stars.  Last for rings use the best that you have at the time I have: Ring of the Shadowstalker +5 & Ring of Offensive Action.  (NOTE this is BIS gear, if you don’t have it that’s fine. Just use the best gear you have). Here are the links to all the videos needed for farming this gear.

ENCHANTMENTS:

  • ARMOUR ENCHANTMENT: TRANSCENDENT NEGATION or TRANSCENDENT BARK SHIELD
  • WEAPON ENCHANTMENT: TRANSCENDENT or higher FEYTOUCHED. If lower then transcendent use DREAD
  • OFFENSE SLOT: Black Ice (best at full rank 14s)  Brutal (better) or AZURE (good)
  • DEFENSE SLOT: AZURE, DARK, SAVAGE.  Radiant if running with a Oath bound Paladin
  • UTILITY SLOT:  DRAGON’S HOARD, FEY BLESSING, QUARTERMASTER’S, SAVAGE or (dark)

 

Potion:

Empowered Chain of Scales or Adorable Pocket Pet or Tymora’s Lucky Coin, Health stone or Lliira’s bell.

………………………………………………………………………………………………………………………………………………………………………………………………..

 

Load out #2: AOE

For this load out you want mostly  the same powers, mounts, companions, and mostly the same gear. I will show screen shots and explain only the points that change. This load out a a pure DPS build for AOE, Spell Storm Thaumaturge.

FEATS:

Your Paragon path will be SPELLSTORM MAGE, your Heroic Feats will be:

  • Controlling action:       1/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          3/3    Increases your “Critical” chance by 3%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        0/5    Encounter Cool downs reduced by 2/4/6/8/10% (this is a trap feat)
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             3/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            3/3  Your “cold” powers deal an additional 6% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   3/3  Your Arcane powers deal 3% more damage
  • Learned spellcaster:      4/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             0/3  You and your Allies gain 1/2/3% increased stat ratings. (At this point you do not get enough power to = the damage bonus from “INT”)
  • Focused Wizardry:        0/3  Your single target powers deal 30% more damage and your area of effect powers deal 10% less damage (with BLIGHTING POWER & ARCANE ENHANCEMENT + WIZARD”S WRATH this is only a “net” loss of 3-4% on your A.O.E powers)

PARAGON: “THAUMATURGE”

  • TEMPEST MAGIC:            5/5  when your target is below 30% max “HIT POINTS” you deal an additional 5% damage
  • MALEVOLENT SURGE:   5/5  when you kill a foe you gain 5% more damage This lasts 15 seconds
  • ELEMENTAL REINFORCEMENT:  5/5 When you cast a fire, arcane, cold or lightning encounter power your gain 5% increased damage for 10 seconds. Each element may apply this bonus separately. (so if we cast a cold, arcane & lightning power then we have a + 15% damage buff)
  • SPELL TWISTING:     5/5  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 cool down time on recharging powers. Cool down is reduced by 10% per stack, 30% if you have the max 3 stacks.
  • ELEMENTAL EMPOWERMENT:      3/5  Dealing COLD damage has a 9% 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 9% 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”.
  • FROZEN POWER TRANSFER:       2/5   Chilling Cloud now grants 2% bonus damage for every target you strike with it’s third strike. This bonus lasts for 20 seconds, and stacks up to 3 times.
  • ASSAILING FORCE:     1/1    Dealing damage to foes has a chance to grant you ASSIALANT. When you have ASSIALANT your next encounter power deals 15% of the targets max HP as Unresistable damage (max 800% of your weapon damage). This will only affect 1 target when used in an AOE. This feat is half as effective and can resisted and deflected when used on players.

PARAGON: RENEGADE

  • CRITICAL POWER:  5/5        When you land a critical hit you gain 5% of you total Action Point. (10 second cool down)
  • REAPER’S TOUCH:  5/5       Your at wills deal 10% more damage when are within 20ft of your target.
  • ABYSS OF CHAOS:  5/5       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 60% of your weapons damage.

BOONS:  All the boons are the same as the base farming build, except  JUNGLES OF CHULT. 

All the boons in chult for my load outs are the same as this screen shot. TYRANT’S TERROR x3 & FIGHT NOT FLIGHT X3, LINGERING CURSE x1 & SOUL SYPHON x1


Load out #3: AOE OP

For this load out every thing is the same except for the feats. You will be a Spell Storm mage with the Oppressor cap stone, the screen shot will show the feats.

Your Paragon path will be SPELLSTORM MAGE, your Heroic Feats will be:

  • Controlling action:       1/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          3/3    Increases your “Critical” chance by 3%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        0/5    Encounter Cool downs reduced by 2/4/6/8/10% (this is a trap feat)
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             3/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            3/3  Your “cold” powers deal an additional 6% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   2/3  Your Arcane powers deal 2% more damage
  • Learned spellcaster:      5/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             0/3  You and your Allies gain 1/2/3% increased stat ratings. (At this point you do not get enough power to = the damage bonus from “INT”)
  • Focused Wizardry:        0/3  Your single target powers deal 30% more damage and your area of effect powers deal 10% less damage (with BLIGHTING POWER & ARCANE ENHANCEMENT + WIZARD”S WRATH this is only a “net” loss of 3-4% on your A.O.E powers)

PARAGON: “THAUMATURGE”

  • TEMPEST MAGIC:            5/5  when your target is below 30% max “HIT POINTS” you deal an additional 5% damage
  • MALEVOLENT SURGE:   5/5  when you kill a foe you gain 5% more damage This lasts 15 seconds
  • ELEMENTAL REINFORCEMENT:  5/5 When you cast a fire, arcane, cold or lightning encounter power your gain 5% increased damage for 10 seconds. Each element may apply this bonus separately. (so if we cast a cold, arcane & lightning power then we have a + 15% damage buff)

 

PARAGON:Oppressor

  • BITTER COLD:                        5/5   Targets take 5% more damage for 6 seconds after being affected by CHILL. (This effect does not stack)
  • CHILLING CONTROL:             5/5   SUDDEN STORM now applies 5 stacks of chill to targets hit by the primary strike.
  • ICY VEINS:                               5/5   When you activate an encounter power all foes within 15 feet of you have 5 stacks of chill applied to them.
  • FRIGID WINDS:                       5/5 Foes who have been FROZEN take 10% more damage from all sources.
  • CONTROLLED MOMENTUM: 5/5 After using a control Encounter  power nearby allies deal 5% more damage for 6 seconds. This effect will not stack.
  • SHATTER STRIKE:                 1/1 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 and take up to 5% of there max HP in damage. This effect consumes shattered. Additionally your control powers deal 33% of your weapon damage against control immune targets. Chill lasts 2.5 seconds longer.

Load out #4: BOSS

This is a Spell Storm boss fight load out.

 

Your Paragon path will be SPELLSTORM MAGE, your Heroic Feats will be:

  • Controlling action:       0/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          3/3    Increases your “Critical” chance by 3%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        4/5    Encounter Cool downs reduced by 2/4/6/8/10%
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             0/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            3/3  Your “cold” powers deal an additional 6% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   2/3  Your Arcane powers deal 2% more damage
  • Learned spellcaster:      2/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             0/3  You and your Allies gain 1/2/3% increased stat ratings. (At this point you do not get enough power to = the damage bonus from “INT”)
  • Focused Wizardry:        3/3  Your single target powers deal 30% more damage and your area of effect powers deal 10% less damage.

PARAGON: “THAUMATURGE”

  • TEMPEST MAGIC:            5/5  when your target is below 30% max “HIT POINTS” you deal an additional 5% damage
  • Destructive Wizardry:       5/5 When you cast a fully charged storm pillar you get a 5% damage buff for 20 seconds. The effect will not stack.
  • ELEMENTAL REINFORCEMENT:  5/5 When you cast a fire, arcane, cold or lightning encounter power your gain 5% increased damage for 10 seconds. Each element may apply this bonus separately. (so if we cast a cold, arcane & lightning power then we have a + 15% damage buff)
  • SPELL TWISTING:     5/5  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 cool down time on recharging powers. Cool down is reduced by 10% per stack, 30% if you have the max 3 stacks.
  • ELEMENTAL EMPOWERMENT:      3/5  Dealing COLD damage has a 9% 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 9% 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”.
  • FROZEN POWER TRANSFER:       2/5   Chilling Cloud now grants 2% bonus damage for every target you strike with it’s third strike. This bonus lasts for 20 seconds, and stacks up to 3 times.
  • ASSAILING FORCE:     1/1    Dealing damage to foes has a chance to grant you ASSIALANT. When you have ASSIALANT your next encounter power deals 15% of the targets max HP as Unresistable damage (max 800% of your weapon damage). This will only affect 1 target when used in an AOE. This feat is half as effective and can resisted and deflected when used on players.

PARAGON: RENEGADE

  • CRITICAL POWER:  5/5        When you land a critical hit you gain 5% of you total Action Point. (10 second cool down)
  • REAPER’S TOUCH:  5/5       Your at wills deal 10% more damage when are within 20ft of your target.
  • ABYSS OF CHAOS:  5/5       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 60% of your weapons damage.

Load out #5: BOSS OP

This is a master of flame 🙁 boss fight load out.

our Paragon path will be Master of flame, your Heroic Feats will be:

  • Controlling action:       0/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          3/3    Increases your “Critical” chance by 3%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        4/5    Encounter Cool downs reduced by 2/4/6/8/10%
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             0/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            3/3  Your “cold” powers deal an additional 6% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   2/3  Your Arcane powers deal 2% more damage
  • Learned spellcaster:      2/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             0/3  You and your Allies gain 1/2/3% increased stat ratings. (At this point you do not get enough power to = the damage bonus from “INT”)
  • Focused Wizardry:        3/3  Your single target powers deal 30% more damage and your area of effect powers deal 10% less damage.

PARAGON: “THAUMATURGE”

  • TEMPEST MAGIC:            5/5  when your target is below 30% max “HIT POINTS” you deal an additional 5% damage
  • DRIFTING EMBERS:         5/5 Targets affected by fanning the flame have a 40% chance when damaged by other attacks to spread smolder to a nearby target.
  • ELEMENTAL REINFORCEMENT:  5/5 When you cast a fire, arcane, cold or lightning encounter power your gain 5% increased damage for 10 seconds. Each element may apply this bonus separately. (so if we cast a cold, arcane & lightning power then we have a + 15% damage buff)

 

PARAGON:Oppressor

  • BITTER COLD:                        5/5   Targets take 5% more damage for 6 seconds after being affected by CHILL. (This effect does not stack)
  • TWISTED IMAMOLATION:     5/5   Targets swept in to the air by furious immolation are now dazed for 4 seconds after landing. The debuff from your COMBUSTIVE ACTION class feature now lasts 2.5 seconds longer as well.
  • ICY VEINS:                               5/5   When you activate an encounter power all foes within 15 feet of you have 5 stacks of chill applied to them.
  • COLD INFUSION:                     5/5  Foes afflicted with chill deal 5% less damage  for 10 seconds. This effect will not stack.
  • CONTROLLED MOMENTUM: 5/5 After using a control Encounter  power nearby allies deal 5% more damage for 6 seconds. This effect will not stack.
  • SHATTER STRIKE:                 1/1 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 and take up to 5% of there max HP in damage. This effect consumes shattered. Additionally your control powers deal 33% of your weapon damage against control immune targets. Chill lasts 2.5 seconds longer.

powers:  The only different powers are FANNING THE FLAME, SCORCHING BURST & SWATH  OF DESTRUCTION. the rest are the same as my normal spell storm boss load out.


Load out #6: BUFF & DPS

this load out is buff with a side of DPS, spell storm mage.

Your Paragon path will be SPELLSTORM MAGE, your Heroic Feats will be:

  • Controlling action:       0/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          3/3    Increases your “Critical” chance by 3%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        1/5    Encounter Cool downs reduced by 2/4/6/8/10%
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             3/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            2/3  Your “cold” powers deal an additional 4% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   3/3  Your Arcane powers deal 3% more damage
  • Learned spellcaster:      1/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             1/3  You and your Allies gain 1/2/3% increased stat ratings.
  • Focused Wizardry:        3/3  Your single target powers deal 30% more damage and your area of effect powers deal 10% less damage.

PARAGON: “THAUMATURGE”

  • TEMPEST MAGIC:            5/5  when your target is below 30% max “HIT POINTS” you deal an additional 5% damage
  • Destructive Wizardry:       5/5 When you cast a fully charged storm pillar you get a 5% damage buff for 20 seconds. The effect will not stack.
  • SPELL TWISTING:     5/5  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 cool down time on recharging powers. Cool down is reduced by 10% per stack, 30% if you have the max 3 stacks.

PARAGON: RENEGADE

  • CRITICAL POWER:  5/5        When you land a critical hit you gain 5% of you total Action Point. (10 second cool down)
  • REAPER’S TOUCH:  5/5       Your at wills deal 10% more damage when are within 20 ft of your target.
  • ABYSS OF CHAOS:  5/5       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 60% of your weapons damage.
  • NIGHTMARE WIZARDRY: 3/5  When you crit a foe you have a 12% chance for you and your allies to gain COMBAT ADVANTAGE against it for 12 seconds.
  • PHANTASMAL DESTRUCTION:  2/5  When you deal COMBAT ADVANTAGE damage you have a 40% chance to gain 6% critical severity for 6 seconds.
  • MASTERFUL ARCANE THEFT: 5/5   Steal time & Ray of Enfeeblement deal 15% more damage to targets afflicted by chill and an additional 6% for each stack of ARCANE MASTERY on you.
  • CHAOS MAGIC:                       1/1  Dealing damage to targets has a chance to apply CHAOS MAGIC to yourself and allies withing 50′.   the next CHAOS MAGIC will roll one of 3 things: CHAOTIC GROWTH, CHAOTIC NEXUS, CHAOTIC FURY.

Load out #7: BUFF & DEBUFF

For this load out you will be 100% supporting your team with buffs & placing debuffs on the enemy.

our Paragon path will be Master of flame, your Heroic Feats will be:

  • Controlling action:       0/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          2/3    Increases your “Critical” chance by 2%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        5/5    Encounter Cool downs reduced by 2/4/6/8/10%
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             0/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            2/3  Your “cold” powers deal an additional 4% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe, you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   3/3  Your Arcane powers deal 3% more damage
  • Learned spellcaster:      2/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             3/3  You and your Allies gain 1/2/3% increased stat ratings.

 

PARAGON: RENEGADE

  • CRITICAL POWER:  5/5        When you land a critical hit you gain 5% of you total Action Point. (10 second cool down)
  • REAPER’S TOUCH:  5/5       Your at wills deal 10% more damage when are within 20ft of your target.
  • ABYSS OF CHAOS:  3/5       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 36% of your weapons damage.
  • NIGHTMARE WIZARDRY: 5/5  When you crit a foe you have a 20% chance for you and your allies to gain COMBAT ADVANTAGE against it for 12 seconds.
  • UNCERTAIN ALLEGIANCE:  2/5   When you critically strike you grant allies 2% CRITICAL CHANCE for 10 seconds.
  • MASTERFUL ARCANE THEFT: 5/5   Steal time & Ray of Enfeeblement deal 15% more damage to targets afflicted by chill and an additional 6% for each stack of ARCANE MASTERY on you.
  • CHAOS MAGIC:                       1/1  Dealing damage to targets has a chance to apply CHAOS MAGIC to yourself and allies withing 50′.   the next CHAOS MAGIC will roll one of 3 things: CHAOTIC GROWTH, CHAOTIC NEXUS, CHAOTIC FURY.

 

PARAGON:Oppressor

  • BITTER COLD:                        5/5   Targets take 5% more damage for 6 seconds after being affected by CHILL. (This effect does not stack)
  • TWISTED IMAMOLATION:     5/5   Targets swept in to the air by furious immolation are now dazed for 4 seconds after landing. The debuff from your COMBUSTIVE ACTION class feature now lasts 2.5 seconds longer as well.
  • ICY VEINS:                               5/5   When you activate an encounter power all foes within 15 feet of you have 5 stacks of chill applied to them.

 

POWERS: are the same as the DPS master of flame except for the class feat this load out uses combustive action as well.

If you have any questions just message me on facebook, or discord, or come hang out in one of my live streams.

https://www.twitch.tv/fnhusa57

https://www.youtube.com/c/FNHUSA57

https://www.facebook.com/FNHUSA57/

I hope this guide helps you. Till next time thank you for your support & stay FROSTY!!!

Samtinory’s Mod 14 Guardian Fighter (Tanks, Buffs, and DPS)

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Greetings.

My in-game name (for my Guardian Fighter) is Samtinory. This class has been my main since Day 1; my personal in-game pride and joy, the class I’ve spent the most time learning, grinding for, spending AD on, and the whole enchilada. I finally decided I would take what I’ve learned to the MMO Minds realm, mostly because I feel like I know a lot about this class, and can offer a lot in the manner of useful information to those who seek it out. This is a guide I would like to update as future mods come and go, and has been recently updated to accommodate for the new Mod, Mod 14, incorporating all of Barovia and Castle Ravenloft.

This guide will contain:
An overview on Guardian Fighters
Elaborating on key terminology that specifically pertains to Guardian Fighters
Analyzing the Guardian Fighter in today’s metagame

This guide will cover the following for Tank Guardian Fighters, DPS Guardian Fighters, and Buff Guardian Fighters in order:

1. A brief overview on each specific playstyle
2. The best gear, starting from head and armor, and ending on shirt and trousers
3. The best artifacts, primary and secondary, to run
4. The best companions, summoned and active, each playstyle has
5. The best legendary mounts and mount powers that each playstyle could be running
6. Mount insignia bonuses that are optimal for each playstyle
7. The best powers to run, and for what scenarios
8. The best feats to run
9. The best weapon and armor enchantments each have to run

Without further ado, let’s begin.

Overview on Guardian Fighters:

I like to compare this class to the Control Wizard class; this class is extremely misunderstood. Nobody, sometimes not even some GFs themselves, understands exactly what this class is meant to do, what it accomplishes, what interacts best with it, and all. The simple truth is people will typically prefer DPS Guardian Fighters over the other two kinds, and for different reasons, all of which depend on the party and the content being run. Before Castle Ravenloft came out, when Cradle of the Death God was the cutting edge content, GF Tanks were totally unheard of. Totally outclassed by Oathbound Paladins in this ten man trial, this is because a majority of the buffs a GF gives off are group specific, meaning only half the party will be able to benefit from them. Meanwhile, the OP’s Powershare is shared to the entire ten person party, which ends the debate right then and there. Castle Ravenloft has somewhat brought the GF Tank back to relevance, if only because GFs Tank the Sisters of Strahd a bit more effectively than OPs. That said, OPs can, with a bit of practice, eventually end up Tanking the fight just fine, so this is only really an advantage for a Tank who isn’t terribly experienced with Ravenloft, but understands shield cancelling and knows how to maximize usage of the Fighter’s Recovery daily. While OPs are still going to be preferred as Tanks in most other content, GFs have a few tricks up their sleeves that will you potentially think otherwise if a good one comes knocking on the door. First off, let me make two things clear: 1. Into the Fray and Commander’s Strike are NOT the only two buffs a GF should bring to the table, nor should they be the only two buffs the player is under the belief they are receiving from a good GF. Second, Debuff GFs are absolutely a thing. ITF and CS are our most well known support moves. They are both tremendous buffs, but this guide will go more indepth on an entire arsenal of other buffs and debuffs an optimized GF should be running. In truth, Buff GFs and Tanks are not terribly different, from a well optimized lense. To that point, DPS GFs and Buff GFs don’t have to have entirely different builds, even if it is better for a Buff GF to be tankier than the typical DPS GF build. As a closing note, DPS GFs are somewhat fickle and quite reliant on party support; we are a somewhat niche build, but we have by far and away the highest ceiling of any DPS class in the game as we are still quite capable of doing insane things, such as killing Orcus on Tomb of the Nine Gods in three fell hits. Our single target is amazing, and our AoE isn’t half bad either.

Important terms for a GF to know:

ITF= Into the Fray (encounter power)
CS= Commander’s Strike (encounter power)
CP= Crushing Pin (important feat for all three playstyles)
ET= Enforced Threat (encounter power)
KC= Knight’s Challenge (encounter power)
GW= Griffon’s Wrath (encounter power)
SWW= Shield Warrior’s Wrath (class feature power)
SSC= Soul Sight Crystal (artifact DPS GFs must have)
KB= Knee Breaker (encounter power)
Tac= Tactician (Tac GFs= the paragon Tanks and Buffs need to be going down)
ToI= Tide of Iron (At-Will power)
WMS= Weapon Master’s Strike (At-Will)
KV= Knight’s Valor (encounter power)
VM= Villain’s Menace (important Daily power)

A quick look at GFs in today’s metagame:

As previously mentioned, DPS GFs are quite volatile. With the correct party built around them, DPS GFs are absolutely devastating. Without such a party, they can still be effective, but will usually be unable to reach their true potential. Where most classes, such as Great Weapon Fighters and Hunter Rangers, fit onto just about any party, a DPS GF trying to reach their ceiling has some extremely specific demands. Speed-running end game parties will usually try to meet these demands, but most other parties will not. To conclude that note, DPS GFs are extremely inconsistent, but have a potential that is quite easily higher than any other DPS class in the game, hands down. This guide will touch base on what exactly a good party to be built around a GF truly is. As for Buff GFs, Buff GFs have grown to be quite popular ever since Cradle of the Death God and Castle Ravenloft came out. The reasons for this are simple; while yes, the GF has a number of debuffs up its sleeve, two of the class’ buffs in Into the Fray and Commander’s Strike are heavy buffs. In a party of 10, you have pretty much definitely hit your debuff cap. This is also the case in a serious end game group preparing to take on Castle Ravenloft. Buffs, at that point, are invaluable; especially considering ITF is a speed buff, which aids some greatly in not falling off at CODG’s push/pull. For Tanks, as previously mentioned, their needle had been going in the opposite direction, but things have slightly turned around since the creation of Castle Ravenloft.

Now, let’s have a more in depth look at Tank GFs:

A brief overview on this playstyle:

Where we have Oathbound Paladins, who essentially tank off of temporary HP and, to a lesser extent, their damage output, you’ve got Guardian Fighters: good ol’ fashioned mitigation tanking. The concept of stacking Defense and HP to Tank is quite old school, just as much as the concept of a GF Tank is. While they are still viable outside of CODG, this particular playstyle has certainly seen better days. While they are certainly capable of providing useful buffs to the party, often this class comes up short to the Oathbound Paladin in tanking, because many of the OP’s best buffs are provided by simply existing. Meanwhile, in order to actually Tank, the GF often has to give up a decent amount of Buffing potential, and, by association, often does pitiful damage depending on the content being run (looking at you, FBI). Unfortunately, we have to have a minor emphasis on our DPS. Unlike OPs, who have multiple powers that do the aggro work for them, a GF has to be a little bit more mundane: we hold threat with a number of different powers and feats, combined with our ability to actually damage our opponents. Thankfully, the ratio is very easy to meet: if the DPS isn’t outdamaging us on roughly a 50:1 ratio, we usually don’t struggle to hold threat. This is only really an issue when Tanking Orcus in Tomb of the Nine Gods, when the main DPS takes the right key to double their DPS. Not to say that this playstyle is unviable, as it is definitely not, but it is simply outshined by OPs in virtually every facet imaginable. Keep this in mind if you decide to seriously create a GF Tank; finding runs in end game content, particularly with high level players, will be difficult.

Best gear on the Tank GF:

Head: Crown of the Undead, Shieldlord’s Head: Crown of the Undead is an interesting tool. While the DPS GF can make better use of it, and got another standout helm, the GF Tank got the Crown of the Undead and new Shieldlord’s helm to work with this mod. Undead can really work for maximizing your ability to aggro a mob. It synchronizes well with the GF Tank’s rotation, and also allows the Tank to pull mobs all in 1 spot, for the team’s DPS to smash. If you use the Crown, make sure to communicate this with the DPS, so they know to watch for the mobs to end up pulled in towards you. Of course, if you can’t get a hold of the Crown, or would prefer the better flat stats, a Shieldlord’s helm is right up your alley, obtainable through Seals of the Crown, which are earned running Castle Ravenloft. Of course, the Primal helm and Rex Corona have gone the way of the dinosaur (pun absolutely intended) and are no longer really worthy of consideration.

Armor: Fured Kiuno of the Bear, Shieldlord’s armor: not a ton of particularly appealing options here, but for its solid stats and good equip bonus, Fured Kiuno of the Bear gets the nod. Again, more damage= better aggro, making it the optimal choice. The Polaris hunt in Omu drops these quite often, and because Polaris is a T1 hunt, it’s fairly easy to obtain. With Shieldlord’s outclassing even Vivified Primal Armor, there is no reason to consider Primal over Shieldlord’s. Of course, Primal is still serviceable (and can work, since obtaining enough Seals of the Crown to get Shieldlord’s will be tough for a GF Tank to begin with) but is outclassed entirely by Shieldlord’s, and should be replaced by Shieldlord’s or the Fured Kiuno of the Bear as soon as possible.

Arms: Lycosa’s Barbed Gloves, Fearbringers, Survivor Wraps: Say goodbye to the Ring of the Cursebringer and HELLO to the newest piece of kick ass gear: the Lycosa’s Barbed Gloves. Great flat stats, an unbeatable equip bonus, the ability to relieve ourselves of running an otherwise worthless ring, all mesh together to make the undisputed best set of Arms in the game for a GF Tank, and if you come across a set, equip them without hesitation. That being said, Survivor Wraps for Tanks shot straight up in viability this mod, and that all had to do with tanking the Sisters of Strahd fight. Slap on Shield Warrior’s Wrath, make sure to keep up Fighter’s Recovery, and you will end up proccing SWW what seems like a million times in this fight. Of course, Fearbringers have superior flat stats and a not too shabby equip bonus themselves, and because of this, they will usually be preferred since they don’t inhibit the GF Tank’s survivability like the Wraps do. Of course, Shieldlord’s are viable for possessing the best flat stats in the game, but you really want to get the equip bonus off of either Fearbringer’s or Survivor Wraps. As a closing note, Wraps are still useful even outside of the Sisters of Strahd fight. While clearly, you aren’t trying to be a DPS, dealing more damage certainly helps, especially seeing as how you’ll be taking hits and spamming Fighter’s Recovery or VM ad nauseum either way. Note that Wraps should only be run if you plan to equip Shield Warrior’s Wrath, as otherwise there would be no point to running Wraps, since the GF Tank does not spec into Reckless Attacker and would therefore not get anything out of Wraps at all if Shield Warrior’s Wrath was left unequipped.

Main/Off Hand: MC3 set, Primal set, Pioneer set, Sunset set: MC3 set is a pretty straightforward set. Giving everyone a 2% buff to their outgoing damage and damage resistance is solid, and though the bonus is small, nothing else we have gives a buff like that, giving it the nod. Primal is a solid option; we are Tanks and will proc its equip bonus pretty much 100% of the time. Pioneer makes sense, and should be used instead of Primal if you are short on either Recovery or Armor Pen, as it provides the best array of flat stats of any set in the game when in a party. Sunset set should only be considered over Primal when in Barovia. Frankly, the thinking of equipping weapons based on what area you’re in is plainly unappealing, but if you’re one to min/max (you would probably have MC3 if you were like this, but I digress) then Sunset outclasses Primal when in Barovia (more importantly, Castle Ravenloft) and should be run under this circumstance.

Feet: Heels of Fury, Boots of the Willed, Tempter’s Sabatons- it should be noted that the equip bonuses on the Fured Kiuno of the Bear and Heels of Fury do NOT stack, because they are the same exact buffs. If you get a hold of Heels of the Fury, keep them and scrap the Bear armor. That said, Boots of the Willed are our next best bet: decent enough flat stats and a great equip bonus to buff up our Aggravating Strike make it a quality choice. The Tempter’s Sabatons are an interesting and definitely viable piece of work as well, for having good flat stats and a great equip bonus, useful especially at a low level, but also persisting to the end game as well. Shieldlord’s deserves a mandatory honorable mention for possessing the best flat stats in the game.

Neck: Lichstone Amulet, Cloak of Valhalla, Baphomet’s Infernal Talisman: One of the few facets of the GF Tank to remain unchanged into Mod 14, Lichstone Amulet gives AC, Recovery and Defense. Best flat stats in the game hands down, and it also is a key cog of the Mastercraft set, with Alacrity being like cocaine for a Tank GF. It is truly BiS by a mile for a Tank GF. Cloak of Valhalla is a budget option, inferior to Lichstone in just about everyway, not giving us Alacrity, but the Valhalla set is still solid, giving a unique debuff that almost never hits a cap, and having good flat stats in its own. That set bonus, however, is not so great in practice: we take hits perfectly fine without it, the set bonus will usually not protect our allies from dying, and as previously mentioned, the set is outdated. Baphomet’s is a fine option for simple damage output from the Demon Lord’s Immortality set, but only if it is used alongside the Demogorgon’s Girdle for a Waist and a Shard of Orcus Wand artifact; otherwise, it is pretty much useless. Fanged Beaded Amulet is not a bad option, but it is beaten out by the Lichstone Amulet, as the Lichstone Amulet not only has better stats for a Tank GF, but it’s also noticeably cheaper and easier to get. While the set bonus conveyed by the Vistani set may seem appealing on paper, to be used to give Enforced Threat or VM a nifty debuff, in practice, it is incredibly difficult to make actual adequate use of, and dedicating an entire artifact, neck and waist to a mere 5% debuff is a terribly inefficient way of providing such a debuff, especially if you’re in a party which is hitting their debuff cap.

Rings: If you cannot get ahold of the Lycosa’s Barbed Gloves for arms, make sure to have at least one Ring of the Curse Bringer. Proccing CP is godlike for us, and is a great buff, notably one of the few we can proc passively if we have this ring. If you have the Lycosa’s Barbed Gloves, Cursebringer instantly goes from undeniably best in slot to becoming totally expendable. What you could then do for your 2 rings is you could try to maximize your Defense, to improve your ability to take hits and improve upon your Martial Mastery feat. You could grab a couple rings that improve your Recovery (preferably one that has two Offense slots) or you could grab Rings of the Gravestriker/Shadow Stalker for their respective equip bonuses, for help holding threat. Depending on your stats, there’s usually not a bad direction you could go here, and you can mix and match this depending on your stats. If you go for the former, a Lichstone Ward Ring or a Ring of Defensive Action will get the job done. Ring of the Deathdasher +5 is an intriguing option as well, but doesn’t quite hold up to the other two, though it turns into a really good idea if you’re Tanking FBI for the hill climb. If you want a ring along the lines of the second option, a Beaded Restoration Ring will be your fairly straightforward best bet.

Waist: Lichstone Sash, Beaded Sash, Demogorgon’s Girdle of Might: Like with the neck, the Waist selections did not get any better in the transition to Mod 14. If you got the Lichstone Amulet (or the Fanged Beaded for that matter) do not consider anything other than Lichstone or Beaded Sashes; Alacrity is way too good to justify getting anything else. Valhalla Belt is the go-to if you picked the Cloak of Valhalla, if only for completing the set; do know, though, it is outdated and totally inferior to the Mastercraft set. Finally, if you picked Baphomet’s Infernal Talisman, Demogorgon’s Girdle of Might is the waist you’d need to select to make choosing Baphomet’s make any sort of sense at all. Fortunately, the Demogorgon Girdle has pretty solid stats for GFs. The set also has the benefit of helping save some AD if you planned to also make a DPS GF down the road.

Shirt/Trousers: Shirt of the Chultan Merchant and Lower Primal Paints are going to be your best combo. The Recovery gained from the Chultan Merchant shirt is awesome, and by far beats out the insignificant bonus to our dailies that the Upper Primal Paints provides. Lower Primal Paints get the nod, mostly because nothing else really stands out, and they possess the best flat stats, and have a slight edge against the competition with a decent equip bonus.

A quick look at the Tank GF’s best artifact options:

Primary: Champion’s Banner, Charm of the Serpent, Heart of the Black Dragon, generic buff/debuff artifact: a pretty good deal of freedom here. Generally, an artifact with a buff or debuff will do. However, know that they don’t all stack. Also know that there are classes “known” to run these artifacts. For example, Divine Oracle Devoted Clerics usually run Heart of the Black Dragon, which would render ours slightly redundant if it was our artifact of choice. That said, Heart of the Black Dragon is a wonderful fit alongside the Artificer’s Persuasion insignia bonus, which would still afford it at least some merit, even if the DO or someone else is also running it. Champion’s Banner, however, gets the nod as our best artifact; absolutely perfect flat stats combined with being a great buff/debuff make it nearly unbeatable. Coming in as a new potential addition from Mod 14, is the Thirst artifact. Bear in mind that, in order to make decent use of the Thirst artifact, you MUST know how to shield cancel the lunging aspect of the artifact, as otherwise you could literally end up flinging yourself off an entire platform depending on where you are. As of now, it is unknown as to whether or not Thirst stacks, and because the set it is associated with is BiS for Oath of Protection Oathbound Paladins, you may wish to keep a keen eye out for this, and try to use yours after the Paladin’s debuff has worn off, or communicate with them to do vice versa.

Secondary artifacts: Like with other classes, we want these artifacts to have optimal flat stats, which involve giving us Recovery, Defense, Hit Points, and any assortment of Armor Pen, Crit Strike, or Power, if needed. Heart of the Black Dragon could go here for its solid stats if you wanted to mix and match it with another buff/debuff artifact, depending on the party composition and who’s running what. If you chose to run Baphomet’s Infernal Talisman and Demogorgon’s Girdle of Might as Neck/Waist, Shard of Orcus Wand becomes mandatory to complete the set bonus as a secondary artifact. Heart of the Blue Dragon is an underrated artifact as well; remember that our Mark gives automatic Combat Advantage, which the 3rd bonus on the Blue Dragon automatically boosts our ability to do damage to whatever we’ve marked. The Recovery and Crit on it are solid as well. Waters of Elah’zad is also pretty solid for its stats. The Tome of Ascendance, Eye of the Giant and Wheel of Elements are solid for their stats as well. No new artifacts were introduced transitioning to Mod 14 that are worthy of particular mention for secondary artifacts.

The best leg mounts for Tank GFs:

By far, the Swift Golden Lion is BiS. For a multitude of reasons, really. The most obvious is that it greatly improves everyone’s survivability, including your own. A couple not so obvious things it does are proc CP and give a minor buff to your DPS (assuming that they were able to keep up their temp shield). However, the Lion is not the only serviceable option. The Commander/Warpainted Tyrannosaur get mandatory mention for being near infallible in every way: good stats, great combat power which also procs CP. Nothing to not like here. The Tenser’s Floating Disc is not a bad choice as well, with a solid combat power and great stats for us. The Legendary Carpet of Flying may suit slightly better than the Tenser’s Disc, though; it procs CP, has great stats, and its combat power has decent practical function at mobs by drawing everything in one area for the DPS to smash. This particular aspect of it should be utilized in conjunction with a Crown of the Undead (if you have one equipped) to hold mobs in one place for a significant amount of time. If you learn to truly abuse these features, you should be able to hold stuff in place long enough for the DPS to totally wipe a mob out, especially if the mob is undead and subject to the stunning conveyed by the Crown. Swarm deserves a mention, although it’s not quite as good as the aforementioned options; we appreciate the self buff less than we do the higher debuff given by the Lion and T-Rex. While it is unknown currently if the Swarm procs CP, if it does not, then it is even less worthy of consideration than it’s superior, less expensive options listed above. Frankly, even if it does, the better, cheaper options do so as well, so the Swarm would not have an advantage in that area. However, the self buff is still helpful, and it still debuffs the target, so you could do a lot worse, even if it has a worthless equip bonus of additional Life Steal Severity.

Analyzing the best mount insignias for a Tank GF to have:

1. Shepherd’s Devotion – this should be run by every class in the game, and the Tank GF is no exception.
2. Artificer’s Persuasion – this collection of stats gained is great. Especially if you’re running Heart of the Black Dragon.
3. Cavalry’s Warning – clearly only worth running if you have a legendary mount, but if you do, take this insignia bonus up.
4. Protector’s Camaradie – Not worth using if you run the Priestess of Sehanine Moonbow companion, but if you aren’t, this feat can aid our Tanking efforts nicely.
5. Artificer’s Influence/Champion’s Return- Champion’s Return should be chosen at an early-mid level, especially for help with Tanking FBI, while Artificer’s should be chosen otherwise.

Now, let’s talk about the Tank GFs companions:

Summoned: Priestess of Sehanine Moonbow, Dancing Shield, Con Artist/Chultan Tiger: This will likely turn some heads, but the explanation for this is quite simple. In a decent party, your party has likely already hit their debuff cap. Consider that if the 2 DPS are running an SSC at bosses, that’s a large amount off your debuff cap then and there. Dancing Shield becomes the best companion if you are not hitting your debuff cap, but if you are, the Priestess gets the nod. Why? Well, the Priestess has a crucial buff and an underrated debuff that is not really subject to a cap, seeing as how damage debuffs in this game are fairly rare, especially those to an enemy’s crit chance. Through Moon Beams, everyone gets a massive boost to their Critical Strike. A DPS that has not hit their Crit Cap (more common than you think!) will experience a ridiculous spike in their DPS depending on how far they were off of their cap (the farther they were from their cap, the greater they’ll appreciate this buff). It also doesn’t hurt to have the support team hit a good deal harder either. Meanwhile, Moon Beams also debuffs the enemy’s critical chance. This is huge, for a number of different reasons. Enemies in end game content come with a built in 35% critical chance, which our Priestess friend slashes to 15%. That improves everybody’s survivability, and it’s a debuff which pretty much never is hitting a cap or being cut off in anyway, so it’s also quite reliable. Dancing Shield’s 20% defense debuff is legit, though, and is the better companion to have if you are not hitting your debuff cap as a team. Con Artist or the Tiger come nowhere close to as good as the former 2, but are hardly a bad fit for any class or playstyle, so they had to receive at least a mention. Harper Bard is an overpriced option, though it gets noted because it provides useful buffs, a useful debuff albeit one with a mere 50% upkeep, and gives us good stats when it procs bondings as a Leader companion.

Active: Rust Monster, Air Archon, Earth Archon, Razorwood companion: Rust Monster is extremely helpful to improving the party’s, including your own, survivability, and it pretty much procs all the time if you’re doing your job. Beyond that, nothing else really helps that much, so you may as well improve your own ability to do damage. Razorwood is going to find its way into this discussion simply because of how easily we grant ourselves Combat Advantage, and how much of a damage boost the Razorwood gives whenever we are in Combat Advantage. It is without question better than other options, such as the Alpha Compy, Siege Master or Fire Archon. As a concluding note, the Blacksmith only makes sense at a very low level. As we stack Defense and mitigation, we start to take less and less damage, and the Blacksmith’s active bonus becomes quite meaningless.

Power selection:

Selecting the Swordmaster paragon is optimal, as Swordmaster provides us with a useful At-Will and a useful Daily power that we lose out on by selecting Iron Vanguard.

At-Wills: Weapon Master’s Strike and Tide of Iron: A couple of debuff At-Wills hardly need much justification, as the competition beyond these two is almost nonexistent. Crushing Surge is a fairly weak option, but it can work at a very low level if you really need the healing.

Encounters: ITF/CS/ET get the job done at mobs. ITF is usually the best one to use first, followed by ET to aggro the mob. CS then gives everyone a buff to anything that was hit by your ET (which should usually be everything in the area). When reaching a single target situation, ET can usually go away for GW, to proc CP. KC is an option if you have trouble holding aggro, but is a fairly subpar option since it doesn’t really buff anything and has a high cooldown period. KV is another option, and has situational merit. In particular, KV is nearly a must have both in the Kabal fight in Master Spellplague Caverns and is a solid option at the Withers fight in Tomb of the Nine Gods. KV can also save a party member’s life if they get chained to a Sister of Strahd, although sometimes it can fail to do this completely depending on where the party member was and how much the party actually attacked the Sister during this phase of the fight. It should be noted that Lunging Strike and Line Breaker Assault have pretty much no merit, and in the case of the latter, even less merit if you have Lycosa’s Barbed Gloves or a Ring of the Curse Bringer equipped. Lunging Strike’s talents are totally redundant, and Line Breaker Assault does virtually nothing other than proc CP, which is done much more efficiently by ET if you have Lycosa’s Barbed Gloves or a Ring of the Curse Bringer on for mobs, or by GW in single target scenarios. As a lasting note, ITF and CS should never leave your tray, ever.

Dailies: Villain’s Menace and Fighter’s Recovery are the go-tos for mobs. Frankly, there’s never a good reason to remove Fighter’s Recovery. Where Paladins have temp HP to effortlessly take hits with, we have Fighter’s Recovery. The most braindead daily in the game, where all we have to do to easily take hits is hit stuff back. This Daily becomes even more essential when Tanking the Sisters of Strahd; with it, you go from instantly dying at ten stacks of their debuff to living through this sequence of attacks without effort, especially when in guard (making SWW way easier to proc as well). Fighter’s Recovery works with virtually anything, to direct weapon strikes, to Damage over Times, even to things like a Briartwine or Thunderhead Enchantment proccing (which, yes, means we could take hits by literally standing there and doing nothing in some scenarios). In single target situations, drop Villain’s Menace for Crescendo. Crescendo procs CP, but is also a very slow attack. You will need to learn how to shield cancel to maximize its value. Terrifying Impact is outclassed by Villain’s Menace if you are running the Lycosa’s barbed gloves or Ring of the Curse Bringer, but deserves a slight mention if you are not. You really should never find yourself needing to run this daily.

Class features: Enhanced Mark and Shield Talent are usually our best options. Enhanced Mark is mandatory. Shield Talent, however, is not. Shield Talent is chosen for maximizing our ability to use Aggravating Strike (our right handed At-Will when in guard), so we can aggro things as efficiently as possible. However, when you’ve developed a comfortable rotation and can confidently manage your stamina, Shield Talent can be dropped. Solid options to replace it are Combat Superiority, Shield Warrior’s Wrath (which becomes a much more interesting option if you happen to be running Survivor’s Wraps), Steel Grace and Steel Blitz are all viable options to replace it with. In particular, Shield Warrior’s Wrath is a fantastic option to run during Castle Ravenloft. I’ve beaten the Sisters of Strahd part to death, but it’s also quite helpful tanking the Arcolith, Strahd himself, and it’s helpful in a multitude of different Mob situations in this dungeon. It becomes a significantly stronger option than its alternatives in Ravenloft.

Feats to spec in to:

First, it should be noted that any serious late or end game Guardian Fighter Tank must spec into the Tactician Paragon. Thankfully, by the time we get this far, the training wheels offered by the Protector path are no longer necessary, so you should not see a noticeable reduction in your ability to take hits. For low level Guardian Fighters, exploring Protector is not a bad idea, but for the end gamers, Tactician is a must. For the purpose of compressing this portion of the guide, I’ll be covering feats to spec into and not spec into under this paragon path.

Fight On: 5/5, fairly straightforward, we want to maximize our ITF and CS spam.
Crushing Pin: 5/5, the best feat we could possibly have. Speccing into this is absolutely mandatory, it is the reason why we run stuff such as Ring of the Curse Bringer and Crescendo.
Daunting Challenge: 5/5, Giving our allies more survivability is helpful. It’s more helpful than our alternative, so it gets the nod
Grim Promise: 0/5, not really useful, as our defense really should be high enough to comfortably take hits anyway. If it’s not, Fighter’s Recovery and Villain’s Menace are sufficient for backup, rendering this feat fairly redundant and only having situational merit, since we shouldn’t be running Crescendo too much anyway.
Rousing Speech: 5/5, The GF Tac build has a reputation for stimulating our allies’ AP gains, and this feat is part of that magic. Spec into it with confidence, as it is also unique for being one of few buffs to trigger passively.
Inspiring Leader: 5/5, this one should really not require any explanation: a large buff to ITF is an obvious must have.
Powerful Strike: 0/5, we don’t run either of these powers, and by association, get absolutely nothing out of this feat.
United: 5/5, providing the team with more survivability and being another buff that triggers passively is a welcome feat to spec into.
Surging Tide: 5/5 we run ToI anyway, this just makes it even more potent. A noticeable buff to an attack with no cooldown is quite welcome.
Terrifying Menace: 0/5, again, not a power we get any use out of. GW is a much better source of proccing CP, it does more damage, and has charges to it, making this feat completely redundant.
Martial Mastery: 1/1, our capstone feat. Requires little justification to spec into, but this is also why GF Tanks aren’t totally useless today. This is also, incidentally, why stacking Defense is never a bad idea, even when we already take hits effectively enough.

Weapon and Armor Enchantments to run:

Weapon: There are really no weapon enchantments beyond the obvious (Bilethorn, Flaming) which are “unviable”, per se. If you wanted to be particularly stingy, grabbing an assortment of debuff enchantments, such as Terror or Plaguefire, and switching them around depending on the party would be a good idea. If you are on a budget and wanted an around the clock enchantment, Frost is a really solid choice, since it stacks with others who run it and gives us a really nice buff. Feytouched is a simplistic option for the DPS buff it gives us. If your crit is high enough, Dread is also a viable choice. Lightning is useful for holding aggro against mobs, but is not too useful in single target situations for much else other than reducing our cooldowns, though this in itself is also a good idea, albeit one which is outclassed by Frost. Holy Avenger is a lesser all around version of Feytouched, and should really not be considered at high levels of play, though it has merit at a lower level for the damage resistance it provides and the healing it gives. As a concluding note, Prominence is totally worthless for a GF Tank. The enchantment as a whole is really only good on Great Weapon Fighters, rendering it a wholly irrelevant option for GFs of all playstyles.

Armor: Once again, there are very few choices which are “unviable” though there are options which stand out. Negation at the Transcendent level or higher is probably BiS for its cooldown, but Briartwine and Thunderhead are good options as well, especially since both can proc CP if we are running Lycosa’s Barbed Gloves or Ring of the Curse Bringer. Fireburst works under a similar line of thinking, but is less consistent than Briartwine and not as rewarding as Thunderhead. If you are running the Priestess of Sehanine Moonbow companion summoned, go with Briartwine over Thunderhead, since you won’t be getting critically hit as often. Avoid Barkshield and Soulforged; we get hit too much for the former to be of any particular use (not to mention we can take hits well enough without it anyway) and the latter is fairly useless, since we hardly ever die anyway, and when we do, since we’ve been holding aggro the entire time anyway, we are likely to just go straight back down after it procs, rendering it useless.

Overview on DPS GFs:

A fickle, efficient and deadly playstyle, a good DPS GF is one hell of an ally to have. When the world records for speed runs on Tomb of the Nine Gods and Cradle of the Death God were set, who was the Hdps? That’s right, a DPS GF. Though the transition to Mod 13 nerfed DPS GFs somewhat, this class still boasts deadly efficiency. Although current unfortunate metagame trends (DCs running Cleanse, the nerfing of the DO DC) are somewhat troubling, the DPS GF is just ever so barely flexible enough to function at a really high level in present day. It should also be noted that some of these trends, such as Cleanse DCs, have begun to dissipate slightly, as these DCs have learned how to optimally play their class, and have begun to realize the power our class is capable of.

The best gear for DPS GFs:

Head: Decaying Habit, Crown of the Undead, Shieldlord’s Head: This mod really did DPS GFs right, as far as the head goes: all three of these options represent massive upgrades from last mod, depending on what you were running. If you happen to have the Habit and the Undead, Habit should be run IF AND ONLY IF you are experienced, can end boss fights really quick, and preferably, can even threaten to one phase a particular boss. That said, you don’t have to be able to one-phase it, per se; you only begin to lose your base power off the Habit after a minute and 30 seconds in combat, so there’s plenty of wiggle room. That said, I definitely wouldn’t recommend it for lesser levelled DPS GFs, or for DPS GFs in a party where the buffs and/or powershare aren’t particularly great. Habit can still be run in mobs, but Crown of the Undead offers better consistency and a slightly better equip bonus (especially in Tomb of the Nine Gods or Castle Ravenloft): Using a Villain’s Menace in the right position can potentially grant you a wider array of targets to be hit by your Linebreaker’s Assault. Through this, you are not only increasing your own DPS, but you are also supporting the team: proccing CP, stunning stuff and keeping it all close in one tight area, and drawing it all into one area for your allies to help smash. Undead isn’t really that useful in single target, however, so if you don’t have the Habit but you do (somehow) have the Shieldlord’s Helm, switch to it in single target. While Rex Corona technically isn’t “unviable” due to the fact that it never actually deducts your stats like the Habit could, the truth is that it only actually noticeably outperforms the Habit for about 30 seconds in a particularly lengthy fight. What’s more, we aren’t a powersharing class, so the difference is scarcely ever actually truly felt. The Habit peaks at us getting a whopping 4,928 Power from it, which is huge. Meanwhile, the Corona peaks at a respectable 3,347, but it only retains this bonus for 5 seconds before disappearing completely, while the Habit’s bonus fades a lot more slowly after reaching its peak. The only time we should ever reach the full 24 stacks (12 bonus, 12 negative) of the Habit is in Cradle of the Death God; otherwise, whatever is in front of us is pretty much definitely dead by then, or well before then. Even if you are not strong enough to defeat whatever’s in front of you before the Habit starts to lose Power, the advantage the Corona has, as far as we’re concerned, is tiny and seemingly nonexistent. Because of this, the Habit outclasses the Corona for a DPS GF in its entirety, and the Corona is not worthy of consideration if you are in possession of a Habit.

Armor: Fured Kiuno of the Bear, Vistani Breastplate, Shieldlord’s Armor, Knotted Garbs: This mod presents a challenge to us, from an Armor and Boots standpoint. In theory, it is easy enough to assume that the Bear armor is BiS outside of Barovia, the Vistani armor is BiS in Barovia, and to call it a day at that. However, in practice, this is not so simple; the Heels of Fury are the new BiS boots, and unfortunately their equip bonus does not stack with the Bear armor. Because of this, if you get ahold of Heels of Fury, the Bear armor should be scrapped entirely and replaced, while the Heels should be run wherever you go. If you do not have Heels, keep the Bear armor on everywhere except for Castle Ravenloft, when the Vistani armor becomes the best to have. If you have Heels of Fury and are outside Barovia, the Shieldlord’s armor becomes your best bet. Knotted Garbs should only really be used if you are outside of Barovia and are in a party where the Powershare is noticeably weak (the team doesn’t have a Pally tank, the AC and/or Pally is a low level, there’s no AC, etc) as otherwise the equip bonus is good, but not great, and doesn’t quite hold up to the superior flat stats offered by Shieldlord’s. No matter what you have for boots, the Vistani Breastplate is by far the best to wear while in Barovia. That 5% damage bonus is incredible. While the flat stats are good not great, the equip bonus alone makes it undeniably the best to have when running in Ravenloft.

Arms: Survivor Wraps, Fearbringers, Jawrippers: Thankfully, Devoted Clerics gamewide are beginning to adapt into “No-Cleanse” builds, so the ability to fearlessly run Survivor Wraps is noticeably higher than it used to be. In a party where the DC(s) are not running Cleanse, there is no scenario where another set of Arms can stand up to the Survivor Wraps. The Survivor Wraps, upon triggering their equip bonus, proc two extremely important things: Reckless Attacker, which is the Conqueror Path’s Paragon power, and Shield Warrior’s Wrath (when in guard), which are two massive DPS buffs which tick every second. Mix that with the DPS GF running Knight’s Challenge, and your DPS with Survivor Wraps will be downright scary after about 3-4 seconds and taking 1 or 2 hits from whatever you use KC on. These arms are the magic behind doing things like dropping T9G Orcus in 3 or 4 hits. That said, because Cleanse DCs unfortunately do still exist to a minor extent, it would be wise to carry an alternative, as Survivor Wraps become nerfed badly under this condition. Enter the Fearbringers: while the Fearbringers are nowhere near as good as Wraps in a decent party, they are certainly not by any means a bad option. With a great equip bonus of its own, and they become the best arms to have when in a party with a DC running Cleanse. Jawrippers are a lesser version of Fearbringers: we appreciate the boost to our At Wills Fearbringers provides even at the expense of our Dailies, because Villain’s Menace, our go-to Daily, is used for the self buff it gives us, not the damage. The damage the attack itself deals is already paltry to begin with, so the Fearbringers will be preferred to Jawrippers and Terrored Grips for this reason. It should be noted that Terrored Grips are terrible to run at Mobs because they murder our Recovery, and should never be considered in mobs. In general, stay away from items which detract from offensive stats more than they add to them.

Boots: Heels of Fury, Boots of the Willed, Shieldlord’s boots: Heels of Fury are BiS for certain. Think of them like you would think of the Fured Kiuno of the Bear, then remember that the Heels possess better flat stats than the Bear Armor, representing an all around upgrade. Remember to dump the Bear armor if you obtain the Heels, as their bonuses do not stack. Boots of the Willed are still viable, but now that they are very clearly not best in slot anymore, and when you consider how hard and expensive they are to get, especially compared to the Heels, it simply makes little sense to go to the effort of getting them if you don’t have them already; consider that you could run the Sister of Fury Barovia hunt about 60 times for every 1 Tyrant lure you could run, from a cost perspective (Sister hunt = roughly 40K each, Tyrant lure = roughly 2.4M in Smops each)

Neck: Baphomet’s Infernal Talisman: the ONLY option that makes any sort of sense, for completion of the Orcus set. Worried it will get outdated? Fear not! Not only will it not get outdated anytime soon, but in Mod 14 this set got even better, while the competition for it remains virtually non existent. With there being no other set that comes close to matching this set’s ruthlessness, there’s no other neck worth considering beyond Baphomet’s Talisman. Fortunately, this can be easily had, either through a small sum of AD for an epic one, or through completion of the Maze Engine Campaign, which yields one of these in Uncommon quality for free!

Rings: A bit more finnicky than the Tank GF, there are a couple different ways you could go. The most simplistic thing to do is to get 2 Bronzewood Raid Rings and call it a day. However, another intriguing option is to have a Ring of the Cursebringer. While it may seem as though Cursebringer is totally obsolete, with the Lycosa’s Barbed gloves coming out, these Barbed Gloves are pretty much totally unviable on DPS builds due to the vastly superior options there are for this playstyle, so Cursebringer still has a degree of viability on a DPS GF. While debuffing isn’t your job, providing yourself with this buff can help yours, and your allies’, DPS just a bit. That said, in mobs, Line Breaker Assault will usually be run, which procs CP just as well, while GW does this in single target as well, making Cursebringer usually not preferred for the reduction in stats (1 defense and 1 offense vs 2 offense) you would experience using it instead of Bronzewood Raid Ring. Of course, the Gravestriker rings are Best in Slot by a mile: gaining a flat damage bonus for being close to our target is unbeatable. If you should happen upon a +5 and +4 of this ring, equip them both without thinking twice.

Waist: Demogorgon’s Girdle of Might: falling under the same line of thinking as the Baphomet’s Talisman, there is simply no reason to consider anything else. Thankfully, the Demogorgon’s Girdle, despite being of a low item level, actually gives great stats. Combining this with being a part of the best DPS set in the game, and the decision is extremely straightforward.

Shirt/Trousers: Upper and Lower Primal Paints don’t have much competition, and therefore check out as good options.

Taking a look at the DPS GF’s best artifacts:

Primary: Soulsight Crystal; really requires no explanation, the best single target class in the game with an artifact designed to do the most damage in single target scenarios. For AoE scenarios, the Wheel of Elements or Decanter of Atropal Essence are your go-tos. Use the Decanter if one of your support class can reliably give you Fire from the Wheel, use the Wheel yourself otherwise.

Secondary artifacts: looking for artifacts with good stats, there are a number of ways to go depending on your composition. The Fragmented Key of Stars is going to be the best stat based artifact, giving Power, Crit, and Armor Pen all in one. Lantern of Revelations is a must have, not just for its crit and armor pen, but for its combat advantage damage bonus (we can automatically give ourselves CA with our Mark, the Lantern gives us free damage). Other artifacts depending on your stats, such as the GWF Sigil, CW Sigil, Kessell’s Spheres of Annihilation or the Charm of the Serpent also make sense. Of course, save space for a Shard of Orcus Wand, as it completes the Demon Lord’s Immortality set, a set which is way too good to go without.

Best leg mounts for a DPS GF:

There are a number of really good mounts for a DPS GF. However, after Mod 14 dropped, none are better than the Swarm. The combat power on the Swarm is ridiculously good for DPS characters, and is undeniably BiS. The Commander/Warpainted Tyrannosaur are worth obvious mentions, for having really good stats and a fantastic combat power (which also procs CP, giving ourselves a further buff). The Swift Golden Lion, on paper, may not seem like a great option, but it is actually sneakily underrated; it is by far our best source of proccing Wrathful Warrior, it procs CP on whatever it hits, it has the potential to boost our DPS, and it allows us to use KC single target a lot more fearlessly, and by association, allows us to gain more stacks of Reckless Attacker and SWW without worrying about dying, or doing something niche such as utilizing Fighter’s Recovery. Tenser’s Disc has a good albeit finnicky combat power; it will be difficult to fit it into our rotation, but if it can be done, it’s worth at least looking at. If you’re in particular need for stats that are given by leg mounts such as the Imperial Rage Drake or Armored Axe Beak, go for it; just know they don’t have very good combat powers. Stay away from the Black Ice Warhorse or Arcane Whirlwind; in a party with a powershare Anointed Champion Devoted Cleric and powershare Oathbound Paladin, the Power provided by these two mounts is insignificant, and their combat powers aren’t very useful, making them not worth the AD.

Now for your optimal mount insignia bonuses:

1. Shepherd’s Devotion- every class in the game should be selecting this, and the DPS GF is no exception.
2. Cavalry’s Warning- a simple bonus for our DPS that is welcomed, particularly in AoE scenarios. Only worth choosing if you have a leg mount, of course.
3. Combatant’s Manuever- Not as strong of a choice as it used to be, as the bonus is subjected to minor relative increase due to the Razorwood companion being introduced in Mod 14, but because there is a lack of useful alternatives, Combatant’s Manuever is still a solid choice.
4. Artificer’s Persuasion- a passive buff granted to us after using a Soulsight Crystal. Not the greatest stats, but decently helpful for proccing SWW.
5. Protector’s Camaraderie – Assassin’s Covenant is quite tricky to justify using now, if you are running a Decaying Habit, and Camaraderie is therefore going to leapfrog it this Mod. Dropping Covenant restores your Defense, and will allow you to take hits a little bit better to more efficiently proc Reckless Attacker, SWW and Combat Superiority. Extremely helpful for not dying a million times in Castle Ravenloft, particularly at the Sisters of Strahd.

Looking at the DPS GF’s best companions:

Summoned: Chultan Tiger, Sellsword, Con Artist: the Tiger is by far BiS. It’s not even close. 3 offense slots, 2 rings, a debuff that gets better in Combat Advantage (which we automatically give) and hitting decently hard by itself make this decision a no brainer. The other two were amazing options pre Mod 13, but are sadly fairly outdated nowadays. If you already had one leaking into Mod 13 or 14, you’ve got a serviceable placeholder; switch to the Tiger ASAP.

Active: Air Archon, Earth Archon, Fire Archon, Razorwood: Pretty straightforward really, Archons for damage output. Razorwood is an absolute must have: we can give ourselves Combat Advantage all the time, meaning that the Razorwood represents a ridiculous self buff on whatever we mark, be it with our manual mark or a mark we give via ET.

Power selection:

Swordmaster is the go to here; WMS is way too good for this playstyle to lose out on. Do not consider Iron Vanguard.

For AoE situations: ITF/ET/Linebreaker Assault for Encounters is usually the go to. You can throw out Linebreaker Assault for Lunging Strike or even GW if you’re on the FBI hill climb, since making good use of Linebreaker Assault can be quite challenging on this part. In AoE situations, it’s usually best to face as many enemies as you can, use Linebreaker Assault, drop an ITF, then lay down an ET. If done correctly, it will hit like a truck, especially if you were able to use your Survivor Wraps to proc SWW and Reckless Attacker a good bit before facing said mob. For At Wills, you’ll want WMS and Crushing Surge/ToI. Surge does more damage, ToI has a built in debuff. Neither are terribly useful, however, so take your pick. For Dailies, Villain’s Menace is our primary way to proc SWW off of our Survivor Wraps. Fighter’s Recovery becomes the go to 2nd daily for Castle Ravenloft, specifically at the Sisters of Strahd; it will keep you alive when you use Knight’s Challenge on one of the Sisters.

Single target scenarios: ITF/KC/GW is the go-to. The single target rotation is quite finnicky, but is the most fickle part of a DPS GF: even if you hit your rotation perfectly, if you did so without your party’s buffs at your back, your DPS will come up short. Your rotation, thankfully, is decently simple: wait for the Tank to grab aggro. Mark your target to get Combat Advantage, strike with your WMS to reduces your target’s mitigation to your GW, lay down your VM, and hold guard to proc SWW off of your Wraps (skip this step if not running Wraps). Hold guard for about two or three seconds, then use KC. Let your target strike you once while in guard (twice or three times if not running Wraps), find an opening (an opportunity where you can drop guard without dying) and use your Soulsight. Drop an ITF, and if the buffs are there, light ‘em up with GW. If not, try to sit in guard and stall for time for the buffs to get there. Don’t wait too long as to miss out on your KC+Soulsight+GW window, though. If the buffs aren’t there and your window is closing, make do with what you got and hit with your GWs. If your WMS debuff has worn off while stalling, try to reapply it before striking with your GWs.

For your class features, Shield Warrior’s Wrath will be necessary if you run Survivor Wraps. Either way, Combat Superiority is also the next best bet. If you aren’t running Wraps, SWW can be dropped in AoE situations for Steel Grace if you need the crit, Steel Blitz if you don’t, but you’ll experience a noticeable DPS drop if you aren’t running SW + Wraps.

The best feats for a DPS GF:

Unlike Tanks and Buff GFs, the DPS GF, while it does base inside the Conqueror paragon, is not full 100% Conqueror. To compress this portion of the guide, I will travel through the entire Conqueror paragon, name off feats to use and not to use, then mention feats we should be using from the Protector and Tactician paragons.

Improved Vigor– 5/5: Not really useful, but a little bit more useful than our other option. If you’ve got any particular reason to go with the other, though, go for it.
Take Measure– 0/5: Ideally, we shouldn’t be getting hit too, too much, so instances of us getting critically hit and living will be rare. Improved Vigor is hardly a necessity, so you could decide to spec into this instead. Hardly a do or die decision.
Wrathful Warrior– 5/5: Remember that ITF’s temp HP does proc this feat. Because the competition isn’t useful, that only serves to make speccing into this even more of a no brainer. Even more of a no brainer if you happen to have the Swift Golden Lion mount.
Stunning Flourish- 0/5: We don’t use this attack. Plain and simple. GW outclasses Flourish in every way imaginable. Nothing to see here.
Jagged Blades- 5/5: A good feat for mobs, especially if you hit a lot of enemies with a Linebreaker Assault. The bleed itself is hardly significant, but if you happened to be running Ring of the Cursebringer, it can be procced off of the bleed. Not terribly great, but worth speccing into for lack of a better alternative.
Crushing Shield– 0/5: Not as good as Jagged Blades, and is noticeably inferior when you’re at the Sisters of Strahd in Ravenloft, relying on Jagged Blades to help keep you alive when a Sister starts attacking you and you use Fighter’s Recovery.
Cruel Cut Style– 0/5: Cleave is kind of an awkward middle child of an At Will. It obviously has no merit over WMS, it still does less damage than Crushing Surge, and doesn’t provide the debuff ToI does. Not worth speccing into.
Staggering Challenge– 5/5: A damage bonus from KC and a damage bonus to GW. Speccing into this shouldn’t really require much explanation.
Tactical Superiority– 5/5: Literally speccing into a flat damage bonus across the board. Yes please!
Menacing Impact– 0/5: Not a bad feat, but there’s just no room for it. We don’t use VM for its damage output anyway, so this feat can safely be dropped.
Reckless Attacker- 1/1: This is half the reason you run Survivor Wraps. It also is procced from taking hits while in guard, which you’d do after using Knight’s Challenge. It’s also, ya know, this paragon’s capstone.
Armor of Bahamut (Protector)-5/5: Not particularly great, but is needed to reach the really important feat from this paragon. Feel free to select Plate Agility if you’d like; you’ll hardly notice the difference, unless you’re in PvP.
Staying Power (Protector)-5/5 This feat is what gives WMS its value. Essentially self-buffing our GW by 10% in single target is paramount.
Crushing Pin (Tactician) – 5/5: Again, this feat self-buffs our second, third and fourth hits of our GW, and is stellar in both single target and mob situations.

The best weapon and armor enchantments for a DPS GF:

Weapon: This is, fittingly, a finnicky choice. Feytouched at the Transcendent level or higher offers the best consistency, and is the best enchantment if you plan to do a lot of pugging, but if you’re in a premade group where the buffs are gonna be there, roll with a Dread enchantment. Simply put, our DPS comes from Encounters the most, and this means Dread is a solid choice even in pug groups. Beyond this, Vorpal is an option at lower levels, but is nowhere close to as good as the former two. As a concluding note, Prominence is totally worthless for a GF. The enchantment as a whole is really only good on Great Weapon Fighters, rendering it a wholly irrelevant option for GFs of all playstyles.

Armor: Negation is probably BiS, but Barkshield and Soulforged have varying degrees of viability. Barkshield should be scrapped when running Survivor Wraps, as it would become completely useless in that scenario given that Wraps’ DoT chews up Bolstered Bark stacks. Briartwine and Thunderhead are iffy options, only viable if you choose to run Ring of the Cursebringer, but with a little bit of careful shield work, these options can be serviceable, and become even better if your Tank isn’t particularly good. Soulforged is situational. Generally, dying a lot at the end game isn’t something to really worry that much about, and when you go down you lose all of your buffs, so Soulforged’s usefulness is really only noticeable at a mid level of play.

Overview on Buff GFs:

My personal favorite, Buff GFs are extremely flexible, fit on virtually any party, and are probably the easiest of the three playstyles to create a decent character out of. Your choice of running various things is usually pretty straightforward. While there are a number of things that are clearly BiS, none of our Buffs are dependent on our DPS, so the requirement to effectively play this class is much lower than Tanks and DPS playstyles. That said, Recovery and Defense are your two most important stats. Generally, you’ll want someone in your party who benefits from our buffs. An AC DC should be automatic in end game parties, and they definitely benefit from having us around. Hunter Rangers (especially Trappers), Great Weapon Fighters and Control Wizards also benefit from our presence a lot. Just make sure you’re running the right powers and feats, and you’ll be pretty well set off of that alone.

The best gear for Buff GFs:

Head: Crown of the Undead, Shieldlord Helm, Ras Manca’s Spare Hat: while the Tank and DPS GF received heads that greatly benefitted them this mod, the Buff GF is still kind of at odds, head wise. Crown of the Undead is probably your best bet, for the same reason it works for the Tank and DPS – pull as much stuff as you can in one area, and have your DPS pals smash it with their various AoE powers. Again, make sure to communicate this strategy with your teammates. This is an easier to strategy for tankier Buff GFs to pull off, as you’ll be running ET to mark your targets, and this combined with the Crown’s pull may cause you to aggro what you’ve hit. Be careful. The Ras Manca hat, seemingly an odd choice for a Buff GF, is listed here because the Poison can proc Lycosa’s Barbed Gloves or Ring of the Cursebringer, for CP purposes. If you don’t happen to be running the Gloves or Cursebringer, Ras Manca’s is then still decent for its acceptable flat stats, but outclassed by Shieldlord’s in this capacity.

Armor: Fured Kiuno of the Bear, Shieldlord’s armor: not an area which received an “obvious” choice this mod, the Bear armor tends to work best for this class, especially if you are running Crown of the Undead and need the decent AC provided by it. Shieldlord’s is your next best bet, if only for its superior flat stats to its competition.

Arms: Lycosa’s Barbed Gloves, Fearbringers, Shieldlord’s arms: Lycosa’s immediately became the best set of arms for this playstyle to run, hands down. Running it relieves of your need to run Ring of the Cursebringer, and this can be great for the Buff GF, stat wise. It is by far BiS. Beyond that, Fearbringers are your next best, albeit significantly lesser option. Good flat stats, nice equip bonus. About all there really is to it. Shieldlord’s receives a mention for having the best flat stats in the game. That said, Survivor Wraps are still viable because this playstyle can more easily fit and make adequate use of Shield Warrior’s Wrath, meaning the Wraps are easier to run than they are on Tank GFs. Still, they have extremely poor flat stats, don’t benefit the team, and your DPS will not be particularly inspiring with or without them, so they’re only listed here because they aren’t flat out unviable, not because they’re optimal.

Feet: Tempter’s Sabatons, Heels of Fury, Shieldlord’s boots, Boots of the Willed: Tempter’s has good flat stats and a great equip bonus, giving them the nod. Heels should be run instead of the Bear armor if you’re not sure which to keep, since they don’t stack. Shieldlord’s appearing here should be fairly straightforward – flat stats. Boots of the Willed are somewhat mediocre for this particular playstyle, but get the mention for two reasons. First, they aren’t unviable, and DPS GFs tend to want to run them, so in this particular instance, they can become a usable budget option for DPS GFs. Second, They aren’t by any means bad, as a self buff is far from a bad thing to have. The only real issue with them is that their flat stats are kinda crappy, and are only really particularly good if you’re low on Armor Penetration.

Neck: Lichstone Amulet, Fanged Beaded Amulet, Baphomet’s Infernal Talisman: Like with the other two playstyles, this set of options remains unchanged from last Mod. Whatever you do, go with an MC3 Neck/Waist of sorts: Lichstone is best because it gives us Recovery and Defense, with a nifty boost of +8 to our AC improving our ability to be aggressive, somewhat reckless, and stack Martial Mastery as much as possible. Fanged Beaded is decent, but more expensive than Lichstone and not as efficient, though the Power and Crit gives it some merit, in addition to being an MC3 neck. Baphomet’s as a part of the Demon Lord’s set will maximize your DPS, which, in a nutshell, is certainly not bad, but the MC3 set gives us Alacrity, which is simply too good to pass up. However, DPS GFs with an alternate Buff build can take solace in the fact that the Demon Lord’s Immortality set is still perfectly viable on a Buff build, albeit not exactly “BiS.”

Rings: Having one Ring of the Cursebringer used to be borderline mandatory; passively proccing CP is literally a cornerstone attribute of good Buff GFs, and therefore, Cursebringer WAS without question BiS. That said, if you happen to have a set of Lycosa’s barbed Gloves, the need to run Cursebringer vanishes. No need to have Cursebringer along with the Gloves, nor is there a need to run a second Cursebringer Ring, as the effect doesn’t stack (frankly doesn’t need to, so using more than one of these would have questionable practical value anyway). For your two rings, kind of like with Tank GFs, if you already have the Lycosa Gloves, you can either choose 2 defensively oriented ring to maximize Martial Mastery or an offensively oriented one to improve your DPS. You could also mix and match, depending on your stats. For the former, go with a Lichstone Ward Ring for consistency and best overall stats. For the latter, a Bronzewood Raid Ring, Shadowstalker or Gravestriker Ring of +4 or higher is perfectly viable. Note that if you don’t have a set of Lycosa gloves, Cursebringer becomes borderline mandatory as to passively proc CP on whatever we hit.

Waist: Lichstone Sash, Beaded Sash, Demogorgon’s Girdle of Might: Lichstone Sash is a great choice to stack Martial Mastery and to complete the MC3 set to obtain Alacrity. Beaded, however, is a much stronger choice than the Fanged Beaded Amulet was for a neck; you aren’t missing out on AC by choosing it over Lichstone here, you gain useful Intelligence and Charisma out of it, and you retain the Recovery you would’ve gotten out of Lichstone. You do gain Constitution from Lichstone, but the stat itself is more useful for Tanks, doesn’t help Martial Mastery and is not mandatory or particularly helpful by any means. But, it gets the nod as “BiS” for boasting Defense and Recovery. Demogorgon’s Girdle is the must have if you chose Baphomet’s Infernal Talisman, and it boasts useful stats on its own in Strength and Constitution. Notably, none of the MC3 belts have that combo of stats, giving the Demogorgon’s Girdle an interesting niche. However, unless you chose Baphomet’s Infernal Talisman, Demogorgon’s doesn’t come close to warranting consideration, as with it you cannot complete the MC3 set to receive Alacrity, which is much more useful than the Demogorgon Girdle’s base stats.

Shirt/Trousers: Shirt of the Chultan Merchant and Lower Primal Paints, much like Tanks, are the go tos here. Recovery off the Merchant Shirt is great, and beats out the Upper Primal Paints easily. This is even moreso if you’re running Fearbringers for arms.

The best artifacts for a Buff GF to run:

Primary: Generic buff/debuff artifacts will do. Champion’s Banner is really solid, giving a useful Buff/Debuff and having great stats. Others, such as the Charm of the Serpent, Heart of the Black Dragon, Wheel of Elements, and even the Lantern of Revelations are also solid options for their respective buffs and debuffs. If you choose the Wheel, make sure to coordinate your choice with the DPS so that they can receive the Fire with maximum efficiency. Thirst, introduced in Mod 14, is a slightly stronger option for Buff GFs than it is for Tanks, since we aren’t Tanking. Still, you will want to shield cancel the lunge so you can be stuck in animation for as little amount of time as possible.

Secondary: Generally, artifacts with Defense and Recovery will check out. Even better if they contribute to your DPS in the process. Sigil of the Devoted, Waters of Elah’zad, Heart of the Blue Dragon are some fine examples. If you chose the Baphomet’s Infernal Talisman and Demogorgon’s Girdle for Neck and Waist, Shard of Orcus Wand becomes mandatory to complete the set. Without the former two, though, the Orcus Wand’s stats are quite poor and become replaceable.

The best companions for a Buff GF to run:

Summoned: Priestess of Sehanine Moonbow, Dancing Shield, Con Artist: Like before, the Priestess is going to be the best companion a Buff GF can have (only if legendary and at level 40), especially in ten or more man trials, such as Cradle of the Death God and Master Svardborg Assault. Having one allows the Buff GF to be able to carry a lot harder if need be, providing a massive buff to DPS characters who have not reached their crit cap, helping out the support class in hitting a pretty good deal harder and, if you haven’t hit your crit cap, helping your DPS a lot as well. Dancing Shield is probably BiS in single target scenarios, if the party is not hitting their debuff cap (becomes increasingly rare as you hit the end game, especially if running with primary debuff classes such as DO DCs and MoF CWs) but the Priestess is better otherwise. Con Artist is much more viable for us than Tanks or DPS, because it offers the best procced stats as a three ringed companion, and it only being 2 offensive slots instead of 3 doesn’t bother us in the slightest. If you go with the Con Artist, make sure to load him up with as much Recovery as possible. Having three Beaded Restoration rings loaded with Silvery Enchantments is as easy a way to do that as it gets. While the Lillend seems tempting for being a Leader (Power + Recovery) with three rings, the truth is that it’s only viable at a mid level. While it’s actual quite good at that level, it’s use begins to diminish as you travel towards the end game, as it becomes quite superfluous (especially when running with a Templock or Devotion Paladin) to the point where it becomes overshadowed greatly by the Con Artist. Like before, the Harper Bard is an overpriced albeit decently serviceable and outclassed option. Simply put, the Harper Bard offers less of a buff than the Priestess, less of a debuff than the Dancing Shield and Con Artist, procs for less stats than the Lillend, and costs an insane amount of AD. It can work, but there are far better, cheaper options to be had.

Active companions: Generic DPS companions will do here. While it’s perfectly reasonable to want companions who have flat boosts to Defense and Recovery, this is a terribly inefficient and frankly unnecessary way of attempting to get these stats, so improving your DPS becomes the most efficient way to go. At the end game level, a Rust Monster makes sense for Tankier Buff GFs. Beyond that, generic DPS companions such as the Air Archon, Earth Archon, Siege Master and Razorwood, make sense.

The best leg mounts for a Buff GF to run:

Similarly to the Tank GF, the Swift Golden Lion is going to be your best choice. The Warpainted/Commander Tyrannosaur challenges that designation a little bit more for Buff GFs, though, but in good parties where you’ve hit your debuff cap, the Lion blows the Rex out of the water, outclassing it in its entirety. Beyond that, the best leg mounts for a Buff GF line up rather similarly to those of the Tank GF. Swarm is about as viable for Buff GFs as it is for Tanks; not bad, but there are better options. The self buff isn’t as good as it is for DPS GFs, and the smaller debuff when compared to the T-Rex or Lion is noticed. No word yet on whether or not it procs CP, but if it does, then I will likely return to update this portion of the guide, as this would upgrade the Swarm’s viability for the Buff GF noticeably.

Mount Insignia bonuses for a Buff GF:

1. Shepherd’s Devotion- an insignia bonus every class in the game should be running.
2. Cavalry’s Warning – a great bonus if you should happen to have a leg mount
3. Artificer’s Persuasion- a phenomenal feat for a Buff GF to be running, especially if you have the Heart of the Black Dragon artifact.
4. Protector’s Camaraderie- a buff to our Power and Defense is welcomed, but only if not running the Priestess of Sehanine Moonbow companion
5. Combatant’s Manuever – a nice buff to have when coupled with Ring of the Cursebringer or Lycosa’s Barbed Gloves.

Powers a Buff GF should be running:

In AoE situations: ITF/ET/CS, exactly like a Tank GF. Your rotation is also exactly like that of a Tank GF: ITF first, ET for the Mark, then CS to buff that Mark even further. Villain’s Menace should be run in AoE, mostly because it’s the best way you have of mass-proccing CP against as many things as possible if you’re running Lycosa’s Barbed Gloves or Ring of the Curse Bringer. If you are not running Lycosa Gloves or Curse Bringer (this should be amended ASAP) then run Terrifying Impact at AoE. Either way, this should be swapped to Crescendo for single target situations. Learn to shield cancel the Crescendo; you only need to get the first two hits in order to proc CP, letting the animation continue beyond that is a terrible waste of time and buffing potential. While Buffing, make sure to prioritize keeping your Mark up, in addition to keeping CP up. ITF is good and fun, but it takes a back seat to those two. Of course, Marking and CP aren’t rocket science, and can be easily kept up amongst your other buffs.

Your class features are not of terrible importance beyond Enhanced Mark, which is mandatory. Steel Grace can be great for running ahead of the whole party, aggroing as many things as you can, and drawing them all as far as you can so that everything can be killed in a great big cluster. Only recommended if you’re with an experienced party, particularly one seeking to speed run the dungeon. Combat Superiority has no particular drawbacks, but is somewhat less appealing since we aren’t Tanking or running Knight’s Challenge. Steel Blitz is consistent, but is also somewhat mediocre. SWW becomes pretty much mandatory if you’re running Wraps, but beyond that is also somewhat mediocre on this playstyle. I guess Shield Talent could be helpful in the event the Buff GF needs to emergency Tank (the Paladin died off or something happened where your Tank was removed from play) but has obvious problems with being situational.

Feats for a Buff GF to be running:

Predictably, this class benefits mainly from the Tactician paragon. You’ll find that its feats are similar to that of the Tank GF.

Fight on– 5/5: Reducing cooldowns in a manner that isn’t hitting any sort of cap is great. Spec into this with confidence.
Crushing Pin– 5/5: I feel like I would be like a broken record player if I had to once again explain that this feat is amazing, especially with the Lycosa’s Barbed Gloves or Ring of the Cursebringer equipped.
Daunting Challenge– 5/5: An attack debuff that aids our allies sure is nice. Though this feat isn’t terribly useful in experienced groups, it still functions better than the competition, and is helpful for less experienced groups.
Grim Promise– 0/5: This feat only benefits us, and since we’re not tanking or running Crescendo except in single target, we scarcely ever actually benefit from it.
Rousing Speech – 5/5: A passive way of buffing our allies’ AP gain is great. It has proximity issues, but in a Buff role, we find it a lot easier mitigating this than as a Tank. Make sure to stay close to your allies.
United – 5/5: Much like Daunting Challenge, this isn’t the best of best feats, but is better than the competition and triggers passively. You don’t really have a great reason to not spec into this.
Inspiring Leader – 5/5: A nifty damage buff from ITF is heavily welcomed, especially since you are not locked into place Tanking a particular enemy, and can move around to ensure your allies benefit from ITF even better.
None of the trio of Powerful Strike, Terrifying Menace or Surging Tide are worth speccing into. Martial Mastery gets a 1/1 because it’s our capstone and gives our allies great AP gain whenever we take damage.

For the remainder of your feat points, you can either select Improved Vigor/Take Measure from the Conqueror path in order to access Wrathful Warrior, or you can spec into Armor of Bahamut/Plate Agility from the Protector path to get to Staying Power for the WMS buff. Either will do, as neither will be of particular significance.

The best weapon and armor enhancements for a Buff GF:

Weapon: Very similar to the Tank GF, though Feytouched’s usefulness is somewhat diminished since you don’t really care about holding aggro anymore. Frost is probably your best, most consistent option, but if you really wanna meta game, running a Frost, Terror and Plaguefire in your tray to match different parties makes sense, since Frost isn’t BiS if nobody is running Terror or Plaguefire in your party. Still, Frost will never, unlike those two, lose effectiveness under any scenario, even if someone else is running Frost, so if you’re on a budget and need an around the clock enhancement, use Frost. It should be noted that, under no scenario does running Bronzewood make any sense; its talents are outclassed by superior options, and we already Mark targets anyway, and thus the Bronzewood is totally redundant and overall inferior to the aforementioned options. As a lasting note, Dread only makes sense if there’s nobody else in the party running it, and even then, it will usually not be as helpful as Frost or Terror; it has a smaller debuff that only yields better DPS for the GF, which is not usually too helpful. For DPS GFs on a budget, though, it can work, but again, only if nobody else is running one. Feytouched falls under a similar line of thinking, though it does virtually nothing for the party and serves as merely a flat DPS boost. Not bad, but there are definitely better options.

Armor: Falling under a similar line of thinking as the DPS GF, Negation at Trans or higher is going to be BiS for two reasons. 1, the recovery boost is great. 2, it enables us to be more aggressive in AoE situations, which can help keep our buffing potential high, and it can help to abuse Martial Mastery as thoroughly as possible. However, Barkshield is perfectly viable (unless you are running Survivor Wraps) for the same reason as the second reason behind running Negation, although it doesn’t allow you to utilize Martial Mastery as much. Soulforged is much more viable on this playstyle, since it doesn’t Tank (or hold agro) or have Buffs it doesn’t want to lose via going down. That said, Soulforged is pretty mediocre since it relies on you going down to be of any use whatsoever. Beyond these three, other Armor enhancements will generally not be useful.

……Aaaaaand that’s all!

I hope you got what you’re looking for in this guide. If not, feel free to ask away! I’ll do my best to field any questions asked, as well as updating this guide as needed. Good luck!

Tony’s GF Notebook (Mod 14)

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Intro:

Welcome!
Here I’ve tried to compile in one place the experience I’ve had playing GF over the years. Hopefully it will be useful for players both new and old. I will continue updating it as the time goes. If you have any suggestions, feel free to leave a comment.
Enjoy.
Last Updated: 2018-09-25: Castle Ravenloft added, patched gears updated.
2018-07-15: Tactician loadout is now a seperate page.
2018-06-30: Mod 14 changes.

Races:

In my opinion people should play whatever race they feel like playing. Looks are important. However, some beneficial races are from better to worse:

Dragonborn: 3% Increase to crit and power, then you can choose to add +2 to STR and DEX or CHA. They smell bad though.
Half Orc: +2 DEX by default and optional +2 STR, also 5% extra Crit severity. These don’t smell much better.
Halfling: +2 DEX and optional +2 CHA, as well as 3% deflect and 10% CC resist.
Human: You can choose to add +2 to STR, also you get 3 extra feat points and +3% defense.
Drow: +2 to DEX by default and optional +2 CHA. Also Darkfire debuff. Choose this if you want to be a buffbot.
Dwarf: Optional +2 STR as well as +2 CON, also DoT and Knockback Resistance.

Other races don’t really have things that benefit our Guardian Fighter much.

Attributes:

As you may well know, Main attributes for GF is Strength, Constitution and Dexterity. Charisma is often overlooked, even though it brings us a decent dps increase.

Strength: Give Damage Bonus, DoT resist and increases guard regen. The more the merrier.
Constitution: Increases Action Point gain and Maximum hit points. HP bonus from this does not affect HP you get from equipment, so not good, but since it’s the primary attribute, game will always roll it highest.
Dexterity: Gives Resistance Ignored, Deflection Chance and AoE resist. Resistance Ignored means more damage, so this is good too, extra deflection doesn’t hurt either when fighting those people with -160% RI or classes that just ignore your DR in PvP.
Intelligence: Gives recharge speed. Charisma is probably better even if you’re after recharge speed, you can get it from companion.
Wisdom: Gives Control Bonus and Control Resist
Charisma: Companion Stat Bonus and Combat Advantage Damage. This is better than DEX for PvE, as RI is easy to get. Endgame just the companion influence alone may make up more stats than what you get out of DEX.

I’d aim for the highest amount of combined STR+DEX+CHA when doing the initial roll, even better if STR is the highest among those 3. You can see possible rolls here. The starting Roll I use is: 15 CON, 15 STR, 13 DEX, 12 CHA. The other two stats will be 10 and 11, it doesn’t really matter which is which. This is not the highest STR Roll. But it gives up 1 STR in exchange for getting 1 DEX and 2 CHA for more combined stats, so it will provide better DPS.

When increasing attribute points, give all your points to STR and DEX for PvP and STR and CHA for PvE. Constitution isn’t nearly as useful.

PvE Conqueror Loadout

I use this same Conqueror loadout for PvE 99% of the time, regardless of tanking or DPSing, and I’ve tanked everything there is to tank with it(including CR) as solo tank, and at various different item levels over the time so don’t believe people who say you can’t tank as a Conqueror. If anything, tanking as Conqueror teaches you how to play the class better. It also has all necessary tools for DPS.

For offensive stats, I aim for ~85% Crit and 100% RI. You get 10% extra crit from your capstone, and I prefer to use crit potions to make up for the difference to hit 100%, as I think they provide better return compared to other potions and food(10% Crit Sev from Wild Storm Elixir > 2% Damage Bonus from Elixir of Fate & 5% Crit Sev from Squash Soup > Power from Watermelon Sorbet.). If you’re at a point where that 5% crit chance makes a huge difference, you can already afford the food anyway.

Conqueror PvE Feats. Click to enlarge.

Feats:

If you want to know more about feats rather than just copying a build, check the “Feats” tab.

These feats are used for tanking as well as dps, I don’t have a seperate tanking or DPS loadout, and I believe one is not necessary. You can(and probably should) use shield and caution to tank as a GF. Take Measure and Grit are both fairly useless no matter how much points you put into them, so 1 should be enough. Humans can put their 3 remaining heroic points into Action Surge. Most other feat options are pretty self explanatory, and thus not worth paying 5$ for. You can check out the “Feats” tab of the guide if you’re wondering about a feat you’d actually quite like to have but is not shown here. I’ll write my opinions there.

 

PvE Boons. Click to enlarge.

Boons:

Overall, you pick stuff that gives offensive stats rather than defensive ones. Try to make sure that your secondary stats stay under 1400, thats about when the soft cap kicks in. One exception is 2nd Dread Ring Boon: Arpen % is easier to get (100 for 1% instead of 400 for 1%) and I’m already at cap, so I went for deflect. Ravenloft Boons: There are quite a lot of undead bosses, so undead damage bonus is actually a decent option. I want to keep this build general purpose though, so I’ll go with HP. As for the top line, Righteous Sacrifice is perfect for us.

 

 

Mounts:

As a stat from your mount, you want it supplementing rest of your gear. You can’t go wrong with Crit or Power. As for active mount power Swarm is the new king for DPS. I’d also recommend a Golden Lion. It’s good offensively, protecting your temp hp so you can have 15% damage bonus from Wrathful Warrior feat longer. It is also good defensively, when you’re being overwhelmed, it can come to your rescue and give you some space to breathe.

There are lots of decent mount insignia bonuses to pick from, I’ll list 4 must haves and then a few good ones you can pick from:

Gladiators Guile: Gotta go fast yo. Also mostly prevents your stamina from running out and speed means you don’t fall behind your team and can engage mobs in a timely manner.

Assassins Covenant: Free Power. Most of defense comes from various other places anyway(shield up) instead of stats. Not as useful in full buff groups, better replaced with something else from the list below.

Shephards Devotion: One of the above mentioned places that defense comes from. It’s extremely good for your party, also helps with gofast too.

Protectors Camaradie: Pads your stats nicely, your companion will do its job anyway, you might as well profit more from it.

Other good ones: Combatants Manuever, Magistrates Patience, Cavalrys Warning, Artificers Persuasion, Champions Return, Victims Preservation, Wanderers Fortune.

Best mount insignias for PvE are insignias of Domination. If you can’t get those, you can go for the crit or arpen ones too.

Gear:

I will list 3 alternatives with different ways of acquisition for every slot. If you can’t get any of them, just get whatever you want, dear.

Head:
BiS: Shieldlord’s Raid Armet; Lots of stats
Hassle-Free Alternative: The Seer’s Helm; From Barovia boxes, has lots of stats.
Cheap ‘n’ Quick Alternative: Primal Raid.
Armor:
BiS: Fured Kiuno of the Bear; Damage bonus equals to a lot of power.
Hassle-Free Alternative: The Seer’s Breastplate; but Kiuno is easy enough as it is.
Cheap ‘n’ Quick Alternative: Primal Raid.
Arms:
BiS: Survivors Wraps; Being able to easily stack capstone and SWW is still worth it.
Situational Alternative: Jawripper’s Gloves; For fights where SWW stacks are easy to achieve, like those that are heavy on DoT.
Hassle-Free Alternative: Terrored Grips.
Cheap ‘n’ Quick Alternative: (Vivified) Primal Raid.
Weapon Set:
BiS: Exalted Primal; Effect is super easy to trigger and has basically permanent uptime.
Hassle-Free Alternative: Sunset.
Cheap ‘n’ Quick Alternative: Primal.
Feet:
BiS: Heels of Fury; Damage bonus outperforms stats.
Hassle-Free Alternative: The Seer’s Sabatons.
Cheap ‘n’ Quick Alternative: (Vivified) Primal Raid.
Artifact Set:
BiS: Orcus; Again a case of damage bonus outperforming stats.
Tanking Alternative: Valhalla; I haven’t mentioned a tanking alternative before because I believe the survivability you get from DPS gear is enough to tank anything with, but this set makes so much of a difference that it’s worth mentioning.
Cheap ‘n’ Quick Alternative: Company Assault Belt + Company Executioner Cloak; This will outperform going Girdle of Strength + Company Raider Cloak because Charisma is a very useful stat.
Rings:
BiS: Ring of the Shadowstalker +4 and 5.
Grindy Alternative: Ring of the ___ Slayer +5; Version depends on what stats you lack. If you have 10% RI and 90% Crit, then Goblin. If you lack RI, then Dinosaur. If you have RI but lack Crit, then Beast.
Cheap ‘n’ Quick Alternative: Primal; Version depends on what stats you lack. If you have 100% RI and 90% Crit, then Restoration. If you lack RI, then Assaut. If you have RI but lack Crit, then Raid.
Hassle-Free Alternative: Ring of Offensive Action; Pretty decent choice.
Shirt:
BiS: Upper Primal Paints; You don’t deal much of your damage with your dailies, but there aren’t many better bonuses.
Hassle-Free Alternative: Shirt of the Chultan Merchant; but paints are easy enough to get.^
Cheap ‘n’ Quick Alternative: Lord Roy’s Shirt; but Merchant shirt is quick enough.
Pants:
BiS: Pants of the Chultan Merchant; mostly because there aren’t any good bonuses to begin with.
Hassle-Free Alternative: Lower Primal Paints.
Cheap ‘n’ Quick Alternative: Sandy’s Assault Pants; due to lack of good bonuses, applying Crushing Pin every minute will do.
Artifacts:
Single Target: Soul Sight Crystal.
AoE: Wheel of Elements.
Cheap ‘n’ Quick Alternative: Lantern of Revelation.
BiS Stat Sticks:
Eye of the Giant, Fragmented Key of Stars.
Other good stat sticks:
Lantern of Revelation, Sigil of the Controller/Great Weapon, Thayan Book of Dead, Kessel’s Sphere of Annhilation, Heart of the Blue Dragon, Lostmauths Horn of Blasting.
Enchants:
Weapon: Vorpal or Fey, can’t go wrong with either. If you have low crit chance or high crit severity already, Fey performs better. Otherwise, Vorpal will benefit you more dps wise. Fey is however much better for tanking. Cheap alternative is Terror here.
Armor: Honestly it doesn’t matter. Negation is good, so is Eclipse for its stamina bonus and Deflect. Shadowclad is basically a cheaper and slightly worse version of Negation and Eclipse. You can also use a lesser Soulforged, but I’ve read somewhere that using Soulforged as a tank is admitting failure, and I tend to agree with that.
Offense: The enchants should complement your choice of gear and Arifacts. Demonic is theoretically BiS, but it’s not as good if you have your RI at 100% already. A generally safe bet is Brutals, and Radiants are also safe, but I recommend going for at least 2 stats enchants, since upgrading costs are equal for all.
Defense: This depends on the sort of parties you usually run with. The HP damage bonus you get from Paladins Aura of Courage with Radiants usually outperforms the power damage bonus you would get from Black Ice enchants and Assassins Covenant. Also, HP is a good way to gain survivability especially in fights where bosses can strip your DR. You can also run something like Gigantic, to recieve the most possible survivablity out of these slots. Overall, it won’t make a huge difference which you pick. I personally run Gigantics.
Reinforcement Kits:
Armor: The usual logic applies, you will probably want to go Crit here, unless you lack RI or have ~85% crit already.
Accesory: Stamina and AP Gain are both good options. Just make sure they don’t go over 1200, or worst case 1400, as this is where the soft cap really kicks in. I’d priotise AP Gain.

Companions

You want bondings, they are the best, augments don’t compare. And when upgrading your gear after your weapon is upgraded, your bondings should be priority, as well as the gear on your companion, as these usually provide much better return than gear on yourself. Brutals and Ring of Gravestriker are ideal for companions. For slots other than rings, you still have to farm Illusionist’s Gambit.

Summoned:
BiS: Chultan Tiger; it puts a 10% debuff on enemy, which stacks with other tigers it, this is why its a good companion, and its active bonus is better than other debuffing companions.
Cheap ‘n’ Quick Alternative: Con Artist; Also puts a 10% debuff on enemy, it’s ring slots make up for the defense slot it has. Needs to be blue rank to apply debuff.
Tanky Alternative: Dancing Shield; It’s hard to gear, and it has defense slots, and its a defender, so many downsides to this, but those downsides aren’t a big deal if you’re focusing on tanking, and its debuff is 20%, even though it doesn’t stack.
Tanky Alternative #2: Rust Monster; Along with Valhalla set, this is one of the biggest impacts you can have on tanking, both with its active bonus and its debuff. If you absolutely have to survive.
Active:
You can pick any of the ones listed: Razorwood, Air Archon, Siege Master, Fire Archon, Cambion Magus, Alpha Compy, Dancing Blade, Erinyes of Belial, Earth Archon, Energon. My top 4 would be the first 4 in the list, the rest aren’t ranked.

Gameplay:

Powers:Knights Valor(AoE)/Lunging Strike(AoE)/Knights Challenge(Single), Enforced Threat(AoE)/Knee Breaker(Single)/Griffons Wrath(Single), Into the Fray; Shield Warriors Wrath, Combat Superiority; Weapon Masters Strike, Crushing Surge.

Into the Fray never leaves the toolbar and always used on cooldown. Don’t forget to use keep your Tab Power up all the time either. Fighter’s Recovery is for moments when you think you’ve bit more than you can swallow, or when you don’t seem to have any heals coming your way. It’s a life saver.

For mob parts of the dungeons I’ll usually have Knights Valor and Enforced Threat slotted. Knights Valor protects the team nicely and makes it easier to stack Shield Warriors Wrath and Reckless Attacker capstone feat. Enforced Threat is simply the best AoE encounter we have. If your team doesn’t need the protection from KV anyway and you have other means of stacking capstone, you can drop KV for Lunging Strike.
There are various ways to engage enemy groups based on powers you have, but what I usually do is press ITF, go in and mark the biggest mob while going in, shield up for a few hits to get capstone stacks, use Villians Menace and Enforced Threat, then grind at the mobs with Weapon Masters Strike until powers are up again.

For single target I’ll drop KV for Knights Challenge and change Enforced Threat to either Knee Breaker or Griffons Wrath. Which of these two depends on the boss. Knee Breaker is better damage over time, while Griffons Wrath is much better spike and works better when there are lots of buffs. If the boss has immunity phases like FBI Turtle, TNG Orcus, Lostmauth, Valindra, etc, and if your team can reach those phases in short time, Griffons Wrath will serve you better. In other circumstances, Knee Breaker edges out in my experience.

The Procedure here is similar. You again mark the thing you want to kill, then make sure you have enough SWW and Reckless Attacker stacks first. Then get an ITF and a KC as well as Villians Menace going and perhaps a slash with Weapon Masters Strike, then use your Encounter, then grind away with your At-Wills, making sure you keep Weapon Masters Strike buff up before poking with Crushing Surge.

I don’t change anything when I’m tanking, except if team is too squishy, then it might be a good idea to drop KC and sacrifice some dps so everyone survives by picking up KV. If you’re too squishy and cant handle the boss with KC, then you can use again KV or perhaps Commanders Strike.

PvE Tactician Loadout

There might come a day where other classes get enough buffs that Conq GF contribution is insignificant, or maybe you simply don’t want to deal with the stress of tanking and dealing damage at the same time, or maybe GF is just an alt you have, and will never be geared enough to contribute to the party as a Conqueror. Many people fall into these categories, and they deserve a page dedicated to them in this notebook.

For stats on this build, I’d still recommend getting enough Defenses Ignored for the content you want to do, 65% for MSP any anythng lower, 85% for TNG and 100% for CR. And overall offensive stats are still good to have, helping you keep aggro and survive trough self heals. You really don’t need to focus on defensive stats that much to survive.

Tactician PvE Feats. Click to enlarge.

Feats:

If you want to know more about feats rather than just copying a build, check the “Feats” tab.

Humans can put their extra points in Powerful Attack.
These feats bring a fair amount of passive survivability to the team, as well as the regular buffs expected from a tactician. The reason I went for Jagged Blades instead of extra deflect etc. from Protector Tree is because in my experience, the healing from Jagged Blades + Fighters Recovery provides more survivability than a little bit of stats ever could.

 

PvE Tactician Boons. Click to enlarge.

Boons:

Overall, I recommend you pick stuff that gives offensive stats rather than defensive ones, as the defensive stuff you will get plenty from gear anyway. Also try to make sure that your secondary stats stay under 1400, thats about when the soft cap kicks in. One exception is 2nd Dread Ring Boon: Arpen % is easier to get (100 for 1% instead of 400 for 1%) and I’m already at cap, so I went for deflect.

 

 

Mounts:

As a stat from your mount, you want it supplementing rest of your gear. There are several acceptable options here, I’d go for Recovery, but if you want to be tankier, defense is fine. Crit is also always a good option. As for active mount power, Trex is the best with its debuff. I’d also recommend a Golden Lion. It’s a good lifesaver.

There are lots of decent mount insignia bonuses to pick from, I’ll list 3 must haves and then a few good ones you can pick from:

Gladiators Guile: Gotta go fast yo. Also mostly prevents your stamina from running out and speed means you don’t fall behind your team and can engage mobs in a timely manner.

Shephards Devotion: One of the above mentioned places that defense comes from. It’s extremely good for your party, also helps with gofast too.

Protectors Camaradie: Pads your stats nicely, your companion will do its job anyway, you might as well profit more from it.

Artificers Persuasion: Especially useful for spamming ITF and CS. Best used in combination with a dragon heart artifact, intentionally missing your target.

Other good ones: Assassins Covenant, Combatants Manuever, Magistrates Patience, Cavalrys Warning, Champions Return, Victims Preservation, Wanderers Fortune.

Best mount insignias for PvE are insignias of Domination. If you can’t get those, you can go for the crit arpen or recovery ones too.

Gear:

There aren’t many gear that provide something special for buffing, since our buffs don’t benefit from our stats, apart from a few exceptions, you can just go for whichever item you have access to with high IL. I’ll name one item per slot, more alternatives you can find in Conqueror page.

Head:
Shieldlord’s Raid Armet
Armor:
Armor of Quick Recovery(Heard it might be broken, in that case go for Shieldlord.)
Arms:
Lycosa’s Barbed Gloves
Weapon Set:
Exalted Bronzewood (Recommend using Enforced Threat off-hand bonus.)
Feet:
Shieldlord’s Raid Sabatons
Artifact Set:
Apocalypse or Valhalla
Rings:
Any 510 IL ring with stats you lack
Shirt:
Shirt of the Chultan Merchant
Pants:
Sandy’s Assault Pants
Artifacts:
Vanguard’s Banner
BiS Stat Sticks:
Eye of the Giant, Fragmented Key of Stars.
Enchants:
Weapon: Terror, Plague Fire, or Bronzewood if unparalled.
Armor: Negation
Offense: Draconic
Defense: Gigantic
Reinforcement Kits:
Armor: Whichever stats you lack. If you don’t lack anything, then recovery.
Accesory: Stamina and AP Gain are both good options. Just make sure they don’t go over 1200, or worst case 1400, as this is where the soft cap really kicks in. I’d priotise AP Gain.

Companions

You want bondings, they are the best, augments don’t compare. And when upgrading your gear after your weapon is upgraded, your bondings should be priority, as well as the gear on your companion, as these usually provide much better return than gear on yourself. Brutals and Ring of Gravestriker are ideal for companions. For slots other than rings, you still have to farm Illusionist’s Gambit.

Summoned:
Dancing Shield
Active:
You can pick any of the ones listed: Rust monster, Chicken, Energon, Elemental Air Cultist, Bullete Pup, Tamed Velociraptor, Ioun Stone of Might, Sprites.

Gameplay:

Powers:Knights Valor(AoE)/Lunging Strike(AoE)/Commanders Strike(Single), Enforced Threat(AoE)/Knee Breaker(Single)/Griffons Wrath(Single), Into the Fray; Enforced Threat, Combat Superiority; Weapon Masters Strike, Crushing Surge.

Into the Fray never leaves the toolbar and always used on cooldown. Don’t forget to use your Tab Power all the time either. Fighter’s Recovery is for moments when you think you’ve bit more than you can swallow, or when you don’t seem to have any heals coming your way. It’s a life saver.

For mob parts of the dungeons I’ll usually have Knights Valor and Enforced Threat slotted. Knights Valor protects the team nicely and the damage you take fills allies AP. Enforced Threat is simply the best AoE encounter we have and good for marking too.
There are various ways to engage enemy groups based on powers you have, but what I usually do is press ITF, go in and mark the biggest mob while going in, shield up for the initial hard hits, then use Villians Menace and Enforced Threat, then grind at the mobs with Weapon Masters Strike until powers are up again.

For single target I’ll change Enforced Threat to either Commander’s Strike or Griffons Wrath. Which of these two depends on the boss and the party. Commanders Strike is good if you can use it often enough and you’re getting Crushing Pin from another source. Griffons Wrath on the other hand can be spaced out and used once every 3 seconds to provide good Crushing Pin uptime.
The Procedure here is similar. You again mark the thing you want to kill then get an ITF and Crushing Pin/Commanders Strike going, and repeat until the boss is dead.

PvP Loadout

Yes I use Swordmaster in PvP unlike most of the other PvP GFs out there. I’m generally top 3 GF on the leaderboards, and that is done without any premades or queue trickery, with like 14k IL in PvP. Apart from the brag, my point is, there is some merit to the build.
If you’re wondering why I don’t make l33t PvP videos with dank electro music on the background, that’s because I run the game 1280×720 on lowest settings on Intel HD520, so my laptop couldn’t really handle additional recording or streaming on the background that well. (Nor does my 0.7 Mbps upload speed connection.)

PvP Feats. Click to enlarge.

Feats:

Using Swordmaster in PvP has its advantages and disadvantages. I’ll give more details in “Power” tab regarding each power.

As usual, humans can put their 3 extra points into Action Surge.

I go with Ubiquiotious Shield to reduce damage from TRs and other GFs. Same goes for Daunting Challenge, it applies to yourself too as far as I know despite what the tooltip says.

An alternative is Fight On.

 

PvP Boons. Click to enlarge.

Boons:

Same logic for PvE applies to here too.

Differences are, you can’t have too much Arpen and Crit isn’t that useful.

Mounts:

You can’t have too much Arpen. Try to get your hands on a mount with 4k of it if you can. Luckily they aren’t too expensive as far as 4k stat mounts go. As active, Golden Lion is also hard to beat here. Gives you a prone on call and an escape.

This time I’ll list 3 must have and rest you can pick yourself from the good ones:

Gladiators Guile: Gotta go fast yo. Also mostly prevents your stamina from running out.

Champions Return: I find the stamina and survivability provided from this very useful.

Combatants Manuever: Free Damage bonus, since almost all your damaging powers apply control and you should have your target marked all the times to have Combat Advantage.

Other good ones: Champions Return, Victims Preservation, Magistrates Patience, Cavalrys Warning, Artificers Persuasion.

For PvP You want Arpen Insignias. If the slot doesn’t have Arpen avaliable, you may want to consider deflect or HP for increased survivability, as other offensive insignias won’t do much in the way of increasing your damage.

Gear:

I will mostly just name one item per category here. If you want more alternatives, check the PVE gear section.

Head:
Mane of the Manticore
Armor:
Shieldlords Ward
Arms:
Terrored Grips
Weapon Set:
Primal; You won’t need the set bonus anyway against someone who can’t hit you hard enough to trigger its bonus.
Feet:
Heels of Fury
Artifact Set:
Orcus or Valhalla
Rings:
Ring of the Shadowstalker +4 or +5, Ring of Offensive Action
Shirt:
Bloodstained Shirt
Pants:
Sandy’s Assault Pants; Can be a lifesaver.
Artifacts:
Active: Wheel of Elements
Alternative Active: Oghma’s Token of Free Movement, Rod of Impreial Restraint
Possible Stat Sticks: Anything with Arpen + A stat you desire.
Enchants:
Weapon: Feytouched; its damage bonus and survivability both work excellent. Terror a cheap alternative.
Armor: Negation is best for Survivability. Shadowclads stealth can be a lifesaver, and Elven Battle allows you to block much longer and can save you from CCed to death sometimes. I’ve used all and all work well with slightly different playstyles. Currently using Negation. Eclipse should also be a solid choice.
Offense: Vicious or Draconic.
Defense: Gigantic or Black Ice.
Reinforcement Kits:
Armor: Armor Penetration
Accesory: Stamina and AP gain are both good options. Just make sure they don’t go over 1200, or worst case 1400, as this is where the soft cap really kicks in.

Gameplay:

Powers: Bull Charge/Knights Challenge, Griffons Wrath, Into the Fray, Crescendo, Fighters Recovery, Shield Warriors Wrath, Tide of Iron, Combat Superiority, Crushing Surge.

In general, before using your Encounters or Dailies, you want to make sure your buffs are up and your target marked.

When you’re on the offense, as long as you catch someone, you can most likely finish them off. As a Swordmaster, there is one main way you catch someone: Crescendo. It is a gap closing CC. It is especially useful as it continues applying CC for the whole duration of it, making it very hard to Dodge/Block. The Golden Lion can also be used for catching people at range. After you catch someone, you just throw Griffons Wrath on them, which makes them dead or very close to it. If it looks like you won’t finish them off with GW, Bull Charge can be used to land damage before CC immunity kicks in. You can add a few At-Wills after, or start blocking, if you think your enemy is about to retaliate. I only use KC to kill some tanky clerics who do no damage, otherwise, it’s not really worth slotting.

When defending, remember that best defense is a strong offense. Not many classes can go face to face with GF and survive, so move close to your enemy. Feel free to throw in controls even if it doesn’t look like you’ll catch them, but keep one in your pocket for when they give an opening. You will really only be in trouble if you’ve got someone hitting behind you or your stamina runs out, so keep aware of your surroundings. You can use Crescendo to give yourself some control free time to recover some stamina, then continue blocking.

PvP unfortunately depends on your gear and ping much more than your play, but practice will still improve you, especially knowing the class you’re facing.

Notes on Powers

This part is where I write my opinions on GF powers and feats. They are split into categories and will be listed in the order of acquisition. Nothing here is a fact, but thoughts based on my experience and stuff I hear here and there.

Class Mechanics:

Guard:
This is what happens when you hold shift by default. Allows you to block attacks in the 180° arc in front of you, reducing their damage by 80%. It is also excellent at instantly filling your AP, if the hits youre blocking are big enough. Walking backwards can help you keep the npcs in the 180° arc ahead.
Mark:
Compared to what other classes have, a mark which you can get by being GWF or putting an enchant on your weapon as mechanic doesn’t sound too exciting, but regardless of that, it works. It provides you Combat Advantage(Meaning you recieve the Combat Advantage Damage Bonus) and it debuffs the enemy as well as increasing your aggro generation. It can be used when blocking. You should always mark stuff, especially bosses. The enemy you last mark using Tab(by default) gets a Mark Focus, which is shown by a red X with a transparent X behind it, so it looks “deeper”. This mark will stay on the enemy for its duration unless moved by you. All other marks without depth will go away if you get hit by the marked enemy when you’re not blocking.

At-Wills:

Cleave:
Most basic At-Will. It’s damage doesn’t compare to other higher level At-Wills but it’s the only AoE At-Will if you choose Iron Vanguard.
Tide of Iron:
Its debuff only works for you, so not much practical benefit to it. It can be used when youre trying to one shot stuff, or you have serious troubles managing your stamina. But neither happens commonly, so mostly useless.
Shield Slam:
This is your bash when you’re blocking. Very slightly helps your stamina, though barely noticable. Not very useful, unless you want to stand still when attacking with your guard up.
Aggravating Strike:
It’s the main damage dealer when youre hiding behind your shield. Its damage is still low though, so you should not rely on it for damage, only useful when you really can’t drop your shield.
Crushing Surge:
The hardest hitting At-Will we have, but only good for single target. Useful for bosses when your encounters are on cooldown. The healing you recieve from it is very insignificant.
Threatening Rush:
A gap closer that also marks things around the impact area. Not great for damage, but useful for PvP. Its mark also stacks with other marks, so can be used as a debuffer too.
Weapon Masters Strike:
Best AoE At-Will, but it doesn’t stop there. Its debuff is usefull for single target, when you follow up by Crushing Surge. Also an additional debuff for your encounters if you use Staying Power feat.

Encounters:

Lunging Strike:
A gap closer, so can be useful for PvP. Its damage is not very high but it has very low cooldown and it hits the people behind the main target too, so it’s a decent(by GF standards, which are very low) AoE, if you position yourself right. Can also be used for engaging enemies due to its DR bonus.
Enforced Threat:
Best AoE Encounter right here, marks targets, builds threat, recovers stamina, mows your lawn and brings you the paper. Do you want a coffee with that?
Griffons Wrath:
Best spike(lots of damage in short span) encounter combined with the Staggering Challenge feat.
Knee Breaker:
Best DoT and the highest overall damage encounter we have. The damage of DoT ticks are determined by the buffs you have at the moment of application(A Knee Breaker applied at the last second of Knights Challenge will still deal double damage for its whole duration) and if you have enough recovery, you can stack it.
Knights Challenge:
Does exactly what it says in its tooltip. Main reason for GFs good single target DPS. It’s a hard taunt, tagged npc will be aggroed to you.
Anvil of Doom:
Worse spike than Griffons Wrath and About on par with Knee Breaker DoT wise in right conditions.
Frontline Surge:
Fairly low damage, but still can be used as AoE.
Flourish:
One of the highest hitting encounters we have, and it shows when used in PvP. In PvE however since things are easy to hit, you will get better spike out of Griffons Wrath x3 than you get from this. Overall not a priority though.
Into the Fray:
Reason people invite GFs to the parties. One of the biggest party damage buffs in the game and it comes with AP and Stamina gain too. Temporary HP can also be useful for triggering Wrathful Warrior.
Iron Warrior:
Takes 3 years to cast for a useless buff that lasts about 10 seconds, then you must wait another 5 years to be able to cast again. Useful for posing for photos or if you want to get yourself killed.
Knights Valor:
Does what it says on the box, it transfers half the damage allies would have taken to you, and you take that damage. All your defenses work on this incoming damage. Increased ranks reduce that incoming damage from allies, it doesn’t affect your own damage resistance. Very good for squishy parties and helps build Reckless Attacker and Shield Warriors Wrath stacks.
Bull Charge:
It hits hard and prones NPCs. Mostly used for PvP, there it only pushes people. Can be used to break casts etc.
Commanders Strike:
Gives additional damage to the first encounter of your allies, lasting 5 seconds. It is not easy to coordinate. Has decent damage by itself too but only single target. Useful when youre acting as a buffer.
Line Breaker Assault:
Kind of an AoE, comparable to Lunging Strike. Daze means it applies Crushing Pin. Useful when acting as a buffer.

Dailies:

Villains Menace:
Primary damage daily for PvE. Not because of its high damage output, but because it gives you a damage buff.
Fighters Recovery:
“Oh shit!” button. Basically makes all the damage you do steal life to heal yourself. This is all the healing a tank ever needs and so it’s a very good source of survivability. Works well with DoTs like Knee Breaker or Jagged Blades.
Terrifying Impact:
Kind of like a more powerful but slower Frontline Surge. It’s damage isn’t that great and the animation is slow.
Indomitable Strength:
If you want to do straight up damage with your daily, this is the way to go. Sending people prone helps too. In PvP it works well against GWFs since they can’t free themselves from prone.
Crescendo:
Damage similar to Indomitable Strength, however, it acts as a gap closer and it applies stun for the duration and only prone at the end. That means its not so great against GWFs, but much better against CWs, SWs, HRs, and so on, because they won’t be able to escape from it by using just one dodge. Also makes you CC immune for the duration, so you can use it to catch TRs in their smoke or CWs in their oppression.

Class Features:

Shield Talent:
Does what it says. Ideally you should learn to live without it, but can be useful for beginners.
Enhanced Mark:
Also does what it says. Ideally you should not need this to have enough threat. It can be combined with Off-Hand bonus for extra buffing.
Guarded Assault:
The deflection damage is fairly insignificant in most cases. However, this feat can be useful for a debuffer, because the off-hand weapon ability for it also makes it apply slow to targets, proccing Crushing Pin on them.
Combat Superiority:
Does what it says and works even better when you have Tactical Superiority feat. I have it slotted 100% of the time.
Feracious Reaction:
You shouldn’t rely on it to survive, can be useful for beginners, but there are much better options.
Steel Blitz:
A very tiny damage buff. Not worth a slot, since there are better options.
Enhanced Mark:
Also does what it says. Ideally you should not need this to have enough threat.
Steel Defense:
Can be good for survivability especially for beginners, it outperforms Feracious Reaction since you can combine this with Fighters Recovery to get a better effect which can be used much more often. Still you should learn to work without it.
Trample the Fallen:
When combined with Battle Trample, it is the best damaging feat you can get, it only works for powers that apply the CC though. Good for PvP since almost all your damage comes with CC and its instant damage buff to them.
Enduring Warrior:
I’d give the most useless feat reward to this one. The effect is insignificant and unnecessary.
Steel Grace:
Gets you gofast. Also gives you crit chance and deflect chance. I sometimes use it when doing dailies and grinding, when I’m too lazy to gain Shield Warriors Wrath Stacks. Decent option for non critical solo tasks.
Desperate Survival:
Also fairly useless, though if you’re going for tanky loadout you could use this with Combat Superiority. Even though there is no need for tankiness and party would benefit more from Combat Superiority + Guarded Assault with offhand bonus.
Shield Warriors Wrath:
Lovely all around damage bonus. It’s slightly worse than Trample the Fallen pure damage wise, but much more versatile. It’s currently bugged, and gives up to 40% damage bonus. I have it slotted 95% of the time.

Notes on Feats:

This part is where I write my opinions on GF feats. They are split into categories and will be listed in the order of acquisition. Nothing here is a fact, but thoughts based on my experience and stuff I hear here and there.

Heroic Feats:

Action Surge:
A big source of AP is blocking, this boosts that, so its handy.
Strenghth Focus:
More damage is always good.
Toughness:
More HP is also good.
Shielded Resurgence:
Not very useful. There are mount insignias that give better self healing.
Distracting Shield:
Not a big difference, but not too bad for tanking.
Armor Specialization:
Works well, it basically increases your defense.
Potent Challenge:
You shouldn’t need this to keep aggro, just mark your target.
Potent Challenge:
Damage bonus is hood as fuck. More damage means more aggro too.
Grit:
Not useful for survivability purposes and not worth putting more than 1 point into because most hits will drain the temp HP regardless if its 1% or 3%. 1 point only for triggering Wrathful Warrior.
Pin Down:
Useless in Pve. Even in PvP .3 seconds is very short time, so not really worth it.
Weapon Mastery:
Crit is good for PvE, not so good for PvP.
Ubiquitous Shield:
Useless in PvE. In PvP helpful against GFs and TRs as they tend to get a lot of damage bonus from Combat Advantage.

Conqueror Feats:

Improved Vigor:
Not really that great, but better than the alternative, especially since some bosses attacks can take you below half HP even with a shield on.
Take Measure:
See Grit, this is very similar: Not worth putting more than 1 point into because most hits will drain the temp HP regardless if its 1% or 3%. 1 point only for triggering Wrathful Warrior.
Wrathful Warrior:
Great damage boost and reason to put points into temp HP feats. Temp HP also comes from ITF which you should almost always use.
Reinforced Surge:
It doesn’t work. Even if it did, not very good since Frontline Surge is a rather underwhelming power itself.
Stunning Flourish:
If you plan on using Flourish in PvP, the might be worth picking up. Otherwise Flourish isn’t used often enough to make it worth it.
-Jagged Blades:
Extra dps, it can be a fair amount. DoT also works nicely with Fighters Recovery.
Crushing Shield:
Your least damaging powers do more damage. 20% more of nada is still nada so it’s not worth it.
Cruel Cut Style:
If you’re an Iron Vanguard, then you will likely rely on Cleave for your AoE damage so its worth taking. For Swordmaster it’s not worth it though as Weapon Masters Strike performs better.
Staggering Challenge:
Knights Challenge is very important for single target DPS in PvE and Griffons Wrath is very good in PvP and sometimes PvE, you should welcome buffs to them.
Tactical Superiority:
Damage bonus and damage bonus to Combat Superiority that is slotted all the time. Great thing to have.
Menacing Impact:
Only worthwhile for boosting Villians Menace as an AoE damager. Can be taken, but there are better options.
Reckless Attacker:
Having these stacks are important for your DPS, its a great damage boost, and crit boost too.

Protector Feats:

Armur of Bahamut:
Meh, too conditional.
Plate Agility:
It is what it says it is. 5% deflect is not bad at all, but its not a gamechanger either, worth taking to unlock staying Power.
Shield Defense:
Very Slight DR increase. Not really worth it unless you really don’t have another option, but you usually do.
Iron Focus:
Meh, neither Feracious Reaction nor Frontline Surge are great skills to have, making this fairly useless.
Staying Power:
WMS Damage buff now works for your encounters too. Very much worth getting.
Unshakeable Line:
Not really needed.
Devoted Protector:
Easy to activate, not too bad.
Shieldmaster:
Not really needed. You really have enough stamina without any additional boosters to it, as long as you have some boons and mount insignias.
Brawling Warrior:
Decent option since Enforced Threat and Knights Valor are both very frequently used skills.
Balanced Shield Fighter:
Youre not a damage dealer, you will never be as a protector. Besides, these two skills have very tiny damage anyway, so you can pass this.
Overwhelming Impact:
Debuffing is good. There aren’t many dailies other than Fighters Recovery thats very worthwhile as a tank. Picking this up presents you two new options.
Iron Guard:
Supposedly now fixed and works like it says on description. Good for survivability.

Tactician Feats:

Fight On:
Nice for solo and when you don’t have much recovery. In higher end parties and with higher end gear, kind of loses its value though.
Crushing Pin:
10% Party wide debuff. I always use it.
Daunting Challenge:
Contrary to tooltip, it also reduces damage you recieve. I use it for PvP, useful in PvE too as it helps very nicely with tanking.
Battle Trample:
Must have in PvP if youre going Iron Vanguard. This is what makes Trample the Fallen slightly better than Shield Warriors Wrath.
Grim Promise:
Hardly worth it due to very short duration.
Rousing Speech:
Simple buff, works as intended, good to have as a buffer.
United:
Again simple buff that gives 5% DR, works on yourself too. Good for tanking.
Inspiring Leader:
Reason to ever go tactician. Increases ITF damage buff from 30% to 36%, and more if you can cast multiple ITFs in quick succession.
Powerful Strike:
Not bad, but there are better options for your role.
Surging Tide:
Can be used to increase survivability. I wouldn’t use it as a Swordmaster, you shouldn’t need the survivability from here anyway.
Terrifying Menace:
Doesn’t fit your role as a tactician, so a pass.
Martial Mastery:
Probably the worst capstone between the 3 options, but since you’re going tactician to get Inspiring Leader, might as well pick it up. Every bit helps the team. More detailed info about it can be found here.

Notes on Dungeons

This is where you can find tips and tricks regarding various dungeons, their mechanics, boss fights and so on. They are from a Conqueror GF perspective since that’s what I mostly play, but everyone could learn something from it, at least that’s what I hope. These are just opinions and not facts though, and can change over time.

Tier 0:

  • Shores of Tuern: Last boss here has a resistance ignoring attack, so your shield will serve you better than your defense stat.
  • Valindras Tower: Wraiths during Valindras death beams are easier to avoid if everyone runs in the same direction. Traditionally this is done clockwise.

Tier 1:

  • Temple of Spider: If your back is turned towards a cliff while aggroing Phase Spiders, they will teleport behind you only to fall to their death. It’s fun. Also during the last boss, standing in front of the green beam from big background spiders will prevent boss from healing, making the fight a lot shorter.
  • Cragmire Crypts: Last boss will put fire AoEs on the ground. They stay there and do DoT to anyone standing on them. You should pull the boss so that its not in those Redzones. When the whole area gets filled with red AoEs, you can interact with the big barrel on the far end to clear them. Be careful though, this will cause Boss to do a Bloodbath attack, so make sure you have enough stamina to block it.
  • Gray Wolf Den: When the last boss goes immune, a small red wolf will spawn after a while. You have to kill that fox near the close vicinity of the boss, so it can be damaged again. It spawns on the opposite of the entrance side of the arena , so pulling the boss there to fight will make it easier for mindlessly damaging people to succesfully kill the wolf near the boss.
  • Castle Never: Orcus is a great way to test your shielding technique. It has fairly obvious animations, and enough time between them for you to drop your shield. You can block every slam of orcus, use a skill, then block the next one. Try to not put up your shield longer than necessary. For weaker parties, it is a good idea to move away when Orcus raises its arm, so balls dont spawn. A stronger tank should be able to take the balls to the face however, with a little(actually very big) help from Fighters Recovery. During Zombie phases, you can move into the death orb in the middle to gain Capstone and SWW stacks easily.

Fangbreaker Island:

  • The Climb: This refers to the first part of the dungeon until you reach first boss. It is the part that is the hardest. Don’t get discouraged if you die here. Play defensively and let dps do the dps. Like rest of the dungeon, having high Everfrost Resistance will make this significantly easier. Additionally, you can use giant wards from stronghold in overload slots if you’re still having trouble.
  • Hati: At start, 50% and 20% HP, the boss will jump on a rock and do a push attack. You have to hide under the rock to survive it. For the rest of the fight, keep the boss away from the cliff and generally block its attacks. There is one attack where you actually have to move away from the red instead of blocking. It is the poison attack, and thats the killer move of Hati. It’s the attack with widest red area. You can move out of it by going to the bosses side. Hatis attack pattern is not random, so you can see when its coming even before the red appears, if you learn the pattern.
  • Dragonturtle:This is considered a Dragon, so anything that increases damage to dragons or decreases damage from dragons will work on it. This boss likes going for a swim, when it does, you should gather in the middle of the platform, and only throw away the closer runes that pose danger. After a little bit of swimming, it will come up and do a breath attack that can cause a wipe. You have to throw the runes at the boss to interrupt that and continue the fight. The runes fly in the direction your character is facing when you hit them. The other reason parties may wipe here is because of the slams, which significantly increase its damage. The turtle doesn’t like having too many melee people engaging it. When it does its close-range-breath-AoE(Where people tend to hide under armpits), it also does a check. If there are more people in close range than there are in far range(Outer side of AoE), it will do a slam. Another trigger for slam is if the turtle isn’t engaged close range after a swimming phase. You should be able to tank up to at least 5 slam stacks. If the stacks are reaching 7, you can start blaming your team. This bosses difficulty is propotional to amount of slam stacks it has.
  • Drufi: Rule #1; don’t get caught in ice. Rule #2; Dont’t break ice unnecessarily. Rule #3; Hide behind ice when boss does Call of Winter attack(Boss says: Winters Fury will be your demise!). Rule #4; Hug the person who has an arrow on them. Rule #5; Run to the boss when wind starts. If everyone follows these rules, it is an easy boss.

Spellplague Caverns(Master):

  • Kabal: This fight is very easy if your heals are good enough. It is similar to the weekly Kabal fight, where you need to drag a fireball(which drops from bigger iron golems) to the boss in order to be able to damage it. The killer here is the chain that connects you to another player. You have to break that chain by holding it on a fire mote on the ground. The fire motes drop from smaller iron golems when they are killed. When boss is immune, focus on those. Using KV during immunity phase will give your team more time to break the chains. After the boss becomes invulnerable you can swap to KC to kill it faster. The boss must be killed 3 times. After the 2nd kill, it spawns fire archons and chains everyone to the middle. This time fire motes drop from those archons. Kill them and hold your chain over it to break it, otherwise the boss will pull and kill you.
  • Nothic Stone-Eye: Very fun boss. The killer here is the pushes, and if your party isnt tanky enough, the buff stacks. For the duration of the boss, you have to watch out for 3 things in this order: The red eye above the bosses head, the jumps, then the buff stacks. If you don’t turn your characters back in time and look away when the red eye appears, you will get petrified. The target for the eye is random, so watch out at all times. If you get petrified youre vulnerable and useless. You don’t want that. The bosses gaze attacks also reflect from the mirror, so its a good idea to turn your characters back even if youre behind the boss. The second thing you watch out for is the pulsating red circle on the ground. This appears one attack before the boss does a jump. You should be roughly in the middle of the platform if you don’t want to get pushed off. The last thing to watch out for is the buff stacks under the bosses health bar. Over the duration of the fight, the boss will keep getting bigger, buffing itself. Each time it increases its damage and damage resistance. You should clear that buff around 2 or 3 stacks ideally. To clear the buff, the boss must petrify itself. You can make it do that by making it face a mirror when it uses its gaze attack. The range for him to get caught by is very small though, so you want to bring him close to one.
  • Nostura:This boss has lots of mechanics, but once you figure them out it is actually easier than the previous one. I’ll explain how the fight goes chronologically. You start damaging the boss. She does her petrify attack, turn your back to avoid it. After a while, she goes into stealth, and stone gates appear around the platform. Go to the edge of the platform between the gates, so you don’t get hit by them. For the rest of the fight the gates will occasionally appear again without boss going stealth, but they aren’t usually a big issue. Once you take her down to 75% HP, the boss will change dimension and begin healing herself. Tencatcles will appear in your dimension, as well as small yellow portals. DO NOT enter portals until the tentacles are killed, otherwise you will be stuck there. After the tentacles die, souls appear in the alternate dimension. Once you kill all those souls, the alternate dimension will disappear, and you can start attacking boss again. While you’re doing that, the boss will put a curse on you, which makes an icon appear over your characters head which is similar to warlocks curse icon. DO NOT touch other people when you have the curse, or they will get it too. This curse is a DoT that keeps getting stronger, you have to clear it or it will kill you. You clear it by getting yourself petrified. This is another thing you have to keep an eye on for the whole duration of the fight, and much more important than stone gates. Anyway, with everything going well, you will reach 50% boss HP. Same thing that happened at 75% happens here too. So kill tentacles, go into yellow portals, kill souls, then back to boss. From that point to 25%, you only really have to worry about the curse. Finally at 25%, the boss will again become invulnerable, but this time instead of tentacles, the souls spawn around the platform. Kill them all. After all of them are dead, they will be replaced with yellow portals. You have to walk into those and become a yellow ghost to be able to avoid the next attack that instantly kills you(usually). Having done that, now you can just burn the boss down. She will still curse, but you don’t have to worry about anything else.

Tomb of the Nine Gods:

  • Entrance: There are 3 entrances to the tomb, but only one is correct. The correct one is marked by a mask statue on the wall. You can see rightern and leftern statues by jumping in the first area, and if you don’t see it on either side, it will be the middle one.
  • Tombs: On each side of the room there are 3 tombs with symbols over them. In the middle of the room there are symbols engraved on the floor. You have to click on the tomb that matches the symbol on the floor on each side for door to open. Watch out for souls before proceeding.
  • Puzzles: Item sequence puzzle is explained very well here. The mimic puzzle is pretty easy, you just have to follow the purple glow. The drinking puzzle is usually the one that takes the most time. You drink a potion, which makes you a colored animal, but you can’t see your own color, only your teammates can. They will tell you what color you are and you have to step on the platform that has the same color and animal.
  • Avatar of Orcus: Orcus acts as a DPS check. To engage Orcus, the team needs to pick up 3 curses. The leftern curse gives the person who takes it 1900 times their HP in temporary HP, but they can’t be healed. This is the most crucial curse. Whoever takes it will have to watch out for green orbs that spawn for the duration of the fight and run into them before they run into others. They oneshot everyone except the person with this curse. As a tank, you should avoid this one, as Orcus’ attacks will also eat at that temp HP, so it will run out faster, and its better to keep Orcus in one place anyway. A person with higher HP taking this curse will give the team more time to kill Orcus. The middle curse is the least important one. It increases wielders damage against zombies, but decreases against Orcus. Since Orcus is the focus here, this curse shouldn’t be taken by a DPS. Nor should it be taken by the tank, as it will cut down aggro generation significantly. Finally there’s the rightern curse. This increases the takers damage against Orcuse, but puts a DoT on them. DoT is fairly insignificant, and this is best taken by the main DPS. Orcus is not too different than the CN Orcus, except it has one AoE attack that covers the center. If you raise your shield in time, you can block this attack and prevent getting CCed and pushed all the way back. Orcus also has one attack that ignored aggro, so team should have some degree of survivability or dodge it.
  • Withers: This boss has one killer attack, and loads of distractions. It presents a survivability check. You have to break the stone platform in the middle. The killer attack is the hand swipe that’s centered on that platform. As long as you block it, you should survive fine. The team might need some help though, a help like Knights Valor. It is also good practice to stay bundled together, so the grabby hands that pick someone randomly get broken as fast as they come up. Watch out for bosses quote that talks about his favorite recipe. That means a CC over time is coming. You can block it and you will be immune to it if you use Villians Menace, that way you can keep your KV on and protect the team. Once you have the survivability figured out, this boss is very straightforward.
  • Ras Nsi:This is a boss where a lot is going on during the fight especially for a GF tank. At first you’re likely to have moments where you have no idea what it was that killed you, but once you get the hang of things its pretty simple. The general thing you want to do in this fight is stay on the platform and kill the souls Staying in the center of the platform helps. I’ll explain the fight chronoligcally. As soon as the boss is agroed, he will come to melee range, raise his sword, and it will start flaming, this flaming sword attack hits hard, and puts an equally hard hitting DoT on you, setting your character on fire. Block it. You have enough time between DoT ticks to use Fighters Recovery, if its not cleansed by your clerics yet. You can block the DoT hits as well, just block in the direction where the boss was when he put the DoT on you, maybe take a step back too. After you survive this, the bosses next major attack will be an electric swipe, indicated by him holding his sword above his shoulder for a few seconds. This puts partial paralysis on you if you don’t have AA or if you don’t block it. So block it too. This attack is always followed by a quick stab shortly after, which is harmless at first, but if you have a couple of shatter armor debuff on you, it can be deadly too. After the boss is done showing off all his attacks, he will teleport to one end of the platform and do an AoE that covers the platform partially. If you get caught in that, you will get shatter armor, which reduces your DR significantly. After two of these attacks, depending on the dps, usually the the laughing ghost skull(acererak projction) will appear. This means a pull is about to happen, and you have to go to the opposite side of the platform to survive it. For the duration of the fight he will keep doing this. So watch out for it. I usually listen to the audio cue which is an evil laughter, but it can sometimes bug out. Watch out for the skull thing itself, when it puts its hands on the platform. Every time after the pull, boss will do the electric swipe. Then after taking a certain amount of damage, it will summon adds. There are a few indications for adds. Most obvious one is the AoE the boss does, which covers the entire platform in red except the red circle around him. This is a good time to preserve your attacks and start looking for souls. Souls will spawn every time adds do, and they have to be killed. If you don’t kill them fast enough, they will fill the soulmonger charge of the boss. If this charge reaches full capacity, it’s a hard wipe. At around 30% HP, the boss will use soulmonger attack regardless. If the soulmonger charge is low enough, you survive and continue as usual, if its too high, it will probably kill everyone but the pally, you may have to use a scroll then. After this point, you can ignore soulmonger charge and the souls and focus on boss. He does not repeat the soulmonger attack even if the charge is full.

Cradle of the Death God:

  • Skull Phase: Pull the skull to the Acererak Projection, then kill it from behind. Similar mechanic to the turtle runes.
  • Jelly Cube Phase: Don’t put AoEs in the middle. Pull the jelly cubes to the corner and stab them furiously there till they explode and jam the gears of the elevator. Jammed gears stop and become green. Pull the next cube to the unjammed gear until all of them are killed
  • Tubes Phase:Kill the tubes clockwise. Watch out that your companion doesn’t falll from the platform. If it does, you can revive it before engaging the boss in the next phase.
  • Atropal Phase: If you have an arrow above your head with AoE below your feet, move away from the group, similar mechanic to MSVA, except this time the blue areas dropped by these arrows are much more deadly. This kills people. Don’t stand on it. If you have a pulsating arrow on your head without an AoE below your feet but more arrows on your sides, then cuddle your team, similar mechanic to FBI.
  • Pull-Push Phase: Appropiate mechanic for a undead baby boss. It’s easy to resist as a GF. Go to the outer edge of the platform, facing the baby. When the pull starts, raise your shield and stand still. When you reach about the halfway of the platform, take a step or two backwards so you don’t fall. And once the pulling stops, go to the inner edge of the platform. There are 3 pulls and 1 push in the span of 5 seconds.
  • Acererak Phase: Make sure your healers arent healing, because healing done here heals Atropal. Just damage Acererak enough before the soulmonger charge fills, then step into the dome created by the nine lost gods. Rest of the fight after this is same as the previous parts.

Cradle of the Death God:

  • Tanking Sisters: The main job of the tank here is to watch out for the stacks of Drain Vitae sister puts on you. Once the stacks reaches 10, the sister will raise in air like Trinity from The Matrix and jump towards you. This oneshots you unless you block it. You also need to make sure you don’t attack the sister when chains appear, that will kill the chained person right quick. The sisters other attacks aren’t very strong though and KV isn’t really needed here, so you can use KC. As for damage, you can go with both GW or KB. You don’t have to worry about KB killing anyone as the Sister clears it before chains appear. Still I prefer GW though, as there won’t be a big window to attack between chains and pushes and so on anyway. Once you kill a sister, you need to get to the middle of the arena and kill its essence as well, otherwise you’ll be wiped. So save your buffs. All 3 sisters play pretty much the same. Except during 2nd sister, sometimes bats will spawn. Go under the lanterns by the stone posts to avoid damage from them. Then there should be no issues as long is the Book is managed correctly and you pay attention to your debuffs.
  • Doing the Book:If you’re joining as a buffer, and the main tank is a paladin, you might be asked to attend the book. It’s a boring job, but it also means you won’t get killed by a dps who attacks despite the chains, so sit back and relax. What you need to do is hold left click attack for 4-5 seconds on one ghost form sister and you will have her aggro for a while. Do the same for the other, and keep them away from the physical form sister. Rinse and repeat, stay alive, and that’s it.
  • Arcolith:This is a traditional tank & spank for everybody else. For the tank, you have few responsibilities. First, you’ll have to get hit by his attacks. If his swing goes empty, he might start spinning prematurely. When he spins, you need to pull him towards a pillar and he will stop. That’s it. KV is useful here if your dps is dying a lot. If not, just use KC and contribute to the DPS race.
  • Strahd:Before going in, make sure everyone has at least 1 stack of sword buff. Multiple stacks are not needed as 1 stack caps the DR already. KV is very good for protecting your team here. The bulk of the dps will be done by the swordwielder anyway, so there’s not much point in going with KC. The fight goes like this: Sword gets cursed(Arena gets dark). Strahd chokes someone, you need to save him. Then he kidnaps someone to basement. If you’re in basement you need to stay alive. An executioner spawns under Strahd there, so don’t stand close to it, or you’ll be stunned and executed. If you’re on the topside, you need to kill the channeling dopplegangers, which is usually done clockwise. Then the curse will be lifted and Strahd will come back for you to attack. During that part, just make sure you stop attacking when he says “Come then” or “Try me”, otherwise he will steal some charge from the Sunsword, which you need later on. He curses the sword again at 75% and 50% HP. Repeat the same things. If bats spawn, go step on the candles on the edges of the arena to avoid damage. At 25% HP, he will pull everyone to the middle. There the daily of the sword must be used, after the sword finishes his sentence. A sufficently charged sword will protect you from attacks here as long as you stay inside its bubble. After that’s done, Strahd can be finished off without any issues.
  • There is a custom chat channel you can join in game: /GF_Channel
    You can ask about GF stuff there or talk about fashion.
  • Thanks to @elvalianon., @rjc9000, @peregr1nus for proofreading.
  • Thanks to bunch of people who maintain helpful websites like nwcalc.com, bethel-95.github.io/Insignia-Bonuses/, jannenw.info, and contributors of the official wiki.

Parrotzilla’s Paladin Tank-DPS POWERSHARE Build PS4 Mod 14 (Also PVP and Devotion/Healadin)

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BANNEDZILLA

So i was banned almost 3 weeks ago.

It was hard, was thinking on never coming back, but a good friend of mine helped me, and luckily to me i had a second acc i used for jubilee event, so i had a legendary bag and a rank 14 ready for me to use, plus some companions tokens.

Starting over wasn’t easy, BUT it gave me a good experience on starting over on mod 14, and let me tell you,

IT’S EASY AS FUCK, compared to other mods.

Equipment?, ffs just run couple dungeons and DONE

Bondings?, CHEAP AS FUCK

only hard thing for me, is the 100k AD a day and refinement, but there’s a way around that.

I added a section for NEW PLAYERS who just started playing “called baby pally” , it should take you around 4 months to become endgame,

 if you play for 2-3 hours a day.

 

Hello there boys and girls!,

Welcome to my little build for Paladins

My name is Gabriel but you can call me Parrotzilla, but nobody cares about this so whatever.

I play on PS4, and my PSN name is ParrotSaurusRex, so if you see a Parrotzilla without that PSN out there, it’s not me 🙂

First of all some few things

My native language is Spanish, so my english ain’t that great, but i will try to be as clear as posible

What to expect from this build?

Well i love being a Paladin, because we can do a lot of things at the same time, for example with this build you will be able to tank / Buff and with the correct Equipment, deal a lot of damage 🙂

IT DOESN’T MEANS YOU HAVE TO BE A DPS,

The main thing we are going archieve with this build is tanking and powerbuffing, Dpsing will come as we level, since that’s the way a paladin is suppose to tank.

More power = More power share = More Damage = More Temp Hp and Agro = Better tanking.

Even if you’re not geared for endgame content, you will be able to tank and buff a lot, the DPS is an extra bit wich can come in later, sure you can use the rotation to do DPS, but won’t effective without the correct equipment

But if you stack Azures on your paladin instead of your companion to gain 100% crit chance, that’s a big waste BIG BIG WASTE.

I will explain why on the powershare section.

First thing you need to get, before you get any fancy mount, any fancy enchantment, or any fancy companion,

GET BONDING RUNESTONES 

They change your game completely, what do bonding runestones do?, when they’re at rank 14, each of them passes you 65% of your companion stats for 20 seconds when it attacks, so 3 ranks 14 means 195% of your companion stats

“BUT BONDINGS ARE TOO EXPENSIVEEEE”

Yes they are,but it’s the first thing you should be investing your AD in.

 

 

BABY PALLY doo doo, doo doo doo doo

 

Welcome to Neverwinter

You’re going to hate in here.

Just kiddint it’s a nice MMO, just a LONG GRIND.

Ok, so you just started the game, be sure to look at the stats section, you can chose whatever race you want, just make sure to put stat points on CON AND CHA, follow the tutorial, follow the quest line, there are two great tips i can give you right now.

  1. as soon as you hit lvl 11, you will be able to pray, go to protector enclave, with sargent knox or with the lady near the fountain where knox is, and she will teach you HOW TO PRAY, this is super important, you can pray every 15, 30,45,60 and finally 90 min. IS SUPER IMPORTANT TO PRAY, it will give you several things, wich you can see below.

2.- As soon as you hit lvl 12, you will be able to run RANDOM QUES, open your options (options button on ps4), go to QUEUES then hit “RANDOM: LEVELING QUEUE

MAKE SURE TO RUN THIS ONCE A DAY. 

It will give you Astral Diamond, wich is the currency of this game. 

3.- Now with the AD you have, BUY QUARTERMASTERS ENCHANTMENTS , how?, open your option, then go to Tarmalune Trade House -> Refinement and type in “Quarter”, it will pop Quartermaster’s Enchantment, Rank 5 up all the way to rank 14, rank 5 are like 1k AD on PS4, make sure to start runing this on your UTILITY SLOTS,  all the time, doesn’t matter if its rank 5, or rank 10, just run em to start getting bags .

now for utility slot, that’s in your helmet, arms and boots, usually after lvl 25 these pieces with utility things will drop, i would recomend just puting em on your first piece, and just keep that piece, i would just switch it every 15 ish lvls?, so let’s say 25-45-60-70, so you dont waste alot of gold by taking em on and off.

DO NOT OPEN THE BAGS YET, SAVE THEM, UNTIL YOU FIND SOMEONE WHO CAN LET YOU USE THEIR QUARTERMASTER ENCHANTMENTS. 

I REPEAT , DONT OPEN THE BAGS,

you need to have 10.5% chance in order to GET ONLY AND ONLY RANK 6 AND RANK 7 ENCHANTMENTS. ( for example lvl 13 gives you 4% so stacking 3 lvl 13, is equal to 12%, you just need to have 10.5%, anything above that wont help,. But wont hurt.)

Anything below 10.5% will give you fucking rank 5 ,4,3,2,1.

Anyway, just starting saving thos bags, until you can find someone who can let you use their QM’s or until you can afford your own high lvl ones.

So from lvl 1-70 , the game is pretty easy just follow the Quests, MAKE SURE TO DO THE FIRST QUEST UP UNTIL EBON DOWNS, this will unlock your account, letting you use the Action House, and in game chat.

Also make sure to complete the blacklake district campaign, neverdeath campaign, and the seer campaign, THESE 3 CAMPAIGNS GIVE YOU A FREE BAG, AND ARE EASY AS FUCK, TAKES LIKE 30 min each, exept for neverdeath wich takes 10 FUCKING YEARS (more like 1 hour but is boring as fuck)

Now, other than that, follow the quests, enjoy the story,  don’t worry about wich equipment to use prior to lvl 70, if you’re a NEW PLAYER, just follow the quests and just use any equipment you find, until you hit lvl 70.

For skills you can use radiant strike,valorous strike,  burning light, smite and templar’s wrath,  while leveling up, with aura of courage, and wisdom, and of course divine judgement, they are all low level powers, so no bitching about it.

If you’re an experienced player, and are just starting a new character, DONT WASTE YOUR MONEY ON ENSORCERED WEAPONS, they’re USELESS, if you really want to use a weapon enchantment, just buy a MACE OF THE HOLY KNIGHT on the vault of piety shop, or buy it from the AH, it has NO LEVEL REQUIREMENT, and it has a weapon enchantment slot . If you’re a NEW PLAYER, dont even bother about this.

ALSO once you hit lvl 60, make sure to start the ELEMENTAL EVIL CAMPAIGN. 

If you’re in a hurry to lvl up, and dont give a fuck about the story, then run a lot of random leveling ques, you should be able to lvl to 70 in about 3-4 hours.

So now you’re lvl 70 already?, look at Mr Im In A Fucking Hurry To Lvl Up well guess what, you’re about to start a 2-3 months of SUFFERING. 

Why?

CAMPAIGNS 

Unless you have $130 laying around to spend on campaigns, you’re going to spend the next 2 months grinding like a motherfucker 

Now talking about Campaigns… there are some easy ones, some hard ones.

I decided on my new acc, to complet EVERY CAMPAIGN by my own, with the exeption of  Storm king Thunder, Tyranny of dragons and River district. I will just buy these, since they’re the longest ones to complete.

Stormking thunder is a huge NO NO to me, it takes around 90 days to finish.. And the dailies, just no, i only have 3 hours a day to play, so no ty, Same for Tyrany… but is up to you.

River district is easy, you just need to make around 5 Heroics  a day, but is boring as FUCK.

The other ones are really easy, if you want an advice, Dreadring and Sharandar, reset every 12 hours so you what i did was, just went there in the morning grabed the quests for shrandar and dreadring, BUT in dreadring i did the DAILY LAIR in the morning, then at noon they will reset, so in the afternoon after im done with my job, i would go grab the quests and DO THEM and also DO ANOTHER DAILY LAIR on dreadring. Sharandar and dreading are really fast, and NICE, because most of their quests GIVE YOU RP, wich you will need.

The other campaigns are pretty easy, elemental evil can be done in 1 day, maze engine is only 1 quest a day,  Underdark is just starting the task every day, witht he faerzeses (or whaever the fuck you spell that) you wil get from doing demonic encounters in dreadring and Icewinddale.

Icewindale, if done correctly, you can be done with the quests in 2 weeks, and just do the 2 reputation quests a day (3 demonic encounters and 1 demonic encounter plus mining 300 black ice) for around 2 weeks.

Chult can easily be done by completing Folly, and Barovia has to be one of the easiest campaigns ever.

what’s the first thing you should do as lvl 70? 

Equipment 

So…you you have two steps, you can either do step a or step b first, is up to you, but you will end up doing both anyway. 

a.- Start Running Dungeons (i would recomend Master of the hunt wich is EASY, gives seals, and a FREE CHEST, at the end, wich is bound to account BUT nice anyway.

With the seals you get from this dungeons, go buy primal weps, primal gear, and primal Rings for you and your COMPANION. 

b.- Make your way to BAROVIA, is not HARD, just go to neverember king, get your “unwelcomed guests” quest, go to the

MOTHERFUCKING COPY OF THE GUILD STRONGHOLD, IM NOT KIDDING IS A FUCKING COPY OF THE GUILD STRONGHOLD. 

Anyway, go there, talk with the lady, travel to barovia, here you will have to fight some vampires and werewolves, IS NOT HARD, just let everyone else fight em, you can use Binding oath, Burning light and templars wrath, you wont die trust me.

Then you will need to ride to barovia, killing some wolves, YOU CAN JUST IGNORE THEM, when you get there, go to the barovia town thingy, talk to the lady, and she will give you a pack, with a barovia set, put everything on.

Here you can see wich one is better, if to keep barovia or Chult for the stats, tbh i just kept barovia neck, belt, and artifacts, while using full primal set, with primal weps, and rings.  until i could get my mw3 neck and belt,

IF YOU’RE NEW I WOULD RECOMEND GETTING THRIST SET FROM AH, IT’S CHEAP AND NICE.

IMPORTANT NOTE, DO NOT SALVAGE BAROVIA SET PIECES 

DON’T, you wont get em again, and god knows dev like fucking us over, and these pieces may be BIS in the future, when they make CR 10x easier faster, and with way better rewards, if you’re not using them, keep in your bank.

ok now you have full equipment,

what’s next?

Bondings 

so what companion should you be using?

endgame would be either, Con artist, sellsword, rebel mercenary or Tiger 

If i was new to the game, i would go Con artist, it has 3 rings and a DEBUFF 

there are other options that use 3x rings, will o wisp, lillend, the broom from the halloween festival, but let’s be  honest, at engame you’re gonna need a DEBUFF companion, otherwise you will be

“that dude who’s 18k and has a lillend” nobody gives a fuck if your lillend healed for 200k.

anyway, let’s say you’re smart and you  chosed the  Con artist, buy that motherfucker for gold on the companions thingy on enclave, or buy it with AD on the AH, and then spend i believe is 25k? or 50k? to make it green tier, unlocking its ring slots and enchantments slot. YOU SHOULD HAVE SOME AD NOW, BY 1 RUNING RANDOM QUE A DAY 

Continue runing random dungeons for salvage / seals, salvage everything, and get some bondings r8ish they’re CHEAP AF, or maybe r9 idk. 

get 3 primal rings on that mother fucker and there you go. 

Congrats you’re a fucking noob.

start looking for groups for CODG and shit, just kidding you’re 6 weeks away from that, 2 months if you take in account your noobish ilvl.

Just continue doing your campaigns, run random dungeons for Seals and salvage, and maybe just maybe nice drops.

 Alternative Characters 

Now,  i know what many are thinking, Why? With the 100k a day alt characters, became USELESS 

Not really. 

Let me explain, remember when i told you at lvl 11 you unlock praying?.

Well praying ALL YOUR PRAYS A DAY, will give you 2 Celestial Coins a day, with 11 of these couns, you can buy a COFFER OF CELESTIAL ARTIFACTS, will can give you some RP, marks , wards OR A COAL WARD, in the last 3 weeks i have gotten 3 COAL WARDS, with 24 alts. They’re not sellable, BUT YOU WILL NEED EM EVENTUALLY.

Also when you pray you get BONUS AD, meaning if you salvage with that character, you will get EXTRA AD, meaning instead of getting let’s say 5k for a purple chest piece, you wil ge 7kish AD

And the most important thing about alt characters.

When you pray you get purple bag, that contain bound to character RP (wich you can use to upgrade your enchantents btw). but most important, you get 

MOTHER FUCKING DISCOUNT VOUCHERS 

The ones i look after are 20% any item, 20% any refinement item, or 33% any striker companion. 

With 20% any item and 20% any refinement item i buy coal wards at 800 zen, wich is 400k ad, then i sell em for around 470-480 ad. -400 of the original price –48 ah cut, you get 32k AD PROFIT, i know it looks like nothing,

BUT IT’S FREE MONEY

 if your character is lvl 70, you can also invest the 20% of any item on  cloaked ascendancy or storm king thunder campaigns, for a 80kish ad profit, but these ones take like 3 days or more to sell 🙁, that’s why i prefer Coal wards. EASY MONEY .

 Also now, about alt characters, YOU DONT NEED TO LEVEL THEM, what i did was easy, I just ran my campaigns, until i got a TOME OF EXPERIENCE from one of my experience rewards (once you hit lvl 70, everytime you “level up”, you get random rewards, from rp, to RAD to Experience tomes, now, with 2 of these tomes you can get any character to lvl 11, SO, what i did was simple, i just got the tome of experience, MAILED IT TO MYSELF,  started a new character, did the tutorial, and then after knox sends me to “return of the crown” quest  ( i just  went there popped my mailbox took my exp tomes, used two, BAM LVL 11, left  that place and went with the lady near the fountain to learn how to pray, then teleported that alt to mount hotenow where the loading screen seems to be faster. and just pray 🙂

If you don’t have a mailbox, i believe after entering that quest, if you leave it, you will go to the regular enclave, where you can use the mailbox near sgt knox, if not you will have to finish that quest in order to get to regular protector enclave, wich shouldn’t be that long maybe 5-10 mins?

 

 

Weapon enchantment,  

at endgame you should be using feytouch , or plague fire, frost, terror, etc.

BUT feytouch fucking sucks before Transendent, So? 

Motherfucking TERROR, is cheap AF and fulfils it’s duty.

just get a rank 8 on the AH, they’re always cheap af.

VIP 

Now with patience you should have atleast 1 mil, if you have some alt characters, when you get a 20% off any item, buy 1 month of VIP, this is super important,

DONT WORRY, YOU WILL GET YOUR INVESTMENT BACK, just make sure to SELL EVERYTHING YOU GET,

and when you see a discount on TRADEBARS, make sure to spend all your tradebards on SCROLL OF MASS LIFE. 

 

that’s what i have been doing, i got my paladin to 70, got my equipment, started runing dungeons, sold some unbound stuff, started making alts, prayed, bought items with coupons sold em for profit, used that money to upgrade my paladin, currently sitting in about 200 Qm bags, witing for 2x enchanting to open them, and well that is all i guess.

and well that’s i believe all the advice i can give you,  just make sure to run your random ques a day, if you’re lvl 70, run some epic dungeons, Epic temple of the spider, is really nice, since it has 3 bosses, it has a chance to drop  3 purple Salvage items, plus the one on the chest, ALSO everything coming from the chest is NOT BOUND to ACCOUNT, so if you get let’s say a purple air archon, you can sell it. 

If you can’t run temple of the spider because you dont have any dungeon keys or money to buy em off AH, dont worry, run Shores of tuern, it’s easy, fast and the final chest DOENS’T NEEDS A KEY, so you get FREE SALVAGE, it’ s low lvl salvage tho…

 

Now, for the race, several choices, everyone is “ok”, i have tested, Human, Half Orc, Tiefling, Halfling, Dwarf and Metallic Dragonborn.

Most players will make you chose between Human, Tiefling or dragonborn, from these 3 i would chose Tiefling. Why?

It’s Free

Human is ok but the extra feats are not worth it. for real, it’s like 3k more hp no ty.

Dragonborn is nice if you can afford it, but not much better than Tiefling, Metallic Dragonborn, well.. they’re the same as dragonborn exept you get 3% more hp and 3% more healing.

BUT,the deal with dragonborn, atleast on PS4 you have to pay REAL CASH, to get it, or metallic dragonborn, you have to use a LEGENDARY PACK to get it, wich i would just recomend going Tiefling and use that money in something more important, like your BONDINGS AND YOUR COMPANION EQUIPMENT.

I used to be a Metallic Dragonborn, but since my old account was BANNED, i had to start over as a TIEFLING.

Funny tho, i got tired of being a dragonborn and made myself a HAFLING, just for fun

Disclaimer:

I’m using my old pictures of my old acc on this build so you will see me sometimes being a Halfling sometimes a Dragonborn, sometimes a tiefling. So yeah don’t be confused with that.

YOU CAN BE WHATEVER RACE YOU WANT, hell if you want to be a dwarf paladin GO FOR IT BRO, just make sure Con is your main stat followed by CHA 🙂

Tiefling

+2 Charisma
+2 Constitution or +2 Intelligence (CON for pallies) Bloodhunt: You deal an additional 5% damage to targets below half health. Infernal Wrath: Whenever you are hit, you have a 10% chance to lower the Power of the attacker by 5% for 5 seconds.

Tieflings are BIS (best in slot) to me, because the bonus is pretty nice, and it’s FREE, but again, if you have the money get dragonborn go for it, but there’s no gamebreaking difference between dragonborn and tiefling i would much better invest that money from the dragonborn pack into your character.

Human

+2 to any ability score (CON for pallies) Versatile Defense: Increase your Defense by 3%. Heroic Effort: You gain an additional Heroic Feat point at levels 10, 15, and 20.

This is not a good option IMO, i mean if you like humans GO FOR IT, but if you’re into min maxing the best free option is tiefling.

Metallic Dragon Born

+2 to two any stats (obviously +2 Con + 2 Cha)Metallic Ancestry: 3% more healing and 3% more MAX HP Dragonborn Fury: 3% more Power 3% more Critical.

When you create your character, you will be able to roll your stats, make sure CON is the highest stat in your roll, 

After that just and just increase CON and CHA

why?, because CON gives you HP and Damage resistance, and CHA gives you Action Point gain and Combat Advantage Damage plus with force of will heroic fit each cha point after 10 will give ya 1% crit chance.

These are my current:

HEROIC

DIVINE ACTION

4/5

Activating Divine Call generates 4% of your MAX AP

why 4/5? I dont spam divine call and the primal boots give me tons of AP gain, no really need for this to be 5/5, but if you want it to be 5/5 go for it.

TOUGHNESS

3/3

Increases your Max HP by 9%

Yes please

EXEMPLAR’S HASTE

2/3

Encounter power recharge 4% faster

This Feat doesnt makes that much of a difference to be honest, with aura of wisdom on, but it’s kinda a placebo for me, i like it this way.

WRATHFUL STRIKES

3/3

Your Atwill powers deal 6% more damage,

MUST HAVE

IMPASSIONED PLEAS

3/3

You generate Divine Call 6% Faster

To be honest, i have played without this feat, and haven’t seen much of a difference, this is optional. i like it to be honest, not sure if works at 100%

STEADFAST

2/5

Each point of CON grants 1% additional Max HP

If you’re not stacking crit, you can stack 5/5 on this one, doesn’t makes that much diference,you will gain around 15-20k hp whileForce of will will give you around 10% crit chance.

FORCE OF WILL:

3/3

Each point of Charisma now increases your Critical chance by an additiontal 1%,

only raise this if you’re going full crit, Honestly if you dont have double offense companion equipment and bondings r13-14, i would recomend going 5/5 on Steadfast and go full power  on paladin, / armor pen and power on comp, and just stack crit once you get 3 double slotted companion equipment from Gambit Skirmish or buying em from the AH.

PARAGON

we are going to chose PROTECTION,

why?, because that’s the Tanky one 🙂

I went Justice and part Light.

Why Justice? the way Paladdin tanks is by doing damage, we dont have those fancy marks or fancy passive skills the GF has to get Aggro. We generate Agro by doing damage,

Now let me explain each of these Feats to you, so you understand a little bit more these.

Swift flash

5/5

When you are struck by a foe you have a chance to trigger a flash, granting 30% more movement speed for 4 seconds can happrn every 10 secs

Flash of Light

5/5

Well this is a way to buff our Allies, with each encounter we have a chance to reduce their cool downs by 10%, and we gonna use encounters A LOT, so yeah, the other choice is Furious Reversal, which is a HUGE NO, it sounds nice, but only happens every 60 secs, seriously dont touch that one. This one is one of our most important feats, it buffs the group A LOT. dont even think of taking a point out of this one.

Radiant Champion

5/5

ok, not much to say about this, you and your team mates 30′ around you run 25% faster and have 5% cooldown reduction, the alternative is not bad aswell,Stem the tide, with no allies 30′ around you, the enmies take 5% more damage, this is really good on PVP

Echoes of Light

4/5

when using an atwill power, you have a 8% change to Recharge all your encounter powers, happens every 15 secs, this is pretty nice

Beacon of Hope

1/5

Activating a daily power causes you to become a beacon of hope for 6 seconds. Randomly 3 allies within 30′ who have taken damage will be healed for 50% of your weapon damage every 2 seconds

(This will proc healing Warmth Boon from the Storm King’s Thunder Campaign, if you dont have this boon yet, then go for 5 points on Echoes of light)

Purifying Fire

1/5

not much to say about it, you deal 2% of your weapon damage as Fire when using your Atwill, but it’s removed when you use an encounter. The way i play I’m constantly using my encounters, so i take advantage of PRISM + Healing warmth over this one. but it still nice to use a point in here, JUST FOR A LIL BIT OF EXTRA DAMAGE.

Prism

4/5

Activating a daily power causes you to become a prism for 16 seconds during this time anytime you are healed, all allies within 30′ are also healed for this ammount this effect will not trigger from heal over time effect.This is a really nice and overlooked feat, it will proc healing warmth, wich will raise your dps by a bit.

Vengeful Judge

This is when the Paladin starts to shine, when you use Divine Call (R1 on PS4), you deal 35% more damage for 10secs, and REDUCES the cooldown of your encounters, also your encounters have a change to grant you a charge of divine call.

This is my main source for dps, i dont spam it like a crazy man, i use it once before each divine judgement to raise it’s damage.

Now the Light Path

why light and not Bulwark?
CAUSE WE NEED TO BUFF THE TEAM,

Gifts of Light

5/5

You heal 10% more

Well it was the best one from the first two hah

Warrior’s Bastion

5/5

You gain 10% more Defense from equipment.

Aura Gifts

5/5

NOW THIS, team mates who are at 30′ of you , for at least 6 secs, get 25% of your POWER

This is only for your BASE POWER, that means the power you have without any kind of potions / buffs, this means it only affects the power your equipment gives you, like radiant enchantments, or the power on your equipment (Mount Insignias work) (companions legendary status doesn’t works)

NO, it doesn’t works with Bondings, or buffs

“THAT AIN’T AS NICE AS BULWARK DUDE”

Well screw you, i have 49K base power, so i give my team mates 25% of it, THAT’S 12k POWER TO MY TEAMMATES,

IM A WALKING LEGENDARY MOUNT MULTIPLIED BY 3

More about powershare on the powershare section

These are the powers you need to raise as you level.

AT WILLS:

Sure you can use Valorous Strike till you get 35, is almost as nice as Shielding Strike, some people keep using Valorous because it hits faster, I use shielding strike because it hits way too hard with Sacred weapon procced on it, and the extra shield is awesome.

Radiant Strike:

Simple aoe at will,it’s slow but helps us rush the enemy , we use this because it buffs our damage and armpen by 5% for 15 secs :), so use every time you can (i use it every 10 secs)

Shielding Strike:

BIS Atwill, deals a lot of damage, and gives us extra shield, seriously stop using oathstrike and valorous strike once you get this atwill it’s amazing when it’s buffed with sacred weapon

Encounters:

Solo / trash mobs

Templar’s Wrath

This is our main way of tanking, it’s simple, we do damage with it, the damage we deal with it, it given to us as HP mutiplied by 3 Example:You hit 50,000 damage with templar’s wrath, you will be getting 150,000 temp HP, more temp hp = more survival.

Sacred Weapon:

This is the best encounter we have, this encounter buffs your next 3 single target attacks by A LOT, i mean a lot, it’s the difference between a divine judgement hitting for 700k  or 4m damage. yeah is annoying the animation, BUT IT’S WORTH IT,.

Smite:

Deals a lot of damage, like A LOT of damage, almost as divine judgement. these last 3 powers are the ones that i am always stacking, when soloing or dungeoning.

An alternative for smite in a dungeon with tons of enemies, it’s Burning light:

Burning light

Deals Damage in an area, it does TONS of damage too, BUT it takes way too long to cast it 🙁 and casting it without being at full state, it’s a waste .

For boss battles i swap Templar’s wrath for Circle of power, but ONLY WHEN IM RUNNING WITH 2 DC’S, since im getting constantly healed 🙂 (I dont use this on mspc last boss, t9g orcus or last boss, on those battles I use Templar’s wrath , sacred weapon and Smite.

Circle of power

Makes a giant circle on the ground, giving you and your teammates 25% more damage resistance , and 30% more damage TO YOU ONLY, not your teammates.

Auras

Aura of courage

THIS SHOULD ALWAYS BE USED, ALWAYS it raises your and your teammates dps BY A LOT, this is one of the reasons we stack hp 🙂

Aura of wisdom

Increases your recharge speed by 25% at rank 4 this will also be your offhand artifact power

Dailies

Divine Judgement

AMAZING DAMAGE, just use it lol

Shield of Faith,

I use this when dealing with a lot of mobs when the team is kinda squishy, it’s a good daily, has saved my life many times before.

Now this is a the tricky part, what to stack?, i have seen some paladins stacking defense, recovery, armor pen and crit on their paladins, they’re wrong, why?

our main stats are POWER AND HP, that’s it, why?,

Go to the powershare section son

BE SURE TO ONLY STACK RADIANTS ON YOUR

PALADIN

I cant stress this enough, please please dont stack crit on your paladin’s offense slots

By this i mean, DON’T PUT ANYTHING ELSE THAN RADIANTS ON BOTH OFFENSE AND DEFENSE SLOTS ON YOUR PALADIN.

Defense Slots: On your Paladin stack only Radiants for the HP, more hp = more power, i explain more of this on the powershare section. I WONT LINK IT AGAIN, CAUSE I JUST DID UP THERE.

what about armor pen and crit?

Get your Armor Penetration to 55% Resistance Ignored,80% if you’re doing chult, 95% if you’re doing Ravenloft.

only stack armor pen on your companion, not on your paladin.

if you want to do as much damage as posible you need to meet the armor pen cap for each area, i just run 95% everywhere

with new equipment it’s pretty easy, .

Critical is optional.

I would stack arm pen and crit on companion, i was lucky enough to get 5 rings with 2 offense slot.

So i can achieve 100% crit chance, and 95% resistance ignored.

Again if you dont have 3 companion equipment with double offense slot, dont bother stacking crit, just stack armor pen to achieve 80% and the rest either stack recovery or power up to you.

These are my current stats:

BASE STATS, no companions summoned, just my base stats, that’s 50,721 power that is powershareable.

Bondings Proced in the middle of a fight:

100% crit chance and 95% resistance ignored.

THIS IS A LONG SECTION

i will be giving you diferent options for equipment, so yeah, this only covers the helmet, chest, arms ,boot pieces, and rings,

Sets, and artifacts are on their respective section.

NOTE: MOD 14 BROUGHT TONS OF NEW EQUIPMENT, some can be seen on collections, some other can be randomly bought on campaign store with barovian coins or using cards on hunts, i will only name those that are seen on collections, if i find better chest pieces as hunts go around, I will update this section:

But Parrot im just starting the game I dont have acces to that equipment yet omg

Well there are diferent options, i will go piece by piece, from Best in slot to an aceptable replacement.

With mod 14, there are several new head pieces, i will name those that are not random drops from hunts:

Oathlord’s ward Barbute

This may not have the most of the power , BUT it gives you a BUNCH of crit when you’re at full health, with you are 100% of the time, leting you play around with the stats on your companion.

where?, seal of the crown, by runing Castle ravenloft.

Decaying Habit

 

This piece has probably most Hp / Power than any other Piece on a paladin, BUT it’s awful for long boss battles, such as Orcus on T9G or CODG baby, sure if you make the math you’re not really loosing any power by the end of the battle, but you must have an OP team. Still it’s easy to get, soimply buy Bolgera Wanted posters on AH under miscellaneous just search for “Bolgera”, it’s like 6k a poster, you will probably spend around 10 posters till you get it. still 60k for a nice helmet?, sign me up.

 

Crown of the undead

This is my favourite piece from the new mod, it may not have the most power, BUT it’s amazing  i simply love it, cast a daily and it become a mini carpet, pulling nearby mobs to you, you can get it, by hunting sister of fury, simply go to Action house -> Miscelaneous and type in Sister, it’s around 37k right now, took me 10 posters to get it, but it’s worth it lol.

 

 

Rex corona

This was Best in slot on mod 13, What’s so special about this corona?

Well it has HP and power, wich are our main stats and the equipment bonus is pretty nice, still it’s not THAT NECESARY, there are other options out there.

Guise of the wolf clan

Now where can you obtain this item?

From the mysterious merchant on your stronghold

now, i dont know exactly, but your guild has to be lvl 16ish?, and it’s like a temporary building that the guildleader has to “build”, then the mistery merchant will appear for a week i think, with random items each time you “build” him.

So depending on your guild’s luck, you may get this helmet on the first time, or NEVER.

it’s tricky, but it’s a NICE helmet

Primal Restoration/ Ward Umqhele

Now there are two options, one has higher powerand some armor pen, while the other has high crit and some power, wich one you chose, it’s UP TO YOU. it depends on your build, if can afford 100% crit chance, go for the Ward one

Where can you get this?, from the seal vendor on chult/enclave, using seal of the brave wich you get by doing epic dungeons.

Dragon Loyalist’s Visage

Where?

Shores of Tuern, it’s a really easy skirmish (game has it under dungeon, but it’s reallly a skirmish), you can hopefully solo it, or just ask friends to help you farm it

Now if you’re like OMG PARROT I HAVE BEEN FARMING THIS FOR YEARS WITH NO LUCK, then go to the seal vendors on enclave and buy the Oathkeeper Ward Armet restore it and use it meanwhile.

 

Oathlord’s Ward cuirass

This is pretty much a Rex amiculum wich was BIS on mod 13, but on steroids.

where?, run castle ravenloft and earch seal of the crown 🙂

 

Knotted Garbs

This is pretty mcuh a Rex Amiculum but 10x cheaper, pretty good while you get the Oathlord’s allthough i prefer the next one over this one.

 

The seer’s Cuirass

Almost same as Knotted Garbs, only difference is with this on a 5 man dungeon, you will be getting 900 power ALL THE TIME, , you can get this buying a random salvage equipment box on Ravenloft campaign (250 coins)

 

Fured Kiuno of the Bear

yes vivified primal ward ibhantshi has a lil bit more power, but 3% more damage on meele?, radiant strike, shielding strike, smite?, YES PLZ, this one you can get it by killing t1 lure, POLARIS on OMU, the lure is around 1 smop, it’s REALLY CHEAP and easy to get. BIS

 

Rex Amiculum

This was BIS last mod, not anymore, bear one is BIS, and way EASIER TO GET, dont even bother with this one, i just leave it on this list, because i know ppl are mad, since they spent 30 smops for it, while the bear one is 1 smop per try lol.

 

Primal Ward Ibhantshi

Where can you get this?, from the seal vendor on chult / protector enclave, you have to earn seal of the brave runing random dungeons.

Deepknight’s Brigandine

You get this at throne of the dwarven gods, from the chest, took me exactly 32 keys to get one :(, so start doing keys on the underdark campaign,

PARROT, WHY 50K HP AND NO POWER?

50k power translates to 5k power when tanking.

CHECK THE POWERSHARE SECTION

Pioneer Ward Charayneh

Probably the easiest to get, you can buy it off the vendor on chult , using Chultan Riches, wich you can obtain by doing weeklies in chult.

nice power, nice hp and armor pen, can’t go wrong.

The executioner’s Couters

Not sure if they drop from CR, but i got mines from the Campaign store, by buying random salvage boxes, they cost 250 coin, and randomly drop a piece of equipment, including this, these are amazing.

 

The Donjon’s couters

A lower version than Executioner one, but way easier to get, you can get it by buying a sandom salvage equipment box on ravenloft campaign OR via hunt cards 🙂

Same as all headpiece, with that armor pen, it will let you play around with your companion stats.

where?, run castle ravenloft and earch seal of the crown 🙂

 

 

Jawripper’s Gloves


Same case as t-rex corona, they’re BIS, but REALLY EXPENSIVE, im talking really expensive, but there’s a nice trick…

the only way to get these gloves is via Tyrant on OMU, wich is like king of spines from the soshestar river., now that lure is a tier 3, right now on ps4, the lure is 45ish SMOPS… BUT that tyrant, will drop 100% garantee the boots of the willed, these gloves, a chest piece that nobody cares about, a random ring wich is crap, and tyrant weapons, Now, those boots of the willed, are USELESS for us, but GWF and HR really dig em, sooo. what i did and what many people are doing is they buy the lure for let’s say 46 smops, and just split the price between them and the gwf / hr, so they get the boots u get the gloves and  the other things well you can always press need and let the game roll on them.

 

Primal Restoration Ibhendis

The definition of BEST IN SLOT, no contest, awesome stat,s and amazing equip power

where?

from the seal vendor on chult / enclave, you have to earn seal of the brave fromepic dungeons

Hullsnapper

Not that bad to be honest, nice power

you can find this while hunting Karkino, usually Karkino lures cost 1 smop, and while hunting him you can also find a ring of the beast slayer+5

wich gives recovery and crit, perfect for your companion.

Hullsnapper

probably the easiest to obtain, they have decent stats

and can be easily obtainted from the vendor on chult, by using chult riches, wich can be obtained by doing quests on chult. you can easily farm this in 1hour.

Suvivor’s Wrap

Now this.. They’re pretty awesome have tons of power. the equip power may sound like a bad thing, wich it is but not really

why?

When you use a daily you will lose 25% of your hp over 10 secs as bleed damage.

you dont really lose the 25% of the hp, you receive DAMAGE equal to that 25% over 10 secs, so let’s say you have 100k hp, you proc a daily and oyu will receive 2.500 damage every second for 10 seconds, for a total of 25,000 damage wich is 25% of your total hp.

what’s the good thing about this?, this will proc your protector mechanic

giving you 10% of your MAX HP as power. WICH IS POWERSHAREABLE, I used to take so much advantage of these, using my shield of faith, before charging to a bunch of enemy.

the bad thing?

you will lose your anoited army buff when runing with a AC/DC

Where can you get them?

Normal Demorgorgon (from the chest, so you will need to either buy legendary dragon keys or start making them

Oathlord’s ward sabatons

Same as all headpiece, and armpiece, with that recovery, it will let you play around with your companion stats.

where?, run castle ravenloft and earch seal of the crown 🙂

There are also nice boots from hunts and campaign store, as soon as i get some nice boots, i will update this section

 

 

Enduring Boots

 

YES you are losing TONS OF CRIT, and some power, but 3% more damage is SO SWEET, and they’re so easy to get, all you have to do is have OMU unlocked, go kill thayans on the lower left corner of the map, they will drop this item call “lich lore”, accept the quest, and go back to makos, now, THEY WILL ONLY DROP ONE EVERY HOUR, and these boots require 25 of those, so yeah, start farming, gonna take you couple of days to get em, but believe me they’re SWEET.

 

Primal Restoration Isikhumbas

You will need to run dungeons to earn seal of braves, and buy em off the seal vendor on chult / enclave

boots of the alpha

Nice boots, you can get em from farming sirrush if you’re like me you will be farming this like crazy, the ring it drops (dinosaur slayer +5) it’s OP for the paladin

Pioneer restoration diralsaaqs

Probably the easiest to obtain, they have decent stats

and can be easily obtainted from the vendor on chult, by using chult riches, wich can be obtained by doing quests on chult. you can easily farm this in 1hour.

Now, the ones im using are these

Primal paints

You can get these from the Chult campaign, by runing CODG or doing random quests on OMU, to get the currency and buy em, (you need to unlock them by completing most of the campaign first if not all of it )

Now,if you want to go technical, the best clothes for powershare are

Warrior’s Gemmed Exquisite Elemental Chainmail

228 power

Warrior’s Gemmed Exquisite Elemental Chausses

IM NOT SURE What profesion does these clothes, BUT you can adquire em on the action house -> Equipment -> Shirt / pants, just look for Warrior’s Gemmed  and they will appear, they’re around 130-200k each.

Now what about rings?, depends on your luck

I currently run 1 Shadowstalker +4 and a ring of offensive action,  

BIS would be using gravestriker +4 and +5 for the extra powershare

But I’m a DPSWhore so im wearing Shadowstalker +4 and Offen action ring until i get my shadowstalker +5 <3

 

If you had no luck with rings you can just buy the primal rings from the Seal of brave vendor, OR you can also just buy the Mastercraft rings from the Ah, up to you

These rings you can get them by runing epic dungeons, you will get seal of the brave,

wich you can exchange for primal rings / set  at protector enclave

 

Ring of the Shadow Stalker +5 or +4

Having one of these is best in slot for Dps pallies, even at +4 it has 2 offensive slots, that damage bonus is SWEET, where can you get em?, by doing the omu weekly quest “Fane of the night serpent”, you have a chance of getting either a +1+2+3+4 or +5 version of this ring.

 

Ring of Offensive Action

Where?, same as the enduring boots, MAKOS, you have to kill thayans every hour, for them to drop a lich lore, then  you accept the quest by clicking the item, and go back to makos, again, they only drop this EVERY HOUR, not like an hour after you get it, let’s say you get your lure at 3:45, at 4:00 it will drop ANOTHER ONE, (unless you didn’t gave makos that one you just got)

 

Ring of the Gravestriker +4 / +5

You get this one by doing treasure chests, you get from patrols, they’re really easy to farm, these are BIS for Powershare paladins, also pretty nice for companions.

 

MASTECRAFT RINGS

ok now, before i start, I HATE THESE RINGS, why?, they’re bound to character :(, but they’re really nice for companions, specially the crit / armor pen one.

YOU CAN GET THESE ON THE ACTION HOUSE, they’re around 500k-1m each.

THESE ARE PERFECT FOR COMPANIONS, omg, can’t explain how amazing they are. only downside is that they’re bound to character :(, but look at that armor pen and crit!, you could stack two of them on your con artist / tiger, and you should have enough armor pen to worry only about stacking crit on comp, or give you enough space to stack black ice / demonic enchantmetns on your companion 😀

 

BRONZEWOOD RAID RING

I would much rather get gravestrikers over these, BUT if you really need that crit for your pally go for it :D, it has really nice power :), there’s another with power / recovery, but tbh i would much much rather get the makos one 😀

 

 

what do i mean by set?, I mean Necklace, Waist and Artifact, most Artifacts have a set, that gives a bonus,

Demon Lord’s Immortality Set (Orcus set)

This is well. the classic for DPS paladins, it gives you a DMG bonus based on the difference of HP between you and the target, it’s nice for boss battles, you dont really see it on trash mobs. note that orcus wand(artifact is around 1m on ps4, it used to be 6m) it’s an oldie but a good option.

set consists on:

Baphomet’s infernal talisman (you get at the end of  maze engine campaign or really cheap on Action House-> Equipment -> neckk  it’s around 100k on ps4)

Demorgorgon’s Girdle of Might (You get this well from Demogorgon, it’s hard to get, i have must run around 500 demos, and only got it like maybe twice, you can also buy it on Action house  -> Equipment -> Waist, it’s around 200k on ps4)

Shard of Orcus’ Wand, this one drops from Castle never , it may also drop from random dungeons, back in the day this bad boy was 6mish, now it’s around 800k or 1m on ps4, you can find it on Action House -> Equipment – > Artifact.

 

 

MasterWork 3 Set

This was introduced on mod 13, it has nice stats, A LOT of power,I used it for  along time during mod 13, and i still use it from time to time, many people like runing lichtone sash instead of beaded sash , for the extra CON, but I PREFER the bedead, note in “I PREFER”, not saying you should use it.

Fanged Beaded Amulet / Beaded Sash or Lichtone Sash, you can chose between beadad or lichstone, THO, this set is kinda expensive, i would just get the new ravenloft set. you can get any on Action house -> Equipment -> Waist / neck

 

 Ravenloft set

This is the new set in game, I HAVEN’T TESTED IT YET, since I haven’t unlocked Castle ravenloft , but i will test it once i obtain it, seems to be the new way to build a paladin, since you get 1,000 power when you have a temp hp, plus the artifact has a nice debuff.

Barovian Lavallliere,Barovian Cummerbund (hehe),Thirst all 3 can be obtained from Castle Ravenloft or AH (Action house -> equipment -> artifact / neck / waist

 

 

Protector set

This is set, is well, something you can use meanwhile you save up to use any of the other 3 above. btw you should be using this with the LANTERN, no the waters or catalogue, it’s really really really cheap to get. like super cheap.

each piece is like 1k-10k on AH.

Cloak of the protector, Greater waist of constitution and Lantern of Revelation are all found on AH under equipment -> waist / neck / artifact

 

lastly and im only adding this so people are informed

Valhalla set

is Valhalla good?, For pvp Yes, for PvE NO, simply no, the only “good” thing this artifact does is reduce enemy damage by 3% everytime they attack u for 6 seconds and stacks up to 5 times, on endgame this is just not necesary the only power the ENTIRE set has , is 847 and 2 CON that’s it… is not worth it at all. it may be good for low level pallies whos team  have a HARD TIME on dungeons , but for endgame teams, everything is dead so fast, is not worth it.

 

As your main artifacts you have multiple choices,

TOP 3 in MY opinion

Wheel of elements – 30% bonus damage for 28 seconds

where? Auction house or random dungeons

Soul Sight Crystal – 50% bonus damage for 10 seconds 

NOTE, this didn’t worked on mod 13 with DIVINE JUDGEMENT, it’s suppose to be working on mod 14, i have been using wheel lately on CODG, and i see no diference, between wheel and this tbh.

Heart of the Black Dragon – this at mythic + Artificier Persuasion = win

it may not have power on it, but with artificier persuasion will let you cast sacred weapon + smite and also DJ A LOT, Also casting flash of light a lot, meaning your teammates cooldown will have a chance to be lowered  each time you use an encounter, I like using this for mobs, and then switch to soul sight / wheel on boss battles.

SECONDARY ARTIFACTS

THERE ARE TONS OF SECONDARY ARTIFACTS that are awesome for the paladin.

you want artifacts with power and posibly HP on them, with the only exeption of the heart dragon heart, wich i explain in the mount insignia bonus part.

Now, i said you needed artifacts with power and HP, but if you have to sacrifice 4000 hp for 1000k armorpen / crit, go for it, as long as they have power  YOU’RE FINE. in a perfect world you would be using wheel, OP sigil, vanguard’s banner and  Siege master’s war horn, wich all 3 have 4k hp, 1000 power and a random stat, BUT if you need the extra crit /armor pen, go for any of this list 😀

I WILL list all the options for the paladin tho :), so it’s up to you wich ones you will use.

THEY’RE LISTED RANDOMLY

NOT IN ORDER

Wich one you use it’s up to you, it depends entirely on your companion, if you have 3 dinosaur slayer +5 on your conartist, you can just stack the full power / hp ones, if you have fierce or whatever and need help to get to 100% crit chance and 80% resistance ignored like me then you will use the ones with power / armor pen / crit

Shard of Orcus’ Wand

Where?, Castle never, random dungeons or Action house,

You will need this one for the Orcus SET.

Sigil of the Great Weapon Fighter

this one is one of the best artifacts for a paladin has it all, max hp, power armor pen

Where? you need to make a GWF to lvl 60, run vault of the nine, and it will be unlocked for all YOUR CHARACTERS

CAN’T BE SOLD OR BOUGHT

Sigil of the Oathbound Paladin

Nice artifacts with just the right base stats, and really easy to get, once you hit 60 on your paladin, you just have to run vaul of the nine and get it unlocked for all your characters

Sigil of the Devoted

one of the basic ones, IMO it becomes useless with mod 12 new primal boots wich will make you gain tons of AP, as a secondary well… with mod 12b if you’re full crit / arm pen, this is not really an option, it’s up to you.

you need to make a DC get it to 60, run vault of the nines and unlock it for all your characters

Vanguard’s Banner

A better version than the OP sigil

Where? PVP Campaign

Eye of the Giant

One of the best ones IMO, has HP, power , crit and armor pen

Where? Trade bar merchant , random dungeons or Auction House (around 500k on the ps4 as februraty 2018)

Fragmented Key of Stars

Really nice artifact and useful for mod 12b

where?, MSPC or Auction House (around 700k on ps4 as Februrary 2018)

Kessell’s Spheres of Annihilation

nice stats and pretty cheap, where?, kessell’s retreat skirmish , random dungeons or Auction House.

Sigil of the Controller

You can get this for free by making a Control Wizard, getting it to lvl 60, complete vaul of the nine quest and it will be unlocked for all your characters.

there are more artifacts out there, look on collections / Artifacts, and chose whatever has power on it 🙂

Enchantments

Well, for Offensive ones, as I said before, just get your Resistance Ignored (Armor pen) to 55% (80% if you’re runing chult / tomb of the nine gods/codg and 95% if you’re runing Ravenloft)

HardCap is 60% ish , remember radiant strike gives you 5% more damage and 5% more resistance ignored, , so stack armpen on your companion untilyou get 55%, then stack critical on it 🙂

(80% when runing chult or tomb of the nine gods, you need 85% there and 95 when runing ravenloft , you need 100%  there)

ONLY AND ONLY STACK POWER ON YOUR PALADIN

BUT PARROT I WANT TO HAVE 100% CRIT CHANCE, SO IM STACKING SOME AZURES ON MY PALADIN K BYE

NO, NO! SCREW YOU,

POWERSHARE IS THE MOST IMPORTANT

THING ABOUT A PALADIN.

Want 100% crit chance?, Start farming gambit for those double offense slotted Companion gear  or save money and buy them off the AH

Defense Radiants all the way, more hp = more damage from aura of courage, better tanking and more powershare, Again take a look at powershare section.

Utility. This is up to you, I would recomend darks for the movement, and get 1 quartermaster to atleast rank 10, as i explain in the RP farming section ,with 1 quartermaster you will get TONS of bags and its a lot of RP .

Weapon Enchantment:

To me as a paladin we have two major options

Feytouch

This is In my opinion BEST IN SLOT for a paladin

Other viable options are Terror, Bronzewood, PlagueFire etc, use whatever you want bro 🙂

 

 

Armor Enchantment:

Here’s the deal, 99% of the armor enchantments are USELESS, for paladins.

I have used a lot, if elven battle worked on PVE, it would be Best in slot, but it doesn’t works :(, i tested it over and over on T9G and you get charmed for the SAME AMOUNT of time, with or without it.

I currently run a soulforge r7, why?, because the only dungeon I’m interested in farming is CODG, and i like runing without Tw in there… yeah so from time to time the baby will spit on me and  1 shot me lol, it’s fun.

Weapons

You have two options, either run Sh weapons (Bronzeood Quauhololli / Bronzewood Cuacuhchimalli) or Primal weapons. Sh weapons buff the entire party, while Primal buff only YOU

 If i was a starting Paladin i would go for primal, they’re free, and not bad, spending almost 3m on SH weapons, and then find groups with no one running them, it’s just dissapointing, happened to me, I run primals, but if i find a nice GROUP who’s using Sh weapons, i will switch to my SH weapons 🙂

Special note: if you’re not runing with a consistant group with atleast 3 SH weapons (can be  SH set 3 or SH set 2, it doesn’t matter), then just run primal set.

Artifact Weapon Powers:

Main Hand: either shielding strike or radiant, i run two main hands, one with lighting one with feytouch, lighting one for trash) i run radiant, and feytouch one (For boss battles) i run the shielding strike one

Off hand: Wisdom, no contest

Well, here’s an interesting part of the build, these are the comps i use

The ones that YOU MUST HAVE are:

AS SUMMONED

either the sellsword or the Conartist, for the debuff or chultan tiger

Con artist is the easiest to build, but i runing chultan tiger.

 

CHULTAN TIGER

 

now, now before you start with CHULTAN TIGER IS GLITCHED IT WONT DEBUFF.

it does debuff, but it needs to have combat advantage, wich means you need GF marking the enemy or a HR or a Warlock doing their things to give the team combat advantage, otherwise it wont debuff.

now,i prefer this guy over con artist. why?
cause i have been using the con artist for over a year, and im kinda sick of it, this guy has an extra offensive bonding slot, and i already had a nice necklace for it 😀

IF YOU DONT HAVE A NICE NECKLACE, THEN USE A CON ARTIST.

you can adquire the chultan tiger on the zen market or AH.

 

Active Companions

What’s an active companion?

It’s the companions that are on your companion tray NOT IDDLE, those give you their buff, these are my BIS companions

For starter the MUST HAVE are the earth archon and air archon

Earth archon

Increases your damage against targets by 6% when you are at full health each additional archons increases this bonus by .5% This right here is our secret weapon, we always have our Hp full 😀

You can get this on random dungeons, or the glorious companion pack (around 600k on ps4 as february 2018)

Air archon

Increases your damage ainst targets not a full Health by 5% each additional archons increases this bonus by .5%

You can get this on random dungeons, or the glorious companion pack (around 600k on ps4 as february 2018)

These two companions are a must HAVE

Now the other 2 companions there are couple options

ENERGON

Increases your max HP by 5%

now, 5% may not sound as much, to me is around 15k hp, so that’s 1.5k power when tanking, so around 4% more dmg?, NOT SURE TBH, but that power is POWERSHAREABLE (again , look at the powershare section)

Only downside of this comp is… it’s glitched, and when you change instances, for example moving to a new map, OR A NEW DUNGEON, the effect goes away so you have to set it as iddle, and then put it as active again. it’s pretty anoying, but it’s cheap, you can get this on dread legion skirmish or the action house

SiegeMaster

Raises your damage by 4%

awesome companion to deal more damage.

you can get this through random dungeons , zen market or the auction house.

Erinyes of Belial

10% critical severity

you can get this companions through either random dungeon, action house OR the warlock pack on the zen market, is kinda expensive, and not necesary, tho, if you have multiple characters the companion will be unlocked for ALL your companions

NOTE, IF YOU CAN’T AFFORD THE WARLOCK PACK (for belial)just dont get it, you dont really need it, the siege master or energon will do the same job

 

Alpha Compy

yes plz, amazing for chult areas, you can get it on AH

Tamed Velociraptor

1% increased damage, stacks with players using it up to 5 times, so if the full party has it it will be 5% more damage for everyone

You can get this one out of the t-rex lockbox, or the auction house, as februrary 2018 it’s around 100k on the ps4

I only use this one instead of siegemaster when runing with my usual team (we all run the velociraptor)

These are all DPS like companions, as i said before this is entirely up to you, this is not a MUST HAVE 

BUT, BUT with mod 12, legendary companions are a must have, so im just letting you know what the best companions are for the paladin, if you want to run the chicken, or rust monster fine, but i dont want to see you in couple of months with a legendary rust monster crying omg i why did i made this mf legendary.

As i said before the must have on this build are the bondings to atleast rank 13 after that you can start investing on your enchantments, then companion then mounts, with the exeption of wanderers fortune wich is a must have to get your Bondings to rank 13 along with Quartermasters.

DON’T GET THE OWLBEAR CUB

Use whatever you want to use guys, I used to use an augment Stone , wich is not bad, but once i got my bondings well it was awesome lol

Ok so if you’re new to this game, mounts are really important, White,Green and Blue Mounts don’t give you any equip power, but Purple and Orange ones do, and only orange (legendary) give combat power

What’s an Equip power?

See on Equip Power, it says “Dominant Force” 4k power, that’s an equip power, Only purple and Orange Mounts have special powers like that

What’s a Combat Power?

Combat Power, this you only get it with a legendary mount, the ones i like are T-rex and Lion, specially Lion

So parrot wich Mount should i be getting?, now newbie, if it’s your first purple mount you have two options buy either the 2K power from Zen market, or get any cheap 2k power from AH, Zen market is better, even tho it cost more, it will be UNLOCKED for your whole account, meaning all your characters can get it.

Now legendaries mounts, wich one?.

Question is, are you on a budget? Best in slot is either Whirlwind or Black ice horse (both give 4k power), BUT Combat power for both are.. useless… best in slot for me is whirlwind / black ice and Lion, BUT if you’re on a budget, get the t-rex it has 2K armor pen and 2k Power plus a NICE DEBUFF as combat power, you can get a 4k power one later on after T-rex 😉

If you’re selfish go swarm, but for the love of god DONT GET THE TENSER DISK, is useless!

The Triceratops 16k hp, is well.. let’s say it’s nice for PVP, the Snail i got it, and i dont see a single diference , i regret getting it To be honest.

each Mount has a diferent Combination of insignias, Diferent combination of insignias give you diferent effects.

To see all the mount insignias in game i would recomend to visit this site

https://two30.github.io/neverwinter-insignia/

These are the ones I use for any dungeon, if there’s no GF i usually swap magistrate patience for Artificier persuasion.

The insignias that I NEVER EVER take off are

Assasin’s Covenant, Gladiator’s Guile and Shepherd’s devotion.

Assasin’s Covenant

 You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power. This is the BIS for paladins :), the power you get thro this is shareable

Magistrate’s Patience

Whenever you perform a Critical Strike, your target will gain a stack of Magistrate Consideration, Enemies affected by Magistrate’s consideration take Pyschic damage equal to 10% of your power over 4 secs Once you go 100% crit chance this is really nice, but i sometimes replace this with Artificier persuasion if it’s needed. (mainly when the GF can’t spam into the fray)

Shepperd’s Devotion

Whenever you use a Daily power, your teammates Defense, Deflection, and Movement are increased by 5% of your Power for 10 seconds. I only use this for speed runs, otherwise I use Protector Camaraderie here 🙂

Protector Camaraderie

Whenever your summoned Companion attacks, you gain 3% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.  This is really nice, i use all the time

Gladiator Guile

When your Stamina is above 75%, you move 15% faster. When your Stamina is below 25%, gain 15% of your Power as Stamina Gain. Paladins are Slow AF, this is a really nice bonus for us, i usually swap this for protector’s friendship on boss battles, but 99% of the time i just forget to swap it lol

Artificier Persuasion

Whenever you use an artifact power, your recovery, movement, action point gain and stamina gain are increased by 10% of your power for 15 secs Now, this right here, works with buffed power, look at it right now:

after bondings procd

 

Elemental Evil:

Wave of Force: 300 Power and 2k HP

Heart of Stone: 4% Life steal Severity and 2000 max hp

Searing Aggression: 400 Critical and 2000 max hp

Wall of Wind:  when you’re taking damage you have a chance to be healed for 24000 HP and have your Recovery raised to 1000 for 10 secs, IF YOU DONT HAVE 100% CRIT CHANCE GET THE CRITICAL ONE THEN.

Maze Engine

Abyssal Siphoning: 5% life steal severity

Demonic Resilience: Control effect last 5% less, the combat advantage is nicer in my opinion, got this cause on PVP i kept getting controlled.

Demonic Swiftness: Gain Action Points 3% faster, yep we need this

baphomet Might: When striking a foe you have a chance to gain 2000 critical strike bonus for 6 seconds.

Dread Ring

Reliquary Keeper’s Strenght: 250 power and 250 movement

Evoker’s Thirst: 400 Life steal

Forbidden Piercing: 3% Resistance Ignored, may change this once I get my dark enchantments to rank 10 and pass the 60% Resistance Ignored  cap

ShadowTouch:  When dealing damage you have a chance to deal up to 2000 Necrotic Damage over few seconds, after this effect ends the garget receives 25% less healing from spells for 10 seconds.

Rampagins Madness: When you deal damage you gain a stack of “Madness”, when you reach 50 stacks you gain 4k power, 4k lifesteal and 4kregeneration  for 10 secs, then stacks are reset, you can only gain 1 stack per second.

Icewind Dale

Encroaching Tactics: Gain 400 Combat Advantage Bonus

Refreshing Chill: Gain 400 Stamina Gain

Sleet Skills:  2% Critical Severity

Cool Resolve: Gain 200k power based on how much stamina or guard you’re missing, this is nice on PVP.

AvalancheWhen damaged by a foe, chance to gain a stack of Avalanche. At 20 stacks it will clear the stacks and deal up to 15k damage to nearby Targets.

Sharandar

Dark Fey Hunter: Gain 400 Power

Fey Precision: 400 Critical

Elven Haste: Gain Action Points 3% faster

Elven Ferocity: When striking a foe you have a chance to deal up to 20k Arcane Damage

Elvish Fury: When you kill a foe you gain 135 power for 45 seconds, this buffs stacks up to 30 times.

Tyranny of Dragons

Dragon’s Claws: 400 power

Dragon’s Gaze: 400 Critical

Dragonic ArmorBreaker: 400 Arm Pen

Dragon’s Greed: 400 Lifesteal

Dragon’s Fury: Crit Severity yes plz

Underdark

Primordial Might: Gain 400 power and 1600 max HP

Primordial Focus: Gain 400 Critical and 1600 Max Hp

Drow Ambus Tactics: Combat Advantage Bonus is increased by 10% YESS <3

Dwarvem Stamina:  5% stamina regeneration, THO, the 5% shorter duration of control effect is way better ,i haven’t changed cause im out of tokens, but i will get that one.

Abyssal Strikes: Gain +10% Damage versus Demons

Storm King’s Thunder

Frosty Demeanor: Gain 2% Control Resistance and 1000 HP

Hardy Constitution: Gain 400 Staminda Gain and 2% everfrost

Icy Wrath: Chance when taking damage to gain up to 2000 Bonus damage on next attack,  the recovery one is nice aswell, i chose this cause i pvp and well it’s nicer than 400 recovery, so up to you.

Vengeful Heat: When you kill a foe you have a chance to deal up to 2000 fire damage to all nearby enemies.

Chill of Winter: When striking a foe, you have a chance to gain a stack of Icy Chill, at 10 stacks your next attack clears all stacks and releases a burst that deals up to 10000/12000/14000 damage to targets close to you (I have two points on this so i do 12000 damage.

healing Warmth: When healing allies your healing spells have a chance to damage up to 5 enemies near the target for up to 4000 damage, this one is proce’d with beacon of hope and prism i know 4k damage sounds like nothing BUT every single number of damage stacks on the final damage result 🙂

The Cloaked Ascendancy

Aura of Hope: When you kill an enemy you have a chance to emit an aura of Hope that boosts AP gain for all allies woithin 25 feet for 10 seconds

Fiery Frenzy: You gain 2% Critical Severity and 1000 max hp

Soothing Zephyr: You gain 500 recovery and 2000max hp

Aberrant Power: When damaged by a foe chance to gain a stack of Aberrant power, at 10 stacks taking admage will clear the stacks and del up to 10,000 damage to nearby targets. Aberrant creatures take double damagae

Jungles of Chult

Tyrant’s Terror: 3/3 on this one, you gain 1000 power and 1 600 max HP

Soul Syphon: Chance on hit to gain a stack of soul syphon, onn killing a creature nyou release all stack of soul syphon in a burst at all nearby enemies.

Each enemy recives 2000 damage per second lasting 1 second per stack of soul syphon, you restore 1% of your max health for every stack released, stacks up to 10 times.

MOD 13

WELL i will just go LINGERING CURSE, AND 3/3 on the HP and Defense one.

 

 

GUILD BOONS

POWER BOON

HP BOON

either EXP / MOUNT BONUS OR EXPLORER BOON

and for pvp idk whatever u like the most.

 

How do we tank?

Our main source for tanking is by doing damage with Templar’s wrath, i will explain quickly, what Templar’s wrath does is simple, when you attack with it, the damage it makes you gain it’s value x 300% as hp, that means if you do a hit of 100k you will get 300k temp hp.

 

There are two rotations for a Protection Paladin:

FULL TANK

What do i mean by full tank?, means FULL SUPPORT,  it would be pretty much the same as DPS ROTATION, BUT instead of using Sacred weapon + Smite, you can use Binding Oath for survival this is “ok” if you’re LOW LEVEL and are getting OWNED by mobs. If you have no issue tanking and dont need this Encounter, you can switch it for CIRCLE OF POWER, to help your noobish teamates, and lastly, BANE.

The only place where i use BANE, is on CR, is the only place where i spam shield of faith and Bane, since the last boss likes to 1 shot everyone, and you know when ppl die, they always blame the DC or the Tank, so yeah.. other than that i mostly use my DPS rotation.

 

WICH DOENS’T MEANS YOU’RE A DPS, Many people bitch about this,  we are still BUFFING, we are POWERSHARING, and BUFFING with aura of courage, plus Wisdom, and Spaming encounters to Proc FLASH OF LIGHT.

Is not like you’re stoping buffing and becoming a dps, at ENDGAME,  your team doesn’t needs Circle of power or Shield of faith, just in some instances, such as CR, BUT IF YOUR TEAM IS DYING AND BITCHING ABOUT IT, then just put on circle of power and shield of faith so they can see is NOT YOUR FAULT.

Believe me this has been a BIG ARGUMENT between paladins, IF YOU WANT TO BE A FULL TANK, GO FOR IT, if you want to be a baneadin GO FOR IT, if you want to be a DPS Paladin go for it, again the DPS IS ONLY THE ROTATION, you are still powersharing and buffing, you’re just using sacred weapon and smite to get the most of your damage.

the thing is that, paladins can do all at once, we are not FULL TANKS like protect / tact GF’s, or FULL BUFFERS as AC’s, or FULL Dps like a TR/GWF, we can do a little bit of EVERYTHING if done correctly.

SOMETHING REALLY REALLY IMPORTANT ABOUT THIS ROTATION

If you dont have your bondings at least 13, have 100% crit and 55,80,95% armor pen (depending on what content youre doing), Or you dont have a trans weapon enchantment and probably not being atleast 15k, THIS ROTATION WILL DO NOTHING FOR YOU, you will be hitting for 100-200k wich is NOTHING, just be a meatshield use binding oath, and bane, just run dungeons for the AD until you build your paladin for endgame

Again this rotation is for ENDGAME

means you’re atleast 16k, have all your companions at legendary, your companion enchants at 13 atleast, a trans weapon enchant, and atleast 45k BASE POWER, if you dont have all of this, DONT EVEN TRY IT.

 

Anyway let’s not call it dps Rotation, let’s call it “DAMAGE ROTATION”  for all those lil bitches out there (looking at you Tankie)

the basics of this rotation is buffin yourself, how do we achieve this?

Radiant strike + Sacred weapon + Divine Call (Judge)

what do they do?

Radiant Strike:

Grants Radiance wich raises your armor penetration and Damage by 5% and armor penetration by 5% for 15 seconds, DOES NOT STACKS,

This means we will use this atwill every 15 secs or so.

Sacred Weapon:

This MF right here buffs your next 3 single target attacks by A LOT, i mean a lot, it’s the difference between a divine judgement hitting for 700k  or 4m damage. yeah is annoying the animation, BUT IT’S WORTH IT. It will affect your Shielding Strike, Smite and divine judgement.

Burning light, templars wrath and radiant strike are not affected by this encounter, since it only buffs SINGLE TARGET encounters.

Divine Call + Vengeful Judge

What is this? well, the paladin have a mechanic with R1, whenever you press R1 you taunt all the foes in 30′ around you and gain 10% increased damage resisance for 10 seconds, you reflect back 5% of the incoming damage back to the attacker while this effec tis active (max of 5% of your max hp)

That’s nice and everything, BUT , remember we went on the justice tree on the feats? (the red path)

The last feat of that tree reads:

Your divine call now also applies “Judge” to yourself for 10 seconds, “Judge” increases your damage dealt by 35% as well as reducing the cooldown on your currently recharging powers by 35%, your encounter powers have a chance to inmediately grant you a charge of divine call.

what does this means?, when you press R1, your damage will be increased by 35% for 10 seconds.

DONT SPAM IT, you should always keep atleast one charge of divine call as an emergency backup.

Now the rotation, for trash mobs, there are two rotations, depends if you’re using lighting or any other enchantment,

if using any enchantment that isn’t lighting it goes like this:

IF YOU’RE GETTING 1 SHOT, READ THE SPECIAL NOTES AT THE END OF ROTATIONS PLEASE.

With most dungeons i start the battle with:

Radiant Strike (L2)

in order to buff our damage and armor penetration.

Followed up by:

Templar’s Wrath(Square)

To raise our Temporary HP and avoid getting 1 shot.

IF YOU’RE GETTING 1 SHOT BEFORE BEING ABLE TO CAST TEMPLAR’S WRATH PLEASE READ SPECIAL NOTES AT THE END OF ROTATIONS.

Sacred Weapon (Triangle)

To buff our next 3 encounters / atwills.

Followed inmediatly by

Divine Call + judge (R1)

To raise our damage by 35%, you can use this BEFORE or after Templar’s wrath up to you.

it only lasts 10 seconds so you best hurry with the next powers:

Smite (Circle)

BIG DAMAGE DEALER, it’s like a mini divine judgement

Shielding Strike (R2)

once you count 3 hits, refresh sacred weapon and repeat the rotaiton.

you have to count the 10 seconds for Judge AND THE 15 SECONDS FOR RADIANT STRIKE, in order to maximize the damage. DONT SPAM JUDGE, count to 10 and proc it again. I know it sounds weird, but IT WORKS.

 

WHEN YOU GET YOUR ACTION POINT FILLED

DONT FREAKING WASTE YOUR DAILY, follow this rotation

Radiant Strike (L2)

Sacred Weapon (Triangle)

Divine Call + judge (R1)

Divine Judgement (L1+TRIANGLE)

If done correctly it should hit from 1-15millins ish, i have seen some for 20 millions.

YOU HAVE TO BUFF IT CORRECTLY, dont waste it.

I will explain again what we just did with divine judgement, So let’s say you have your Action Points full

You will use Radiant strike to raise your dmg and armor pen by 5% for 15 secs, then sacred weapon to buff your next 3 encounters /atwills, Divine call (Judge) (R1) to buff your damage by 35% , just after hitting judge, BAM divine judgement

Now what about lighting?, Lighting can use the same rotation, but if you’re using lighting, you may want depending on the team use Burning light instead of Smite.

Burning light

YOU HAVE TO CHARGE IT, it’s the downside, if your team is a burn team, you may want to stick to smite, i use this because by the time im buffing myself completly, the mobs are already dead 🙁

Boss Battles:

They’re pretty much the same rotation, exept for a small change

If you’re runing with 2 dc’s you shouldn’t need Templar’s wrath

special note on “SHOULDN’T”, if you still need it, then use it duh

but anyway if you can tank the boss without Templar’s wrath swap it with:

Circle of power

Makes a giant circle on the ground, giving you and your teammates 25% more damage resistance , and 30% more damage TO YOU ONLY, not your teammates. (You can also use this instead of Smitte for trash, but with my current team, by the time i cast this, and sacred weapon, there’s no one left to attack.

Now the Circle of power tactic for boss battles, work for almost every boss in the game,

In my personal case i NEVER NEVER use this tactic against the following bosses:

NOSTURA

Third boss from

Spellplague Caverns (Master)

Why?, She will f you up if you dont have TEMP HP

ORCUS

First boss from

Tomb of the Nine Gods

Same as before, he will f u up unless you have the curse with tons of HP wich i never get, so duh.

You can however, cast templar’s wrath until you have around 2m Temp HP, then switch  Templar’s wrath for Circle of Power mid fight (when he’s gone), or if your teams need it, start the battle with Templar’s wrath, Sacred wep and bane, and just switch templar’s wrath for smite / circle of power, in the middle of the fight when  he flies away.

Ras Nsi

Third boss from

Tomb of the Nine Gods

I hate this dude, trying to tank him without temp hp is a no no atleast for me, if you had a healadin or a templock it would be a diferent story, but so far i always use templar’s wrath on this dude.

Now remember the auras we ALWAYS use are :

Aura of courage

Aura of wisdom

NOTES:

If you are getting 1 shot, dont feel bad, this happens all the time, specially in tomb of the nine gods

In those cases what i do is, I cast Templar’s wrath on my teamates to get some temp hp, then R1 to raise my damage, and refresh Templar’s wrath, then Radiant strike on the first boss, and templar’s wrath again.

This way i can be sure the enemies wont 1 shot me.

About shield of faith, i use it when my teammates are squishy. or when im tanking a LOT of enemies, like on MSPC or before the second boss of T9G

Here’s a small video of one of my T9G runs

Ok, many people dont really get how a healadin works, you may see Healadin / burnadin / Baneadin on many forums / threads.

What’s the difference?

FULL  Healadin :

This was the old type of healadin back in mod 9 i think

Heals dealing 0 dmg, pretty much uses Bond of Virute / Vow of Emity and maybe Bane or something.

while spaming Healing Word atwill.

this is so mod 9, not USEFULL AT ALL.

 

Burnadin:

This is a better version of the oldschool healadin, it’s the new standard healadin, you use bond of virtue / vow of emmity and relentless avenger, plus aura of wisdom / courage,  radiant strike and oath strike.

how does it works?, it’s easy, bond of virtue is a huge circle on the ground, if you heal anyone inside the circle, it will heal EVERYONE inside the circle,  Vow of emmity casted on the BIGGEST ENEMY, makes that everyone hitting that enemy will be healed, Relentless avenger pretty much fills your AP in 2 hits, letting you spam divine judgement / Shield of faith, so it procs prism and heal EVERYONE.

Now that’s nice and all, but your main source of damage as a Burnadin are two boons:

Burning Guidance <– that’s why it’s called Burnadin (its the last boon on dread ring)

Healing Warmth  <— LAST BOON on SKT ring  THIS IS FAR FAR FAR BETTER THAN BURNING GUIDANCE.

Now, these two boons will proc whenver you “HEAL” someone, but you dont need to heal, just attempt to heal lol, so you will see them PROC LIKE CRAZY.

Burnadins are ok, for low lvl dungeons, but on high lvl dungeons like T9G you should be runing protection paladin , and maybe switch to Baneadin on boss battles, if your team needs it (I never do)

 

Baneadin:

What’s baneadin?, it’s something people dont really get, see bane as a devotion paladin (healadin), you can use it on teammates cause them to deal 10% more damage, up to 3 stacks so 30% more dmg total.

So…. people like to stack recovery on their companion… to raise the bane up time and spam it like crazy.. hence why BANEADIN…

yeah not fun.. so anyway, if you’re not an extremist, or dont want to waste your money on silveries to become a boring as fuck Baneadin, you can always

USE THE SAME EQUIPMENT FOR PROTECTION / BURNADIN / BANEADIN

Just switch your main artifact for Black dragon heart, plus artificier persuasion.

What will it do?, it will give ya 10% of your POWER as  recovery / movement / action point gain

meaning if you have 200k power buffed, YOU WILL GET 20K RECOVERY, problem solved. lol

anyway here’s a video. the build is the SAME as protection, just chose Burning guidance (dread ring last boon)and 3/3 on healing warmth (SKT campaign last boon), and if you want to stack prism, i always leave 1 point on purifying fire, just because it’s a lil bit extra damage.

 

SPECIAL NOTE AND DISCLAIMER

This is for people who are already built as a Paladin and just want to try out healadin without really commiting to stacking silveries on companion, a “real baneadin”, has to stack recovery and only recovery on companion, plus give fire to main dps, have diferent stats, and be a boring paladin.

 

If you’re looking a LEGIT  BANEADIN build, you’re looking in the wrong place buddy.

now pvp… I’m not a hardcore Pvper but i have tried several builds, so far im liking this one.

Now there’s a lot of ways to pvp as paladin out there, I like stacking HP/ Deflect with gigantic enchantments on DEF slot.

on offense slot, well since im using the same weapons for pvp / pve im using radiants, and im using tenebrous on 1 ring, shirt and necklace. I SHOULD BE USING PILGRIMS weapons since they’re BIS for DOMINATION.

but who ‘s got time to be switching the feytouch between weapons or the money to ge ta second feytouch lol.

anyway here’s a small video showing the build and well a small solo domo.

I use two rotations, one is really annoying but usefull vs powerfull enemies like OP TR’s or  SW’s who loop glitch with the manticore mane.

the atwills i use always are radiant strike and shielding strike,  auras are Courage and VENGEANCE (you can use truth instead of vengeance)

now for Encounters

vs Overpowered enemies : Binding Oath, Cleansing touch (you can use burning light aswell), and Absolution.

vs squishy enemies ; Binding Oath / Relentless Avenger / Vow of emmity (or bane)

for mod 13, you have to look out for HR archers since they can kill you easily, for TR who are OP AF  and they’re going to be nerf on MOD 14, and worse of all, Warlocks with manticore mane… they can multiproc it, i have seen ti proc 8 times , it’s not fun lol, i always enter the battle with binding oath / cleansing touch and Absolution, just in case, if i see they’re squishy i will use the other rotation.

About ARTIFACTS, i like using those with HP / armor pen , i ike having my armor pen at 100% atleast (with guild boon),

set, well i have tested 4 so far, the new MW set, the orcus set, protector set, and valhalla set, I personally go for valhalla, but i wouldn’t mine using the new MW set  for pvp, but i dont fell like upgrading ANOTHER SET for pvp.

Armor enchantment, you can either go negation / shadowclad or Thunderhead, they’re all nice,i went Negation 🙂

I know there’s a lot more to cover, but you can just try things yourself, this is just my personal choice.

 

 

 

 

 

Ok, what’s powershare?

With the feat Aura of Gifts on the Light Tree

“Allies Within 30′ of you gain 5/10/15/20/25% of your power. They must remain within 30′ of you for at least 6 seconds to gain this Buff.”

That’s base power you’re sharing, NOT BUFFED POWER,, by buffed power i mean companion’s power (either from bondings or the legendary status bonus), or a DC buffing you, or a Mount Bonus like Protector Camaraderie or Cavalry warning.

The only Mount insignia bonus that applies as Base power is Assasin’s covenant.

So what applies to base power?

Equipment (This is why we stack only equiment that haspower)
Artifacts (Same, always get the ones with power on it)
Enchantments (This is why we stack Radiants for power and hp)
Mount Insignias (Power ones, are kind expensive but worth it on the long run)
and the only mount Insignia bonus that i know that works with powershare is Assassin’s covenant (Takes 10% of your Defense, Deflection and Lifesteal and gives it to you as power)

ok so. what’s so special about powershare?

This is my power without my companion out:

NOW, before we start, many paladins have it wrong, you only powersahre YOUR BASE POWER, you have to UNSUMMON your companion, these are my stats with my sumoned companion:

IT DOESNT MEANS IM SHARING THE 25% OF 55K POWER

by base power is 49.650 that’s powershareable, dont trust me?, get a friend near you on the dumies at stronghold and test it yourself, ANYWAY.

49,650 power , so the 25% of that would be 12,412 power. that’s what i share to my allies. It’s a lot right?, well it’s a lot more than that let me show you.

This is my current companion:

it has 3 397 power on it’s legendary status it’s suppose to give me 16% of his stats all the time and 195% when it procs the bondings

plus since my other 4 companions are legendary they give me in total another 15%

so that’s 16%+15%+195% in total it should give me back 226% of its stats

Ok so the 16% of 3 397 is 543 power, that’s what i should get when i put my comp out.

So i have 49,650 + 543 from my companion right? 50,193 power i should have when i summon him.

YEP around that ,but wait a minute, after 6 seconds this happens.

55,491 Why?

Powershare works on companions too,

so right now my companion has

3 397 + 12,412 from my powershare = 15,809 power, even if it doesnt shows up on his stats, it’s there. so remember my companion gives me 31% of his stat thanks to having 5 companions at legendary?

31% of 15 809 is 4,900 + 49,650 of my base power =54 550 , it shows as 55 491 because of companion influence.

So that’s iddle, now when i enter combat bondings will proc and hes going to transfer me an addiitonal 195% of his stats

so, if he has 15,809 power as of now, with my powershare multiplied by 195% = 30,827 power from bondings plus 4,900 from legendary status, it would be a total of 35,727 power,

that added to my base power of 49,650 would give us a total of around 85,377

Yep around that, the extra 5k it’s from t-rex corona, T-rex chest piece and primal gloves

(i was attacking a dummy)

So yeah,the powershare you do (12 412 in my case), shares to your allies AND THEIR COMPANIONS, that’s why it’s so important, dont be an asshole saying

“Im not powersharing because it’s useless”,

IT’S EVERYTHING to paladins, that’s what divides us from Guardian Fighters.

A Paladin that doesn’t Powershares, it’s like a Guardian Fighter that doesn’t uses into the fray. Simple as that.

Now Im not done, paladins under oath of protection have a really interesting mechanic:

What does this means?, it means stack as much HP as possible,
Let’s say you have 200k hp, when you’re getting hit, you will get as much as 20k power (10% of your hp) ONLY TRICK HERE, is you actually have to get hit for atleast 20k, this stacks up, so 20 hits of 1k should do it, or 200 hits of 100 dmg each 🙂

BUT PARROT, PROTECTION POWER WONT POWERSHARE

FALSE

I have 225, 708 HP when im not in a group, that means when im getting hit i will get 22,570 power means i will be sharing an additional 5642 power.

SO let’s go a little bit back.

I have 49,650 base power
My companion has 3 397 power
I share 12,412 power when iddle,
when im getting hit i share 5,642 extra power + 12,412 (of my base power) = 18 054 power when im getting hit.

My Companion is legendary plus i got 4 more so it gives me 31% of his stats plus 195% when bondings are procing, making it 226%, so 3 397 x226% = 7,677 power from my companion (no powershare)

plus 18 054(powershare) x 226% (bondings)=40,803 + 7,677 from legendaryu status

Making it a total of 48,480 power back to me when bondings proc.

So in summary:

49,650 base power
+ 22,570 from my hp as power.

Total of 72,220 base power POWERSHAREABLE, when tanking,

shares 25% of that wich is

18,054

share that to my companion, who shares it back to me multiplied by 226% thanks to bondings r14 and legndary status as 40,802 power

plus 7 677 of my companion owns power (3,397 x 226%)

120 699 power when my bondings proc, and my companion is 30′ around me

again that extra power, comes from companion influence and another boons such as the sharandar one

Now, your HP will be HIGHER when in a dungeon with your team, so that means higher HP, i think when in t9g my hp gets to around 265k or 270k around that.

TL;DR : Dont be an asshole and do powershare, it’s awesome for you and your teammates.

Well it’s time to say goodbye, Hopefully this build will guide you a little bit on your life as a paladin.

You dont have to follow this build word by word, just take some advice, every paladin is diferent, the only thing that is the same on every paladin is that we must always stack power and HP, to benefit the most the team, if you want to go full recovery or full power on your companion, hey that’s cool, with mod 12b, there’s a new build with the bulette pup, to increase HP by a LOT, i will try that next month, and will post an update, to see what’s up.

If you have any question or anything, leave a coment here, i will try to answer asap.

If you see me online on the ps4, say hello :), tho im almost always afk , so if i dont answer it’s because of that, or because im runing some dungeon.

goodbye and remember,

Fuck Tom Brady.

[Mod 14] Charisma’s Warlock Compendium

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Last Updated: October 1st, 2018

Use the tabs below to navigate the guide. Lots of the comments are old, and therefore outdated.  Scroll all the way down to see the most recent ones.

Hello Everyone!  I’m Charisma.  With mod 15 approaching swiftly there’s a lot to do to gear up before the new content drops!  Are you prepared?  With the info that’s in this guide you might be!

Just a side note so people are aware, SW’s are getting some pretty major and experimental changes next mod so be prepared to re-spec if necessary!  Considering how close the release is, if you don’t have a couple retraining tokens I’d wait on any major feat changes.  I’m very optimistic about the changes, and I think they will only make Warlocks better!

IMPORTANT:  This is just a starting point.  I will tell you do’s and don’ts and tell you why, but if you don’t use the information or if you care to experiment with your own ideas please feel free to.  This is the setup that I’ve found to give the most effective output, but this is in no way the only build SW’s can run!

If you have any questions about my build you can always message me in game, my username is Charisma@leyakkh or you can leave a comment on this guide and I’ll reply ASAP.

If you would like to see walk-throughs and explanations of end game content from a warlock’s perspective, you can check out my YouTube channel by clicking here.

Okay, now that the introductions are out of the way, click the tabs above to get into the build!

Race:

Your race choice is very important in Neverwinter.  Every race can play any class, but some races do certain classes much better than others!

Tieflings are the best choice right now.  The extra % damage buff when targets are below 50% synergies well with the rest of our kit and the ability scores line up perfectly.

Dragonborns are also a solid option because of their additional 3% power and critical strike.  This works really well for obvious reasons as a dps.

Humans aren’t bad still, and a better option than many if you can’t stand tails or scales.  The extra feats are a good bonus and the reduced damage helps keep us alive to siphon more souls!

Ability Scores:

For every Race you’ll want the same Ability Scores. I’d recommend using 18 CHAR with 13 CON and INT for leveling and gearing a character.

After you’re able to hit 100% crit easily, without the additional CHAR, I would recommend swapping over to a higher CON roll.  Specifically, 18 CON 13 INT 18 CHAR

When leveling, put all of your new score points into Constitution and Charisma.

Hellbringer, Fury (AoE DPS):

Hellbringer Fury is the most viable option for AoE DPS right now.  It boasts massive buffs for both you, and your party with Pillar of power, and with Hellish Rebuke combo’d with Tyrannical Curse you can Burn your enemies in the name of the Nine Hells.

Heroic:

Energizing Curse:  There’s four points here because it’s better than toughness.  The added AP gain is really nice, and helps us get off our dailies a lot since I don’t recommend using the DC Sigil.

Weapon Mastery:  Must have.  Pretty self explanatory to be honest, additional critical strike chance is always good.

Empowered Rituals:  As an SW lots of your damage will come from your encounter powers.  Additional damage added to those is a no-brainer.

Determined Casting:  Again, another feat that seems kind of self explanatory.  When most of your dps comes from encounter powers, being able to use them more would increase damage output.

Blood Pact of Cania:  There’s normally only two points here because we need to choose between this, and devastating critical.  If you are a human put your three points here!  

Devastating Critical:  IMPORTANT!  Critical severity is a coveted stat!  You want it as high as you can possibly get it.

Fury:

Critical Promise: Good bonus damage when you Crit

Offering to the Prisoner: In a dungeon or group scenario, trash dies constantly.  As long as you hit the trash you’re getting this buff.

Gatekeeper’s Empowerment: Gates of Hell does some crazy damage in large groups.  Increasing that further is awesome, plus adding more AP gain when it kills targets.  Unfortunately we don’t really get a lot of use out of the DoT increase to Hellish Rebuke, but the AP gain is worth it.

Infernal Wrath: Synergies well with All Consuming Curse, and with the change in armor pen helps make up for any missing Resistance Ignored.

Helltouched:  Works well with the Primal set.  Also, in high level dungeons you will be hit a lot.  Hopefully, if you have a good healer, you wont notice most of them, but the debuff will still be applied.

Executioner’s Gift:  This feat synergizes so well with Killing Flames and some other aspects of this build that I couldn’t recommend not taking it.

Killing Curse: Good additional damage to cursed targets, and with ACC everything you critically strike will be getting this bonus damage.

Brutal Curse: This is awesome.  Additional damage to curse targets by a flat percentage, and it’s on top of the damage buff from warlock’s curse.

Creeping Death: This is really the only choice for dps warlocks.  With the recent buffs it’s really our only choice.  The Damnation tree and it’s capstone, Soul Desecration is nerfed to hell and doesn’t do near as much damage as this.  The other option is Temptation and that’s for healing.

Powers and rotation!

Remember to use Warlock’s Curse as much as possible during combat!  Curse every target you can, but don’t miss out on using a skill that’s off cooldown to do so.  Warlock’s Curse increases the amount of damage enemies take, and can apply additional effects when you use encounters on targets affected by it.

Class Feats:

All Consuming Curse: This combined with many of our feats increases our damage output by a lot.  Also at rank 4 it increases lesser curses damage.

No Pity No Mercy:  This is a class feat I will always have slotted, no matter what.  Very high increase in damage output from Hellish Rebuke and almost permanent Combat Advantage bonus damage.

At-Wills:

Eldritch Blast: Weaker damage in single target situations but the third strike is an aoe.  Decent when used in combination with Hellish Rebuke.

Hellish Rebuke:  Main source of At-Will damage.  I’ll use this almost exclusively when all my encounters are on cooldown.

Encounters:

Arms of Hadar:  Insane AoE damage (because of the low, stacking cooldown) and it knocks enemies prone.  I spam this a lot in combat.

Pillar of Power:  Massive buff and decent damage to enemies inside.  Try to get as many enemies inside as possible, but be sure to stand in it yourself.  This is a bit of a risk vs reward, but it’s always better to be further from the combat, inside your circle and miss out on a bit of dps from PoP, than to die.

Fiery Bolt: Good AoE damage with a low cooldown.  Remember to Warlock’s Curse the target you use this on to increase the damage the AoE damage!

Dailies:

Tyrannical Curse: Your most important skill to doing AoE damage.  Use this skill on the target with the most health in a room with lots of other enemies and watch the entire room melt when you drop PoP under the one you cursed.

  

Gates of Hell: Really good, instant, AoE damage.  Good if trying to kill a large group really quick, rather than melting it with Tyrannical.
-or-
Brood of Hadar: Very high single target Dps and works very well with Tyrannical Curse.

Your basic AoE rotation should be as follows:

Tyrannical Curse the biggest enemy you can find and drop Pillar of Power under him.  Try to catch as many enemies as you can within that green circle.  The more standing in it, the more dps you’ll do.  Then, while inside the circle yourself, Warlock’s Curse the targets and drop Arms of Hadar on them.  Then, Fiery Bolt.  While your skills are on cooldown, use Hellish Rebuke on the enemy you used TC on.  You want to maximize the damage he takes.  Repeat as cooldowns come back up and watch all the pretty numbers fly from the enemies as they melt.

Alternatively you can now use Dreadtheft and Fiery Bolt, since Dreadtheft was buffed, however the damage difference is almost nothing.  This is purely preference.

AoE Weapon Enchantment:

For an AoE Loadout I would recommend the use of a Feytouched Weapon Enchantment.  Dread isn’t a very solid option here, since a significant portion of our AoE dps comes from Tyrannical Curse (not effected by dread), and Hellish Rebuke (also not effected).  Lightning and Vorpal have been nerfed, and are not as good.

Artifact Weapons:

Exalted Primal Weapons are still Best in Slot for everything that isn’t Castle Ravenloft.  For CR, use the new Sunset weapons.  These will provide a 15% bonus to damage and healing output, along with some other stats, during night time in Barovia.  Since CR is always at night, you’ll get the 15% at all times.  For literally everything else however, Primal will outperform.  Personally, I’d recommend having both sets, and using Sunset for only CR.

You’ll have to prioritize one weapon enchantment to have slotted, or swap between them (but gold doesn’t grow on trees).  I’d recommend Feytouched overall.

For Artifact Powers I recommend using Hellish Rebuke and All Consuming Curse.

Active Artifact:

  

For AoE if no one else in your group is using a Wheel of Elements you need to.  Fire buff does more damage than Soul Sight Crystal (30% x 30 seconds VS 50% x 10 seconds).  If someone in your party is using wheel, use DC Sigil.  DC Sigil helps us keep Tyrannical Curse Up at all times, and can also be used to stack Tyrannical on top of Brood.

Hellbringer, Fury (Single Target DPS):

Big changes here.  Since the introduction of the Razorwood companion, and since No Pity No Mercy gives Combat Advantage after Critical hits, we can’t afford to lose that bonus.  This used to be a Soulbinder setup, but with some thorough testing I’ve come to the conclusion that without a way to get the combat advantage bonus, SB falls behind HB.  That being said, it’s a very easy transition, only a couple feat changes and some skills to swap out.

Heroic:

Energizing Curse:  There’s four points here because it’s better than toughness.  The added AP gain is really nice, and helps us get off our dailies a lot since I don’t recommend using the DC Sigil.

Weapon Mastery:  Must have.  Pretty self explanatory to be honest, additional critical strike chance is always good.

Empowered Rituals:  As an SW lots of your damage will come from your encounter powers.  Additional damage added to those is a no-brainer.

Determined Casting:  Again, another feat that seems kind of self explanatory.  When most of your dps comes from encounter powers, being able to use them more would increase damage output.

Blood Pact of Cania:  Increases bonus damage from Constitution.  I recommend putting 2 here.  If you’re a human put your additional 3 points here. 

Devastating Critical:  Crit Severity is good.

Fury:

Daughters Promise: Not a great pick but it’s better than any of the alternative choices.  Procs when you kill trash so you do get some use out of it when in Single Target.

Critical Promise: Good bonus damage when you Crit

Offering to the Prisoner: Lots of additional damage whenever a cursed target dies.  We curse everything we hit with ACC so you’ll get this buff a lot.

Infernal Wrath: Synergizes well with ACC

Helltouched: Great for boss fights that through around a lot of AoE’s.  We get a lot of use from this.

Killing Curse: Good additional damage to cursed targets, and with ACC everything you critically strike will be getting this bonus damage.

Executioner’s Gift:  This feat synergizes so well with Killing Flames and some other aspects of this build that I couldn’t recommend not taking it.

Brutal Curse: This is awesome.  Additional damage to curse targets by a flat percentage, and it’s on top of the damage buff from warlock’s curse.

Creeping Death: This is really the only choice for dps warlocks.  With the recent buffs it’s really our only choice.  The Damnation tree and it’s capstone, Soul Desecration is nerfed to hell and doesn’t do near as much damage as this.  The other option is Temptation and that’s for healing.

Powers and rotation!

ONLY USE THIS ROTATION FOR BOSSES OR INSTANCES WHERE THERE IS ONLY 1 TARGET!  If there are more than one, use the AoE Rotation and feats!

Remember to use Warlock’s Curse as much as possible during combat!  Curse every target you can, but don’t miss out on using a skill that’s off cooldown to do so.  Warlock’s Curse increases the amount of damage enemies take, and can apply additional effects when you use encounters on targets affected by it.

Class Feats:

No Pity No Mercy:  This is a class feat I will always have slotted, no matter what.  Very high increase in damage output from Hellish Rebuke and almost permanent Combat Advantage bonus damage.

All Consuming Curse: This combined with many of our feats increases our damage output by a lot.  Also at rank 4 it increases lesser curses damage.

At-Wills:

Hellish Rebuke:  Main source of At-Will damage.  I’ll use this almost exclusively when all my encounters are on cooldown.

Dark Spiral Charge: Honestly, you’ll almost never use any At-Will other than Hellish Rebuke. However, this at-will can be useful because you don’t have to actively do anything (other than kill stuff) to generate spirals.  Once you have three, it a quick cast time and can crit for decent damage.

Encounters:

Hadar’s Grasp: Excellent single target dps.  Crits hard and fast.  Works well with the additional combat advantage bonus from NPNM.

Pillar of Power:  Massive buff and decent damage to enemies inside.  Always try to put the circle on the boss, but be sure to stand in it yourself.  This is a bit of a risk vs reward, but it’s always better to be further from the combat, inside your circle and miss out on a bit of dps from PoP, than to die.

Killing Flames: Very strong single target encounter with a short cooldown that increases in damage as the boss loses health.  Always have this slotted for boss fights!  The Soul Puppet it can spawn is a decent bonus, even if it dies almost instantly.

Dailies:

Brood of Hadar: Very high single target Dps and works very well with Tyrannical Curse.

Tyrannical Curse: Solid damage buff and amazing add control during boss fights.

Your basic Single Target rotation should be as follows:

Open with Warlock’s Curse then Brood of Hadar.  Brood almost always Crits for me, giving me lots of chances to take advantage of NPNM.  Drop Pillar of Power under the boss and be sure to stand in it as much as possible.  Use Hadar’s Grasp then Killing Flames.  Use these whenever they are up.  While waiting on cool-downs, use Hellish Rebuke.  When you have 3 Dark Spirals, use Dark Spiral Charge.

Single Target Weapon Enchantment:

For a Single Target Loadout I would recommend sticking with a Feytouched Weapon Enchantment.  Dread isn’t a very solid option here, since a significant portion of our Single Target damage comes from Brood of Hadar(Not effected) and Hellish Rebuke (also not effected).  Lightning and Vorpal have been nerfed, and are also not as good.

Artifact Weapons:

Exalted Primal Weapons are still Best in Slot for everything that isn’t Castle Ravenloft.  For CR, use the new Sunset weapons.  These will provide a 15% bonus to damage and healing output, along with some other stats, during night time in Barovia.  Since CR is always at night, you’ll get the 15% at all times.  For literally everything else however, Primal will outperform.  Personally, I’d recommend having both sets, and using Sunset for only CR.

For Artifact Powers I recommend using Hellish Rebuke and All Consuming Curse.

Active Artifact:

  

For Single Target if no one else in your group is using a Wheel of Elements you need to.  Fire buff does more damage than Soul Sight Crystal (30% x 30 seconds VS 50% x 10 seconds).  If someone in your party is using wheel, use SSC or DC Sigil.  The choice is mostly preference, and both will do well.

If you think SSC is better than Wheel: let’s say you do 10 Damage a second.  That’s absurdly low of course, but it makes math easy.  So, Fire buff is 30% x 30 seconds.  With wheel you would be doing (10 x 30) + (3 x 30) = 390.  With SSC over the same 30 seconds you’d deal (10x 30) + (5 x 10) = 350.  Ideally, you’ll have both SSC and Fire, but if you have to choose, Fire is better.

Temptation (Sustain and End-Game Dungeons):

This setup is mainly used as a healing/debuff/buff setup in dungeons and raids.  It has some really strong buffs and debuffs, and can outheal almost every other class.

Heroic:

Since the heroics are largely the same I’ll simply cover any deviations and why they are made.

Toughness: I shifted three points from Energizing Curse here because when you are in Templock, your death usually means 1 or 2 other deaths.  Even if no one else dies, you tend to be a juicier target for enemies, and this helps compensate.

Soul Reaping: Life Steal for Templock is very important.  You heal group-mates for a % of your damage dealt, equal to your lifesteal chance.  As you can imagine, lifesteal is a crucial part of being an good Templock.

Temptation:

Hope Stealer: Increases Lifesteal chance, increases healing to your group.

Hellish Condemnation: We use Hellish Rebuke a lot.  This makes it so that targets you hit will deal less damage.  Great debuff.

Dark Revelry: One of the best buffs we give.  20% power for 5 seconds is huge, especially when we can stack that with some of our other buffs.

Aura of Despair: 5% damage dealt debuff and a 5% damage resist debuff on anything and everything close to you.

Eldritch Momentum: Gives your party ~100% combat advantage.  With our shift in companions, this is a massive damage buff for both you and your party.

Soul Bonding:  Makes it so you can heal with your lifesteal chance.  Take it.

Damnation:

Parting Blasphemy: This procs all the time.  Good damage bonus, but we are really only putting points in this tree for Power of the Nine Hells.

Power of the Nine Hells: Amazing bonus to Pillar of Power because nobody knows how to sit in a circle.  Very useful in almost every party environment.

Fury:

Critical Promise: Good bonus damage.

Powers and rotation!

We have a lot of choice when it comes to Templock.  We are mostly just here to buff allies with Pillar and Revelry when we can, and to heal if needed.  That being said, damage still counts some, so powers do matter.

With the buffs to Dreadtheft and since we want to output consistent damage for consistent healing, buffs, and debuffs, we want to run skills that dot, rather than burst. If you really wanted, you could run the Dps rotation from the DPS section, and trade more consistent healing and buffs for more damage.

AoE setup:

Use this rotation for Trash.  Basically anytime you aren’t at a boss fight, you’ll be using these skills.

Class Feats:

All Consuming Curse: This combined with many of our feats increases our damage output by a lot and helps us apply the DR debuff from Dreadtheft.  Also at rank 4 it increases lesser curses damage.

Prince of Hell: Increases Lifesteal chance and therefor healing.  We need this stat to be as high as it can get.

At-Wills:

Hand of Blight: Strong damage dealt debuff.  I’ve had runs where this has saved my tank.

Hellish Rebuke:  Main source of At-Will damage.  I’ll use this almost exclusively when all my encounters are on cooldown.

Encounters:

Dreadtheft: Solid damage over time to all enemies in a line.  Good when used in combo with Tyrannical Curse.  Also increases damage enemies take by a large amount, when used on cursed targets.  Important debuff!

Pillar of Power:  Massive buff and decent damage to enemies inside.  Try to get as many allies inside as possible, and be sure to stand in it yourself.  Remember to keep Pillar of Power on your main Dps, even if he’s running around the arena like a madman.

Blades of Vanquished Armies: Since we can’t cast spells During Dreadtheft our only other option is to increase out damage output while we are casting it.  However, just because BoVA is our only option, doesn’t mean it’s bad in any respect.  It has decent damage output and it also increases our deflect, making us harder to kill.

Dailies:

Tyrannical Curse: Your most important skill to doing AoE damage.  Use this skill on the target with the most health in a room with lots of other enemies and watch the entire room melt when you drop PoP under the one you cursed.

Brood of Hadar: Very high single target Dps and works very well with Tyrannical Curse.

Your basic AoE rotation should be as follows:

Tyrannical Curse the biggest enemy you can find and drop Pillar of Power under him and your main dps.  If you main dps is ranged, it’s his job to grab the PoP buff.  Cast BoVA and use Dreadtheft on the enemy you Tyrannical Cursed.  Now, simply line up Dreadtheft to hit as many targets as possible.  Remember to stay close so that you are hitting enemies with BoVA, and to stay inside your green circle!

Single Target (Use for boss fights):

Class Feats:  These will remain the same.

All Consuming Curse

Prince of Hell

Encounters:

 

Warlock’s Bargain: Applies an almost never ending DoT on your target.  Also deals a portion of damage you take to the target it’s applied to and heals you while it’s active. (Hadar’s Grasp is a decent alternative if you don’t like WB.  The damage output is basically the same)

-or-

Vampiric Embrace: Large heals to the entire group.  Okay damage.  Gives Temp HP when used on a cursed target.  I use this if I know the group will take a lot of damage.

Pillar of Power: Really hard to beat the damage and the buff that comes from this skill.  Use it at all times.  Remember to try and keep your Dps buffed!

Killing Flames: Very strong single target encounter with a short cooldown that increases in damage as the boss loses health.  Always have this slotted for boss fights!  The Soul Puppet it can spawn is a decent bonus, even if it dies quickly.

Dailies:

Brood of Hadar: Awesome single target damage ability.  The brood will swarm an enemy and do a bunch of damage plus slow, and best of all they’ll swap to another target if the target you casted it on dies.

Tyrannical Curse: Solid damage buff and amazing add control during boss fights.

Your basic Single Target rotation should be as follows:

If you’re using Vampiric Embrace instead of WB, your rotation is mostly the same.  Just use VE whenever your party takes a big hit, but don’t save it for too long.  When in doubt, use it.  Killing Flames also heals for a large amount, so you’ll always have something up, or soon to be up that will heal a large amount.

First, open with Warlock’s Bargain.  This skill should be used on cooldown, and the boss should have this DoT applied to them at all times.  Then drop Pillar of Power with the boss, and as many allies as you can, inside.  Stand in the circle for as much of the fight as possible.  Now, Warlock’s Curse your target and use Killing Flames.  If adds spawn, use Tyrannical on the boss.  If not, use Brood.  While your skills are on cooldown, use Hellish Rebuke and wait until they come back up.  Repeat.

Weapon Enchantment:

Same as the other loadouts I’d recommend using a Feytouched enchantment for Templocks.  Fey gives a nice damage bonus by stealing damage from anything you hit.  Besides being the highest performing damage enchantment at the moment, Feytouched’s damage debuff can’t be ignored.

Alternatively, if you are mainly playing Templock and the idea of debuffing damage resistance instead of damage dealt, a Dread or a Vorpal enchantment would do well.

Active Artifact:

  

For Templock you’ll want to be using a Wheel of Elements as your active.  Buffers, such as Templock and MoF should always have a Wheel on backup to give the Fire buff to the main DPS of the party.  Fire is an extremely high DPS bonus, and shouldn’t be taken lightly.

If someone is already using Wheel in your party:
Another option is the Sigil of the Devoted.  This helps us with AP generation and is good if we don’t need to use wheel on a main DPS.

Artifacts:

The non-active artifacts I use are the  Shard of Orcus’ Wand, Thayan Book of the Dead, and the Fragmented Key of Stars.  These wont change per loadout.  Your active artifact will, and you should check the tabs to see what active artifact you should be using, and when.

Alternative artifacts include the Lantern of Revelation and the Sigil of the Controller.  These will do almost as well as the three listed above, but are cheaper and easier to obtain.

 

For Artifact sets I’m using the Orcus set because it (unfortunately) does the highest damage out of all the Artifact neck/belt sets in the game, regardless of the useless strength bonus on it.

Enchantments:

Ideally you’ll want Brutal rank 14’s in all your offense slots, and Radiants once you hit about 75% crit (the rest comes from bondings), or Savage if you need Armor Pen.  You’ll want 100% crit, 100% armor pen when bondings are active.  Be sure you don’t go over these numbers.

You have a choice when it comes to defense slots. Radiants are BiS for dps, and increases your damage output significantly when used with an OP’s Aura of Courage, however, Darks are almost required to increase lifesteal and to be a good templock.  Personally Id recommend finding a balance between the two that works with your play style.

Armor Enchantments are mostly personal preference.  I would however, recommend picking one of these top 3; Soulforged, Barkshield, or Negation.  I use Soulforged, but it really doesn’t matter too much.

Gear:

Min/Max-ing stats is something that each player will have to do for themselves, since every individual’s stats vary on a case by case basis.  As long as you keep these general guide-lines in mind, you shouldn’t have any trouble.  Newer players shouldn’t worry too much about their stats until they have most if not all of the gear recommended in this guide.  Artifacts and artifact weapons included.

Armor Pen should be prioritized up to about 90% (100% if you’re running CR a lot).   After your Armor Pen is at 80-90%, you should go for Crit.  Your goal with Crit is 100% obviously, but try not to exceed that, since that would also be a waste.  After your Pen and Crit are where they should be, you next priority should be Power.  Power has very little diminishing returns, and only at very high levels, so in short, you want this as high as you can get it.  Remember bonding runestones are where you’ll get a sizable portion of your stats, so be sure to factor those in when min/max-ing.

Rex Corona and Rex Amiculum are still Very Good, but they are very hard to get.  The new Curselord’s set looks like a strong contender for Best in Slot.  Depending on where your stats fall, use Rex Corona and the Curselord’s set to fill the rest.  If you need more Crit, use the full Curselord’s set.

Hags Rags is BiS for chest and should be used over Curselord.

Terrored  Grips are BiS, but Curselord isn’t far behind.  Terrored Grips will outperform.

The Ring of Offensive Action from Makos in Omu are really strong for SWs, but they lose us a lot of ilvl.  They do not stack, so Ideally you’ll have one Offensive action ring, and a Gravestriker +5 ring or a Shadowstalker +5.  These are rare and a decent alternative is a Primal Ring.

Exalted Primal Weapons are still Best in Slot for everything that isn’t Castle Ravenloft.  For CR, use the new Sunset weapons.  These will provide a 15% bonus to damage and healing output, along with some other stats, during night time in Barovia.  Since CR is always at night, you’ll get the 15% at all times.  For literally everything else however, Primal will outperform.  Personally, I’d recommend having both sets, and using Sunset for only CR.

For shirt and pants the Primal set is still best.

Companions:

Now I’ll dive into what companions you should be using, and why.

We got a new companion in mod 14 that is really strong in the form of the Razorwood.  Since the Tiger still debuffs, and the active bonus is the only real reason to use the Razorwood, the Chultan Tiger will stay as our summoned.

Chultan Tiger: This is your summoned companion.  It’s active bonus isn’t all that impressive, but the Chultan Tiger has an ability it uses called, “Killer Instinct”.  Basically, the Tiger will debuff enemies, making them take 10% more damage from all sources, on top of the bonus it gives you at the start of combat.

-Fire Archon:  Very good damage.  Synergizes well with our build.  Buffs other archons.

-Air Archon:  Again, more synergy with the rest of our build.  Solid damage, and a must have. Buffs other archons.

-Razorwood: Additional Crit Severity, and a large amount of bonus Combat Advantage.  With No Pity No Mercy after you critically strike your next hit will gain the Combat Advantage bonus damage.  Since this is a high crit build, you’re getting this bonus almost non-stop.  Theoretically, swapping artifacts to ones that add more Combat Advantage, but from my testing, both Lantern of Revelation, and Kessell’s Spheres of Annihilation perform worse than a Sigil of the Controller.  There might be a way to do more DPS as a Combat Advantage focused build using Razorwood and No Pity No Mercy, but from my testing it just doesn’t perform as well as the math says it should.

-Earth Archon: We will usually be at 100% HP if we are playing well.  Warlocks shouldn’t be taking a lot of damage, so we will get a lot of use out of this little guy in groups.  He’s borderline useless in solo content, but he buffs the other two archons.

Honorable Mentions:

-Dancing Blade: Almost as good as Erinyes, but no reason to use him once you have it.

-Erinyes of Belial:  Critical Hit Severity is extremely strong for DPS and you want as much as you can get.

Wild Hunt Rider: Good damage bonus and procs a lot since we spam our skills.

Siege Master: The flat damage buff this gives is nice, but not quite as nice as the others I recommend.

Boons:

For Guild boons, as dps you want Power and HP, and for Templock, the Power and Lifesteal boons.  Utility doesn’t really matter, I like the Mount speed bonus, but it’s up to you!

Mount bonuses:

Thank you for reading!

Thanks to everyone for the constructive feedback and ideas.  Without all the helpful and creative input from members in the community this guide wouldn’t be anywhere near as complete.  Special thanks to:
Zanros@ryn32233#8859 – for helping me test all my stupid ideas
RW_Raijin@velahryn#7236 – for their help with the Single Target loadout
Demathius@lordistat – for their help with brainstorming ideas and new things to test

If this guide helped you, please rate it at the top of the page, it really helps me out 🙂

If you’re looking for more information, check out my YouTube channel by clicking here.

Thanks Again!

Oathbound Paladin Protection Prism Stella Build MOD 14/15

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Welcome to Neverwinter Oathbound Paladin Protection Prism Stella Build MOD14/15
Hey Guys!! Mork Kenji here! I’m back playing Neverwinter with a new Stella. There will be 2 build that you can choose:
Powershare Tank vs DPS Tank. Both have different set up, so it’s up to you to choose according to your game play. Enjoy!!
Update: 6 December 2018

Deadshoto’s Mod 15 GWF build

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Welcome to my… module 15… … gwf dps build. It’s my first guide ever so please be patient, i’ll improve it later. I will keep updating this guide whenever something new will be added to game. Please note that i won’t reply in comments section too often, if you have any questions it’s easier to pm me on discord. (Totally not Deadshoto#0001)
For now your best possible choice is Metallic Dragonborn, second one is Dragonborn(which I am atm) and last but also viable is Half orc, in case you don’t have Dragonborn race yet. The reason you want to go Dragonborn is that 3% power and crit from racial bonus scale with buffed stats instead of base, which results in higher return than 5% severity from Half orc.

Ability rolls for Dragonborn:


Ability rolls for Half-orc:


Reason why i choose Charisma over Dexterity is because Charisma gives you extra Combat Advantage damage. You don’t need to do it, but it’s nice little damage increase. You should go with dexterity until you hit 100% crit cap without it.

Feats

That are feats that I’m using right now. I don’t use disciple of war because it gives you power from your BASE armor penetration and recovery, you don’t have that much of these stats and it results in very low increase to power. Mighty blade work with wms, which is very good boost to your aoe clear, for me that’s better choice than disciple of war.
You can also use battle awareness instead of relentless battle fury to maximize your power, but i prefer relentless battle fury just to have 100% uptime for sure. If you feel confident about your rotation and you can maintain battle fury without that feat just go for battle awareness.

You’re going to choose swordmaster path.

Powers


That’s skill setup i’m using while doing quests, or dungeons when there is no guardian fighter in party. since you’re using powerful challenge feat (15% damage to marked targets) it’s better to use daring shout to mark targets for yourself instead of using ibs.

That’s skill setup i’m using while doing dungs, both for aoe and boss fights. Use it only if there is guardian fighter that can mark mobs for you(since you’re using powerful challenge feat that increases your damage to marked targets by 15%.)

Passives are wrathful determination and destroyer, these two passives shouldn’t never leave your bar, until you have low crit chance, then you can switch WD for Weapon master until you get high crit chance. You can also use steel blitz instead of wrathful determination on mobs, from what it seems it’s pretty good atm.

Encounters:
Indomitable Battle Strike (with gf)/ Daring Shout (without gf)
Battle Fury
Hidden Daggers

Atwills:
Sure Strike
Weapon Master Strike

Dailies:
Crescendo
Slam

Gear

Outside Barovia:

In Barovia(Castle Ravenloft):

I’m changing equip power from 2k power to 1k power and 1k armor penetration to hit 100% resistance ignored cap, you don’t need to do this if you have 100% already.

In FBI (and all skt/somi maps):

That’s set that i’m using on fbi due to 10% outgoing damage buff after you drink everfrost resist potion.

There is also good headpiece for chult(tong and codg included) but i don’t use it, just because i’m too lazy to switch stats every time i’m going to do something else than tong.

Stats

Main goal is to get 100% crit chance and 65% armor penetration(fbi,msp and t2 dungs), 85% armor penetration (tong, cradle), 100% armor penetration(castle ravenloft.

Standing still:

After bonding proc:

Average stats in 5man content:

Artifacts:

Aoe:

Decanter of Atropal Essence(primary)
Shard of Orcus’ Wand(to complete set bonus)
Eye of the Giant
Tymora’s Spinning Coin

Aoe alternative:

Wheel of Elements:fire (primary)
Shard of Orcus’ Wand(to complete set bonus)
Eye of the Giant
Tymora’s Spinning Coin

Single target:


Soul Sight Crystal(primary)
Shard of orcus’ wand(to complete set bonus)
Eye of the Giant
Tymora’s Spinning Coin

You don’t need to use exactly same artifacts, it really depends on stats you need, you can also use fragmented key of stars, lantern of revelations or anything else to hit arpen and crit cap. The only arti you must use is shard of orcus’ wand since you need it to complete demon set, and primary artifact. Don’t forget that you need to have 85% armor penetration in tong and codg(95% with decanter because it does give you arpen which you lose on boss fights) and 100% in castle ravenloft.

Enchantments

In offense slots you can use brutals, black ices, radiants, azures or even draconics, depends on your current stats. Goal is to hit 100% crit chance and 85% arpen. Currently I’m using 5 radiants and 4 black ices.
In defense slots radiants for aura of courage.
Weapon enchants:
At the beginning I want to say that I have 2 mainhands, one for aoe and one for bosses. For aoe mainhand I have buff to wms, and for boss mainhand I have buff to sure strike.(You can change it with cubes)
For aoe phase I’m using lightning enchantment, if you can’t have two(or three) enchants I don’t recommend getting lightning, since module 13 hits lightning arcs doesn’t scale with buffs so it’s a big loss in single-target fights.
For single-target (boss) mainhand I’m using either feytouched or prominence, both of them are good, depends on situation. Prominence is overall winner, but fey is slightly better if:
You’re in tong with red curse at orcus’,
You have someone to throw wheel of elements:fire at you,
Op with aura of courage,
GF that can mark for you.
Personally I use fey only in tong and second cr boss(with silvering kit). In every other situation prominence is better, especially on cr when your party is often separated.

Consumables

Major or superior flask of potency(heard rumors that they’re aren’t obtainable since m15 launch), wild storm elixir, squash/pumpkin soup and m15 3% damage potion which you can get from swag bags from campaign(Acquisitions incorporated) store.

Also you can use one of these: Tymora coin, Chain of scales or pocket pet. I prefer to use chain of scales, you can get additional critical severity from it.














Your summoned companion should be Chultan Tiger. He has a good buff for first 25 seconds(it’s enough to kill every boss if you have decent party), a 10% debuff, 3 offense slots and 2 ring and 1 necklace slot. As a necklace you should use electrum executioner necklace. Big amount of power and crit compensates 1 enchant slot, you can’t get that stats with any other 2 offense slot necklaces. If you can’t get it you should buy fierce necklace of the companion +4 or +5, it’s good alternative and is pretty cheap now. In ring slots I’m using Ring of Gravestriker+5 and Ring of Gravestriker+4. If you’re really unlucky and can’t get +5 ring like 🦆you can use bronzewood raid ring until you get your +5. It could be better but bonus does work only on 1 enemy fights, while in gravestrikers it does work almost 100% of the time. The reason why you want use +5 and +4 instead of double +5 is that the bonus of same ring rank doesn’t stack but it does with different ranks.(You can use llira’s bell before fight so your pet won’t lose hp and will proc bondings with gravestriker bonus.) Enchants you should use are 4 brutals rank 13 or 14 and one Heart of fire enchantment, rank 14.( You will get it for free from campaign task while doing main path in “Acquisitions incorporated”. If you need different stats you can switch some brutals for azures, radiants or black ices, depends what you need.)

As active companions I recommend:
Earth archon (Damage increased by 6% if you’re at full hp.)
Air archon (Damage increased by 5% against enemies not at full health.)
Razorwood (25% Combat Advantage damage)
War boar (5% damage to marked targets)

Alternative to war boar since it got removed from zen store( it was available in gwf pack) is Fire archon (Damage increased by 7% against enemies with less than half hp.)
Second alternative is Siege master (4% damage in any map/8% in stronghold map.)
Don’t make all your companions legendary! Max amount of legendary companions should be 3. 4th and 5th companion will give you only 3% companion stats, for 2.000.000 ad or 240 companion tokens. If you feel that you need that 200 ilvl you can go for it, but it’s not necessary.


Current best possible combat power is bat swarm, alternatives are trex and tenser, but i won’t go with tenser since swarm and rex will give you much more overall damage. Best possible equip power is 4000 power, it’s not necessary tho, and i don’t recommend to buy additional legendary mount because it’s not worth it. You can use either 2k power, 2k crit or 2k armor penetration, whatever you need.


To proc combatant’s maneuver on boss you have to use crescendo, to proc it on mobs you’re going to use slam, bonus refreshes every time slam does damage. It’s my basic insignia combo, you can also use assassin’s covenant or protector’s friendship instead of combatant’s maneuver, but i’m pretty sure that combatant’s maneuver will give you more damage than ac and pf.
About insignia stats – you should pick ones with stats that you need, i have some armor penetration, some crit and some hp insignias. I could change hp ones to power ones, but im just too poor.

Probably most important part of the build. You can have every enchant at max rank, every gear enforced with best kit but you won’t deal much damage if you don’t know how. There are some videos, both for mob phase and boss fights, i hope it will help you.

AOE

After switching from tenser to swarm i don’t use combat power at mobs, so first you’re going to do is turn on artifact. Then you’re going to use slam, battle fury (with animation cancel, you need to time it right and shift in right moment, important thing to practice) then i pop hidden daggers(usually with jump, it’s not necessary, just stupid muscle memory). Now you just have to spam WMS, when you see that one of mobs is at low hp you can ibs him to spread mark and get your daily back, and then WMS to kill them all. Pay attention to reactivate battle fury and hidden daggers once they expire, or 1 sec before they expire to keep them up as long as possible.
*there will be video in 2019*

Single Target

On boss fights you’re going to start with crescendo to build destroyer stacks ASAP. Then you’re instantly using combat power(if you don’t have it skip that step). After that you need to use WMS, and before animation is done you’re going to use battle fury(also with animation cancel, you just need to practise this step to make it smooth. Then you’re popping up hidden daggers, artifact (SSC). After that you’re going unstoppable(Tab), doing some atwills, waiting for buffs. When you see bts, pop, exaltation etc. you’re going to use ibs. Try to reactivate battle fury and hidden daggers before it if possible. Repeat those steps until boss dies.
Click me
(On the video i have tenser, rotation with swarm is exactly the same but slightly faster because animation of swarm is faster.)

Single Target Alternative

Rotation that i’m using mainly on orcus fight. Rotation is exactly the same as normal, but you’re going to use slam instead of crescendo. Reason why you should do this is that there are zombies in orcus pit, it’s 100% chance to get destroyer stack since it hits more than 3 targets + you can proc combatant’s maneuver on them. Then you follow it with battle fury for another destroyer stack (your battle fury “hits” 3 targets with buff, so it counts to passive, then you’re doing exactly same rotation as before until boss dies.
Click me

Same but in m15:

Click me

After finishing main path of “Acquisitions Incorporated” you’re eligible to pickup quest called “K-Team Weekly Dungeon”. To complete it, you need to make X dungeon with X difficulties. First week (10.12.2018) is Castle Ravenloft on hardcore mode with item level reduced to minimum. The biggest problem is reduced itemlevel. It reduces your statistics, so you have to overcap some of them. Current weekly dungeon challenge is visible in campaign window:

You have to overcap your armor penetration, because with reduced item level you will also have less armor penetration. With some tweaks i had 100% armor penetration and 95% crit chance. Things that i changed:

1. Wrathful Determination for Weapon Master to get more crit chance:

2. Tymora’s coin for key of fragmented stars for additional armor penetration:

3. Equip power to 2,000 armor penetration

This setup should give you 100% armor penetration and some crit. If you’re still lacking of arpen you can equip some arpen insignias etc to fill that gap. Note that as gwf you aren’t going to use any of galant pieces, it’s pretty weak if you’re going for max dps.

If you want to turn hardcore mode or reduced item levels you have to make your queue private and then click on “Match options”. There you can check or uncheck modes that you want or not.

ALSO i recommend to use trans or unparalleled barkshield for additional survivalibity.

 

Cayley (Some tips about consumables and pushing me to do the guide)
Elvis (Explanation of the basics of playing gwf)
Ducko (Many usefull tips which i still use)

(WiP)V2.0 | MoD 14/15 | LT Smith Neko’s GwF Guide/Build

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LT Smith Neko’s SM Gwf Build For All

Version: 2.0        Last Updated December 8rd, 2018


Overview


What’s New?

Click Here

What’s Changing?

Click Here

This covers everything in PvE (Solo/PuG/End-game) and explains the use n’ reasoning for everything.

Purpose of this Guide:

Click Here

What it’s not meant for

Click Here

Races


There are four races I’d recommend over the others which are Half-Orc,Metallic Dragonborn, Human, and Dragonborn the all round best races for us to choose from.

Ideal Races

Click Here

Other Options

Click Here

Attribute Placement


Base Attribute Roll

Click Here

If you’re in the process of leveling up to 70 remember to place points into STR n’ DEX, due to the Increased damage, and increased Critical Strike, it´ll stay this way while progressing to 100% Critical Strike Chance then it’ll be ideal for you to think about STR/CHA since it´ll increase your overall damage output.

  • Orcus Belt
  • Campfire Buff

STR/DEX Build (Pre-BiS)

STR/CHA Build (BiS)


Attribute Class Effects

Click Here

Paragon


It’s all dependent on the loadout you’re using and the state in the game you’re in, along with what the group needs. Generally speaking SM is the ideal choice in most situations, and generally the most known n’ used path.

Swordmaster

Iron Vanguard




When it comes to Armor, none of that really matter till you’re 70 then take a look at the Pre-BiS Set equipment that could be passable, but not ideal in situational moments all depends what is available to you at the time, though when you get more serious personally I recommend the All Rounder for most players unless you really want to max out your efficiency.

Armor Breakdown

Click Here

Pre-BiS Set

Click Here





Optional Gear

Click Here

Armor Kits

Click Here

Overload Enchantments

Click Here

Shirt n’ Pants


Still don’t believe there’s a amazing pair in the current state of the game, though these are my choices. But there are some alternate options you may use if you can’t obtained the ones mentioned, just go for ones that suit your lacking stats. ^-^

Shirts

Click Here

Pants

Click Here

Armor Kit

Click Here

Weapons


Mainhands

Depending on your play-style there’s a few things ya can actually go with a single set, with two of the same Main-hands(AoE/ST) or two fully separated sets to maximize.

Pre-BiS Main-hands

Click Here

BiS Main-hand

Click Here

Artifact Class Feature

Click Here

Off-Hands

Up to you if ya want differing off-hands if your using two primal sets or two Sun, not needed but for maximizing go for it. ^-^

Pre-BiS Off-hand

Click Here

BiS Off-hand

Click Here

Artifact Class Feature

Click Here

Artifact Stat

Click Here

Neck n´ Belt


BiS Neck n’ Belt

ST Primary Set

Click Here

AoE Secondary Set

Click Here

Movement Set

Click Here

Alternate Neck n’ Belt

Click Here

Jewelry Kits

Click Here

Rings


There´s a fairly nice range of rings we can use at our disposal, now it doesn’t need to be legendary(at least +4), but its for those that have it, or plan on getting it, so we’ll want rings that do the job nicely. Seek the respected content.. (All-rounder rings in the Module Modals (such as Omu), while seek out Situational for Dungeon Based/Campaign(Movement) Rings.

Pre-End-game Content Rings

Click Here

General use BiS Rings

Click Here

Dungeon Specific Rings

Click Here

Campaign/Movement load-out

Click Here

Primary Artifact

Click Here

Secondary Artifacts

2nd Artifact

Click Here

3rd Artifact

Click Here

4th Artifact

Click Here

Alternate Artifacts

Click Here

Feats

Generally speaking theirs only one core path and each load out has its varied feats being situational for different ranges of Gwf’s when it comes to stats, or what you’re facing at the time, so take that into account, You don’t need every loadout.

Breakdown on Feats

Click Here

Main Load-Outs

Load-out 1 (End-game Slam/BF ST)

Click Here

Load-out 2 (End-game AoE)

Click Here

Load-out 3 (Campaign/Speed)

Click Here

Alternate Load-outs

Load-out 4 (No GF/red mark ST)

Click Here

Load-out 5(No GF/red mark AoE)

Click Here

Powers


Breakdown on Powers

Click Here

Main Load-out Powers


Load-out 1 (End-game Slam ST/BF ST)

Click Here

Load-out 2 (End-game AoE)

Click Here

Load-out 3(Campaign/Speed)

Click Here

Alternate Load-outs

Load-out 4(No GF/red mark ST)

Click Here

Load-out 5(No GF/red mark AoE)

Click Here

Why did I chose these powers?

Click Here

Rotations


General Notes

Click Here

Main Load-out Rotations


Load-out 1 (End-game Slam ST/BF ST)

Click Here

Load-out 2 (End-game AoE)

Click Here

Load-out 3(Campaign/Speed)

Click Here

Alternate Load-outs Rotations

Load-out 4(No GF/red mark ST)

Click Here

Load-out 5(No GF/red mark AoE)

Click Here

Companions


Helpful Comp Info

Click Here

Summoned Companion





M15 stuffs



The Tiger’s Power of 10% increase damage dealt applies to you an your entire team, along with the 5% increased damage dealt granted from the active bonus, with an up-time of 100% if you’re by yourself make sure you’re Marking(DS) since it provides it the Combat Advantage, it has both Active Bonuses, the only downside to this companion is it’s quite slow in movement. -w•

Active Companions

These will be your BiS Companions that are your Active Un-Summoned

Companion 1

Click Here

Companion 2

Click Here

Companion 3

Click Here

Companion 4

Click Here

Where’s the other CS/CA Damage Comps?

Click Here

Area Specific/Extra Companions

Click Here



Azures/Darks/Demonics are the starting option once your progressing your way to R13’s, to help get you up to speed with others, it’s all dependent on your current Armor Penetration And Critical Strike, then you can work toward the mix Power Enchantments.

For the purpose of AoE(trash mobs) exactly 100% Critical Chance isn’t needed so if you’re naturally a bit below that you’re fine. Depending on your play-style(group-wise) will result in what’s best for you. This all depends on your Potion/Mounts Buffs you use. ^.^

Defense Slots

Generally Used Defensive

Click Here

Pre-End-Game

Click Here

End-Game

Click Here

Utility Slots


Generally used Utility’s

Click Here

End-Game 1

  • 5x Darks (Maximize Movement since speed is key to get to enemies. ^-^)

End-Game 2

  • 2-3x Darks
  • 1x Quartermaster
  • 1x Fey Blessing
  • (Optional)1x Dragon Hoard, 1x Savage

Weapon Enchantments


BiS Weapon Enchantments

Click Here

Alternate Weapon Enchantment

Click Here

Why these Enchantments?

Link to him-@Rjc9000
Link-”Gwf” Class Enchantments

BiS Armor Enchantment


Click Here

Mounts


Combat Powers:

Click Here

Equip Powers:

Click Here

Stable


Insignia Combo’s

Click Here



BiS Insignia’s

Click Here


Boons


These are the boons for all of the loadouts, mixed together with varied feats being marked with “()” Prior to the reasoning. So keep that in mind as you venture through this section. ^.^

Guild Stronghold

Click Here

Sharandar

Click Here

Dread Ring

Click Here

Icewind Dale

Click Here

Underdark

Click Here

Tyranny of Dragons

Click Here

The Maze Engine

Click Here

Elemental Evil

Click Here

Storm King’s Thunder

Click Here

The Cloaked Ascendancy

Click Here

Chult/Omu

Click Here

Ravenloft

Click Here

Acquisitions Incorporated Campaign

Click Here



General Stats


Simple breakdown on the Stats rough range that you should be stationed in for each Grade of Enchantments, yet implying you’re at the same gear range.

*Set to be Re-vamped this is just General Stats, certain stats will be excluded due to the rate in which they change is massive, or not really that important.

Hit Points

Click Here


Power


Click Here

Critical

Click Here

Armor Penetration

Click Here

Recovery

Click Here

Defense

Click Here

Regeneration

Click Here

Life Steal

Click Here

Companion Influence

Click Here

Everfrost

Click Here



(All dis stuff below is being replaced as you can see.)

Click Here

General Consumables you’ll need

Click Here

Re-usable Consumables

Click Here

Upcoming Module


General thoughts on some upcoming items within the PC Preview/PC Severs current module.

Mod 15 Thoughts

Click Here


Current Bugs

Link-
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1241341/current-gwf-bugs-features-fixes


Helpful sites reference Link – http://jannenw.info/pages/about)

  • Email – thenekoarmy@gmail.com
  • Discord – LT Smith Neko#4101
  • NW Forums – ltsmithneko
  • Xbox – LT Smith Neko
  • Twitch – lt_smith_neko
  • GWF Discord – https://discord.gg/NK2Bu4c
  • Unoffical/Official NW Discord – https://discord.gg/QmnJbzD
  • Facebook GWF Group (John Smith)

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