Quantcast
Channel: Classes – MMOMinds
Viewing all articles
Browse latest Browse all 272

Enyo’s Master Infiltrator PvE Guides (Mod 12b, Sab/Exec)

$
0
0
Want to check me out on YouTube? Check me out here!

 

 

 


Introduction

Well, welcome to my PvE build. I'm basically going to tell you everything you're going to want to know about PvE Trickster Rogues. This guide will include what I personally use and suggest for enchantments, companions, mount bonuses, insignia bonuses, powers, feats, boons - and also alternative suggestions for gear you maybe can't obtain or afford yet in the game.

With the recent release of Loadouts, you can actually play both Executioner and Sabotuer in the game without having to respec - this is pretty freakin' awesome. You'll notice the only tabs that specify Executioner and Saboteur are the Feats tab - all the other tabs more or less apply to both builds - the only things that change between the 2 are infact the Feats (in case you were wondering).

Anyway, if you have comments, questions or suggestions feel free to comment below right here on mmominds. Enjoy the guide!

Keep scrolling for a brief explanation what Loadouts are if you're unfamiliar with them!


Gear Preview


Stats (with Bonding Enchantments R12 's Only)

This does not include other buffs such as Insignia Bonuses or Team Buffs - This is 100% Bondings only 

 

 

 

 


Okay, So, What Are Loadouts?

Loadouts are a fairly new addition to the game which give players the opportunity to have access to more than 1 build for their character. This varies from class to class on the different specs you'd want to look at and consider, but what doesn't vary from class to class the vast differences between a PvE vs PvP build. Each build for any class requires an entirely different set of everything (gear, enchantments, boons, stats, etc) based on whether you're aiming for a PvE or a PvP build.

For a Trickster Rogue specifically, presuming you've only got the 2 default loadouts and have not purchased any additional loadouts, there's a few options you could go with.

  • If you enjoy PvP, but still want to own the game when it comes to PvE content, you'll likely want to select 1 PvE build and 1 PvP build.
  • If you don't enjoy PvP at all, absolutely despise it, you'll probably want to consider having the PvE Executioner and PvE Saboteur builds for your 2 loadouts.
  • If you're hardcore PvP, and really couldn't care for PvE, then PvP Executioner and PvP Saboteur might sound like your best options. This would offer you 2 completely different play-styles in PvP and its possible based on circumstances, 1 build could be more effective then the other.. However, I don't recommend going x2 PvP builds for your Loadouts - whether you like it or not, you're going to have to do PvE content in the game at some point. So it'd be in your best interest to have at least one PvE Loadout.

Enjoy the guide, and if you have questions, suggestions or notice any mistakes, leave a comment below or message me in-game and I will be on the case ASAP! Enjoy!

 


Choosing Your Race

Choosing your race, in my opinion anyway - is a very optional thing. Each race of course has a different appearance, but each race also gives different little buffs called Racial Abilities - some may help you more in the game, while others will be useless, but they aren't major buffs that are going to make or break you. Personally when I made my Trickster Rogue I went based off preference of appearance, and it's worked for me for 4 years now. I'll offer up a few suggestions for some of the best Racial Abilities - but in the end, it's not really a big deal what Race you choose to play.



Human - First things first, it offers a Defence increase by 3% - you're a Trickster Rogue, you deal damage, you're not designed to take damage, so the defence doesn't matter. On the other hand, +2 to any Ability Score is a win - this is awesome, throw those +2 points into either STR (+damage) or DEX (+critical chance) and you're set to go. Lastly, Heroic Effort offers 3 additional feat points. This is extremely unique to this Race, and part of what makes it probably your best choice of race as far as Racial Abilities go.



Sun Elf - This is actually the race I went with - and it has a pretty sweet Racial Ability. Inner calm grants a 2% increase to your Action Point Gain. It's not an entirely unique buff, but it's well worth your while - as a Trickster Rogue you'll want AP Gain, trust me. Looking at the other buffs, you gain a choice of +2 Intelligence, Dexterity or Charisma - put those 2 points into Dexterity (DEX) as it increases your Critical Chance. The last buff there isn't important except maybe if you're into PvP - but this section of the guide for geared towards PvE, so if you're looking for PvP you need to move down to the bottom row of this guide!



Dragonborn - This class you do have to pay to unlock it - it's 2500 Zen to purchase a Dragonborn Reroll Pack from the Zen Market, so yes, it's a little pricey and far from being free. In my opinion it's not worth paying up Zen and money, but some people would care to disagree. Either way, it's a viable option if you can afford it! Draconic Heritage isn't that great for Trickster Rogues - I'll just leave it at that. Ability Scores, same situation as the Human Race - throw those into either STR (+damage) or DEX (+critical chance). That final Racial Ability however, Dragonborn Fury, grants a 3% increase to Power and Critical Chance which are basically your 2 most important stats as a Trickster Rogue. This is what makes Dragonborn a popular (but still pricey) choice. Also offers a very unique appearance - you can find that on google!


This Colour represents / signifies a Secondary Attribute.

This Colour represents / signifies a Primary Attribute.

What's the difference between a Primary and Secondary Attribute? Primary means that the game labels it as "most important" and the Secondary Attributes are what the game labels as "next most important". Any stats not highlighted Purple or Blue probably aren't that valuable or useful for your class.



Ability Scores

Ability Rolls luckily are pretty straight forward. You want, STR (Strength) and you want DEX (Dexterity). That's it folks.


Strength - Contributes to Stamina Regeneration, Damage output, and DoT Damage Resistance (DoT = Damage Over Time). Mostly you're wanting this for the Stamina and most certainly the Damage Bonus. Damage all the way!


Dexterity - Contributes to Critical Chance, Deflection Chance and AoE Damage Resistance (AoE = Area of Effect). From this stat you're mostly going to be interested in the Critical Chance and Deflection Chance - but mostly the Critical Chance, as it also is going to help increase the damage you dish out.


Charisma - Charisma is considered the "3rd" main stat to a Trickster Rogue and you'll notice its highlighted blue. Charisma contributes to Deflection Chance, Companion Stat Bonus and a Combat Advantage Damage Bonus. All 3 of these are rather useful actually, but you'll start to understand more as you make your way through this guide why for PvE it's not your best or most favourable option. As useful and beneficial as it is, it pales in comparison to STR & DEX as they contribute more to your total damage output. 




Stats

Going in order of Importance you're going to want to build up Armour Penetration first. Second I would suggest Power. Third/Fourth I would suggest either Critical Strike or Life Steal - depends if you feel you need the life steal or not. If you aren't dying a whole bunch or having difficulties soloing solo content then go Critical Strike - you gotta make that call yourself though. Fifth, definitely Recovery. Other stats like Defence and Deflect are optional - I personally don't use them though.

1. Armour Penetration - Once you reach Level 70+ content and enemies, your foes are going to have 50% Damage Resistance, and larger foes / bosses will have 60% Damage Resistance. Armour Penetration grants a % of Resistance Ignored - thus you'll want enough Armour Penetration to be capable of ignoring your foes Damage Resistance completely. 60% Damage Resistance will decrease your damage output by 60%, so having 60% Resistance Ignored from your Armour Penetration is like getting a 60% Damage Increase - thus why Armour Penetration is a priority at Level 70+. You gain way more DPS this way.

  • Special Note in regards to Mod 12 UpdateThe Cap on Armor Penetration was increased to 85% in the new Campaign Area, Jungles of Chult and the new dungeon Tomb of the Nine Gods. This "Cap" only applies to those areas and thus, upon reaching endgame, you may want to consider creating a loadout or backup plan to reach the 85% Resistance Ignored whenever needed, but not so that you're running it everywhere you go.

2. Power - All in all, the name of the stat says it all. Power increases your total DPS output, and you're a Trickster Rogue - your purpose in life is to deal as much damage as you can - the more power, the better!

2½. Critical Strike - I'm listing this as 2½ because it's nearly just as important as Power. The more Critical Strike you have, the higher your Critical Chance is. The higher your Critical Chance is, the more Critical Hits you're going to land - and let's face it, anyone who's played any MMO before knows that Critical Hits mean business. Critical Hit attacks are your attacks, with a damage buff to them more or less - so they deal way more than your average strike. Having 90%+ Critical Strike Chance is super ideal as majority of your hits will be Critical Hits and you'll be dealing way more damage than before. Stealth easily covers that remaining 10% chance (in case you were wondering why only 90%)

3. Life Steal - Basically this helps you keep alive. More-so useful in Solo content but you're going to have Defence Slots and you're going to need to do something with them - so toss in some Life Steal. Every time you deal damage, Life Steal grants a chance for the damage dealt to a foe, to be returned to you as a heal. I cannot emphasise how useful this is! You use Lashing Blade, it deals 100'000 Damage, your HP is low - that hit procs Life Steal and you've just healed yourself for 100'000+ HP (depending on your Life Steal Severity %). Really great, especially since there isn't much competition on what to toss into your gear's Defensive slots, making it an easier stat to invest in.

4. Recovery - Recovery's great, but I wouldn't focus on it until you have the luxury to - so basically not until endgame and when you have your other stats taken care of. Recovery reduces the time on your cool-downs and also helps to build Action Points faster - so you can cast Encounters & Dailies more frequently. Works exceptionally well with Saboteur build specifically, but is also a huge asset in the Executioner build.

5. Other Stats - Stats like Defence, Deflection or Movement are totally optional but from my experiences are rather useless and won't help you out that much. You'll gain more from the stats listed above.

6. Regeneration - DO NOT PRIORITISE THIS FOR PVE. EVER. I've met a few players who go "Yay, Regeneration heals me, lets invest into it!" when sorry to say folks, it only heals you out of combat - which is entirely useless. So I beg of you don't ever go with this stat - it is probably the most useless stat in the entire game.


This Colour represents Heroic Feats

This Colour represents Executioner Feats

This Colour represents Scoundrel Feats



Feats


You may notice I have both Executioner and Saboteur listed above. With the release of Mod 11b there came Loadouts, which means I can be both Executioner and Saboteur - of course not at the same time, but I can switch between both instantly, whenever, wherever - and when I say wherever, I mean a campfire as you have to be standing in a campfire to switch. Lame, I know.

So you're probably thinking, When should I use Executioner, versus when should I use Saboteur? 

For Executioner, you'll want to use this set up when facing large-scale single target enemies. For example, the final boss of a dungeon like Epic Temple of the Spider or Castle Never, or Fangbreaker Island. Executioner focuses a lot on single target damage with the Feat 'Shadow of Demise' as do several of the other feats suggested, and once you learn to nail the rotations, you're pretty much a beast.

Special Note; Heroic Feats are not based on whether you're Executioner, Saboteur or even Scoundrel. Heroic Feat Points stay the same and do not change whatsoever!



Heroic, Executioner & Scoundrel Feats

  • Heroic Feat Points

Weapon Mastery 3/3 - This feat increases your Critical Chance. You cannot go wrong with extra Critical Chance, it's such a huge necessity for any Trickster Rogue build.

Toughness 2/3 - This feat increases your over all health points by 3/6/9%. The more health points, the more damage you can take technically. Since you need 5 points spent to get to the next column of feats, I invested 2/3 heroic points into this as basically a filler. Can't hurt to have more HP, right?

Swift Footwork 2/5 - Just like Toughness, I honestly use this one as a filler as well. This feat increases your stamina by 2/4/6/8/10%. As a Trickster Rogue you dodge a lot, so extra stamina, just like the extra HP from Toughness, doesn't hurt to have at all,

Cunning Ambusher 3/3 - Cunning Ambusher feat grants 6% more damage after leaving stealth - and you leave stealth a lot, you have to have 3/3 on this one, no excuses or reasons not to.

Endless Assault 3/3 - This feat increases your Encounter Power's damage by 2/4/6%. Obviously your Encounters deal a lot of damage, so I think this one speaks for itself. You want to deal more damage, so a damage bonus is perfect.

Twilight Adept 2/5 - This feat grants 2/4/6/8/10% of your stealth every time to dodge roll. The reason I put 2/5 points in this one is because first of all, sometimes if you're consistently taking damage, its hard to get your stealth back up, and sometimes, dodge rolling just to use this is the key to solving your problems. It's mostly for your own convenience to have this and there will be times where this becomes a life saver - 2/5 points does the trick, and also acts as a type of filler.

Disciple of Straight 3/3 - This feat increases the bonus damage STR (Strength) gives you by 2/4/6%. Again, more damage being dealt is never a bad thing. It's a good Feat to invest into honestly, I'd suggest 3/3 personally.

Scoundrel Training 2/3 - Basically this increases your damage towards enemies who are not targeting you by 3/6/9%. Mostly useful in group raids where the tank is taking aggro, so its unlikely enemies are going to be targeting you - plus, rogue's have low aggro, so even without a tank, its very unlikely you're going to be the one enemies are targeting if there's somebody else around. Solo play this doesn't really help unless your companion happens to be carrying the aggro.

Did you take the Human Race and have 3 more Heroic Points to spend? Fret not, I've got you covered! If you so happened to take the Human Race and have a few more Heroic Points than I do, I'd suggest throwing one point into Scoundrel Training making it 3/3, and throwing your 2 remaining points into Twilight Adept making it 4/5.



  • Paragon Feat Points
  • Executioner

Arterial Cut 5/5 - This feat increases your Critical Severity by 3/6/9/12/15% while stealthed. Stealth gives you 100% Critical Chance, so its a guaranteed bonus 15% Critical Severity (Your critical hits deal more damage) when you attack while stealthed. This includes when activating Shadow of Demise.

Vicious Pursuit 5/5 - You're going to start seeing this 6-second pattern going on in many of the feats. This is due to Shadow of Demise. Vicious Pursuit makes the target you've damaged to take 2/4/6% more damage from you for 6 seconds.  It doesn't stack, but still, a consistent 6% more damage is fairly beneficial.

Dying Breath 0/5 - So basically, when an enemy close to you dies, you gain 5/10/15/20/25% more Run Speed and Critical Severity. This buff lasts for 10 seconds, it doesn't stack, but every time an enemy dies near you or by you, the timer resets back to 10 seconds. It's a really great buff to have for solo content or small-fry foes. Not so great on bigger, single-target enemies.

Deathknell 5/5 - Increases your damage to enemies/foes below 30% health. Doesn't sound fantastic, I know. In reality its maybe not the best. I run a lot of Dragonflights with my Alliance, and almost always am solo finishing a Dragon - which is basically why I would consider choosing this. It's not bad, but it's a better choice than several of the other available feats!

Last Moments 5/5 - This is a really nice damage buff. When your enemy, your foe, is below 40% health, you deal 5/10/15/20/25% more damage to them. While stealthed, this buff takes effect when your enemy is below 70% health. This is especially helpful in raids where it takes a longer time to kill the boss, so there's lots of time when the enemy is below 40% health. Like I said, it's an excellent damage buff.

Shadowborn 5/5 - This is another Feat that works well for my build, because I'm entering Stealth usually 2 and sometimes 3 times in a row within Shadow of Demise's 6 seconds. Whenever I enter stealth, this feat increases my power rating by 20/40/60/80/100% for my next attack. Very useful

Shadow of Demise 1/1 - This is the Shadow of Demise feat we've been reading about through all my feats. This feat, is the key to a good chunk of the damage you deal. Basically, when you use an Encounter Power on an enemy while stealthed, Shadow of Demise will proc. The total damage you deal within the following 6 seconds is added up, and when 6 seconds are up, the enemy who you targeted with Shadow of Demise, takes an additional massive hit for 50% of the total damage you dealt in those 6 seconds. This massive hit of damage cannot be deflected or ignored - it's piercing damage. So basically, you deal an extra 50% raw damage. It's a very powerful feat, and it's where an unbelievable amount of your total damage is going to come from. This feat makes the Executioner Paragon Path what it is - a DPS path.


  • Scoundrel 

Bloody Brawler 5/5 - I've really focused on my Life Steal for this build, so for me this feat is valuable. It increases my Life Steal over all, which always helps. I prefer Life Steal over Deflection because Life Steal restores Health Points, and a high amount of HP as well. Deflection doesn't restore any HP at all. Life Steal keeps me alive longer!

Press The Advantage 5/5 - Basically whenever you use the defensive encounter power "Impossible to Catch", you also gain an offensive 10% power increase. I recommend this for players that are working with high power. If you're not working with... I'd suggest at least 35'000 power during combat, this feat probably won't help you out that much. So, refer to the Sabotuer feats listed below.

Back Alley Tactics 5/5 - Basically when your AP Gauge is empty, you gain a 25% damage bonus which slowly diminishes as your AP Gauge refills once again, all the way until its full, where your damage bonus is then reduced down to 0%. Now, why this is rather useful is because when you cast a daily power (so your Whirlwind of Blades or Lurker's Assault, both offering a damage buff of sorts) you're now also gaining a 25% damage bonus increase because yes, you guessed it - you just used your Daily Power so your AP Gauge is 100% empty, giving you the full effects of the buff. Fun fact; Lurker's Assault blocks AP gain from all sources while its buff is up - minus the AP bonus from your Neck Piece. So basically for the entirety of Lurker's damage buff, you also gain the buff from Back Alley Tactics.


This Colour represents Heroic Feats

This Colour represents Saboteur Feats

This Colour represents Scoundrel Feats



Feats

You may notice I have both Executioner and Saboteur listed above. With the release of Mod 11b there came Loadouts, which means I can be both Executioner and Saboteur - of course not at the same time, but I can switch between both instantly, whenever, wherever - and when I say wherever, I mean a campfire as you have to be standing in a campfire to switch. Lame, I know.

So you're probably thinking, When should I use Saboteur, versus when should I use Executioner? 

For Saboteur, you'll want to use this set up when facing mobs of enemies - either in sections of dungeons, or for solo play. Personally I always use Saboteur now for dailies and weeklies - doesn't matter what area I'm in or what quest I'm doing, Saboteur makes those smaller, solo-friendly enemies, melt like butter in an oven. As well in dungeons where you're consistently running into mobs of 4-5+ enemies, that, since there's 5 or more of y'all, also tend melt quickly -  Saboteur is the ideal choice for those situation. Executioner's Shadow of Demise needs 6 seconds to proc - if enemies die in less than 6 seconds, it's not worth your time as an Executioner, just use Saboteur.

Special Note; Heroic Feats are not based on whether you're Executioner, Saboteur or even Scoundrel. Heroic Feat Points stay the same and do not change whatsoever!



Heroic, Saboteur & Scoundrel Feats

  • Heroic Feat Points

Weapon Mastery 3/3 - This feat increases your Critical Chance. You cannot go wrong with extra Critical Chance, it's such a huge necessity for any Trickster Rogue build.

Toughness 2/3 - This feat increases your over all health points by 3/6/9%. The more health points, the more damage you can take technically. Since you need 5 points spent to get to the next column of feats, I invested 2/3 heroic points into this as basically a filler. Can't hurt to have more HP, right?

Swift Footwork 2/5 - Just like Toughness, I honestly use this one as a filler as well. This feat increases your stamina by 2/4/6/8/10%. As a Trickster Rogue you dodge a lot, so extra stamina, just like the extra HP from Toughness, doesn't hurt to have at all,

Cunning Ambusher 3/3 - Cunning Ambusher feat grants 6% more damage after leaving stealth - and you leave stealth a lot, you have to have 3/3 on this one, no excuses or reasons not to.

Endless Assault 3/3 - This feat increases your Encounter Power's damage by 2/4/6%. Obviously your Encounters deal a lot of damage, so I think this one speaks for itself. You want to deal more damage, so a damage bonus is perfect.

Twilight Adept 2/5 - This feat grants 2/4/6/8/10% of your stealth every time to dodge roll. The reason I put 2/5 points in this one is because first of all, is because sometimes if you're consistently taking damage, its hard to get your stealth back up. It's mostly for your own convenience to have this and there will be times where this becomes a life saver - 2/5 points does the trick, and also acts as a type of filler.

Disciple of Straight 3/3 - This feat increases the bonus damage STR (Strength) gives you by 2/4/6%. Again, more damage being dealt is never a bad thing. It's a good Feat to invest into honestly, I'd suggest 3/3 personally.

Scoundrel Training 2/3 - Basically this increases your damage towards enemies who are not targeting you by 3/6/9%. Mostly useful in group raids where the tank is taking aggro, so its unlikely enemies are going to be targeting you - plus, rogue's have low aggro, so even without a tank, its very unlikely you're going to be the one enemies are targeting if there's somebody else around. Solo play this doesn't really help unless your companion happens to be carrying the aggro.

Did you take the Human Race and have 3 more Heroic Points to spend? Fret not, I've got you covered! If you so happened to take the Human Race and have a few more Heroic Points than I do, I'd suggest throwing one point into Scoundrel Training making it 3/3, and throwing your 2 remaining points into Twilight Adept making it 4/5.



  • Paragon Feat Points
  • Saboteur

Shady Preparations 5/5 - Upon entering Stealth all your power's cool-downs are reduced by 10%, allowing you to deal Encounters sooner than they originally would. Once you get familiar with this you can start casting Stealth with 2-3 seconds left on your cool-downs and just cast away, as this Feat will eliminate the rest of your cool-down period. 

Flashing Blades 5/5 - When your stealth bar is empty your At-Will powers deal 5% more damage. Mixed with Cunning Ambusher (grants 6% more damage after leaving stealth) this makes for a great combination, equalling to a great buff.

Knife’s Edge 5/5 - Similar to Shady Preparations, except instead of stealth, it's the use of a Daily Power that reduces your cool-downs by 15%. Again, allows you to cast powers sooner, and makes it exceptionally easy to have double or even triple Cunning Ambusher up, giving an easy 18% damage bonus just like that.

Gutterborn’s Touch 5/5 - When dealing damage to a target from behind, you ignore 10% of your targets armour and your power also increases by 10%. Really great, especially if you're still lacking on Armour Penetration and aren't at -60% Resistance Ignored yet - you could technically choose to cap at -50% Resistance Ignored, but let's note this is only when behind a target. For convenience I'd still suggest getting closer to 60% Resistance Ignored if you can. 

Ambushers Haste 5/5 - Stealthed you deal an additional 25% damage which diminishes as your stealth bar diminishes as well. Basically though, since you stealth and hit - you automatically increase your attack's potency by 25% because you don't allow time for your stealth meter to diminish (at least you shouldn't be!)

One with the Shadows 5/5 - Whilst using an Encounter Power, your Stealth Meter refills. As well for the following 10 seconds your Encounter Powers deal 20% more damage. One with the Shadows does have a 15 second cool-down though. Either way makes for a great final Feat in the Saboteur path.


  • Scoundrel

Bloody Brawler 5/5 - I've really focused on my Life Steal for this build, so for me this feat is valuable. It increases my Life Steal over all, which always helps. I prefer Life Steal over Deflection because Life Steal restores Health Points, and a high amount of HP as well. Deflection doesn't restore any HP at all. Life Steal keeps me alive longer!

Press The Advantage 5/5 - Basically whenever you use the defensive encounter power "Impossible to Catch", you also gain an offensive 10% power increase. I recommend this for players that are working with high power. If you're not working with... I'd suggest at least 35'000 power during combat, this feat probably won't help you out that much. So, refer to the Sabotuer feats listed below.

Back Alley Tactics 5/5 - Basically when your AP Gauge is empty, you gain a 25% damage bonus which slowly diminishes as your AP Gauge refills once again, all the way until its full, where your damage bonus is then reduced down to 0%. Now, why this is rather useful is because when you cast a daily power (so your Whirlwind of Blades or Lurker's Assault, both offering a damage buff of sorts) you're now also gaining a 25% damage bonus increase because yes, you guessed it - you just used your Daily Power so your AP Gauge is 100% empty, giving you the full effects of the buff. Fun fact; Lurker's Assault blocks AP gain from all sources while its buff is up - minus the AP bonus from your Neck Piece. So basically for the entirety of Lurker's damage buff, you also gain the buff from Back Alley Tactics.


This Colour Represents Daily Powers

This Colour Represents Class Features

This Colour Represents Encounter Powers

This Colour Represents At-Will Powers



Powers

There's a lot to cover for which powers you should focus on using. Most of the time I use Whirlwind of BladesLurker's Assault for my Daily PowersSkillful Infiltrator, Invisible Infiltrator for Class Features,  Smoke Bomb, Lashing Strike, Dazing Strike or Impossible to Catch for my Encounters, and Sly Flourish, Duelists Fury for my At-Will's. Here's a basic explanation of what Powers I've ranked up, and why I ranked them up. I'll explain my rotation at the end of these;

Note: Suggested Powers are not based solely for Executioner or Saboteur, I use the exact same powers for both builds.


  • Powers

Cloud of Steel (4)I've ranked this up to 4 because it's a good quick ranged At-Will attack. It's actually the only ranged At-Will you'll have following the Master Infiltrator path. It can be extremely useful when in a position where you can't afford to play melee (close combat).

Sly Flourish (4)Another really great At-Will attack, perfect for when you can't take a whole few seconds to cast Duelist's Fury, which takes several seconds to finish cast. Sly Flourish also gives whats called Broken Armor, which is if in the event you finish the powers combo, the target takes 5% more damage from all sources - great for group runs.

Dazing Strike (4)Dazing Strike first and foremost dazes your opponents. Casting it while stealthed is well worth it - not only does it active Shadow of Demise, but it also damages and dazes multiple targets. This is really helpful in keeping yourself alive; if players are dazed, they cannot attack you. This gives you time to deal as much damage as you can while Shadow of Demise is active.

Lashing Blade (4)Lashing Blade is going to be your main DPS Encounter, It deals the most damage of any other Encounter, but also has a longer cool-down than most of the Encounters. It's a must-have encounter.

Whirlwind of Blades (4)Another power that in my opinion, is a must-have. This Daily deals really decent damage to multiple enemies at once. When you're in battle, and you have a crowd of enemies around you, this spell tallies up some really major damage. Plus, you gain power for every enemy you hit - so in this case, the more the merrier! Approximately each enemies hit grants you roughly 20k Power, at least from my calculations. Might be slightly less, but its a huge amount of power you gain either way!

Impossible to Catch (4)Basically, you dodge your enemies attacks making you untouchable, and gain 50% Damage Resistance. At Rank 4, this buff lasts for 5 seconds. The cool-down for it is 10 seconds, sometimes 9 in combat with buffs - so over half the time. You can empower your defences with this buff, and using it in-line with the Press The Advantage feat - also gain a good power buff, increasing your offences. Win-win situation all the way around (just be sure you have the feat, and enough power to make it worth your while).

Duelist's Fury (4)Very powerful At-Will. It does take a few seconds to finish its combo (it casts in 3 stages). Using this has a chance to add a Bleed Effect which deals even more additional damage, and this can stack up to 10 times. Very useful, very powerful.

Skillful Infiltrator (4) This class feature gives you everything you could want - additional run speed, deflection chance, and critical chance. At Rank 4, it gives 20% Run Speed, 4% Deflection Chance, and 4% Critical Chance. It adds up, and can be really useful.

Smoke Bomb (4)Smoke Bomb dazes opponents just like Dazing Strike, but affects a larger area, and dazes for a longer period of time. On a critical hit, this Encounter can deal some really nice damage to multiple enemies over a period of time. When used Stealthed it does add a Slow effect, but find that part to be a bit useless. Note: Smoke Bomb doesn't activate Shadow of Demise the same way other Encounters do. You have to activate Stealth AFTER casting Smoke Bomb, while Smoke Bomb is still actively dealing damage-over-time to trigger Shadow of Demise.

Lurker's Assault (4)Lurker's Assault doesn't deal damage but it still works with Invisible Infiltrator (Class Feat Below), meaning it will still restore your stealth meter on initial use. Lurker's Assault then continues to restore your stealth meter at a very rapid speed, This Daily Power also grants you +25% damage, which is a big damage buff. The stealth meter restoration and damage buff both last 10 seconds, which is also a great length of time. It takes a while to get used to implementing this in your rotations, but it is worth the while trust me. Lurker's assault also blocks further AP Gain while it's buff is active.

Invisible Infiltrator (4)This Feat restores all your Stealth upon casting a Daily Power. This can really help you during your Shadow of Demise rotations, and other situations. I actually depend on it a lot for my rotations, as the extra Stealth Bar fill allows me to cast something with a guaranteed Critical Hit.

  • Executioner Rotations

For my  Executioner rotations, I usually cast Impossible to Catch, Lashing Blade (Stealthed), Lurker's Assault or Whirlwind of Blades, and Smoke Bomb (Stealthed), followed by Duelists Fury x1 or x2 depending how much time you're working with. By the time Duelists Fury is done casting, all cool-downs on my powers are done, and Shadow of Demise is reset. I usually by this point only have maybe 75% of my Action Points, but once I cast Lashing Blade (Stealthed) and cast Smoke Bomb, I'm at 100% Action Points, and can then cast either Lurker's Assault or Whirlwind of Blades depending on whether I'm battling a single target (Lurker's Assault), or a mass of targets (Whirlwind of Blades). That then refills my Stealth Bar because of the Invisible Infiltrator class feat, allowing me to cast Smoke Bomb (Stealthed) before Shadow of Demise resets.

This makes for a mass of damage during Shadow of Demise. I also typically use my Mount Combat Power and Artifact Power before this particular rotation as well, giving me a huge damage buff- you can read more about those in the Mount/Insignia and Artifacts tabs.

  • Saboteur Rotations

Saboteur rotations run a little differently than Executioner rotations simply because as Saboteur, you don't have Shadow of Demise, you have One With The Shadows. So basically what you're looking at is - Impossible to Catch, Smoke Bomb (Stealthed), Dazing Strike or Lashing Strike (Stealthed) depending on whether you're attacking multiple targets (Dazing Strike) or a single target (Lashing Blade). Lurker's Assault or Whirlwind of BladesImpossible to Catch, Smoke Bomb (Stealthed), using stealth before Smoke Bomb as Stealth will reduce the cool-downs just enough to make it work,  Duelists Fury x1, Dazing Strike or Lashing Strike (Stealthed), Duelists Fury x1, and pretty much at this point you'e restarting your rotation. Goal is though as Saboteur, you arent timing out your Shadow of Demise like an Executioner - cast your Encounter Powers with stealth as early and as possible as you can. The cool-downs are the key to making Saboteur equal to Executioner. 





Boons

For boons, I focused on prioritising Power, Critical Strike, Life Steal (And Severity), and Recovery where I could. As I mentioned on the Intro, these are the main stats I invest in. Below is a list and preview of all my selected and suggested boons:



Cold Hearted - 2% Life Steal Severity & +1000 HP.

Hardy Constitution - +400 Stamina Gain & 2% Everfrost Resistance.

Chill Determination - Gain up to 2000 Recovery based on how much Stamina you're missing.

Glacial Strength - +3200 HP & 2% Everfrost Resistance.

Chill of Winter 1/3 - When striking a foe, a chance to gain a stack of Icy Chill. At 10 stacks, Icy Chill clears and deals a burst of 10'000 damage to nearby foes.Damage Over Time does not affect this Boon. The final boon has 3 extra points to be distributed among the final boons; you can either increase the potency of one, or choose more than 1 final boon.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Legion's Valor - +250 Power & +250 Critical Strike when flagged for PvP.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Dark Fey Hunter - +400 Power.

Fey Precision - +400 Critical Strike.

Elven Haste - Gain Action Points 3% faster.

Elven Ferocity - Grants a chance while dealing damage to 20'000 Arcane Damage. If you're squishy, take Elven Tranquillity as it grants a chance to heal 20'000 HP instead.

Elvish Fury - When killing a foe/enemy, gain 135 power for 45 seconds - stacks up to 30 times.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Conjurer's Gambit - +250 Critical Strike & +250 Movement. Take Reliquary Keeper's Strength if you think you need Power more than you need Critical Strike.

Evoker's Thirst - +400 Life Steal.

Forbidden Piercing - +3% Resistance Ignored - helps so you don't need to build as much Armour Penetration to breach -60% Resistance Ignored.

Shadowtouch - Grants a chance while dealing damage to 20'000 Necrotic Damage. If you're squishy, take Enraged Regrowrth as it grants a chance to heal 20'000 HP instead.

Rampaging Madness - Every time you deal damage you gain a stack of Madness (you can only gain 1 stack per second). At 50 stacks, Madness grants +4000 Power, +4000 Life Steal, and +4000 Regeneration - this buff lasts 10 seconds. Once 10 seconds is up your stacks reset to 0.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Encroaching Tactics - +400 Combat Advantage Bonus.

Refreshing Chill - +400 Stamina Gain.

Rapid Thaw - +400 Recovery.

Cool Resolve - Gain up to 2000 Power based off how much Stamina you're missing.

Winters Bounty - Chance to gain 10% Action Points when killing a foe.



Primordial Might - +400 Power & +1600 HP.

Primordial Focus - +400 Critical Strike & +1600 HP.

Drow Ambush Tactics - Combat Advantage Damage is increased by 10%.

Dwarven Stamina - Regain Stamina 5% faster.

Abyssal Strikes - Deal +10% more damage to demon-type enemies.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Dragon's Claws - +400 Power.

Dragon's Gaze - +400 Critical Strike.

Draconic Armorbreaker - +400 Armour Penetration.

Dragon's Greed - +400 Life Steal Rating (Same as having +400 Life Steal).

Dragon's Thirst 1/3 - 3% increased Life Steal. The final boon has 3 extra points to be distributed among the final boons; you can either increase the potency of one, or choose more than 1 final boon.

Dragon's Fury 1/3 - 5% increased Critical Severity. The final boon has 3 extra points to be distributed among the final boons; you can either increase the potency of one, or choose more than 1 final boon.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Abyssal Siphoning - 5% Life Steal Severity.

Demonic Influence - +400 Combat Advantage Bonus.

Demonic Swiftness - Gain Action Points 3% faster.

Baphomet's Might - When striking a foe, there's a chance you may gain +2000 Critical Strike for 6 seconds.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Wave of Force - +300 Power & +2000 HP

Heart of Stone - +4% Lifesteal Severity

Searing Aggression - +400 Critical Strike

Gale of Retribution - Whilst taking damage, grants a chance to heal up to 24'000 HP over a few seconds, and once that's finished, gain +1000 Critical Strike for 10 seconds.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Aura of Hope - When killing an enemy there's a chance you'll emit an aura that boosts AP gain to nearby allies for 10 seconds.

Fiery Frenzy - +2% Critical Severity & +1000 HP

Soothing Zephyr - +500 Recovery & +2000 HP

Vision of Beyond - Landing a critical hit grants +10% Stamina Regeneration for 10 seconds.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Tyrant's Terror - You gain (x) amount of Power and (x) amount of Hit Points.

Overgrown - You gain (x) amount of Defense and (x) amount of Hit Points.

Lingering Curse - Chance to apply Lingering Curse which for 10 seconds - when a target with Lingering Curse dies, it explodes dealing 30'000 damage to a nearby foe.

 



Let's note  that for the Stronghold Boons, they're 100% dependent on the progress of whichever guild you belong to. Currently my guild Chronic Legion is at Guild Hall 13, so we still don't have super powerful boons yet but at least we have boons. I gain 3000 Power, 6400 HP, and 15% Experience Bonus right now from our boons.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


These Colors state whether the item is Rare, Epic or Legendary

This Color describes what stat or bonus the item gives

This Color describes how to obtain the item

This Color describes any set bonuses associated with the item



Gear & Enchantments

Straight to the point, my gear looks like this:

  • Head - Manticore Raid Mask
    • (HP, Power, Critical Strike, Defence) 
    • (Masterwork Professions, Auction House)
    • (No Set Bonus)
  • Armor - Manticore Raid Vest
    • (HP, Power, Critical Strike, Defence, AC) 
    • (Masterwork Professions, Auction House)
    • (No Set bonus)
  • Arms - Manticore Raid Gloves
    • (HP, Power, Critical Strike, Defence) 
    • (Masterwork Professions, Auction House) 
    • (No Set Bonus)
  • Feet - Manticore Raid Boots
    • (HP, Power, Critical Strike, Defence) 
    • (Masterwork Professions, Auction House) 
    • (No Set Bonus)


  • Weapons - Titansteel Dagger & Stilleto 

    • (Power, Critical Strike, Recovery)
    • (Masterwork 2 Crafting, Auction House)
    • (2/2 Set Bonus - You & any allies equipped with a set of Masterwork 2 Weapons are granted 2% Outgoing Damage, 2% Outgoing Healing & -2% Incoming Damage. This effect can stack up to 5 times


  •  NeckBaphomet's Infernal Talisman 
    • (Power, Critical Strike, Deflection)
    • (Lockbox, Auction House, Raids)
    • (3/3 - Deal up to 20% additional damage based on the difference in hit point percentage between the player and target) 
  • Ring 1 - Sphene Restoration Ring
    • (Power & Recovery) 
    • (Mastercrafting or Auction House)
    • (No set bonus) 
  • Ring 2 - Scintillant Raid Ring
    • (Critical Strike & Recovery) 
    • (Mastercrafting or Auction House)
    • (No set bonus) 
  • Belt - Demogorgon's Girdle of Might
    • (DEX, Power, Critical Strike, Deflection) 
    • (Lockbox, Auction House, Raids)
    • (3/3 - Deal up to 20% additional damage based on the difference in hit point percentage between the player and target)  


  • Shirt - Gemmed Exquisite Elemental Tunic

    • (Power, Armour Penetration, Defence, Deflection)
    • (Lvl 25 Leatherworking Professions or Auction House)
    • (No set bonus) 
  • Pants - Gemmed Exquisite Elemental Pants
    • (Power, Critical Strike, Armour Penetration, Defence)
    • (Lvl 25 Leatherworking Professions or Auction House)
    • (No set bonus) 


For Enchantments its basically worked like this:

  • Utility - Dark Enchantments
    • (Movement)
    • Why? Great for additional movement - if you're still levelling though and your gear isn't maxed, you'd make better use having a Quartermaster or Dragon Hoard Enchantment in there - they'll provide lots of Refinement items.
  • Defense - Dark Enchantments
    • (Lifesteal)
    • Why? Great way to build up lifesteal, very easy, and nothing else can really be used in the Defense Slots except maybe Silvery's to add deflection. Personally though I suggest Lifesteal over Deflect all the way.
  • Offense - Radiant Enchantments
    • (Power)
    • Why? They give Power of course! If you're looking for a quick way to build up Critical Strike though, I know several players who add either pure Azure's in their Offences, or, if you can afford it - Brutal Enchantments are the best way to go. They're expensive though.
  • OffenseAzure Enchantments 
    • (Critical Strike)
    • Why? They give Critical Strike, which helps increase my general Critical Chance - I needed to slot the Azure Enchantments to get back up to 90% Critical Chance.
  • Overload - Usually a Mark of the xxx Slayer, Rank 2's which can be bought in the Stronghold with Guild Marks.
    • Why? Most typically I use either Demon, Giant or Dragon Slayers - it's a great buff to damage and to whatever you happen to be attacking.
  • Armour Enchantment - Transcendent Negation Enchantment
    • (Upon taking damage - +3% Damage Resistance, 1% Increase to Recovery and Incoming Healing, both stack up to 10 times!)  
    • Why? The damage resistance helps in Solo content but for the most part I just wanted the Recovery buff - only really good for solo play though, as in dungeons the tank will be taking all the damage, not your Rogue. Also, I suggest a Soulforged Enchantment if you're dying a lot and dying easily. 
  • Weapon Enchantment - Transcendent Vorpal Enchantment
    • (Increases Critical Severity by 50%, also debuffs your enemy)
    • Why? Vorpal offers a mass buff to your DPS, especially for a player with high Crit.

For Reinforcement Kits I use:

  • Head & Armour - x2 Major Critical Strike Armour Kit
    • (+200 Critical Strike)
    • (Lvl 25 Leatherworking or Auction House)
  • Arms & Boots - x2 Major Power Armour Kit
    • (+200 Power)
    • (Lvl 25 Mailsmithing or Auction House)
  • Neck, x2 Rings & Belt - x4 Major Action Point Gain Jewel
    • (+100 Action Point Gain) 
    • (Lvl 25 Jewelcrafting or Auction House)
  • Shirt & Pants - x2 Greater Everfrost Resistance Kit
    • (+5% Everfrost Resistance)
    • (Storm King Thunder's Campaign Store or Auction House)


Can't afford some of these yet, need an alternative suggestion for whatever reason?

To replace the Manticore set you can always aim for either the Pilgrim Set (via Tarmalune Bars if you have VIP) or the League Set (via straight up Astral Diamonds) or the Company Set (via purchasing with Guild Marks in the Stronghold).

To replace the Titansteel Weapons either Aboleth Daggers or Chultan Crafted Weapons will be your best bet.

  • Want to know more about the Aboleth Daggers? Click Here!
  • Want to know more about the Chultan Crafted Weapons? Click Here!

To replace the Rings I would highly suggest either the Ostorian Rings of Dod (bought with 300 Seals of the Protector) or any of the Power/Critical Strike +4 or +5 Underdark Rings (chance to drop from Demogorgon, Throne of the Dwarven Gods, or Prophecy of Madness raids).

  • Want to know more about the Ostorian Rings? Click here!
  • Want to know more about the +4 or +5 Underdark Rings? Click Here!

Need to replace the shirts or pants? Well, the Drowcraft Shirt & Pants are typically very cheap to buy off the Auction House and would be my #1 suggestion otherwise.

  • Want to know more about the Drowcraft Shirt & Pants? Click Here! - and be sure you look under "Undergarb (Trousers) for the Trickster Rogue ones!


This Color represents Mythic quality (CommonRareEpic, Legendary, Mythic)



Artifacts

For my artifacts I use;

Wheel of the Elements - This is not only my Primary Artifact, it's also a really really good artifact and often I will use it in large-scale party raids. Fire Element offers +30% damage increase. The only downfall to this Artifact is you have to walk through the correct element, and it's not ideal for smaller, confined spaces, as you usually auto-land the wrong element. If you land the wrong Element and get the wrong buff, you still have to wait a minute before trying to land Fire again. Great buff though, honestly.

 



Sigil of the HunterThis artifact grants Power, Recovery and Stamina - 3 stats which are fairly vital to this build. I never use it as my primary artifact in combat, but it does deal AoE damage - smoke bomb more or less covers that though.



Sigil of the Controller - I never use as my primary artifact - it grants Critical Strike and Power, Easy to obtain and I think it speaks for itself why it's such a great Artifact to have.



Shard of Orcus Wand Not a primary artifact, never used in combat - I have it solely to complete the Demon Lord's Immortality artifact set, to obtain the set bonus.



Looking for something an alternative, maybe something more affordable? Here's a list of a few artifacts you can take a look at as well;

Heart of the Blue Dragon (Crit & Recovery)

Symbol of Fire (Power, Recovery, Defense)

Symbol of Air (Power & Recovery)

Tiamat's Orb of Majesty (Power, Crit, Recovery, Armor Pen, AP Gain)

Belial's Portal Stone (Power & Lifesteal) If you're really desperate and needing to depend on lifesteal for the time-being. 

Rod of Imperial Restraint (Recovery & Lifesteal) If you're really desperate and needing to depend on lifesteal for the time-being.

Sphere of Black Ice (Recovery & Lifesteal) If you're really desperate and needing to depend on lifesteal for the time-being.)

Shard of Valindra's Crown (Power & Lifesteal) If you're really desperate and needing to depend on lifesteal for the time-being.

Sigil of the Devoted (Power & Defense) Great to use as a Primary Artifact if your AP gain is low

-

-


Please note these are just recommendations / suggestions if there happens to be any Artifacts that I currently use and example as my top recommendations that may seem unaffordable, unobtainable or useless for you. 


These Colors state whether the item is Rare, Epic or Legendary

This Color describes what stat or bonus the item gives

This Color describes how to obtain the item



Companions

Quick Word of Advice, Important to Read - Might save you TONS of Astral Diamonds!

The equipment doesn't grant you anything on your Active Companions - only on your Summoned Companion. Yes, my other active companions are filled with top gear and runestones, but by no means do they benefit me. They're not something you want to invest in, Only ever invest in your Main, Summoned. Companion!

Also, you only need 1 active companion at Legendary to get the Legendary bonus on any Summoned Companion, even if your Summoned Companion is Epic level, you will still get the Legendary Bonus. Mine are upgraded just for show, so don't by any means think it's necessary. You'll waste precious Astral Diamonds that way.

                                                                                                                                                                                                                                                                                             


The Air Archon

  • The Air Archon's Active Bonus grants you a 5% damage buff to enemies NOT at full health - so basically the entire combat. The Air Archon also grants x3 Offence Slots making it perfect for using with Bonding Runestones. It's base stats are Power, Critical Strike and Armour Penetration, making it one of the most preferable Summoned Companions alongside the Fire Archon for DPS players.
  • Lockboxes or Auction House

This is my main summoned companion. It currently sits at Legendary Quality and it equipped with x3 R13 Bonding Runestones, x2 Loyal Commander Rings, x1 Loyal Avenger Necklace. I have R13 Brutal Enchantments placed in the Offence Slots of the Loyal Companion gear, as well as R13 Dark Enchantments placed in the Defence Slots of the Loyal Companion Gear. Here's a detailed breakdown about my Companion's Gear & Enchants:

  • x3 Bonding Runestone, Rank 13 
    • (Power, as well as Companion's Gift which grants 60% of your Companion's stats to you for each Bonding Runestone Equiped) - Totals to 180% of summoned Companion's stats)
    • (Lockbox or Auction House)
    • Why is this important to have? For example, my Archon has nearly 7000 power - multiply that by 3 because remember, I'm getting 180% of it's stats, plus the Legendary Bonus (36% Stats), and that's 14000+ Power straight up. That's just power, add in other stats like Critical Strike, Recovery and Armour Penetration and this makes for one mean, overpowered mix.
  • x1 Ring of the Loyal Commander
    • (Power & Recovery)
    • (No Longer Obtainable in-game - available on Auction House, but for high amounts of AD)
    • Why should I want / use this? These rings are double slotted, x1 Offence and x1 Defence. As well, the gear offers 600+ Power and 600+ Recovery - double this with Bonding Runestones and it's a huge amount you're gaining from these rings alone - and let's note, that's not even including the Enchantments placed in the Offence/Defence slots
      • x1 Black Ice Enchantment, Rank 13 (Offence Slots in Companion Gear)
        • (Power, Critical Strike & Recovery)
        • ("Call to Arms" Event Rewards, or Auction House)
        • Why should I want / use this? These enchantments at Rank 13 give a decent amount of Power, Critical Strike & Recovery - the best of all stats, doubled with companion's Bonding Runestones, it adds up very nicely.
      • x1 Dark Enchantment, Rank 13 (Defence Slots in Companion Gear)
        • (Life Steal)
        • (Lockboxes, Tarmalune Trade Bar Store, or Auction House)
        • Why should I want / use this? These enchantments give Life Steal and to be honest, there isn't much else you can do with the Defence Slots. Life Steal is a really great stat for helping to stay alive though, so it's likely going to be your best bet to place Dark Enchantments into your Defences.

 

  • x1 Ring of the Loyal Master
    • (Power & Armor Penetration)
    • (No Longer Obtainable in-game - available on Auction House, but for high amounts of AD)
    • Why should I want / use this? These rings are double slotted, x1 Offence and x1 Defence. As well, the gear offers 600+ Power and 600+ Armor Pen - double this with Bonding Runestones and it makes up for the lack of Armor Penetration at least I personally have. 
      • x1 Brutal Enchantment, Rank 13 (Offence Slots in Companion Gear)
        • (Power & Critical Strike)
        • ("Call to Arms" Event Rewards, or Auction House)
        • Why should I want / use this? These enchantments at Rank 13 give you 510 Power, 510 Critical Strike each. Mix these in with Bonding Runestones and you're getting a mass amount of Power and Critical Strike - 2 extremely important stats. They're slightly expensive, but well worth it in the long run.
      • x1 Dark Enchantment, Rank 13 (Defence Slots in Companion Gear)
        • (Life Steal)
        • (Lockboxes, Tarmalune Trade Bar Store, or Auction House)
        • Why should I want / use this? These enchantments give Life Steal and to be honest, there isn't much else you can do with the Defence Slots. Life Steal is a really great stat for helping to stay alive though, so it's likely going to be your best bet to place Dark Enchantments into your Defences.

.

  • x1 Necklace of the Loyal Avenger
    • (Power, Critical Strike & Armour Penetration)
    • (No Longer Obtainable in-game - available on Auction House, but for high amounts of AD)
    • Why should I want / use this? Like the Loyal Commander Rings, the necklace is also double slotted - x1 Offence, x1 Defence. Similarly it grants 600+ Power and 600+ Critical Strike, as well as 400+ Armour Penetration - and this is a huge asset in getting up to your -60% Resistance Ignored. The Critical Strike is also crucial in getting to your 90%+ Critical Chance (as I recommend, others will say go straight for 100%)
      • x1 Brutal Enchantment, Rank 13 (Offence Slots in Companion Gear)
        • (Power & Critical Strike)
        • ("Call to Arms" Event Rewards, or Auction House)
        • Why should I want / use this? These enchantments at Rank 13 give you 510 Power, 510 Critical Strike each. Mix these in with Bonding Runestones and you're getting a mass amount of Power and Critical Strike - 2 extremely important stats. They're slightly expensive, but well worth it in the long run.
      • x1 Dark Enchantment, Rank 13 (Defence Slots in Companion Gear)
        • (Life Steal)
        • (Lockboxes, Tarmalune Trade Bar Store, or Auction House)
        • Why should I want / use this? These enchantments give Life Steal and to be honest, there isn't much else you can do with the Defence Slots. Life Steal is a really great stat for helping to stay alive though, so it's likely going to be your best bet to place Dark Enchantments into your Defences.



The Erynes of Belial

  • The Erynes of Belial's Active Bonus grants you +10% Critical Severity - so more or less your Critical Hits deal 10% more damage. 
  • The Scourge Warlock Pack from the Zen Market or Auction House

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.



The Siege Master

  • The Siege Master's Active Bonus grants you +4% Increased Damage, and 8% Increased Damage when on the Stronghold Map - pretty straight forward, this companion flat out makes you deal more damage! 
  • The Zen Market or Auction House

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.



The Earth Archon

  • The Earth Archon's Active Bonus grants you a 6% damage buff when you yourself are at full health - very useful, especially in raids where the Tank is taking damage, and a Healer is aiding in keeping your HP full. This buff can easily last the entire combat.
  • Lockboxes or Auction House 

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.


The Fire Archon

  • The Fire Archon's Active Bonus grants you a 7% damage buff when to enemies below 50% HP - while the buff doesn't last the entire combat, it accounts for a huge amount of damage none the less.
  • Similar to The Air Archon, The Fire Archon as well grants x3 Offence Slots making it perfect for using with Bonding Runestones. It's base stats are Power, Critical Strike and Armour Penetration, making it one of the most preferable Summoned Companions in the game.
  • Tarmalune Trade Bar Store, Lockboxes or Auction House

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.


These Colors state whether the item/power is Rare, Epic or Legendary

This Color describes related stats

This Color describes how to obtain the item



Mounts & Insignia's

I'm fairly fortunate to have a Tenser's Disk mount. In the image above you can more or less see my Mount Combat Power, Mount Equip Power and Mount Speed.

  • Suggested Combat Power:
    • Tenser's Transformation
      •  For 12 Seconds, Gain 10% Power and 10% Run Speed. Also Gain +2 STR, +2 DEX, +2 CON and +2 Armour Class.
      • Upon use also Activates the Cavalry's Warning Insignia Bonus, which grants a 10% Increase to all stats for 12 seconds. Activates with any Mount Combat Power.
  • Suggested Equip Powers:
    • Ruthless Efficiency 
      • Grants +2000 / +4000 Critical Strike
      • Rage Drake Mount (+2000)
      • Imperial Rage Drake Mount (+4000)
    • Rapid Recovery
      • Grants +2000 / +4000 Recovery
      • Enchanted Courser (+2000)
      • Tenser's Floating Disk Mount (+4000)
    • Armour Breaker
      • Grants +2000 / +4000 Armor Penetration
      • Axe Beak Mount (+2000)
      • Axe Beak Mount (Legacy) (+4000)
    • Dominant Force
      • Grants +2000 / +4000 Power
      • Heavy Twilight Nightmare (+2000)
      • Black Ice Warhorse Mount (+4000)
      • Arcane Whirlwind (+4000)




These Colors state whether the Mount or Insignia is Common, Rare, Epic or Legendary


So what is an Insignia and what do they do? 

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. You will notice I have Epic Insignia's on my mounts - you do not need Epic Insignia's in order to obtain an Insignia Bonus from your mount - any rank of Insignia will work, be it Common, Rare, or Epic. 

How can I get an Insignia Bonus then?

There are 5 different types of Insignia's - Crescent, Barbed, Enlightened, Regal, and Illuminated. By mixing / combining those types of Insignia's, you can get an Insignia Bonus. For example, as you can see below, x1 Crescent, x1 Barbed and x1 Enlightened create the Cavalry's Warning Insignia Bonus. Also note that mounts, like gear and companions, come with pre-set slots. Depending on the quality of the Mount (Common, Rare, Epic or Legendary) you'll have more or less "free for all" slots called Universal Slots. Apart from that, Barbed Insignia's can only go in Barbed Slots - and the same goes for any Insignia Type. This also means that while my White Tiger mount may offer Protector's Camaraderie, my Axe Beak mount does not due to the Insignia Slots available - so if you're looking for a specific Insignia Bonus, you need to look for the specific mounts that offer it. I've got a link on the tab up there called "Enyo's List of Useful Links for Any Player" where you can view all the Insignia Bonus' Specifics.

Armoured Bulette 

  • Cavalry's Warning - This counters with the Tenser's Transformation combat power. This insignia bonus gives a 10% buff to all stats whenever you activate a mount's combat power. It's a sick buff and well worth using if you have a Mount Combat Power.
    • Crescent Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Enlightened Insignia of Skill (+200 Critical Strike, +100 Action Point Gain)
  • Don't have a Mount Combat Power? I'd suggest using Wanderer's Fortune then, as it drops excessive amounts of Refinement - it will help you get your Artifacts and Enchantments ranked up much faster.
  • Other Mounts that offer Cavalry's Warning:
    • Armoured Axe Beak
    • Armoured Bulette
    • Armoured Griffon
    • Beholder Personal Tank
    • Black Ice Warhorse
    • Champion's Armored Bulette
    • Coastal Flail Snail
    • Runeclad Manticore
    • Dusk Unicorn
    • Embellished Apparatus of Gond
    • Heavy Howler
    • Heavy Worg
    • Manticore
    • Medium Adventurer's Horse
    • Owlbear
    • Sylvan Stag
    • Yeth Hound
    • Howler
    • Medium Palomino Horse
  • Mounts that Offer Wanderer's Fortune
    • Armoured Axe Beak
    • Armoured Bulette
    • Armoured Giant Strider
    • Armoured Griffon
    • Champion's Armored Bulette
    • Emperor Beetle
    • Imperial Rage Drake
    • Skeleton Steed
    • Swift Golden Lion
    • Armoured Bear
    • Bulette
    • Dusk Unicorn
    • Griffon
    • Heavy Giant Spider
    • Heavy Inferno Nightmare
    • High Forest Bear
    • Lord's Armored Polar Bear
    • Turmish Lion
    • Gilded Giant Spider

.


Tenser's Floating Disk

  • Assassin's Covenant - You lose 10% of your Defence, Deflection and Life Steal, and gain the combination of those lost stats as Power. Considering your Life Steal should be fairly high, this accounts for a decent amount of free extra Power.
    • Enlightened Insignia of Mastery (+200 Recovery, +100 Control Bonus)
    • Enlightened Insignia of Skill (+200 Critical Strike, +100 Action Point Gain)
    • Regal Insignia of Dominance (+200 Power, +100 Companion Influence)
  • Other Mounts that offer Assassin's Covenant:
    • Beholder Personal Tank
    • Emperor Beetle
    • Imperial Rage Drake
    • Apparatus of Gond
    • Apparatus of Kwalish
    • Gorgon
    • Stormraider Clydesdale
    • White Owlbear


Axe Beak (Legacy)

  • Artificer's Persuasion - Whenever you activate an Artifact Power, 10% of your total Power is added to Recovery, Movement, Action Point Gain, and Stamina Gain. Note, you do not actually lose any Power.
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Illuminated Insignia of Dominance (+200 Power, +100 Companion Influence)
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
  • Other Mounts that offer Artificer's Persuasion:
    • Armoured Giant Strider
    • Black Ice Warhorse
    • Coastal Flail Snail
    • Runeclad Manticore
    • Skeleton Steed
    • Swift Golden Lion
    • Enchanted Courser
    • Flail Snail (Legacy)
    • Leopard of Chult
    • Rage Drake
    • Savage Polar Bear
    • Skeletal Worg
    • Tiger-striped Owlbear
    • Medium Waterdeep Horse
    • Tuigan Courser


White Tiger

  • Protector's Camaraderie - Whenever your companion deals damage to an enemy, you gain "Protector's Camaraderie" which grants 3% Power and 3% Defence for 10 seconds - this stacks 4 times making for a total of +12% Power and 12% Defence during combat as long as you have your companion summoned (which you should for Bonding Runestones)
    • Regal Insignia of Dominance (+200 Power, +100 Companion Influence)
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Enlightened Insignia of Skill (+200 Critical Strike, +100 Action Point Gain)
  • Other Mounts that offer Protector's Camaraderie:
    • Black Ice Warhorse
    • Coastal Flail Snail
    • Emperor Beetle
    • Imperial Rage Drake
    • Runeclad Manticore
    • Giant Beetle
    • Giant Crab
    • Guard Drake
    • Purple Owlbear
    • Arkaiun Courser
    • Medium Black Horse
    • Trained Grizzly


Turmish Lion

  • Gladiator's GuileStraight and to the point - this Insignia bonus increases your run speed by 15% when your Stamina's above 75%. That's really the only important part you need to know about this Bonus.
    • Illuminated Insignia of Dominance (+200 Power, +100 Companion Influence)
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Regal Insignia of Aggression (+200 Armour Penetration, +100 Action Point Gain)
  • Other Mounts that offer Gladiator's Guile:
    • Armoured Giant Strider
    • Beholder Personal Tank
    • Emperor Beetle
    • Imperial Rage Drake
    • Skeleton Steed
    • Swift Golden Lion
    • Tenser's Floating Disk
    • Apparatus of Gond
    • Dawn Unicorn
    • Gas Spore
    • Gorgon
    • Heavy Giant Spider
    • Heavy Mystic Nightmare
    • Lord's Armored Polar Bear
    • Silverback Bear
    • Stormraider Clydesdale
    • Turmish Lion
    • Black Stallion
    • Wolf of the Wild Hunt

Video Guide 

This is basically a video guide with commentary for the PvE Executioner build. I will have one for Saboteur at some point (going on Holidays on July 9th - 16th). Here's the video below, enjoy, like and if you'd like - subscribe!

 



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.

Advanced Combat Tracker

Advanced Combat Tracker, often referred to as ACT is a program that records your game performance in any MMO you play. In this case, we're playing Neverwinter. I used to this to quickly track some BHE Solo's in the Stronghold Map. Below are the Screenshots for each.

Please note these are from Module 12 - before the nerf to Bonding Runestones. These will be updated shortly.

Want to learn to use ACT yourself? Click here! NWO:Uncensored is a great reference for all sorts of Neverwinter Information.

Executioner

Saboteur

Scoundrel (Guide Coming Soon)

 

 


Viewing all articles
Browse latest Browse all 272