Quantcast
Channel: NeverWinter – MMOMinds
Viewing all 285 articles
Browse latest View live

Elven Archers Mod 10.5 Trapper HR

$
0
0

Hunter Ranger PVE Trapper Build – Mod 10.5

 

Hello and welcome, This is an updated version of my Mod 10 Trapper build, not everything is maxed out but the things that are missing will be explained.

Since the release of Mod 10 a lot of people have been switching over to combat, I would like to say I have tried combat myself but I love Trapper so much, but from what I have seen and tested both paths are viable for top dps. This build is what I chose to use and why I chose to use it the way I do. As a Trapper HR you need to focus on High Crit and a lot of movement as you need to be able to move in and out of combat quickly to utilize both ranged and melee powers.

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.

Drow – DEX and WIS – Darkfire: [You have 5% chance when attacking a foe to apply Darkfire for 4 seconds, reducing its Defense by 10%]. (Seems good but doesn’t really help much, I prefer the extra Crit Chance.)

Dragonborn – +2 to DEX – Dragonborn Fury: [Your Power and Critical Strike are increased by 3%]. (Sounds great on paper but its costly, if you can afford it then Dragonborn is your best choice.)

Stat Rolls

You want to roll Your DEX and WIS as high as possible, I went for 20 on DEX and your next highest should be WIS for the increased Crit chance. Each 10 levels you will be able to increase these stats, and for max damage you want to increase DEX and WIS each time. You won’t have 31 DEX when you first reach level 70 but I will explain why later on.

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

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 [You can put 5/5 into this instead of Predatory Action if you are a Stormwarden but as a Pathfinder we have a very unique daily to help us out with this.]

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.]

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

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 leveing 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.

Solo:

At-Wills – Hunter’s Teamwork, Rapid Shot

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

Dailys – Frest Ghost, Seismic Shot

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

(Having a companion out will give you nearly 100% up time on Combat Advantage while using AOTP, but eventually the damage increase wont matter much as enemies will die so quickly)

(Once you have the speed to move in an out of combat quickly AOTF will enable your ranged abilities to deal more damage and when you apply grasping roots at range its a fixed DOT so once applied it will continue to deal the same amount of damage at any distance until it expires)

Dungeon with high movement speed (trash mobs):

At-Wills – Hunter’s Teamwork, Rapid Shot

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

Dailys – Forest Ghost, Disruptive Shot

Personal – Aspect of the Serpent, Aspect of the Pack/Aspect of the Falcon

(If you have someone in your group that can apply combat advantage then use AOTF)

Dungeon with low movement speed (trash mobs):

At-Wills – Hunter’s Teamwork, Rapid Shot

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

Dailys – Forest Ghost, Disruptive Shot

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

(If you have another class that can also give you combat advantage then use AOTLW)

Bosses:

At-Wills – Hunter’s Teamwork, Rapid Shot

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

Dailys – Slasher’s Mark/Distruptive Shot, Forest Ghost

Personal – Aspect of the Serpent, Aspect of the Pack/Aspect of the Falcon/Seeker’s Vengeance

(If you have the movement speed use Longstrider’s Shot and Aspect of the falcon, if you can sit comfortably behind the target without the chance of being hit like on a dragon then use Seeker’s Vengeance.)

Boons

I will explain the ones that might not be obvious, but you want to focus on Crit > Power > Arm Pen > Lifesteal > HP > Defense/Deflect > Regen

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

Once you have 1200 CA and 60% Arm Pen you wont need them in your boons.

Sharandar

400 Power

400 Crit

Gain AP 3% faster

20k Damage when striking a foe

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 [I’m still working on survivability, I’m keeping this till i no longer require the healing from it]

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 havn’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)

Stronghold

Ideally you want to have the 8000 Power and the 8000 LS or 32,000 HP, but not every guild will have those. Until you do any of the boons will help in some way.

 

Gear

Weapon Enchantment: Dread Enchantment (Higher Crit severity for Encounters only, we mainly only use encounters so this is perfect.)

Armor Enchantment: Soulforged Enchantment (We cant really make use of the very popular Negation Enchantment due to dying so quickly, so when we do drop being able to come back and keep doing damage is great.)

Offensive: Brutals/Azures (I run all Brutals and 1 Radiant currently, you can run all brutals or all azures until you hit the 100% Crit chance, then you can switch azures out and mess around with your enchantments until you have 100% Crit and as much Power as possible

Defensive: Dark Enchantments (Running with all Darks you will have enough lifesteal so that when you are hit due to the amount of DOT’s we have you will be back up to full health in no time)

Utility: Dragon’s Hoard/Dark Enchantment (With 1 Greater Dragon’s Hoard Enchantment and Wanderers fortune this should provide you with enough RP to get your Artifact Gear up. The rest of the slots should be Dark Enchantments to provide you with enough movement.)

Artifacts:

As I don’t use a set for a set bonus I can be very picky when it comes to choosing my artifacts.

Wheel of Elements – 1000 Power, 4000 HP, 600 Stamina Gain [This is not a must have straight away but for personal DPS its the best one to go for.]

Lantern of Revelation – 1000 Crit, 1000 Armor pen, 600 Combat Advantage [Useful to use when in the dungeons with more than 5 players or for stronghold dragons]

Sigil of the Controller – 1000 Crit, 10000 Power, 600 Control Resist [A must have, it’s got Power and Crit]

Lostmauth’s Horn of Blasting – 1000 Power, 1000 Armor Pen, 600 Control bonus [If you are using the Lostmauth set then this is a must, I am currently deciding on what I want to replace this with.]

Alternatives:

Symbol of Water – 1000 Crit, 1000 Deflect, 600 Stamina Gain [I will pick either this or the Sigil of the Trickster to replace my Lostmauths horn]

Sigil of the Trickster – 1000 Crit, 1000 Deflect, 600 Combat Advantage

Heart of the Blue Dragon – 1000 Crit, 1000 Recovery, 600 Combat Advantage

Tactician’s Banner – 1000 Crit, 1000 Movement, 600 AP Gain

Thayan Book of the Dead – 1000 Crit, 1000 Armor Pen, 600 AP Gain [Only really useful if you are heavily lacking in Armor Pen]

Weapons

Main Hand – Trailblazer’s Longbow

Melee – Trailblazer’s Axes

(Best weapon set for any DPS class at the moment in Mod 10.5)

Alternatives until you acquire the Trailblazer’s Set

Main Hand – Longbow of Elemental Fire Or Ensorcelled Mulhorand Longbow

Melee – Elemental Fire Axes Or Ensorcelled Mulhorand Blades

Main Armor

For your main armour pieces you want to maximize as much Crit as you can till you reach 100% Crit.

Currently I am using:

Dragonflight Raid Hood – 10,554 HP, 626 Power, 939 Crit, 508 Defense

Dragoflight Assault Coat – 21,109 HP, 9 AC, 1406 Power, 973 Armor Pen, 761 Defense

Elven Assault Bracers – 9520 HP, 851 Crit, 567 Armor pen, 482 Defense

Dragonflight Raid Gaiters – 10,554 HP, 626 Power, 939 Crit, 508 Defense

Gemmed Exquisite Elemental Shirt & Pants – 190 Power, 190 Crit, 190 Armor pen, 112 Defense

Ideally you want 2 Dragon Flight and 2 Dusk, but I just chose not to use 2 dusk.

Rings

Ideally you want 2 +5 Legendary Rings, I’m Currently running with a +4 Ring of Brutality and a +4 Ring of Rising Power. I am aiming for a +5 Ring of Rising Power and a +5 Ring of Sudden Precision or a +5 Ring of Brutality if I can reach 100% Crit without it. Until you get these or Rings similar, the Elemental Alliance Assault rings will do.

Neck and Belt 

Lostmauth’s Hord Necklace or any with equivalent stats [If you are going for the set bonus you will need this] 

Alternatives: Baphomet’s Infernal Talisman – Use this if your armor pen is at 60% for the extra deflect.

Greater Twined Rope of Dexterity or Golden Belt of Puissance [The golden Belt is needed for the Lostmauth set bonus]

(I chose to use the Greater Twined Rope of Dexterity for the extra 2 DEX, and as DEX is feated I feel like I will benefit more from having the extra 2 DEX than the set bonus from the Lostmauth set.)

Armor reinforcement kits

For your gear you will want to have the Crit kits to help you get to the 100% cap, once you reach 100% you can swap these out for either Power or Lifesteal

For your other gear, the kits depend on what you want more, Stamina Regen or AP gain

Companions

Currently I have the Fire Archon as my summoned companion for its bonus and its ranged attack, 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, I currently don’t have a good one to use so I picked up one from the Auction House that had Power and Lifesteal on it with an offense slot. The rings I am using for now are the Personalized Adamant Ring of Piercing. This allows me to have two slots until I get my hands on the Greater Ostorian rings of Dod (Drops from FBI or Master Svardbog)

To reach 100% Crit you will want to put all your offense slots to Azure Enchantments, and your Defense should be Dark Enchantments for that extra Lifesteal

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

[Young Yeti] – On Damage Taken: 10% chance, for you, or your companion, to become blood thirsty, increasing damage dealt by 7%.

[Earth Archon] –  Increaes your damage against targets by +4% when you are at full health. Each additional active Archon increases this bonus by .5% (I will be switching this out for the [Siege master] for a more constant bonus)

[Blink Dog] – +3% Combat Advantage Damage (this goes really well with AOTP as you will have almost permanent CA)

[Air Archon] -Increase your damage against targets not at full health by +3.0%. . Each additional active Archon increases this bonus by .5%

The Archons are easy enough to get, the Blink dog is really cheap and the Yeti might take some time to get but its not required. You can pick up any Companion that will give you CA damage Such as the [Intellect Devourer] 

When you can afford you will want to get all your Companions to Epic and your summoned to Legendary 

Standing stats

After Bondings Buff

Mounts

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 I haven’t focused on yet, but depending on what stats I need depends on the insignia’s, I will most likely be using Power or Crit.

Rotation & what to focus on.

With the Trailblazer’s set you want to start combat in ranged and fire off your ranged encounters before using your wheel and shifting into it to make sure you get the Overcharge Attack.

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. an example or rotations listed below:

With Longstrider:

Longstrider -> Constricting Arrow -> Cordon of Arrows -> [Switch Stance] -> Plant Growth -> Gushing Wound -> Steel Breeze (while moving out of melee range) ->  -> Longstrider -> Constricting Arrow -> Hunters Teamwork(At-Will) -> Cordon of Arrows ->  Disruptive Shot/Forest ghost -> [Switch Stance] Repeat until all enemies are dead.

Without Longstrider

Constricting Arrow -> Fox’s Cunning -> Cordon of Arrows -> [Switch Stance] -> Plant Growth -> Fox’s Shift -> Steel Breeze -> [Switch Stance] -> Constricting Arrow -> Hunters Teamwork(At-Will) -> Fox’s Cunning -> Cordon of Arrows -> Disruptive Shot/Forest Ghost  -> [Switch Stance] Repeat until all enemies are dead.

Keep moving as you will die very quickly at lower IL

Want to know what this build can do with practice? Well this is a 2 man ELOL with with of my guild mates tanking for me, I will say just because he can hold threat well doesn’t mean I wasn’t getting targeted, it was a tough fight but as we are both skilled players with our classes we managed to pull it off. I will be attempting to solo bosses but that will be when I can survive longer.

2-man

This is a solo Shores of Tuern I did recently, 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.

Final Notes

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. I just want to clarify I based my build off of the best HR I’ve ever seen Sume. link to his channel below, his videos helped me a lot and might even help you.

 

T.Suwantemee:  https://www.youtube.com/channel/UCsKA8yap6wPGg-dboCG3Tmg


Oathbound Paladin of Protection build

OP Healer Build

$
0
0

Hi everyone, I recently noticed some people at my guild asking for an OP Healer build, so I decided to share my build with all of you. Feel free to comment any improvements and just to be clear this is just an alter but works pretty good healing for any dungeon at the game by now.

 

Race

 

I went for the dragonborn, just because i like that class, it grants you +2 at two any stats, gets 5% more heals from spells and abilities plus 3% power and critical chance so not bad at all. But human is pretty good too, the 3% defense, +2 for any ability score and extra heroic point at lvl 10, 15 and 20.

 

Ability Roll

 

I rolled for a balanced stats  wisdom for more heal and critical chance; and charisma for more stamina regeneration and action point gain, didn’t care about constitution because we are not going to tank, just heal and it will get a decent stat by himself.

 

Powers

 

This is how i maily use my powers:

At-Will

Cure Wounds: this is how we heal all the time, you have to target allies to heal, if no target it heals yourself.

Oath’s Strike:basically we need to hit 3 times our target to relase the extra 10% outgoing heal that will last for 15 seconds.

Encounters

Bond of Virtue: we have to make sure we always have this encounter active, this grants us 60′ range and it will heal 20% more to allies in that range, 5% more each rank, and it share heals with all allies in the circle for by 15% with 5% more each rank.

Bane:This will make the target to deal 10% less damage and take 10% more damage for 10 seconds(+2s each rank) and stacks up to 3 times.

Circle of power: this will give 30% more outgoing heal to you and your allies if they are inside the circle. Can be changed for absolution to grant 20% shield to any ally or us, if used in a party member it will get 20% more heal too, but i still prefer more heal, Templar wrath works fine too.

Class Features

Aura of Divinity: Heal wounded allies in a range of 30′ every 3 seconds

Aura of Life: Allies in near death in a range of 30′ of you are revived(without touching) and healer by 15% of their hit points, they still get the resurrection sickness.

Daily:

Lay On Hands: Heal for 100% and remove DoT to the target

Divine Judgement: just to do some damage, nothign else.

if you are doing good with heals there is no need for daily, but in a hurry lay on Hands should be fine.

Feats

Heroic

Divine Action – 2/5 [Generate more AP with Divine Call.]

Toughness – 3/3  [To get extra Hit Points]

Exemplar’s Haste – 3/3 [our encounters recharge 6% faster]

Light’s Shield – 4/5 [Damage resistance increased by 2%]

Dominating Presence – 5/5 [Auras has 10′ increased radius]

Divine Wisdom – 3/3 [1% more healing]

Bulwark

Holy Resurgence – 5/5 [while stamine below 20% regenerates 30% faster]

Light

Gifts of light – 5/5 [10% more heal]

Seraphim – 5/5 [When we take damage we have a chance to get “Seraphim” for 8 second this will make our heals 15% stronger]

Restorative Haste – 5/5 [We gain 10% more recovery from equipment]

Aura Gifts – 5/5 [Allies in a range of 30′ gets 25% of your power, they have to remain at 30′ for 6 seconds to get this buff]

Healer’s touch – 5/5 [You heal up to 50% more depending on how close to the target you are]

Deific Intervention – 5/5 [if you fall all of your party members near you are full healed and get maximum damage resistance for 4 seconds, has a cooldown of 180sec]

Holy Bonds – 5/5 [your recovery is increased by 20% for each ally in a range of 30′ maximum 5 allies]

Redemption – 1/1 [every 10 seconds we get redemption, using divine call consume redemption healing every second for 3 seconds to all damaged allies by 500% of our weapon damage divided equally for damaged allies in a radius of 100′]

 

Gear

Artifacts

Main: Sigil of the Oathbound Paladin [Makes a zone of safety that will grant 15% more damage resistance to allies inside the circle and getting healed faster]

Secondary: Sigil of the Devoted, Tiamat’s Orbs of Majesty, Waters of Elah’zad

Tiamat set will grants us 5% more outgoing heal.

Body

2x Dusk for the extra 1k power&defense and hitpoints when in party.

2xDragonflight for the extra hitpoint.

Ring of Brutality +4( or 5)

Ring of Rising Power +4( or 5)

I wear those rings to get more power no need to use these rings, can be changed for defense/recovery.

Belt

Tiamat Sash

Necklace

Amulet of Tiamat’s Demise

Weapons

Twisted Ropalo:

Artifact power should be Cure Wounds

Twisted Hoplon:

Artifact class feature should be Aura of Life.

Enchantments

Utility: can be dark enchant or dragon’s hoard wont do any much at the character performance.

Armor Enchant: Soulforged recommended.

Defense Enchant: Azure for extra defense.

Offense Enchant: i use radiant for extra power, but can be changed to silvery for more recovery since when we fall the bond of virtue goes on cooldown and we need to activate it again as fast as we can or we wont heal the party.

Weapon enchant: trans holy or bronzewood works fine for this.

Companions

As i said before is just an alter(but works fine) so i use a goat (Augment) but of course we need a legendary grade companion with 3x bonding and more, feel free to comment any improvement for this topic, thx.

Mounts

This is just an alter the insignias are just what i get from dungeon drops, but should look like this one but with epic grade insignias. Looking to change the uncommon grade mounts for medium black horse and Trained Gizzly for extra insignia slot.

Boons

I’m too lazy to finish some of the boons in here, but here is how they should be, for the cloacked im just testing the boons atm so there is no need to waste point like i did, will be posting when i take a look of how those boons work for op heal later.

This is how a normal dungeon run looks like with my build performance, Thx for watching my guide, hope it helps you.

Otikoruk’s Mod 11 Oathbound Protector Build

$
0
0

This is a hand-built Ally-Based protector build, so therefore you cannot kill enemies on your own unless you have oodles of time to burn. It’s a feeble attempt to bring back the protector paladin as a viable playstyle, and works very well for my personal play style and character.

I apologize for the long, badly illustrated post.

The stats required for this build are PowerRecovery, and Defense, with Deflect being a luxury, and Control Resist being for bonus points. Attempt to keep Critical StrikeLifestealArmor Penetration, and AoE Resist to a minimal, if not 0.

Stack Recovery over Defense over Power.

Your Skill Points for every 10 levelups should be straight across Constitution and checkerboarded across Wisdom and Charisma.

At-Will Powers:

Oath Strike: 4/4, Left Trigger (Applies Lock-On Debuff to enemies, allowing Allies to attack, flee, or heal unhindered.)

Sheilding Strike: 4/4, Right Trigger (Your main At-Will. Adds a shield to you when the same enemy is struck three times in a row.)

UNTESTED (For solo play):

Radiant Strike: 4/4, Left Trigger (Plus Armor Penetration and Damage)

Daily Powers:

Divine Protector: 4/4, Primary Daily [Usually ‘X’ depending on playsyle] (Bubble. Use in conjunction with Absolution for pre-nerf damage resistance.)

Lay on Hands: 4/4, Secondary Daily [Usually ‘Y’ depending on playstyle] (Used to top off allies’ health after a battle. Healing is contagious.)

UNTESTED (For solo play):

Heroism: 4/4, Secondary [Replaces Lay on Hands] (For when Templars Wrath fails.)

Class Features (Auras):

Aura of Wisdom: 4/4, Passive (Reduces cooldown times for you and nearby allies)

Aura of Protection: 4/4, Passive (Increases damage resistance for you and nearby allies)

UNTESTED (For Solo Play):

Aura of Truth: 4/4, Passive [Prefferably replacing Aura of Protection] (Slight decrease in damage taken by you vs. AoP)

Encounter Powers:

Templars Wrath: 4/4, First Use [Usually ‘X’, but other times ‘B’] (Great amount of Golden HP when used in a group of enemies)

Binding Oath: 4/4, Second Use [Usually ‘Y’] (Reduces damage taken by 50%. If it explodes, grants a dose of Devine Call Energy, but deals an amount of damage to you]

Absolution: 4/4, Third Use [Usually ‘B’, but other times ‘X’] (Adds a shield to the targeted Ally for 50% of their max HP and reduces incoming damage by 50%. If you don’t have a target, applies to you. Make sure everyone is shielded completely before and after a fight as much as they cooperate.)

UNTESTED (For Solo Play):

Circle of Power: 4/4, Second Use [Replaces Binding Oath, swap with Templars Wrath] (Improves AP and Damge Generation).

Feats:

Because I’m lazy, Here’s a picture of them. I’ll do my best to explain them, though.

Oathbound Protectors’ feats.

The first row of the Justice paragon is useless, just to get the ball rolling.

After that, it’s Encounter Cooldown over Self HealsAlly Agility/Evasion over Self SurvivalAlly Heal over Self-CooldownAlly Healing over Self Damage Up, and Self Cooldown Reduction.

As for the Light paragon, it’s Ally Heals.5 over Ally HealsDefense over AP, and Ally Power Plus over Ally Heal Plus.

 

Boons:

Storm Kings Thunder; Frosty Demeanor, Hardy Constitution, Glacial Strength, Chill of Winter, Healing Warmth, Frozen Reflection

PvP; Living Wall, Combat Triage, Versatile Warrior

Sharandar; Dark Fey Warrior, Fey Elusiveness, Elven Haste, Elven Tranquility, Elven Resolve

Dread Ring; Reliquary Keeper’s Strength, Evoker’s Thirst, Illusuon Shimmer, Enraged Regrowth, Rampaging Madness

Icewind Dale; Enroaching Tactics, Refreshing Chill, Rapid Thaw, Cool Resolve, Winters Bounty

Underdark; Primordial Vitality, Primordial Regenesis, Drow Ambush Tactics, Either, Abysal Tenacity

Tyranny of Dragons; Dragons Claws, Dragons Shadow, Dragonscale Defense, Dragons Greed, Dragons Revival, Dragons Grip, Dragons Thirst

Stronghold; Power Bonus, Defense Bonus, Revive Sickness, Any

The Maze Engine; Abyssal Regeneration, Demonic Influence, Demonic Swiftness, Baleful Clutch

Elemental Evil; Unassailable Tide, Heart if Stone, Blazing Resiliance, Wall of Wind

 

Gear:

This is the gear I personally use. Feel free to comment and link better gear, and I will attempt to update the post.

Armor: Dragonflight Restoration Cuirass (Bonus points for elementaslized, haven’t yet tried Psions Shroud)

Head: Dragonflight Restoration Armet (Bonus points for elementaslized)

Arms: Dragonflight Restoration Couters (Bonus points for elementaslized)

Feet: Dragonflight Ward Poleyns (Bonus points for elementaslized)

Main Hand: Burning Mace (Haven’t had a chance to use the Storm Kings Thunder relic weapons)

Off Hand: Burning Kite Shield (Haven’t had a chance to use the Storm Kings Thunder relic weapons)

Neck: Greater Lathenders Cloak

Rings: Ring of Rising (preferred)/Sudden Defense/Recovery +5

Waist: Greater Lathenders Belt

Shirt: Drowcraft Chaincoat

Pants: Drowcraft Chausses

Artifact1: Lathenders Eye

Artifact2: Oghama’s Token of Free Movement

Artifact3: Sigil of the Hunter/Rod of Imperial Restraint

Artifact4: Symbol of Fire

Offense: Radiant

Defense: Azure

Utility: Player Choice

Weapon: Holy Avenger

Armor: Negation

 

Mount:

Any recovery, defense, or power mount will do. I use the leopard of chult.

 

Companions:

Energon (Max HP Plus and AP Recovery)

Frozen Galeb Duhr (Plus damage resist as your HP diminishes, can be replaced)

Dread Warrior (Aggro Plus)

Air Archon (Plus 5% Damage, can be replaced)

Lillind (Conatgious Heal on Daily Use, build optimal)

Combat Tactics:

When you enter combat, try to make sure all of your allies have a shield, including yourself. Run into a pack of bad people, and hit Templars Wrath, Binding Oath, Absolution, Divine Protector, Divine Call, Divine Call, Templars Wrath, Binding Oath, Absolution, Divine Call.

Use your bubble widely yet wisely. In the initial rotation shown above, if you can’t hit Divine Protector, don’t worry about it, but try to make sure all your other powers and divine call are cooled down and recharged before entering combat. After the initial rotation, throw the powers as they appear, and throw templars before Binding Oath if you can.

As long as a dungeon isn’t on inferno difficulty, a new level 70 with starter level 70 gear should be able to tank eToS no issue, and orcus with relatively little issue, so long as they know how to run their character and build.

Elbowmedic’s little b spankadin PS4 PvP PvE

$
0
0

‘Sup Gamerz! Elbowmedic from Exterminatus First post so might miss something.

K so I originally made a Healadin and during a rough CN our tank bailed and the pug gods delivered us a DC so ZombieBoss peer pressured me into tank. I respec’d to tank at door for Orcus. So some boons are a happy mistake. This build is PvP strong!! something I’ve never enjoyed till now! It has stuff not normal for tanks but I used cause theoretically was right.

  • Race: I like human for bonus feats as long as you roll CON CHA pick the race you like my 3 faves are human dragon and halfling. Some of you might notice my HP fluctuated in pics that’s a proximity buff from my companion. Not because I was half naked in the pic.
  • Feats

  • Powers: max aura of wisdom to be safe sometimes you get the DC who can’t spam AA and it helps them build AP
    • Always on: radiant strike, aura of courage, heroism, binding oath, oath strike, templars wrath, divine protector
    • Solo, and Boss fights*: bane, aura of vengeance. * Turtle Boss FBI: aura of radiance, vow of enmity
    • PvP radiance, relentless avenger

  •  Boons: no particular reason other than theoretical. Didn’t include PvP or stronghold boons but will tell you its armor pen, D, and movement. My guild is rank 18 and offers me the armpen I need.
  •  
  • Companions: no matter what a Pali tells you the lion is best in slot!  I run lion, man at arms: 300 Def, Ioun stone: stamina gain,  energon: hp gain, and my swappable black ice prospector: companion aggro and AoE resist. The last one is really for dungeons the hard taunt from lion gets boosted and will cause the giants to throw rocks at it instead of you. It’s swappable cause when solo for dailies go with owl bear cub slotted for a little damage boost. Slot with Bondings and a mix of power and D equipment. Don’t be stingy on the gems for your primary companion it matters!
  •  Gear: the biggest variable in the build because a lot is based on what you can manage with AD, luck of drops, zone, PvP, and your own level. My focus is on HP power and D.
    • Weapons are the relic set. I got them with my healadin so the stats might be different not sure. Offhand weapon power companion influence is a must!
    • armor jarls gaze when in zone, blackthorn when not. If the skelator mask ever drops that will be my go to.  Deepknight’s Brigadine will swap in zone for oath keepers ward. Survivors wraps when pvp warborn medic, haven’t gotten the relic armor yet. Feet still using dragon flight again 300 Bryn heroics and no boots. Frostborn when in zone. Black ice set: to the people who say con belt is better sorry unresistable damage from powers set bonus means better aggro that equals better tank. Undergarments are greater everfrost with greater everfrost reinforcement. rings  charging bull and impenetrablity why aggro and the oh shit moments. Will most likely swap out impenetrablity for stien +5 if it drops or a rosegold  if I continue to PvP.
    • artifacts black ice beholder, token of free movement, Pali sigil (main) . And for the next day GWF sigil being replaced by wheel of elements. White dragon and sigil of devoted are also viable choices. Might level both to see what combo works better.
    • Enchants briartwine or thunderhead. Both are viable briartwine is a tank enchant for PvE and PvP.  BiS weapon is the Bronzewood armor debuff to marked target, increase from party, and you take less damage from marked target. You are a DPS sponge why not kill it quicker and take it better. The rest are radiants in offense except one silvery for recovery, Defense are Azures, utility are a mixed bag of Drop slots, dark, and azure on my PvP arms.
  • Mounts. Again lion beats all! there is a rumor that the two lions increase your mount speed as someone who pulls away from other legendary mounts I believe this to be true.
  •  

So I’m on PS4 will update after the content drop. I’m a PuG demo troll cause I like being on the DPS top 5 and when you get gold does it really matter that the tank is opening greens to pad his stats. You will often see me running pug Sherpa runs farming for another soon to be good DPS or DC.

Tyrion of Flawless Victory Mod 11 GF Conqueror

$
0
0

 

If you’re a new GF or player welcome to Neverwinter and the Guardian Brotherhood I’ve only included some minor things regarding equipment while levelling as for the most part the game is easier than a sunday stroll, if there is anything in particular you would like to know/see added to the build let me know. PS BUY VIP ASAP

To the older GF’s, welcome and please if you feel you could help improve my build let me know in the comments below.

 

My Starting Roll

Human

  • 17 Strength
  • 15 Constitution
  • 13 Dexterity
  • 10 Intelligence .
  • 11 Wisdom
  • 12 Charisma

 

My Ability Scores including stats from Demogorgon’s Girdle of Might.

leveling-stats

 

 

Race Selection

We have a few options to go for with our race selection some free some ZZZZZ’s.

Human For more defensive based GF’s, the 3 extra feat points are Handy and currently the 3% Defense

  • +2 to any Ability Score – Put these into Dexterity
  • Versatile Defense: Increase your Defense by 3%.
  • Heroic Effort: You gain an additional Heroic Feat point at levels 10, 15, and 20. These three extra feat points cannot be used on the paragon feat table

Half Orc For More Dps

  • +2 Dexterity
  • +2 Constitution or +2 Strength strength over Constitution
  • Furious Assault: Your Critical Severity is 5% higher than that of other races, Causing you to deal more damage on critical hits
  • Swift Charge: You gain a 10% bonus to run speed for 3 seconds when you enter combat. This effect can only occur once every 20 seconds.

Halfling , the extra CA Damage from Charisma is interesting, the CC is excellent as is the Deflect, ideal for PvP

  • +2 Dexterity
  • +2 Charisma or +2 Constitution Charisma over Constitution-Charisma will give us extra Combat Advantage Damage, Constitution only gives a slight increase to hit points and ap gain, I would select Charisma over Constitution
  • Nimble Reaction: Your small stature and quick movements grant 3% chance to deflect incoming attacks.
  • Bold: Your fearless nature increases your resistance to Crowd Control effects by 10%

Dwarf Nothing Special but Perfectly Viable, other races bring more milkshake to the yard, Con we get enough from our belt and levelling and as stated above not a stat I would go for, the Strength is Nice

  • +2 Constitution
  • +2 Strength or +2 Wisdom strength over Wisdom
  • Stand Your Ground: You have increased resistance to Knock and Repel effects
  • Cast Iron Stomach: You have increased damage resistance to Damage over Time(DoT) effects

Dragonborn Available from the Zen Market, An Excellent Choice gated behind a pay/grind wall, For Max DPS it’s between the 2 Dragon Races and Half Orc’s

  • Ability Scores: Grants you +2 to any two stats. Strength and Dexterity is where would put them
  • Dragonborn Fury: Your Power and Critical Strike are increased by 3%.
  • Draconic Heritage: You receive 5% more healing from all spells and abilities.

Metallic Dragonborn Available from the Glorious Resurgence Lockbox and Dragonforged Lockbox(PC and Xbox only) another excellent choice but again gated behind a bigger pay/grind/rng wall

  • Ability Scores: Grants you +2 to any two stats. Strength and Dexterity is where would put them
  • Dragonborn Fury: Your Power and Critical Strike are increased by 3%.
  • Metallic Ancestry: You receive 3% more healing from all spells and abilities. Your Hit Points are increased by 3%

Feats

Heroic Feats

  • Toughness 3/3 Increases your maximum Hit Points by 3/6/9%
  • Strength Focus 3/3 Increase the effectiveness of Strength by 5/10/15%
  • Action Surge 1/5 Gain 2 additional Action Point from Guarding attacks..
  • Armor Spec 3/3 Increase the effectiveness of Armor Class and Defense by 5/10/15%.
  • Powerful Attack 5/5 Increase the damage of your Encounter and At will powers by 2/4/6/8/10%.
  • Weapon Mastery 3/3 Increased your Critical Chance by 1/2/3%.
  • Ubiquitous Shield 5/5 2/5 If Not Human Reduce the Damage effects of Combat Advantage by 5/10/15/20/25%

Conqueror Tree

  • Take Measure  When you are crit, gain Temporary Hit Points equal to 1/2/3/4/5% of your maximum Hit Points. 5(50 second cooldown)
  • Wrathful Warrior When you have Temporary Hit points, you deal 3/6/9/12/15% more damage.
  • Jagged Blades When you critically strike a foe they begin bleeding. This bleed lasts 10 Seconds and deals 150%/300%/450%/600%750% of your weapon damage over it’s Duration.5/5
  • Staggering Challenge-Gain 4/8/12/16/20% damage bonus to Griffon’s Wrath when the target has recently been struck by Staggering Challenge empowered by Griffon’s Wrath. Additionally your damage bonus from Knight’s Challenge is increased by 2/4/6/8/10
  • Tactical superiority Deal 1/2/3/4/5% more damage and Combat Superiority Grants an Additional 1/2/3/4/5% Damage. 5/5
  • Reckless Attacker-When struck in combat you gain Reckless Attacker. Reckless Attacker increases your damage by 5% and Critical chance by 2%. Reckless Attacker lasts 10 seconds and stacks up to 5 times.

Tactician

  • Fight On Encounter Cooldowns Reduced by 10%. 5/5
  • Daunting Challenge Marked targets deal 10% less damage to you and your allies.
  • Crushing Pin Your Control Powers cause the target to take 10% bonus damage for 10 seconds.

 

 

Powers

Powers to Max(4/4) 1st

  • Into the Fray
  • Combat Superiority
  • Knights Valor
Paragon Swordmaster
At-wills
  • Weapon Master Strike -You attack with an expert strike that briefly reduces Damage Resistance against your At-Wills, and then quickly follows up with another attack from behind. Damage slightly reduced for every target hit beyond first. Max 4/4 2nd or 3rd
  • Crushing Surge-Bash your foe with a series of slow, satisfying attacks. The third strike deals additional damage and will Heal you. Max 2nd or 3rd.
Passives
  • Steel Blitz Every time you damage an enemy, you have a 5% chance to instantly strike again, dealing at least 50% of your weapon damage. 4/4
  • Combat Superiority- When a foe hits you, you deal 5% Additional Damage to them and they deal 5% less damage to you.
  • For Fangbreaker Island Enhanced Mark and Steel Defense
  • Enhanced Mark Marked targets now build threat while Marked, and you generate 75% more threat when striking them 4/4
  • Steel Defence  After activating a Daily power, become immune to damage for 2 seconds+0.5s per rank up (3.5s max), Great for Orcus, Dragons and when running in low Item Level groups 4/4

Encounters

  • Enforced Threat
  • Into The Fray  Switch this Knee breaker when grouped with another GF
  • Commanders Strike
  • Knights Valor For FBI and when in low IL groups
  • On Bosses When with another GF I use Knights Challenge, Knee Breaker and Commanders Strike. On orcus use Griffons wrath instead of Knights Challenge

Dailies

  • Fighters Recovery-You steady yourself and gain vigor for the fight to come by temporarily Healing for a large portion of the damage you deal. 4/4 4th or 5th to be maxed.
  • Villains Menace-With valiant fury you smash the ground, damaging foes around you. In your temporary fervor, you deal increased damage and gain immunity to disabling effects. 4/4
  • Crescendo Stun your enemy with a flurry of attacks, and then attack from many angles simultaneously to send them Prone. While attacking, you are immune to control effects.  With Crushing Pin Selected in feats Crescendo will proc it. 4/4

Tactics

Tank

Use Enforced Threat, Into the Fray and Commanders Strike, Combat Superiority and Steel Blitz as passives, Always make sure you are one side on the enemy and your team on the other to keep Combat Advantage-If MR Big sword wants to run ahead let them learn the hard way, for the most part Tanking is easy with the right team. On bosses keep their attention and spam hard taunt when you can. Use Crushing Surge on Single Target and WMS on AoE/trash.

Boss Rotation- Mark the Boss straight away and your companion will attack and Proc your bonding stones and any insignia’s linked to companion, Then hit your chosen Daily>ITF>Commanders Strike,  Throw your shield up after into the fray and keep it up(Hard Taunt while shield is up) and hit your encounters in between the boss hits.

On Orcus if you need to switch steel defense in place of another passive do it, and keep your shield up at all times and only hit your powers in between his encounters and hit Fighters Recovery when you need to. Fighters recovery works very well with Guarded Assault.

Fangbreaker Island

Use Commanders Strike, Into the Fray and Knights Valor when fighting up the hill on the way to Hati. Use Enhanced Mark and Steel Defense.

When Fighting Bosses switch Knights Valor for Knee Breaker.

FBI Gear

3 Piece Frostborn Ward-Recovery and Defense Prioritize, 4,000 Movement Bonus for team

Dancing Shield as Summoned Companion, FBI you really need 95% DR, Recovery Belts from Jewelcrafting

DPS

Knights Challenge, Griffons Wrath, and Knee Breaker with Combat Superiority and Steel Blitz. The Aim when there as DPS is to grab the biggest guy in the room place him in KC and hit WMS followed by GW, KB,GW, WMS, GW. Use WMS when fighting trash mobs and Crsuhing Surge on big single targets.

 

Boons

Tyranny Of Dragons

Tyranny of Dragons Campaign unlocks once you reach Level 26 Speak to Sgt. Knox who will give you the quest Cult on the Rise

  • Dragon’s Claws Grants 400 Power
  • Dragon’s Gaze Grants 400 Critical Strike
  • Draconic Armorbreaker Grants 400 Armor Penetration
  • Dragon’s Greed Grants 400 Life Steal
  • Dragon’s Fury Grants 5 increased Critical Severity 1/3
  • Dragon’s Thirst Grants 3/4/5% increased Life Steal
Underdark

Unlocks at 60 Speak to Captain Belgold in Protectors Enclave, Notes: You Cant earn boons till Level 70

  • Primordial Might You gain 400 Power and 1600 Hit points
  • Primordial Focus You Gain 400 Critical Strike and 1600 Hit Points
  • Drow Ambush Tactics Combat Advantage damage bonus is increased by 10%
  • Dwarven Footing Control Effects will now have 5% shorter durations when applied to you
  • Abyssal Strikes Gain 10% damage versus demons
The Maze Engine

Available from Level 60 Speak to Bruenor Battlehammer in Mantol-Derith

Notes: The quest line takes place after Underdark story however because was cannot get any boons from that campaign until 70 I placed this here like the campaign window guides you.

  • Abyssal Siphoning You gain 5% Life Steal Severity
  • Demonic Resilience Control Affects will now have 5% shorter durations when applied to you
  • Demonic Swiftness You gain Action Points 3% Faster
  • Baphomet’s Might When Striking a foe you have a chance to gain 2000 Critical Strike bonus for 6 seconds
Elemental Evil

Elemental Evil Unlocks at Level 60 Speak to Archdruid Morningdawn in Protectors Enclave

  • Wave of Force: +300 Power and +2000 Maximum Hit Points
  • Heart of Stone: +4% Life Steal Severity Power and +2000 Maximum Hit Points
  • Blazing Resilience: +400 Recovery and +2000 Maximum Hit Points
  • Gale of Retribution: When taking damage you have a chance to heal up to 24000 Hit Points over a few seconds. After this effect ends, your Critical Strike is increased by 1000 for 10 seconds
Sharandar

Unlocks at 64 Talk to IIIyasha Guldlngstar in Protectors Enclave

  • Dark Fey Hunter You Gain 400 Power
  • Fey Precision You Gain 400 Critical Strike
  • Elven Haste You now Gain Action Points 3% Faster
  • Elven Tranquillity When Being struck by a foe you have a chance to heal yourself for up to 20000 Hit Point
  • Elven Resolve Your Stamina Regenerates 10% Faster in Combat

 

Dread Ring

Unlocks at 70 Talk to Sgt Knox and pick up the quest Conquering our Dread

  • Conjurers Gambit Gain 250 Critical Strike and movement
  • Evoker’s thirst Gain 400 Life Steal
  • Forbidden Piercing You gain 3% Resistance Ignored
  • Enraged Growth When taking damage you have a chance to heal up to 20000 Hit Points over a few seconds. After this effect ends you have 4000 more defense for 10 seconds.
  • Endless Consumption  When you steal health from your Lifesteal stat, it has a chance to steal 3 times as much.

 

Icewind Dale

Unlocks at Level 70 talk to St. Knox and complete the quest A Chill Wind

  • Weathering the storm You gain 400 AoE Resist
  • Refreshing Chill You Gain 400 stamina Gain
  • Sleet Skills You gain 2% Crit Severity
  • Cold Shoulder When Damaged by a foe you have a chance to proc Cold Shoulder on them, which will reduce the damage of their next attack by up to 2000.
  • Avalanche When damaged by a foe, Chance to gain a stack of Avalanche. At 20 Stacks, taking damage will clear the stacks and deal up to 15000 damage to nearby targets.
Storm Kings Thunder

Talk to Sgt. Knox and complete the quest Festival Of Bryn Shander

  • Cold Hearted You Gain 2% Life Steal Severity and 1000 Hit Points
  • Hardy Constitution  Gain 400 Stamina Gain and 2% Everfrost Damage Resist
  • Icy Wrath Chance when taking damage to gain up to 2000 Bonus damage on the next attack.
  • Vengeful Heat When you kill a foe you have a chance to deal up to 2000 Fire Damage to all nearby enemies. Also Gain 2% Everfrost Damage Resist
  • Frozen Reflection When You deflect an attack you deal up 5000 Damage 1/3
Sea of Moving Ice

Available from Bryn Shander

  • 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 10000/12000 damage to targets close to you 2/3
The Cloaked Ascendency

Based on the tasks you choose to complete first in the campaign, you can end up with any of the boons from the first 3 categories below as your first boon.

  • 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 within 25 feet for 10 seconds
  • Fiery Frenzy – You gain 2% critical strike severity and 1000 maximum hit points
  • Soothing Zephyr – You gain 500 recovery and 2000 maximum hit points
  • Planar Vitality – When you deflect an attack, you regain up to 8000 hit points

.

Stronghold

The Stronghold boon will be dictated by which enchantment you use, Elven and Soulforge I Would use the Lifesteal or Defence boon then stack Def/LS on Companion depending on the boon, For Negation user’s you can use the hit points boon and stack Lifesteal or your companion.

I realized that when using Elven/Soulforge with Defence on companion and the sh Lifesteal boon you pretty need to BiS to achieve 80%DR, I recommend using a negation until you get to that point, you may find you can switch a lot sooner due to the amount of self healing.in the game and build.

 

 

Gear

While Levelling look for Equipment that’s has defense, power crit or arm pen, you will find levelling very easy even as a GF, just keep an eye on your arm pen and if you notice the enemies taking a lot less damage look for more Arm Pen over anything else and then power and crit, until you have your Artifacts and Gear upgraded prioritize Arm Pen over other stats then Power and Crit.
When Mod 10 drops on consoles do not buy the Frostborn Raid/Ward Sabatons from the Trade bar store, We get our 145 Boots from farming HE’s in the adventure zones.
For Fresh Level 70’s
  • Cruel Helmet of Piercing +5,381 Hit Points +560 Critical Stike +560 Armor Penetration +671 Defense
  • Cruel Plate of Restoring +10,761 Hit Points +14 AC +870 Critical Strike +1,007 Defense +870 Life Steal
  • Cruel Gauntlets of Piercing +5,381 Hit Points +560 Critical Strike +560 Armor Penetration +671 Defense
  • Cruel Greaves of Smiting +5381 Hit Points +560 Power +560 Critical Strike +671 Defense
For 70s Who have started completing dungeons.
  • Alliance Assault Helm +8,485 Hit Points +509 Critical Strike+763 Recovery +797 Defense
  • Gauntlets +8,485 Hit Points +509 Critical Strike +763 Armor Penetration  +797 Defense
  • Sabatons +8,485 Hit Points +763 Critical Strike +509 Recovery +797 Defense
  • Alliance Ward Breastplate : +16,970 Hit Points +14 Armor Class +1,187 Armor Pen +1,196 Defense +791 Deflection
  • Earn Seals of element from all t1 dungeons and skirmishes and completing Demonic Encounters in Well of Dragons, Dread Ring Ice wind Dale and Guild strongholds
If you have Access to the Marketplace in Your Guild/Alliance Stronghold the Guild Assault Armor is a fine choice for fresh 70’s.
End Game (Non-FBI) Level 70 Equipment
  • Elemental Elven Assault Helm +9,934 Hit points, +591 Critical Strike +886 Recovery +858 Defense

OR

  • Adamant Raid Helm +11,589 Hit points, +684 Critical Strike +1026 Recovery +929 Defense

 

  • Elemental Drowcraft  Raid Breastplate +21,109 Hit Points, +14 AC, +1460 Power, 973 Critical Strike, +1326 Defense Available from Mantol Derith Armor Dealer for 600 Demonic Ichor
  • Elemental Drowcraft Raid Gauntlets +10554, +626 Power, +939 Critical Strike, +884 Defense
  • Earn Demonic Ichor via Completing Demonic Encounters in the Well of Dragons, Dread Ring, Icewind Dale and Guild Strongholds, Regular and Epic Demogorgon and the Throne Of the Dwarven Gods and Prophecy of madness skirmishes. You will receive a Cache of 40 Ichor for completing the Days Featured Task in the Underdark Campaign window.
  • Both Drowcraft Pieces require Black Ice Shaping Level 5 which is achieved via the Icewind Dale Campaign
  • Adamant Ward Sabatons +11,589 Hit Points +684 Critical Strike +929 Defense +1,026 Deflection

 

Storm Kings Thunder Zones

  • Frostborn Raid Gauntlets +3% Everfrost Damage Resistance +9,520 Maximum Hit Points +567 Power +851 Armor Penetration +840 Defense
  • Frostborn Ward Gauntlets +3% Everfrost Damage Resistance +9,520 Maximum Hit Points +567 Power +840 Defense +851 Deflection
  • Either of the above will do, wear these when doing your STK Dailies for the Set Bonus: When digging for Ostorian Relics there is a 25% chance you will obtain an additional relic. Slot whatever enchantment you wish and remember to switch back when leaving SKT Adventure zones.
Fangbreaker Island

I’m using 3 Piece Frostborn Ward for Extra Recovery, ITF is very important in this dungeon so get recovery where you can. This is the 1 dungeon where we have to sacrifice our own dps for the sake of boosting others. I Also recommend switching to ‘Tank’ Companion I.E Earth Archon, Portal Hound and Dancing Shield(I Use the Shield)  FBI you really do need 95% as the monsters hit hard, for all other content I usually hover around 73% and am fine just need to be careful on orcus.

 

We want all the Shieldbearers Raid Equipment, The Ward is more Tank based but has to much Regen and not enough Power for me. You will still get Critical Strike off the Ward Body Armour but not anywhere else and you only get Recovery of ward boots, We will get Power and Critical Strike and Defense off all of the Raid Gear Which imo makes it BiS for DPS GF’s, Even with Voninblood Completely empty. For Buffers Get the Shieldbearer’s Ward Sabatons. All Items Are Level 155 Stats

  • Vivified Shieldbearer’s Raid Helm +4% Everfrost Damage Resistance +13,659 Hit Points +801 Power, +12,02 Critical Strike +1,020 Defense
  • Vivified Shieldbearer’s Raid Breastplate +6% Everfrost Damage Resistance +27,317 Hit Points +14 AC +1,870 Power +1,246 Critical Strike +1,529
  • Vivified Shieldbearer’s Raid Gauntlents +4% Everfrost Damage Resistance +13,659 +1,202 Power +Critical Strike +1,020 Defense
  • Shieldbearer’s  Raid Sabatons At Tier 3 +8% Everfrost Resistance +12,624 Hit Points +1,114 Power +743 Critical Strike +974 Defense

Artifacts, Artifact Equipment and Rings.

  • Sigil of the Controller + , +1000 Critical Strike, +600 Control Resist Vault of the Nine
  • Heart of the Blue Dragon(Mythic)-1k Critical Strike and 1k Recovery 600 Combat Advantage-Available from the Glorious Resurgence Artifact Choice Pack(Epic) And from the Trade Bar Merchant from Protectors Enclave or the Riches Tab(Uncommon) I use this when I am there to Buff as the recovery helps with fray uptime.
  • Wheel Of Elements 4k hit Points, 1k Power and 600 Stamina/Guard Gain I use this as my active fire bonus. Deal 30% Bonus Damage as fire Damage for 28 Seconds
 Artifact Set and Equipment
  • Shard of Orcus’ Wand(Mythic)-1k movement 1k Power 600 AoE Resist-Available by farming Castle Never or the Auction House
  • Baphomets Infernal Talisman(Legendary)- 846 Power 530 Critical Strike 530 Deflection Equip Bonus:Increase Action Points by 4% every 3 seconds while in combat-Available Through the Maze Engine Campaign or The Auction House
  • Demogorgan’s Girdle of Migh(Legendary)t-846 Power 530 Critical Strike 530 Deflection +2 to both Strength and Constitution-Available by Farming Epic/Master and Regular Demogorgan or the Auction House
  • Set Bonus:Demon Lords’ Immortality:Deal up to 20% additional damage based on the difference in hit point percentage between the player and target
For PVP and as a Cheaper PVE alterative I would use the Lostmauth set Available on all Platforms as an Uncommon drop from Lair of Lostmauth and from various Lockboxes
  • Lostmauth’s Horn of Blasting(Mythic) +1,000 Power +1000 Armor Penetration 600 Control Bonus
  • Lostmauth’s Hoard Necklace(Legendary)-946 Power 530 Critical Strike 530 Armor Penetration Equip Bonus: Increase’s Action Point Gain by 4% every 3 Seconds in Combat
  • Golden Belt of Puissance(Legendary)- +2 Strength +2 Dexterity +846 Power +530 Critical Strike +530 Armor Penetration
  • Set Bonus: Do an additional hit for Weapon Damage on a Critical hit.

For PVE the Resistance Ignored cap is 60% so if using the Lostmauth adjust your Artifacts and gear so you do not go over the 60% cap, For PVP the Cap is 140% so you would not require to adjust although swapping the Heart of the Blue dragon for another Armor Pen Artifact would help

Other Viable Artifacts

  • Sigil of the Great Weapon fighter 1000 Power, +1000 Arm Pen and +2,400Hits Points-Vault of the Nine (Ideal in place of Heart of the Blue Dragon for PVP)
  • Thayan Book of the Dead(Mythic)- 1k Critical Strike and 1 k Armor Penetration 600 Action Point Gain-Available from the Glorious Resurgence Artifact Choice Pack, Special Zen Promotions(Both Epic) And from the Trade Bar Merchant from Protectors Enclave or the Riches Tab(Uncommon)
  • Sigil of the Hunter+1000 Power, +1000 Recovery, +600 Stamina/Guard Gain-Vault of the Nine
  • Black Ice beholder +1000 Recovery, +1000 Arm Pen and +600 Combat Advantage Damage Another ideal for PvP. Lockboxes and Kessel’s Retreat
  • Shard of Valindra’s Crown-+1000 Power, +1000 Lifesteal and 600 Control Bonus Lockboxes and Valandra’s Tower
  • Waters Of ELah’zad +1,000 Recovery +1,000 Defense +600 Regeneration Artifact Recovery, Lockboxes and Rare Drop from any dungeon or skirmish.
  • Lantern of Revelation(Mythic)-1k Critical Strike and 1 k Armor Penetration 600 Combat Advantage You get this at Level 21 Through Artifact Recovery Quest Available from SGT. Knox When Activated:Deals 5,500 damage to nearby enemies, and increases the damage they take by 16% for 6 seconds. Artifact Recovery, Lockboxes and a Rare drop from any Dungeon or Skirmish.
    In addition, for the next 6 seconds, you can see hidden targets an additional 10 feet away

Upon Reaching 70 and if you have completed the Elemental Evil Campaign you will receive

  • Elemental Fire Longsword(Legendary) +3915 Power, +715 Critical Strike +715 Defense
  • Elemental Fire Shield(Legendary)+2121 Hit Points, +8 Armor Class, +846 Power, +1416 Defense
  • Set Bonus +1576 Hit Points +394 Defense
Our in between Artifact Weapons all have the same stats
  • Main Hand At Legendary +4,134 Power, +968 Critical Strike and +968 Deflection.
  • Off Hand At Legendary +8 AC, +1,306 Power, 774 Critical Strike, 982 Defense, 774 Deflection
So it comes down to 3 different sets, 2 Available by farming content 1 through Masterwork Professions, all with a different set bonus.
I’m currently using
  • Drowned Weapon Set: When you are struck, Heal for 50% of your Maximum Hit Points over the next 30 seconds, this effect may only occur once every 60 seconds
  • Available via doing the Weapons of Water Quest available in Protectors Enclave

For Full DPS Second Best on Consoles, Will drop to 3rd Best in Mod 11 The Cloaked Ascendancy

  • Twisted Weapon Set:Gain the effect of paranoia and blood lust. Paranoia – Gain 160 Defense when struck, lost a stack when you strike an enemy. Bloodlust – Gain 160 Power when you strike an enemy, lost a stack when you are struck. Neither paranoia nor blood lust may exceed 24 stacks or be reduced below 1 stack
  • Available from Mantol Derith Weapons Dealer Requires 20 Twisted Ichor and 800 Demonic Ichor per Piece

In an ideal virtual world everyone in your group would have the stronghold set which would put these as the second strongest set of artifact Weapons in the Game

  • Stronghold Set:
  • You and any allies equipped with a set of Stronghold weapons are granted the following:2% Outgoing Damage
    +2% Outgoing Healing
    -2% Incoming DamageThis effect may stack up to 5 times
  • Available from the Stronghold Marketplace, you require Strongholds Guardians Armaments available from the AH or Through Masterwork Professions

Relic Weapons

Did I ever tell you about my love of Fishing? No, you say. Well that’s because I hate it, I hate it In real life and in the virtual world, I mean who seriously thought this was I good idea?

Now that I have got that out of the way We arrive at the BiS Slot Relic Weapons, you will receive unrestored weapons upon completion of the Royal Allies quest which is the conclusion of your introduction to Fishing Simulator 2016-17 Sea of Moving Ice

  • Shieldbearer’s Longsword At Legendary 3% Everfrost Damage Resistance +6,528 +1,343 Critical Strke 1,343 Deflection
  • Shieldbearer’s Shield At Legendary 3% Everfrost Damage Resistance +1,493 +746 Critical Strike +1,184 Defense +746 Deflection

 

 

Artifact Powers
  • Main Hand: Weapon Mater’s Strike Increase the Damage done by all attacks of Weapon Master’s Strike by 8%.
  • Off Hand: Steel Blitz: Steel Blitz now also gives you an additional 2.5% chance to instantly strike again. This is independent of the initial chance.

I switch my Bonus between Steel Blitz and Enhanced Mark when running FBI.

Artifact Stat Increase gives us a choice of increases  a secondary stat by up to 400, I’m currently using the AP Gain to bring me close to 1000. You may find that you want more control resist etc. so change as you need to.

 

Rings and Undergarments

We have a number of rings to choose from and I will list them below, some are behind RNG some you will have to craft

The Rings I Use

 

  • Rising Ring of Power+4 With Azure Enchantments in Offense and Defense Slots Available from Regular and Master Demogorgon
  • Rising Ring of Focus +4 With Azure Enchantments in Offense and Dark in Defense Available From Prophecy of Madness

Other Rings to Consider

  • Personalized Rings Of Recovery +394 Power and Recovery
  • Ring of Rising Precision +4 On Hitting a foe you gain 115 Crit for 4 Seconds. This effect can stack a maximum of 10 Times
  • Ring Of Rising Power +4 On Hitting a foe you gain 115 Power for 4 Seconds. This effect can stack a maximum of 10 Times
  • Rosegold Raid Ring +570 Critical Strike + 380 Recovery
  • Rosegold Restoration Ring +570 Recovery +380 Power
  • Notes: After the announcement of the removal of legacy set’s(Poor excuse to curb power creep) I’m fully expecting them to stop Underdark Rings from working with companions and bonding stones, if that does happen I will switch to 2x Rosegold Raid and 1x Rosegold Restoration on my companion.

Undergarments

  • Drowcraft Chaincoat +1134 Max Hit Points +189 Power +210 Defense
  • Drowcraft Chausses +1134 Max Hit Points +189 Recovery +210 Defense
  • Drowcraft set Bonus: When you land a Critical Strike you heal nearby allies for 1% of their Max Hit Points up to 10000. This effect may only occur once every 3 seconds.
  • The above are both available from Mantol Derith Weapons Dealer for 375 Demonic Ichor Each

Strom Kings Thunder Available from the Campaign Store after Completing the Drive back the Giants Task

  • Greater Everfrost Chaincoat +3%Everfrost Damage Resist, +834 Maximum Hit points, 164 Defence 313 Lifesteal
  • Greater Everfrost Chausses +3% Everfrost Damage Resist, +834 Maximum Hit Points 164 Defence 313 Deflection
  • Everfrost set Bonus If your Lifesteal is greater then your deflection, whenever you perform a Lifesteal you will gain double life steal Severity for 10 seconds, If your deflection is greater than your Lifesteal, whenever you perform a Deflection, Each successive Deflection over he next 10 seconds will return 50% of the incoming damage back to your attacker. This Damage cannot ecxxed 15% of your max Hit Points – These effects may only occur every 30 seconds

 

Enchantments

Offensively I use a mix of Azures(Critical Strike) and Silvery’s(Recovery), For Full DPS Go full Azures until you reach 100% Crit Chance(With Companion Procs) then go full either Silver’s for Recovery or Radiant for Power, you could also go full Brutal‘s(Power and Crit)
Defensively I use Azures(Defense) Keep on eye on Damage Resistance We want to get this to 95%
  • Enchantment       Offense                                               Defence                                        Utility
  • Azure               Critical Strike                                             Defence                                       XP Gain
  • Dark            Armour Penetration                                       Life Steal                                    Movement
  • Silvery                Recovery                                                 Deflect                                      Glory Gain
  • Brutal         Power and Critical Strike                            HP and Defence                       Movement and XP
  • Radiant              Power                                                         HP                                         Gold Gain
  • Savage       Arm Pen and Crit Strike                              HP and Lifesteal                         Gold and XP
  • Cruel           Power and Recovery                         Defence and Deflect                       Movement and Glory
  • Draconic   Arm Pen, Power and Recovery          HP, Defence and Life Steal
  • Black Ice     Power Crit and Recovery              Defence, Deflection and Lifesteal

Utility Only

  • Fey Blessing You have a % chance after killing a foe to spawn a will o’ the wisp to find an enchantment for you.
  • Dragon hoard You have a % Chance after killing a foe to find a Refining Stone at your feet.
  • Quartermaster’s- You have a % chance after killing a foe to find a bag of goods, Higher ranks improve the quality of the Bag.
  • All of the above will have a higher chance to drop a item the higher the enchantment rank is.

Overload Slots

  • Greater Corrupt Black Ice Enchantment: when dealing damage you have a chance to empower yourself with corrupt black ice, granting 800 power for 8 seconds, Additionally you Generate 1.25% of your AP each seconds while affected by this buff.
  • Greater Corrupt Lethal Enchantment:  when dealing damage you have a chance to empower yourself with corrupt black ice, granting 800 Critical Strike for 8 seconds, Additionally you Generate 1.25% of your AP each seconds while affected by this buff.
Armor Enchantments

To use when using the Stronghold Hit Points Boon and Lifesteal on companion.

Perfect, Pure or Transcendent

Negation

When receiving damage each hit stacks a 3% increase to your damage resistance for 9 seconds. This effect can stack a maximum of 10 times At Pure Adds a 1% Increase to Incoming Healing, At Trans also add 1% Increase to recovery.
To be used when using the Lifesteal boon and Defence on companion or Defence Boon and Lifesteal on companion.
Any Level Soulforged When you fall in combat your Soulforged armor will resurrect you and heal you for 4,459 and 743 every second for 3 seconds.This effect can only trigger once every 90 seconds
Perfect(PVE)Transcendent(PvP)

Elven Battle

You are 80% more resistant to slows, immobilize, disables, and stuns. Their duration is reduced. Your stamina Regen is also increased by 30%
Weapon Enchantment
TranscendentVorpal You strike with an additional 50% critical severity. Critical Severity increases the damage your Critical Strikes deal. Your Critical Strikes now reduce your target’s Damage Resistance by 2% and Damage by 2%

 

 Companions

DPS

  • 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 bonus by .5%, Can be used in the meantime as a summoned Companion as the 3 Defence Slots with 3 Bonding’s helps the lowest geared and highest geared gf’s, Currently Unavailable on Ps4 Available On Xbox and PC from the Trove of Elemental Evil or the AH
  • Air archon increases your damage against targets not at full health by +2/3/5.% Each additional active Archon increases this bonus by .5% Currently Unavailable on Ps4 Available On Xbox and PC from the Trove of Elemental Evil or the AH
  • Siegemaster Deal +3/+4% increased damage. This effect is increased to +7/+8% damage while on Stronghold map. Available from the Zen Market
  • Fire Archon Increases your damage against targets with less then 50% Hit Points by 7%
  • Con Artist +300 Critical Strike Pics to be add at a later date

Tank

  • Chicken
  • Bullette
  • Rust Monster

 

  • Legendary Dancing Shield As Summoned in FBI when your the designated FrayBot, 3 x Personalized Belts of Recovery 2 x Dark Rank 12 and 1 R12 Azure in Defense Slots 3 x r12 Azure in Offense.

 

shield

 Mounts

Expensive

  • Swift Golden Lion Combat Power with 4k Armor Pen Axe Beak
  • Imperial Rage Drake 4k Critical Strike(Another Very rare/expensive mount) Available on all Platforms from either the Tyrannical or Glorious Resurgence Lockboxes, Would be the Choice mount for Pure DPS Build.

 

Affordable Mounts

 

  • Heavy Worg-1k Critical Strike and 1k Armor Penetration Available from the Zen Market
  • Heavy Howler-2k Critical Strike Available from the Zen Market
  • Guard Drake-2k Power although the Power Boon from strongholds should be enough when using sudden/rising rings Available from the Zen Market
  • Lord’s Armored Polar Bear-2k Defense although with that fray nerf its hard to recommend to upcoming GF’s as the ad could be spent in other places, does have 4 Insignia Bonus’ including Wanderer’s Fortune which I always switch to for dailies, Available from the Zen Market on Consoles and via Special Promotions and the AH on PC
  • Armored Bear +8,000 Maximum Hit Points Also so has Wanderers Fortune. Available on the Zen Market

 

Special Mention to the Epic Shadow Wolf  2k Armor penetration and it has Wanderers Fortune but only available from the Zen Market during CTA:Pit Fight.

Current insignia’s are
  • Gladiator’s Guile-When your Stamina is above 75%, you move 15% faster. When your Stamina is below 25%, you gain 15% of your Power as Stamina Gain
  • Protector’s 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.
  • Champions Return Whenever you are reduced to 50% Hit Points, you instantly recover 20% of your Stamina and are healed for 20% of your maximum Hit Points over 10 seconds.This effect can only occur once every 60 seconds.
  • Victim’s Preservation Whenever you take greater than 35% of your maximum Hit Points in pre-mitigated damage in asingle blow you are healed for 10% of your max hit points over 5 seconds(This effect can occur every 10 seconds)
  • Whenever you perform a crit strike, your target will gain a stack of Magistrates Consideration. Enemies effected by Magistrates Consideration take Psychic Damage equal to 10% of your power.
  • Wanderer’s Fortune You have a 4% chance after killing a foe to find a refining stone at your feet. From Whites Pearls(100 Refine Points) to Black Opals(10,000). Save all Refinement for Double RP events to get the maximum return for your invest, this bonus is per character so you can pray to rngesus run around for 15 minutes switch character rinse and repeat, after 15 minutes the bonus goes into cooldown for 20 hours but will still drop refine just at a much lower rate. I generally get my alt’s to  64 then buy them a motor home and they live in Sharandar.
  • https://two30.github.io/neverwinter-insignia/?1 Insignia Tool by Two30 from The Arc forums and Neverwinter Unblogged

My Character Sheet

Unbuffed

unbuffed-power

unbuffed-crit

unbuffed-dr-2

Buffed with Sudden Rings and Boons

 

full-buff

Buffed Crit without Sudden And Boons, With I go up to 72% Crit Chance

buff-crit

buffed-dr

Previously used Feats

Turtle

https://two30.github.io/neverwinter-feat/?31133033050032555500050105500000005000000000000

Heroic Feats

  • Toughness 3/3 Increases your maximum Hit Points by 3/6/9%
  • Strength Focus 3/3 Increase the effectiveness of Strength by 5/10/15%
  • Action Surge 1/5 Gain 2 additional Action Point from Guarding attacks.
  • Distracting Shield 3/5 When you guard an attack, Your attacker briefly deals 3% less damage.
  • Armor Spec 3/3 Increase the effectiveness of Armor Class and Defense by 5/10/15%.
  • Powerful Attack 5/5 Increase the damage of your Encounter and At will powers by 2/4/6/8/10%.
  • Weapon Mastery 3/3 Increased your Critical Chance by 1/2/3%.
  • Ubi Shield 2/5 Reduce the damage effects of Combat Advantage against you by 5/10/15/20/25%.

Conqueror Tree

  • Take Measure  When you are crit, gain Temporary Hit Points equal to 1/2/3/4/5% of your maximum Hit Points. 5(50 second cooldown)
  • Wrathful Warrior When you have Temporary Hit points, you deal 3/6/9/12/15% more damage.
  • Jagged Blades When you critically strike a foe they begin bleeding. This bleed lasts 10 Seconds and deals 150%/300%/450%/600%750% of your weapon damage over it’s Duration.5/5
  • Staggering Challenge-Gain 4/8/12/16/20% damage bonus to Griffon’s Wrath when the target has recently been struck by Staggering Challenge empowered by Griffon’s Wrath. Additionally your damage bonus from Knight’s Challenge is increased by 2/4/6/8/10
  • Tactical superiority Deal 1/2/3/4/5% more damage and Combat Superiority Grants an Additional 1/2/3/4/5% Damage. 5/5
  • Reckless Attacker-When struck in combat you gain Reckless Attacker. Reckless Attacker increases your damage by 5% and Critical chance by 2%. Reckless Attacker lasts 10 seconds and stacks up to 5 times.

Protector Tree

  • Plate Agility-You gain 1/2/3/4/5% chance to Deflect attacks 5/5
  • Shield defence Gain 1/2/3/4/5 to AC 5/5

Tactician Tree

  • Fight On- Encounter power cooldowns reduced by 2/4/6/8/10% 5/5

Passsives

  • Main Hand: Weapon Mater’s Strike Increase the Damage done by all attacks of Weapon Master’s Strike by 8%
  • Off Hand Guarded Assault: Guarded Assault now also lowers the run speed of the affected attacker by 5%.

Or

  • Shield Talent: Shield Talent now also increases your Maximum stamina by 15%.

Or

  • Enhanced Mark: Enhanced Mark now also reduces a marked targets damage resistance by 5%. My New Favourite for FBI

 

Full DPS

https://two30.github.io/neverwinter-feat/?31233003051030055500555105000000000000000000050

Heroic Feats

  • Toughness 3/3 Increases your maximum Hit Points by 3/6/9%
  • Strength Focus 3/3 Increase the effectiveness of Strength by 5/10/15%
  • Action Surge 3/5 Gain 2 additional Action Point from Guarding attacks.
  • Armor Spec 3/3 increases the effectiveness of Armor Class and Defense by 5/10/15%.
  • Powerful Attack 5/5 Increase the damage of your Encounter and At will powers by 2/4/6/8/10%.
  • Weapon Mastery 3/3 Increased your Critical Chance by 1/2/3%.

Conqueror Tree

  • Take Measure When you are crit, gain Temporary Hit Points equal to 1/2/3/4/5% of your maximum Hit Points. (50 second cooldown) 5/5
  • Wrathful Warrior When you have Temporary Hit points, you deal 3/6/9/12/15% more damage. 5/5
  • Jagged Blades When you critically strike a foe they begin bleeding. This bleed lasts 10 Seconds and deals 150%/300%/450%/600%750% of your weapon damage over it’s Duration.5/5
  • Staggering Challenge-Gain 4/8/12/16/20% damage bonus to Griffon’s Wrath when the target has recently been struck by Staggering Challenge empowered by Griffon’s Wrath. Additionally your damage bonus from Knight’s Challenge is increased by 2/4/6/8/10%. 5/5
  • Tactical superiority You Deal 1/2/3/4/5% more damage and Combat Superiority Grants an Additional 1/2/3/4/5% Damage. 5/5
  • Menacing Impact Villain’s Menace now has 1/2/3/4/5 feet more range, and both Terrifying Impact and Villain’s Menace now deal 2/4/6/8/10% more damage. 5/5
  • Reckless Attacker-When struck in combat you gain Reckless Attacker. Reckless Attacker increases your damage by 5% and Critical chance by 2%. Reckless Attacker lasts 10 seconds and stacks up to 5 times. 1/1

Protector

  • Plate Agility-You gain 1/2/3/4/5% chance to Deflect attacks 5/5
  • Staying Power  Master’s Strike now also reduces your target Mitigation to your Encounter powers 2/4/6/8/10%. 5/5

Companions

  • Summoned Con Artist 1x Sudden Brutality/Precision/Defense
  • Air Archon
  • Earth Archon
  • Fire Archon
  • Siegemaster

 

If you feel you could improve my build your comments are appreciated and all feedback is welcome. Big thank you to Giantsirslayer of Take Notes, Bethal and Fabricant for answering questions for my both my guardian and cw and finally the community for laying the ground with previous builds and for answering questions when I asked wither it be pm, Reddit or the official Arc Forums.
Hope you enjoy, B1llyriz

Azaylin’s Conquering Tank

$
0
0

Hello Everyone

Azaylin from Sanctum here and I’m here to show you a little bit about how I play my Guardian Fighter.

A shout out to Quinn Ironside for his guide I plan to use that as a boss killer loadout when we finally get the loadout features. I based my layout of this post off of his design.

1st Rule of tanking your a tank first! I have fallen into the “I want to do more dps” trap more than once, and was weighed, measured and found wanting by orcus on more than one occasion! Once again Tank First! Dps 2nd!

Disclaimer: This build is going to deal a lot of damage but when you’re grouped with high dps you will be coming in 4th but your job is to tank not lead the charts.

So with all this why not spec Tactician or Protector?

Protector final feat is broken … no real gain from the tree as dmg resist is capped at 95% you can reach that in Conq, what are you gaining here?

Tactician is great if lower geared, or if you want to buff more. But lets look at the facts you’re adding 5% AP gain, 5% additional dmg from into the fray, and debuffing dmg of target by an additional 2% if your shield slam them (hey its 10%, yeah but I have never seen a taction run combat superiority granting 8%, and I promise I am spreading that 8% whenever I hit a target  more than your spreading that 10% with your shield slam), and AP gain when you take dmg that you’re constantly mitigating.I know my dmg from the conq tree that I add is higher than a 5% boost for the party. How much dmg the ap gain from the Martial Mastery is up for debate and most DC’s and other already can spam their daily like an encounter anyway.

Race

I picked Dragonborn for the stats

Ability Scores: Grants you +2 to any two stats.
Dragonborn Fury: Your Power and Critical Strike are increased by 3%.
Draconic Heritage: You receive 5% more healing from all spells and abilities.

But any race should work.

Ability Score

Constitution for the increased health points and AP gain.

Strength for the dmg Bonus, Dot Resistance, Guard Meter .

Paragon Path

I picked Swordmaster paragon path for

Weapon Master Strike – Great AOE at will that will spread your weapon enchantment like crazy and major dps threat gain.

Feats

3x Strength Focus

Increase the Bonus from Strength by 15%.

3x Toughness

More health points.

3x Armor Specialization

More armor class which helps us survive the big hits.

5x Distracting Sheild

When you block reduce dmg of whatever hit you by 5%

5x Powerful Attack

More damage = More Threat

1x Weapon Mastery

Had 1 left over

Conqueror Feats

5x Take Measure

When you are crit, gain Temporary Hit Points equal to 1/2/3/4/5% of your maximum Hit Points. (50 second cooldown)

5x Wrathful Warrior

When you have Temporary Hit points, you deal 3/6/9/12/15% more damage.

5x Jagged Blades

When you critically strike a foe they begin bleeding. This bleed lasts 10 Seconds and deals 150%/300%/450%/600%750% of your weapon damage over it’s Duration.

5x Crushing Shield

Your Shield Slam and Tide of Iron powers now deal 4/8/12/16/20% more damage.

5x Tactical superiority

Deal 1/2/3/4/5% more damage and Combat Superiority Grants an Additional 1/2/3/4/5% Damage.

1x Reckless Attacker

When struck in combat you gain Reckless Attacker. Reckless Attacker increases your damage by 5% and Critical chance by 2%. Reckless Attacker lasts 10 seconds and stacks up to 5 times

Tactician Feats

5x Fight On

Lowers your cooldowns on encounters = more buffs & threat

5x Daunting Challenge

Marked targets now deal 2/4/6/8/10% less damage to your allies, and you.(tool tip lies)

5x United (thinking of changing this Maybe Rousing Speech,or crushing pin)

Allies within 30′ of you take 1/2/3/4/5% less Damage..

Skills

Rotation

Start with a into the fray boost, Mark target, Lunging Strike into the fight, Enforced threat to grab that agro, Tide of iron to debuff, then Weapon Master Strike. Then rinse and repeat.

Orcus or similar Boss fight’s “turtle tank”

Use into fray, Iron Warrior, Mark Target, shield up rush forward in between his attacks go for the following while using the Shield Slam(if stamina is low / slow dps) Else use Aggravating strike

Into the fray

Shield

Commander Strike,

Shield

Iron Warrior(stamina gain dmg resist)

Shield  

At-Wills

Weapon Master’s Strike

Best Damage at-will that is an AOE.

Tide of Iron

Stamina Gain and also puts a debuff increasing dmg by 20%

Encounters

Lunging Strike

(when you want more aoe/ movement)

Charge at your foe, and finish with a hearty stab that also damages enemies in a cone behind them. Enemies damaged by the cone receive 1/3rd damage, but you still build full threat against them.

Comanders Strike

(when you want to help the group melt a single target)

This skill makes your groups next encounter deal extra damage on any mob that is marked.

Enforced Threat

Aoe Taunt and marks every mob hit by it that applies the defense debuff.

Into the Fray

Great Damage buff for the group and increases run speed

Personals

Combat Superiority – Always on

Grants 5% bonus damage to the target and the target will deal 5% less damage to you. Ranking up this power will now increase both of these effects by 1% for every rank 8% max.

I also use the offhand ability to add more threat to anything affected by Combat superiority

I again switch my second personal depending on the situation

Steel Grace

Helps with movement speed and deflection.

Steel Blitz

If you feel like doing more dmg being slower

Shield Talent

For when you want to be a turtle tank(Msva/FBI/Orcus)

Daily

Villains’s Menace

You deal increased damage and become immune to CC’s

Fighter’s Recovery

After you activate this daily every hit you perform will heal you for the damage that it does.

Companions

Summoned

Green Scaled Bowman

I love this guys fast attack rate really helps build up to the 4 stacks of Protector’s Camaraderie really quickly and he buffs everyone’s dmg to the target by 5% not as good as the con artist / sellsword but he also stays at range which means he doesn’t drop as often as the other two since I am always standing in the red.

5% Bonus dmg for everyone and 8% Stamina gain from At Wills.

1x Defense slots 2x Offensive Slots for bondings and 2 belt slots and a Necklace

Equipment my companion runs

Rank 12 Bondings(most important thing there is for stats)

Personalized Aberrant Belt of Recovery x2

And

Personalized Adamant Necklace of Recovery

I run Azure’s in the offensive slots, and Black ice / Azure in defence slots I have been slowly changing these keeping my dmg Resistance at 80% while trying to add additional deflect and life steal hence the black ice enchants

Active

Air Archon

Increases your damage against targets not at full health by +2/3/5.% E

Fire Archon

Increases your damage against targets with less then 50% Hit Points by 7%

Rust Monster

5% damage debuff on attacker when you are hit and stacks 3 times.

The last spot I change depending on the situation

Blacksmith

15/25% chance to reflect 10% of damage taken. If the same target is hit 4 times it will reflect 3 times the damage taken.

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 bonus by .5%

Sylph

50% Control Resist

Mounts

Purple Courage are the insignia’s to focus on.

There is a huge amount of stats and Abilities to focus on here you can add a lot of defense from purple Courage insignia’s.

I suggest running

Again I swap out the 5th Mount depending on what I am doing

I keep Blue insignia in the Wonder’s fortune mount, due to not being so reliant on stats while farming. But I do keep insignia’s in each mount for a faster switch.

Boons

Coming Soon!

Stats to aim for fully buffed

Your a tank you should always focus on Defense / Damage resistance first and hitting 80% Damage resistance. After your bondings from companion proc and Protector’s Camaraderie gets 4 stacks you should be at 80% Damage resistance. Let shadowclad or negation take you the rest of the way to 95%.

Next focus on things that debuff the targets dmg, aka

Set Bonus: Valhalla

Companions: Rust Monster, Chicken

Feats:Daunting Challenge, Combat Superiority, Distracting Shield

Defense>Arm Pen>Crit>Deflect>Lifesteal>Recovery

Defense

Defense helps you survive hits so more is better and increases your damage resistance.

Don’t get to carried away though, because at a certain point it becomes less of a priority.

That amount you’re looking for is around 80% Damage Resistance

“Everyone knows 95% dr is the cap”

Let shadowclad or negation take you the rest of the way to 95%.

Armor Penetration

This helps you gain aggro and keep aggro on mobs.

6300 or 60% resistance ignored

Crit

Only after you are at the Arm Pen cap after companion procs my crit chance gets up to about 52% + 10% from restless attacker and even more if I run Steel Grace. I will be trying to get this to 70-80%, anything more feels like a waste as we don’t need 100% with how much AOE’s we throw out.

“Why not power?”

We heal from this Barbarian’s Revelry (Whenever you perform a Critical Strike, you are healed for 1.5% of your maximum Hit Points. This effect can only occur once every 2 seconds.With the amount of aoe’ dmg you’re spreading around you will almost always crit at least once every two seconds.

Deflect

This stat makes it so you take 50% of the damage you would of taken.

Once you are DR capped focus on deflection I also like this for the boon and the Storm King Thunder Underwear set bonus.

Life Steal

This is just as important as deflect but I want it lower so I get the bonus from the Frost underwear to do more dmg on a reflect.

Recovery

This helps you get your encounters faster so you can keep your Into the Fray up.We get a lot of cool down shortening from our lightning enchant so I don’t feel this is as important, I also almost always run with a Dev Paladin running Aura of wisdom.

12k is the soft cap.

My Gear

Enchants

Azures in the offensive slots

Azures in defensive slots, I am trying to swap them to Black ice enchants while keeping Damage Resistance at 80%

Dark’s in Head, Arms, Boots for more speed

Dragon’s Hoard in Necklace, and Quartermaster’s in the Belt (no fey cuz I don’t like picking stuff up)

Armor

The Blackthorn

Reinforced 200 Deflect

Vivified Shieldbearer Raid Breastplate  

Disclaimer soon(Viv in 1 Week)

Reinforced 200 Deflect

Pure Shadowclad Enchantment

When receiving damage each hit adds 10% to your Deflection rating and a 4% increase to your Damage Resistance for 8 seconds. This effect can stack a maximum of 8 times and expires when you successfully Deflect.

This is a great enhancement to increase deflect and acts like a negation when you don’t / can’t deflect(when you’re using guard..shield up you can’t deflect)

Vivified Shieldbearer Ward Gauntlets  

Disclaimer Soon( 1 Week for restore 2 More for Viv) Frostborn for now

Reinforced 200 Deflect

Vivified Shieldbearer Raid Sabatons

Reinforced 200 Power(was cheap would rather have a deflect here)

Rings

Ring of Rising Power +5

Ring of Rising Focus +5

Reinforced with AP Gain

Necklace

Cloak of Valhalla

Reinforced with AP Gain

Belt

Belt of Valhalla

Reinforced with AP Gain

Weapons

Shieldbearer Longsword

Transcendent Lighting Enchantment

You deal 32% weapon damage as Lightning damage with every strike. This damage chains 3 times at a 100% chance for each chain. If there are no chain targets you do 33% more lightning damage. Additionally, all cooldowns are reduced by 2% for the first lightning strike, plus an additional 1% for each chain.

This is the reason we can get by with less Recovery, and the chains help build AOE agro keeps those groups on you! Also you’re spreading your combat superiority 8% debuff 8%dmg buff.

Shieldbearer Shield

Combat Superiority artifact class power

Artifacts

Active

Lantern of Revelation

Use: Deals 5,500 damage to nearby enemies, and increases the damage they take by 16% for 6 seconds.

I will be switching this to a passive when tanking after next double refine.

Champions Banner

Helps the group by providing recovery and incoming healing.

Also Foes will deal 8% less damage for 30 secs.

Non-active

Horn of Valhalla

Heart of the Blue Dragon

I would suggest running another Defensive Artifact here if you don’t have the Emperor Beatle

Bruenor’s Helm

– Will be switching this to Banner to flip between Lantern and Banner

Champions Banner

Helps the group by providing recovery and incoming healing.

Also Foes will deal 8% less damage for 30 secs.

Conclusion

Check your stats when you upgrade gear and adjust boons and enchantments.

If you want to be conq at lower levels go for it I have been conq the whole time I have leveled up. Remember to stack Defense where ever you can get it boon etc take def over everything till you get up to your 80% damage resistance, life will get better after that. Remember to debuff the dmg of the target.Let your feats add to your dps and your offensive slots since those are free dps and you can not put anything defensive there anyway.

Try different things and see what works for you.

And remember Tank first Dps 2nd!

 

 

Oathbound Paladin support tank build mod 11

$
0
0

This is my first build on here and i hope you all like it, this is my Oathbound Paladin support tank build. This is the set up i currently run with.

Race: i chose the human race for the extra 3% defense boost and +2 on constitution.

All my stat points are put into constitution and dexterity. This is so you have as much hp and also a high deflection chance so you have even more reduced damage. This all will become apparent later on

Enchantments: For offense slots you want to have silvery for the extra recovery this will help you get your powers out more often meaning a constant stream of debuff and temp hp. For defensive slots you want to use azure enchantments but when you get to reaching the cap of damage resistance the you  can swap to cruel enchantments to have even more deflection.
Feats:

I haven’t fully completed a path at the end because i focused on a lot of support feats.

My powers i use are as followed

At-wills: Radiant Strike, shielding strike

Raidiant strike for your secondary at will attack as this is only used for getting into a fight, shielding strike is your primary at will as it provides you with a %45 shield after 9 landed attacks, this will help tanking even more because of the amount of reduced damage you receive.
Encounters: vow of emnity, templars wrath and bane

I use vow of emnity to increase the damage everyone deals to a target and to generate more aggro towards me, templars wrath gives me a lot of temporary HP which makes tanking easier, bane causing a further 30% defense reduction to a target if applying all 3 stacks along with a 30% attack reduction.

Dailies: Divine Judgement and shield of faith/Heroism:

Divine judgement is there to do a bit of aoe dps if you’re comfortable with your character. Shield of faith is a good daily to use as your main daily power since it gives everyone 30% damage resistance and also increase the incoming healing by 30% for 16s when maxed out with 4 points. Heroism is there for fighting bosses if needed to keep your temp HP up.

Passive: for the passive abilities you want to use aura of protection and aura of radiance when running regular dungeons however if there is another tank you can swap radiance with courage or truth,

Aura of protection is used to give all of your allies a defensive buff whilst aura of radiance is used to hold the aggro of the enemies if you have the power unlocked on your off-hand to increase the threat generated by aura of radiance then you shouldn’t have a problem at keeping aggro even with melee dps characters.

Artifacts:

With artifacts you want to get as much defense and deflection as possible i did this buy using the following:

Sigil of the guardian, oghma’s token of free movement, waters of elah’zad and the horn of valhalla

I use these the first 3 because they all provide defense and some control/aoe resist, the valhalla artifact is there because of the set bonus which is a damage debuff stacking 5 times. This is a glod set to have since you’re running support and want all the buff/debuffs you can get.

Companions: I use 5 companions that mainly focus on buff/debuff mainly on yourself but one does have a chance to debuff the attack of the enemy

Shadow Demon: this is for the initial hit to do basically 0 damage to you, this is where you stacking that dexterity comes into place.

Energon: This provides you with 5% maximum HP which is a nice little bonus for the paragon path which you gain power from damage up to 10% of your max health.

Frozen Galeb Dur: This companion again is a buff to yourself providing even more damage resistance when taking damage but it doesn’t stack on your stats meaning that its extra so you can be at the cap of DR and still gain another 10%. This is the companion i have summoned at all times with the bonding runestones on with items with defense and deflection with a azure enchantment in the slot provided.

Rust Monster: this provides a 25% chance to debuff any enemy that hits you with 5% damage reduction and this can stack up to 3 times.

Phase spider: this companion to me is a tanks best friend since it provides you with a 25% combat advantage reduction this means you can more damage and also survive longer if you get surrounded by enemies.

Boons: Im just going to put up screenshots of the boons, they are pretty self explanatory, since i have 3 campaigns to finish off anything that will add recovery, defence, HP, deflection, taking damage will give oyt damage after a a few hits are all viable options for this build.

 


Parrotzilla’s Paladin Tank/Buffer/PVP Build PS4 Mod 11 update

$
0
0

 



Hello there boys and girls!,

Welcome to my little build for Palatanks

My name is Gabriel but you can call me Parrotzilla, but nobody cares about this so whatever.

First of all some few things
-My native language is Spanish, so my english aint that great, but i will try to be as clear as posible

-This Build is mainly for endgear players, sure it’s viable for low item level but don’t expect to tank Orcus at 1.5k item level. Since mod 10.5 we got nerfed, our main encounter for tanking Binding Oath, doesn’t makes us Immortals as it did before, sure we can still tank, we are just not easy mode tanks anymore.

-This build if used for TANKING and PVPing, i dont care about being top 1 on damage boards, sure it’s nice when running with randoms, but i will not ask you to get a fire archon which is 400k AD on ps4 right now. Sure it makes damage, but honestly when running mSVA or FBI going DPS is a no no, it will just harm your team, just protect em and buff em, let DPS do the DPS, and you do the tanking. Sure you can get those fancy companions and do tons of damage, but at the end of the day you’re a Tank.

-IT’S OKAY TO DIE, SPECIALLY ON FBI, I can’t say this any other way, I have seen Tanks GF and OP, that go berserk when they die, dude chill, we all die just roll with it, right now im 3.5k il, and Orcus can 1 shot me if I don’t have my TEMP HP up lol.

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 completly, what do bonding runestones do?, when they’re at rank 12, each of them passes you 95% of your companion stats for 20 seconds when it attacks, so 3 ranks 12 means 285% of your companion stats, my companion currently has 3.9k defense, 1.8k recovery and 1.8 power, so im getting 11k defense, 5k recovery and 5k power when they proc.

“BUT BONDINGS ARE TOO EXPENSIVEEEE”

Hell yeah they are, cause they’re worth it, Don’t expect to buy em at rank 12, hell no, I got mines from rank 8

I run Clocktower 2 times a day with 10 characters, that’s 20 clocktowers a day, about 5min per run, that’s about 2 hours considering the login off and login in times and stuff, because of my VIP rank (i think 5 is the magic number), you get 5k AD per run, to a max of I think 7.4k AD if you pray (praying gives you bonus AD), so let’s say 15k AD each character per 2 runs that’s 150k AD per day in 2 hours, each Bondings r8 are about 120-130k right now on PS4, for rank 10 you need 4 rank 8 (r8+r8 x2= r9 x2 / r9+r9 = r10) that’s the hard part, from rank 10 on you don’t need another rank 10 to make it rank 11, you just need some superior marks of potency. so it’s not imposible, just farm, JUST DONT WASTE YOUR RP (refinement points), WAIT TILL 2X REFINEMENT

“BUT I DONT HAVE WANDERER’S FORTUNE SO I CAN’T FARM RP”

Well, you need that wanderer’s Fortune, meanwhile you can farm sharandar, there are 3 maps in sharandar, each with 3 quests (4 if you count the mini dungeon in it, DON’T BOTHER WITH THIS ONE) each quest gives you 1 lesser thaumaturgic Stone wich is worth 2500 RP (5k in double refinement event) , so that’s 9 lesser thaumaturgic stones per day so 22.5k RP per day or 45k RP in double refinement event.

Buy 4 bondings rank 8,

+8 to +9 takes 103,680 RP, so you would need 42 Lesser Thaumaturgic stones (5 days of farming) or 21 thau   (3 days) in double refinement event

again 

+8 to +9 takes 103,680 RP, so you would need 42 Lesser Thaumaturgic stones (5 days of farming) or 21 thau (3 days) in double refinement event

now you have 2 bondings rank 9

+9 to +10 takes 311,040 RP, so you would need 125 Lesser Thaumaturgic Stones ( 14 days of farming) or 62  thau (7days) in double refinement event

now from rank 10 to rank 11 it takes 622,080 RP so you would need 249 Lesser Thaumaturgic Stones ( 28 days of farming) or 125  thau (14days) in double refinement event

then at rank 11 to 12 it takes 1,088,640 RP so you would need 436 Lesser Thaumaturgic Stones ( 49 days of farming) or 218  thau (25 days) in double refinement event

I know it sounds like a lot, but wanderer’s fortune helps A LOT, because remember peridots, aquamarines , saphires all worth the same for anything, and that’s a lot of RP. It took me 2 months to get my bondings from rank 8 to rank 12, only had wanderer’s fortune and my bondings nothing else, no fancy companion, only rank 8 enchantments etc

 

so yeah i think that is all, anyway let’s start it.


Honestly any class is good for Paladins, I wanted to chose Tiefling

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.

But I was new to the game, and stupid and well I Chose Human (mainly cause human had beards and Tieflings didn’t hah)

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.

Human aint bad tho, you get extra defense, but im gonna re-roll to tiefling later on for the bonus damage, debuff and extra CHA for PVP,  any Race is ok if you have the cash and got the Dragonborn race, then go for it man, just make sure to put CON and CHA as your main Attributes


 

 

CON and CHA, all the way baby,why?, because CON gives you HP and Damage resistance, and CHA gives you Action Point gain and Combat Advantage Damage

These are my current:

I Rolled with

10 Str
22 CON
8 DEX
10 INT
13 WIS
15 CHA

If i ever re roll my character, im going for a bit more of CHA maybe 20 con 17 CHA or 19 CON and 18 CHA, not sure yet, since i first need to get my azures to Rank 11 or 12


 

 

DIVINE ACTION :Activating Divine Call generates 5% of your MAX AP, NICE

WEAPON MASTERY: Increases your Critical by 1% you can use this point elsewhere, I used here mainly for PVP Light’s Shield would be nice too You can Skip this one if you wish.

TOUGHNESS: Increases your Max HP by 9% NICE

EXEMPLAR’S HASTE: Encounter power recharge 6% faster

WRATHFUL STRIKES : Your Atwill powers deal 6% mode damage, NICE

IMPASSIONED PLEAS: You generate Divine Call 6%, If i Re-roll to Tiefling im going to leave this without any points

STEADFAST: Each point of CON grants 2.5% additional Max HP

PARAGON

Paragon, we gonna 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.

Now let me explain each of these Feats to you, so you understand a little bit more these.

Boung By light
By using Templar Wrath we Stun the enemy, this feats make that stun to last more (Doesn’t works on bosses), Honestly I chose this because of PVP, but it works great on Dungeons with PVE, Swift Flash is a great option aswell as you Run faster when you’re struch by an enemy, but you dont want to get infront of some enemies with your Healer / Buffer left behind hah

Flash of Light

Well this is a way to buff our Allies, which 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 this that one.

Radiant Champion
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 and Soloing, i may change to this one in a future.

Echoes of Light
THIS IS AMAZING GUYS, when using an atwill power, you have a 10% change to Recharge all your encounter powers, happens every 15 secs, this is a life saver, the alternative is Beacon of Hope, wich is just not as awesome.

Purifying Fire
not much to say about it, you deal 10% of your weapon damage as Fire when using your Atwill, but it’s removed when you use an encounter, this is kinda nice on PVP and when soloing, Honestly i just have it stocked because the alternative is a no no.

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, again this is a live saver

Now the Light Path

why light and not Bulwark?
CAUSE WE NEED TO BUFF THE TEAM, sure if you’re having survival problems you can go justice/bulwark, but honestly i rather share 25% of my power to my teammates so they can kill faster you will understand this when tanking ORCUS or FBI, when you got to kill the Monsters as fast as possible or they will kill you hah.

Gifts of Light

Well it was the best one from the first two hah

Warrior’s Bastion
10% more defense from equipment not bad, better than getting more AP from healing wich we never do.

Aura Gifts

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 power without buffs, this means it only affects the power your equipment gives you, like radiant enchantments, or the power on your equipment (Mount Insignias work)

NO, it doesn’t works with Bondings, or buffs

“THAT AIN’T AS NICE AS BULWARK DUDE”

Well screw you, i have 28K base power, so i give my team mates 25% of it, THAT’S 7k POWER TO MY TEAMMATES,

IM A WALKING LEGENDARY MOUNT

But yeah ,if you wanna go Justice/Bulwark is ok too, I used to be this before I had my Bondings r12 , if you’re going Justice/Bulwark i would recomend getting Unflinching Resolve (Control resist is raised by 10%), Stand Fast (While you’re not moving gain 5% Damage resistance and Deflect Chance) , Sanctity (When you are healed you gain 4200 (at lvl70), Defense, Deflect or Regeneration for 15 secs, and has a 30 sec cooldown.

 

 

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 because the extra shield is nice, for both PVE and PVP

Encounters, Templar Wrath should always be active

Auras

Depends on the Situation, i will explain below

Dailies

Why not use the bubble?, cause i hate it now, is not worth it, i rather use shield of faith, and just spam Divine Judgement.

Ok i left rotation of powers for each situation at the end of this guide, mainly because it’s gonna take a lot of space, so yeah you can click here to go to the Rotation part:

 

 

 

ok, this is the tricky part, most Pallies will tell you Recovery is the main stat for you, this was before MOD 10.5 with binding oath and bubble nerf, sure recovery is usefull, but our main stat is POWER.

Simple:

Offense:
Get your Recovery to 6-9k ish, I got 10k recovery, that’s 3k more than I should have, wich im going to fix later on. Why recovery?, because it will let you have your encounters faster for you, and since we tank with our temp HP, templar Wrath is something we need to have ready all the time.
Get your Armor Penetration to 55% Resistance Ignored, This is something many players overlook, this helps A LOT getting more TEMP HP from Templar’s Wrath, and we tank with our Temp HP, so yeah we need this

 

After Achieving this, get everything else on Power.

 

Critical is ok too, but I dont stack it since i have the owlbear cub, why is critical nice?, cause when you do a critical with templar wrath you get that Dmg x 300 as Temp HP, so it’s kinda nice, again I don’t stack it.

Defense: Get your Defense to atleast 60% Damage Resistance, the rest on HP, Deflect you wont need, let shadowclad do it’s job.

Remember your Companion doesn’t pass their HP with Bondings, so dont waste your Radiants for defense slots on your companion.

These are my current stats unbuffed

and with Bondings buffin me:

How do I have so much base power?, well, my build i focused on power , armor penetration and HP, and let my companion pass me the Recovery and Defense I need. BUT I’m part of an amazing Guild, wich has some nice Power and HP boons, wich are about 7k power and 30k HP Joining a Guild with boons is the best thing you can do on this game, and way cheaper than getting a legendary mount ha

 

 

 

This is my current equipment

“But Parrot im just starting the game i can’t have those nice boots or those rings omgwtf”

Im going to start with basic equipment for those newbies out there.

Armor set:

Dusk set
Restoration or ward?, Depends on you honestly i would go for the POWER ONES, but if you’re having problems with defense, then go with defense or recovery ones.

You get this set by using tradebars, you get tradebars by opening lockboxes the total bars you need for the full set is 275 tradebars, you get from 5 to 15 i think per lockbox you open… so yeah, start opening them, or farm demonic ichor and get the DROW set, whatever suits you 🙂 I used to have two pieces of Drow and 2 pieces of Dusk.
MOD 10.5 added some equipment,you could farm

Master Demorgorgon to get the Brynnyr’s demise,

wich gives you 2000 power if your power lower than your defense or 2000 defense if your defense is lower than your power. wich is really nice, and it LOOKS AWESOME,

I used this before i got the Jarl’s Gaze, wich is really nice aswell, im thinking about not restoring my ward Relic Helmet and just keep this one haha.

The Jarl’s Gaze is being drop on Master SVA.

for the chest piece I wear the LifeSilk Spineret

it has decent HP, high power, Recovery and some defense, and also looks really nice, This one is being drop on Master Temple of the spider.

Another good piece is the Deepknight’s Brigandine

wich gives 50k hp, that’s 25k more than the Lifesilk spineret, but you loose 1.4k power and recovery, depends entirely on you. this one drops for us pallies on Throne of the Dwarven Gods, wich is way easier to get than the LifeSilk Spineret, specially for low level ones.

For Arms and Feet well the ones they added aren’t really that nice for us, i used the Dusk parts till I got the dragon flights and now I use the relic Restoration Boots, wich are awesome, and hoping i get the restoration arms aswell 😀 for arms im using the dragonflights ones and will be changing to relic ones as soon as i get em.
Rings:
Well, I never liked under dark rings, so I always used the Rings you can do on Jewelcrafting at lvl 25, jewelcrafting aint that hard to level, takes about 2 weeks, don’t waste AD on rushing it, take your time, I used Recovery and power Ring and the Armor pen and Power ring with double slot, for more item level.

Once i started doing MSVA, I started to get these amazing new rings and was lucky enough to get two legendaries 😀

if you like the underdark rings, you’re free to use them, I used a brutality +4 back then, but well 400k power for 8 secs every 30secs aint that nice and they’re no longer gonna work on companions on mod 11 so no use to me.
Shirt and Pants

Get the Drowcraft shirt and pants from the AH, they’re are not expensive. if you’re cheap then farm heroics for demonic ichor and get em on Mantol-Derith

Don’t waste your AD on the exquisite gemmed shirt and pants.

Once you start the Storm King’s Thunder Campaign get the Everfrost Shirt and pants which are AWESOME. The set Bonus is something most people overlook, but I think it’s an amazing Bonus specially for PvP. Plus you’re gonna need these for FBI and mSVA

SET

what do i mean by set?, I mean Necklace, Waist and Artifact, most Artifacts have a set, that gives a bonus, I use the Black Ice beholder, why?, because the belt gives me CON and CHA, and the effect is kinda nice. BUT if you’re having problems tanking you may aswell use the Constitution Belt, is up to you. or the Valhalla set.

If you’re going Full PVP i would recomend the Orcus set, wich is not cheap, but it’s nice.
Artifacts, well Im not a person who has used tons of cash on this game, I have used so far 30 Dollars in the 7 months i have been playing, for 2 VIPS and to get a mount on the black friday 50% off event. So I don’t have any fancy Artifact. I use the ones I have gotten for free from other toons at lvl 60 and well the black ice beholder wich was about 200k AD. For those who don’t know it, once you get a Character to lvl 60, you get a quest called vault of the nine when you finish it, you will get a free artifact for that character, once you get it, that’ artifact is unlocked for free for any character on the account.

NOTE AT LEVEL 30 you will get a quest to get a free artifact, you will choose between three artifacts, the lantern, the catalogue and the water drop, I was an idiot and chose the catalogue… yeah though having a portable store was awesome… do youself a favor and get the Lantern.

I use the Sigil of the devoted as my main wich was best in slot back when Bubble was a thing, but honestly im thinking on getting the Lantern to debuf the enemy to help my team kill it faster.

Sigil of the Oathbound Paladin Nothing fancy, HP power and Aoe resist

Sigil of the Great Weapon Fighter HP power and armor penetration, NICE

Black ice Beholder, this one I got it because of the set, the stats on it are really nice.

 

Enchantments:

Well, for Offensive ones, as I said before, just get your Recovery to 7kish , your Resistance Ignored (Armor pen) to 55%, (Soft cap is 40 ish and hard cap is 60ish, remember Radiant Strike gives you 5% Resistance Ignored)

also remember with the Aura Gifts Feat you share 25% of your power to your Allies, BUT only Base power, not buffed by either Buffs or Bondings, what I do is, My character has 3 Dark enchantments and my companion 1 Necklace with Armor Pen, so I get my 55% Resistance Ignored. and the rest are RADIANTS, while my companion has full silvery for the Recovery. that way my base power is high enough to be worth sharing with my allies.

For Defense well i have my azures r9 and r10 wich give me 60% Resistance, remember PVE cap is about 85%, but once I get my azures to r12, i will switch to Radiant on my character for HP.

NOTE: I currently have 60% Resistance with my bondings, I feel fine with this number, remember Paladdins that take the protection paragon have 10% increased resistance, wich is not reflected on our stats, and circle of power gives us another 25%, so for bosses Im fine 🙂 going to wait for mod 11, since anoited army is getting nerfed so I’m think we will have to raise our def to the cap wich is 85%ish

Utility. This is up to you, I used to wear Dragon Hoard for the extra refinement but it’s not worth it, Im slowly changing to Dark enchantments for the movement, if you’re low on Powerpoints, azures would be nice too. Quartermasters are awesome aswell, but you need em at highlevel.

Weapon Enchantment:

Lighting , why?, it’s awesome, and helps you with agro, I have mine at R11, and IT’S AWESOME, and on mod 11 it’s gonna be even better. Dread or Vorpal is nice too if you’re staking crit, since it affects the ammount of HP Templar Wrath gives.

Armor Enchantment:

ShadowClad, No contest. “But but negation is better” nah, Negation is not that nice, Shadow clad at rank 11, raises your Deflect by 10% and your Damage resistance by 4% for 8 seconds every time you’re hit, and can stack a max of 8 times. That combined with the deflect boons , the Everfrost Clothes and the shadow demon = WIN WIN. just NEVER UPGRADE IT TO RANK 12 at Rank 12 it will make you dissapear, sure it’s nice for PVP, but for PVE as a tank is awful , you will lose all your Agro.

 

Weapons:

So you can start with getting the Fire ones, either by buying en off AH or Farming motes, honestly they’re not expensive about 70k each piece, so 150kish AD, farming em would take around 4 hours nonstop.

When you start doing mDemo, get the Twisted ones, they’re really nice. Im using this at the moment, I will get relic ones eventually, just focusing my AD on getting my enchantments to r10.

Artifact Weapon Powers:

Main Hand: Well the shielding strike one is pretty useless so I’m using the Radiant Strike power

Off hand: Vengeance, no contest, it’s awesome!, works like radiance, so you gather Agro, and it’s awesome on PVP, just awesome.

 


 

 

Some Paladins tell you to get the fire archon, Air archon , Earth Archon, Siege Master, Owlbear to maximize your DPS.

Again i believe in debuffing the enemy and buffing the team is the real job of us tanks instead of being a DPS, mainly cause on FBI oh boy, try doing 400M damage as DPS do while tanking.

The companions I use are these

Laughing Skull

 This is my main, Honestly anyone you wish to use is ok, I used Earth Archon but moved to Laughing Skull mainly because the two rings , neck and the attack that provokes the enemy and debuff their damage by 8% for 5 secs

if you’re low level and can’t afford this companion (I bought mine on 400k, when it was cheap) you can get any companions with defense slots, once I get the Azures on him to RANK 12, i will see how much damage resistance I got, and probably will change to CON MASTER, for the Defense Debuff it got at rare level. Ambus Drake would be best in slot for the 20% defense debuff, but it’s 4m AD so no thx haha

Shadow demon

Remember when i told you you didn’t needed any fancy companion? this is the exeption, this is a must have, why? because screw damage when you deflect, and that with the Shadowclad at Rank 10 or 11, <3, GET IT ASAP Just one thing,

NEVER USE THIS ON ICEWIND DALE for PvP OR SIEGE , It’s glitched and it’s friking cheap, if you use this on that, you will be known as that pally that uses a glitch to his advantage. Just dont.

Rust monster

I honestly got this, cause it was on 100k lol, 25% chance to debuff the enemy damage by 5% and stacks up to 3 times, so that’s 15% damage debuff + Bane debuff 30% = 45%, not bad, when im soloing i change this to the yetti, wich I love.

Chicken

Well i got it on the winter festival and was bound, it’s not so bad, if you get hit by more than 25% of your hp, you move 40% faster and the attacker gets 10% debuff, honestly not sure if it procs a lot, haven’t checked but well it’s what I got lol.


Owlbear CUB

“BUT PARROT YOU SAID YOU DIDN’T CARED ABOUT DPS YOU ASS”

I know I said that, but well, since i made my paladin, i read everywhere about this companion, and how amazing it was, and kept farming and farming and farming for when it came out, so when it finally came out, couldn’t help myself hah, it’s really nice, raises your DPS by a lot and your threat, if you can’t afford it, it’s ok, you can save up and get a dread warrior, wich raises your threat when you’re getting hit :D.

 

NOTE:

Owlbear cub doesn’t affects templar wrath’s, Many people have asked me about this, no the damage done by it’s bonus doesn’t affects templar wrath, that would be awesome tho, it  only helps to DPS and well get more agro , but again is not necesary, if you’re having trouble gathering agro, get dread warrior wich is nice aswell and cheaper.

other good companions are the Yetti, Frozen Galeb Duhr, Galeb Duhr, Black Smith, Dread Warrior (for threat)
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

 

UPDATE:

I just switched to CON ARTIST, man it’s amazing, I lost tons of Defense (my defense is down at 50% damage resistance), but honestly it’s worth it, this guy debuffs the enemie for 10% of their defense, and if all 5 guys in the party have it, man it’s amazing cause the buff stacks. To help with the lose on defense, I now drink Superior Fortification Potion wich gives me 1,000 defense for 1 hour and they’re pretty cheap too on AH, also  Potion of Heroism  wich raises my primary and secondary Attributes for 1 hour (you can get this on sharandar or AH)  😀

 

 

 

 

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.

What’s an Equip power?

See on Equip Power, it says “Dominant Force” 2k power, that’s an equip power, Only purple and Orange Mounts have special powers like that, so wich one do you need?, I got the Power one, the Defense one, the recovery one and the movement one, I always use the power one. BUT the polar bear wich has wanderer’s fortune is a MUST GET, and has 2k defense, so if your’e low on cash, i would rather go for the Polar bear with 2k defense and Wanderer’s fortune to get my items leveled up as quickly as posible.

Combat Power, here’s what you would see if you had a Legendary Mount, wich I dont sadly, not really sure how they work, all I know the best one to get is the Disk for the 4k recovery and nice Combat Power it has.

“But parrot, what’s this Wanderer’s fortune you talk about?”

Well, see 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

 

Protector Camaredie: 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, if you have the AD available, but not he one we need the most.

Assasin’s Covenant: You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power. (MAINLY FOR PVP)

Protector’s Friendship:  Whenever your summoned Companion attacks, you gain 1% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.    Nothing fancy, but it helps.

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 seconds. THIS IS A MUST HAVE

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.   I use this to walk faster, since paladins are SOO SLOW, not really necesary

When I solo well, all I swap is the Protector’s friendship for

Wanderer’s Fortune: You have a 4% chance after killing a foe to find a Refining Stone at your feet. This one is really nice, you get tons of Refinement out of this, just be sure to buy the polar bear from the Zen market either using Zen or AD, DONT GET THE SPIDER, because it will stick to only 1 character, while mounts bought from the Zen Marker, are for EVERY SINGLE CHARACTER on your account. and I farm Clocktower n sharandar with 10 characters so yeah.. Tons of refinement haha
So from all my mounts, the only effect that I think is a MUST HAVE, is the Artificier Persuasion
“But Parrot, 10% for 15 secs aint that much”
F you. let me show you something
 “Haha, 3k Recovery , Movement, action point gain and stamina gain for 15 secs are not worth it “
That’s Unbuffed, without Bondings Proc, now let’s attack an enemy and get the Bondings and protector friendship/Camaredie Buff
Yep, it scales with buffs, and using a Mythic Devoted sigil, that’s 3 dailies in 15 secs, and the artifact on mythic has a 1 min cooldown, so it’s pretty awesome for both PVE and PVP.
The other Mounts can wait, get one with Artificier Persuasion, right now the cheapeast one on PS4 is the Tuigan Courser, wich goes for almost 90k AD,next is the 2k recovery Enchanted Courser, wich is 600kish AD on PS4. Then it’s the 3.6k ZEN recovery one on the ZEN market.


 

 

 

Elemental Evil:

Wave of Force: 300 Power and 2k HP

Earth’s Renewal: 400 Regenaration and 2K HP, honestly here the Lifesteal severity, but is up to you.

Blazing Resilience: 400k Recovery and 2k HP, the Critical one aint bad either, but I’m not stacking any Crit since I got OwlbearCub

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, this is really nice, the Critical is nice too, but again Im not stacking Critical.

 

Maze Engine

Abyss Regeneration: 400 incoming healing Bonus, honestly I think the lifesteal severity is better, but since I have really low Lifesteal yeah…

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

Displace Fate: When below 30% Health you gain a shield increasing Dmg Resistance by 60% for 3 secs. Useless on PVE since we are aiming for 60% Dmg Resistance and the cap for PVE is 80%. BUT AWESOME for PVP.  The Crit one is awesome aswell or the control strenght aswell.

Dread Ring

Reliquary Keeper’s Strenght: 250 power and 250 movement

Illusory Regeneration:  400 Regeneration Both are useless

Forbidden Piercing: 3% Resistance Ignored, may change this once I get my dark enchantments to rank 10 and pass the 60% Resistance Ignored  cap

Enraged Regrowth: When taking damage chance to heal up to 20k HP and get 4k Defense for 10 secs, i will chance this to Shadowtouch once i get my azures to r12

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

Rapid Thaw: Gain 400 Recovery

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 gotta change this one to the deflect, since im not stacking Crit.

Elven Haste: Gain Action Points 3% faster

Elven Ferocity: When striking a foe you have a chance to deal up to 20k Arcane Damage

Fey Thistle: When you Deflect an attack you deal up to 3k Damage to your attacker

 

Tyranny of Dragons

Dragon’s Claws: 400 power

Dragon’s Shadow: 400 Deflect , Crit is nice aswell, but again Im not stacking Crit.

Dragonic ArmorBreaker: 400 Arm Pen,  Defense one is nice aswell, up to you.

Dragon’s Greed: 400 Lifesteal, honestly both are useless to me, just chose randomly.

Dragon’s Fury: 5% Crit Severity, Honestly this campaign’s Boons are Useless to me till the Arm Pen one.

 

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

Dwarven Footing: Control Effects will now have 5% shorter duration when applied to you, THIS ONE IS UP TO YOU, I like the control effect reduction because of pvp 😀

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.

Frozen Reflection: When you Deflect an attack you deal up to 5000/6000/7000 damage to your atacker, <– this one combined with the shadowclad is really nice on PvP, i have one point on this 😀


 

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 hp, until a max of I think it’s 300% of your hp. don’t quote me on that tho since i got almost 200k hp and have got once 700k temp hp.

Soloing

Radiant L2
Shielding Strike R2

Aura of Courage
Aura of Vengeance or Wisdom

Templar Wrath
Burning Light
Smite

Divine Judgement

Dungeons

Exactly same as before, UNLESS you have really low defense (I mean below 50% damage resistance, and you’re dying a lot, then change Aura of courage for Aura of Truth or Protection and Burning Light for Circle of power.

BOSSES:

Radiant L2
Shielding Strike R2

Aura of Courage
Aura of Vengeance or Wisdom Or Truth if you’re getting 1 hit

Templar Wrath
Circle of Power if you’re having problems surviving otherwise Burning Light or Relentless Avenger for AGRO

and the most important

BANE

LISTEN TO ME, BANE IS IMPORTANT, I DONT CARE IF YOU WANT TO DPS, I rather Debuff the enemy Damage and Defense by 30%, than doing 5m more damage myself on the damage board, this is what i meant by saying this build is for Tanking, you just wanna do dungeons as fast as posible, let DPS do their work.

Ok now the interesting part, CN and FBI

 

CASTLE NEVER

The beholder at Castle Never, I have always had problems with this one, as it keeps staring at my team mates, if you’re having the same issue as me, well, what I use is this

Radiant L2
Shielding Strike R2

Aura of Courage
Aura of Vengeance or Wisdom Or Truth if you’re getting 1 hit

Templar Wrath
Vow of Enmity
Bane

With Vow of enmity on an enemy, you deal 20% more damage to it 50% at rank 4, plus all the players attacking the enemy generate threat for the Pally, this is the only way i have got to make that BOSS to focus on me hah.
Ilitrich is easy cake, just cast Bane on him, and use either Circle of power or Burning Light, up to you, the other Auras, at wills and Dailies stay the same.

ORCUS

 

Oh man, here is where a child becomes a Man (FBI is where a Man becomes a Legend)

So, many Paladins out there are having problems tanking orcus since MOD 10.5. Here’s the way I do it

Radiant L2
Shielding Strike R2

Aura of Courage
Aura of Vengeance or Wisdom Or Truth if you’re getting 1 hit

Templar Wrath
Circle of Power
Bane

Divine Judgement
Shield of Faith
First of all,Make sure to enter Orcus with your daily full, and DONT RUSH IT, seriously don’t you will get 1 shot, start with Templar Wrath to get some Temp HP from your teammates, then apply 3 stacks of Bane to Orcus, If the Cleric on your team is cool he should be casting Anoited Army by now, now is the time to rush him.

If he hasn’t Casted Anoited Army, well you will have to make sure Templar Wrath is ready to use, cast Shield of Faith (Your daily) and rush him, pray to the GODS that he wont 1 shot you lol, use Templar Wrath to get your Temp HP asap, cast Cirlce of power, Bane and repeat, non stop, once you have your Temp HP to about 2 times your hp, you’re good to go, he wont 1 shot you, hopefully, unless it glitches and drains your Temp HP without even attacking you hah honestly Tanking Orcus now a days is pretty hard, cause he can 1 shot you when the battle begins, or when he returns after the second clap, just make sure to have Anoited Army (Cleric’s Daily that makes you pretty much invincible for 4 hits) on you or Shield of faith.

Also when he claps, make sure you pay attention for spheres, they can and will Kill you easily , when he’s about to clap you better take few steps away and raise your shield just in case, if you see big red circles around you, stop tanking and start dodging the Green Spheres.

Here’s a little video of me tanking Orcus with some randoms back when I was about 3k or 3.2k item lvl.

 

And here’s a video with some Great DPS again tanking Orcus.

 

UPDATED CN at 3.8k Ilvl & Conartist (Plus shard, sadly at 700k AD )

 

FANGBREAKER ISLAND

 

Ok, so this is to me the hardest Dungeon yet, bosses aint hard, but Giants hit like Orcus and you encounter em in pack of 2 or 3, sometimes 5 if the team is stupid enough to rush em. For this Dungeon I use these powers:

Radiant L2
Shielding Strike R2

Aura of Protection (If your Damage resistance is 60% then use Aura of courage, so your teammates do more damage)
Aura of Truth

Templar Wrath
Circle of Power
Bane

Divine Judgement
Shield of Faith
Strategy, well it’s easy once you get to it

The first Stage before the First boss, is the hardest part on this Dungeons, mainly because the Giants here, hit as hard as Orcus, prepare to die here by a lot.

First of all, before entering FBI, make sure ur everfrost resistance is above 30%, dont be a stupid person and just enter the dungeon, and once u’re in remove all your everfrost equipment, DONT, the everfrost Shirt and Pants are a must have plus the reinforcements for these, they’re not expensive around 20k AD at AH on PS4.

so anyway, let’s get to it, here’s a video of me tanking FBI. Nothing fancy, we GEAS the last boss, stunning him for a brief time, he attacks from time to time, but honestly it’s better than the blizzard bug wich is really hate, cause i feel useless, you can ever see me telling me not to glitch him, just use GEAS on him.

 

Problem is, i didn’t know Playstation only recorded videos of 15min hah, so you can see me starting to tank the second mobs and kill the Manticore.

Then it cuts the whole Goblin area and goes to the turtle fight, you didn’t missed that much honestly, i will try to record another video.

Now at the begining I cast Circle of power, that’s me telling my team mates to stay there, and not follow to the top, I cast Bane on the first mob I see and run back down

Why am I run back down?, BECAUSE THEY’RE GONNA DIE ANYWAY (Dps and DC’S) so they better respawn next to the battle. Plus there’s a giant with a drum on the top, and he will buff the other enemies.
now strategy for this first part is easy.

Order to kill the mobs
1.- Little guys, they’re so annoying, and can knock you down, and that’s a nono with giant rocks being thrown around you
2.- Polar Bear, because screw polar bears, think they’re cool cause they live in the ice and stuff.
3.-Giants with no shield, ok so remember when i told you enemies on FBI hit like Orcus?, Im talking about these guys, honestly when they attack with their hammers they dont hit hard, BUT when you see one dashing through, you better run brother, cause he’s going to thrown a rock at you and 1 hit you, They dont care if you’re Item level 4.3k and have 80% damage resistance they just DONT CARE, you will notice after you see one of them dash through, that a big ass red circle will appear on the ground, well that’s the giant rock coming, You better run, or you’re getting 1 hit, this is something all tanks out there need to know, if you master this FBI is a piece of cake. you can see me in the video always looking at the ground when i see a giant dashing throught.
4.- Giants with shield, these are easy kills honestly
5.- Giants with Drums, make sure to leave these away from other giants, generally they dont move, they just stay there being all Ringo Starr, buffin the other Giants, they’re pretty much harmless otherwise.
So after the first part,

Be careful, there’s a little road, make sure your team stays behind , just run halfway throught, and look up, once you see a cloud of Snow coming down, go back, cause it will knock you down, Agroing another Giant and his stupid Polar bea down there. You can see in the video couple of guys trying this, just to get their companions knocked down.

After you pass to the next part, just Use bane on the first guy, and RUN BACK,

 

THIS IS WHERE THE VIDEO STARTS

hope they wont 1 shot you hah. same as before be careful of giant rocks.
Then go back up, and kill the rest of the guys, make sure to light the Campfire, if it glitches and you can light it up, man you’re screwed and it’s gonnna be a hard time respawning from the begining when a dps dies.
As you can see i keep calling the mobs using Bane, this way we only fight em in groups, instead of fighting em all together, wich is slower but safer.

Now the first boss, this one is easy, just make sure he doesn’t knocks you down the edge, i was gonna use relentless avenger, but then again, i rather use circle of power, so my team mates get more damage resistance. plus I make more damage while inside it 😀
After the first boss, NOT SHOWED IN THE VIDEO

Just rush to the door and wait there, the secret here as in SVA is not to rush the enemies, just wait for them to come to you, if a DPS rushes an enemy that’s coming from far away, he will only get 1 shot.

Turtle

Oh my god, i hate this boss, honestly im new to FBI, just started doing it 2 weeks ago, but man i hate this boss, not sure what the mechanic to his attacks are, but he will drain your TEMP HP, that’s why Im usin Absolution, i dont spam Templars wrath, since i only use to get a much as Temp HP as posible at the begining and to recharge it when the damn turtle empties it. Just make sure you’re looking somewhere where there’s no Ally or Companion When you cast absolution or you will cast it on them. wich is a no no on this boss, I usually look up in the sky.
When the turtle leaves, just use the exploding runes to hit her, easy.

repeat this about 3 or 4 times, you can see at the end of the fight, it actually 1 shot me, not sure how hah.

Then well the next step is beast to remove your companion, since it will attack the mobs and make this part a lot harder, just look around for the ring ignoring the enemies.
Now the final Boss, well on the video we used GEAS to stun him for a while, but it’s an easy boss, just make sure to destroy the ice ASAP.

and well that’s all guys, the hardest part is the first with the giants and well the turtle, wich somehow 1 hits you .

 

UPDATED FBI at 3.8k Ilvl & Conartist (full video this time)

 

Assault on Svardborg (Master)

Easy Dungeon, again as FBI you need the everfrost resistance, now, when you enter the dungeon, make sure everyone stays in the middle, let the enemies run to the tanks, not the other way. the best way to make this dungeon in my opinion is with a GF and a OP.

Same as FBI

Radiant L2
Shielding Strike R2

Aura of Protection (If your Damage resistance is 60% then use Aura of courage, so your teammates do more damage)
Aura of Truth

Templar Wrath
Circle of Power
Bane

Divine Judgement
Shield of Faith

Cast circle of power at the middle of the Dungeon,and tank as much as posible, once the % gets to 100% run to the pillar at the left of the throne.

Now tanking the Giant, this is kinda fun actually, just make sure both tanks are tanking him with your backs looking at the throne, so the DPS are on the other side, and have anough room to run around with red circles around em.

You need to watch out for red arrows above you, if both of the tanks get 1 arrow, well you will be hit hard but not as hard to kill you, BUT if you get two arrows on top of you, the other tank is way too far away from you, and those two arrows will 1 shot you, so yeah, tanks need to stick together and make sure to keep an eye on your buddy, remember no tanks = dps dead.

After some damage the giant will call the manticores again use circle of power and bane on them and keep attacking, repeat this for about 3 times and you’re done. easy 😀

here’s a video of it:

 


 

 

 

 

 

This is the fun part :D, I love PvP,  Paladins are just OP haha. ok so what do you need?

 

YOU NEED A PVP SET, start with the one you buy off with bars, the Warborn Gladiator set. and get a blue helmet with Tenacity off AH, cause we aint wasting ZEN on the warborn helmet lol.

Anyway win some matches and get the Prestige Gladiator set, I personally use the prestige helmet and Cuirass and the warborn arms and boots, because each give me 500 Tenacity for having 2 pieces of each on,in a total of 1000 tenacity, so yeah nice!.

once you have that if you have PVP rings, get em with deflect and Armor pen, I use the same as I use on PVE, but my guild has Arm Pen boon, so i Switch from Power to Arm Pen boon, (there isn’t a Resistance ignored cap on PVP, so feel free to stack as much Arm pen as possible,)

 

Powers:

Atwills:

Shielding Strike (You can use Valorous if you wish too)

Radiant Strike

 

Encounters:

Templar’s Wrath

Relentless Avenger

Vow of enmity

 

Auras:

Courage

Vengeance (with artifact power on)

 

Dailies:

Divine Judgement

Lay on hands

soo it’s easy, Vow of Enmity marks the enemy and you make 50% more damage to the enemy, so just keep casting it on an player you wish to kill and just spam relentless avenger, templar’s wrath and divine judgement on him.

Don’t overuse Divine Judgement tho, sometimes i get killed when I try to kill a player and two other appears, use your daily wisely  lay on hands is awesome.

and stick to your team, yeah DPS will most like steal most of your kills, but hey at least you’re not getting owned, if you’re fighting a really hard team you can change templar’s wrath to cleansing touch , specially trappers or CW wich can control you, cleansing touch takes off any controlling effect and heals you, pretty nice, but templar’s wrath stuns the enemy so yeah .

Another annoying combination is Templar’s wrath, Cleansing touch and Binding Oath, it’s like a giant AoE BOMB, just stay in the middle of the enemies, you can use bubble with this combination too, to maximize dps, Binding oath gives you 100% of your hp as a shield for 8 secs, and when the time expires or your shield gets melted, you will receive 50% of the damage and 5 enemies around you will get 100% of the damage… so yeah is like being  a kamikaze you may get killed, but you will surely kill 2 or 3 guys lol.

Mounts, i use the same as when I pve, exept for the protector friendship /Camaraderie

Honestly I use those cause they were free on epic chests hah

 

here’s some videos of me PvPing

 

Solo Dom

 

 

Dom with Premade:

 

 

 

 

I think that covers it all hope you liked this build, im tired being doing it all day long, i will try to fix the mistakes it has in the next few days :), have fun playing.

 

 

 

 

Ok, so Mod 11 arrived, and everyone was getting scared of the changes to DC’s AA, “OMG WE WONT BE ABLE TO TANK ANYMORE OMG OMG”

 

NOPE

 

We are still awesome, sure we gotta avoide red areas like the black plague, but it’s hella fun lol.

What changed?

Basically nothing, all weapon enchantments got buffed, Im loving my lighting, plague fire is awesome too, terror is nice too.

Anoited Army got nerfed, what’s anoited army?, the little balls that Dc put around you and make you inmortal.

i have run through all dungeons since mod 11, and the only times I had problems is at Orcus, you have to be specially careful with this guy, cause he can 1 hit you, again cast 3 times bane on him, and shield of faith before rushing him, also binding oath helps a bit when rushing him, so he wont 1 hit you.

FBI is a little different, you need to run away from red areas, cause they giants will 1 hit you,  it’s kinda fun tho, dodging attacks like darksouls lol.

This build is still good for mod 11, specially if you’re just learning to tank as a pally, i changed into a more DPS paladin right now, and im loving it, sure i can’t outdps the other guys at FBI or MSVA, but still loving it, what did i changed?, companions and rings, I had a bounded air archon from orcus, so i just had to try it, and got a fire archon from FBI, thought i still insist, these are not necesary i just had em for free, so yeah.

Rings, I had good luck got a rising precision and rising lifesteal, and another FBI legendary ring with power, recovery and 2 ofensive slots, so im full power on my toon right now, hitting 40k power, that’s 10k power share. and have power/crit on my companion, full offensive

what about defense?, since i usually run with the same team on FBI or MSVA, i dont really have to care about defense anymore, since mobs barely hit me, though it has a downside, orcus can almost 1 shot me right now if I dont have enough temp HP, but i don’t really farm CN anymore, so Im cool with it.

Just follow the build as it’s written, if you wanna go DPS you still can, but it’s kinda hard, since you need to keep moving to avoid red areas.

Here’s a little video of FBI at mod 11 (sorry about the DC going afk just before the manticore fight)

I recomend using the build as it is, yes i changed some stuff on this video, because my team is awesome, using this setup with PUGS would end really really badly, like i wouldn’t be able to survive. When i pug, i change all my companions to debuffs/buffs like the ones i show on this build (chicken, rust , shadow demon) and put on my companion a legendary defense ring I got with 2 azures.

 

Please DON’T go “OMG PARROT IS FULL DPS NOW IM

GOING FULL DPS ASWELL AT 3K ILVL”

 

Cause you will most likely go all “OMG I CANT TANK THIS BUILD SUCKS” 

 

Anyway mod 11 FBI full dps mode:

(well not full dps, since im using bane, full dps would be using vow of emmity & not sharing my power lol )

 

 

 

Stalwart Paladin Mod 11 Oathbound Paladin (Xbox One)

$
0
0

Greetings my fellow Neverwinter gamers! I am EoG Ariovistus and I have been playing Neverwinter on Xbox One for a while now and have dabbled in every character class possible, starting with the Oathbound Paladin. I found it to be the most newbie-friendly class and very fun to learn the basic game mechanics with. I would like to take a moment to state this build was modified from CaptnSpicyPants Mod 9 Protection Oathbound Paladin build on his Youtube channel.

The purpose of this guide is to build what I call the “Stalwart Paladin” designed around tanking in group content, provide minor debuffs, and dealing mediocre damage. Pretty much, you’re built to survive and soften up the enemies a little bit for the heavier damage dealers. Rarely will you ever finish at the top of the damage dealt charts. In fact, you’ll probably rate dead last in damage dealt. If you play correctly, you’ll dominate the damage taken charts and keep your allies alive and well. Unfortunately, this build has very poor PVP performance, so if you’re a PVP style player this build will not work well for you.

With no further ado, let’s get to the build!

Race Selection

Though it doesn’t make any significant difference about which race you pick, some really are better than others for the purpose of this build. Here is a short list of the ones I would recommend, starting with the one I personally use.

Human

  • +2 to any one Ability Score
  • +3% increased Defense
  • +3 bonus Heroic Feats

Humans are the true all-purpose base race. Their strengths lay in their versatility, being capable of working well with just about any class. The added defense the Human race offers is more appealing for overall survivability, and the three extra feats at levels 10, 15, and 20 allow for a bit more versatility for customizing builds. If you choose this race, put the +2 scores into CON or CHA.

Dwarf

  • +2 CON
  • +2 STR or WIS
  • Increased resistance to Knockback and Repel effects
  • Increased resistance to Damage Over Time effects

Dwarves are an interesting choice for the Oathbound Paladin class. Their bonus to CON is great as it adds to damage resistance and maximum health, and their bonuses to STR and WIS help a little bit with damage output and healing bonuses, but that’s really about it for Dwarves. Their “Stand Your Ground” and “Cast Iron Stomach” racial bonus skills are bugged, either working in PVP only or not at all.

Dragonborn

  • +2 to any two Ability Scores
  • +3% Power and Critical Strike
  • +5% Increased Healing

This is a very strong and viable race selection for the Oathbound Paladin. Plus they just look awesome! Like Humans, Dragonborns have the +2 to any Ability Score. The increase in Power and bonus to Increased Healing are also very nice for damage output and survivability. If you choose this race, put the +2 scores into CON and CHA.

Now you may be asking yourself, why choose Human over Dragonborn if the latter gives a bonus to a damage/heal build? The short answer is because when I made my Oathbound Paladin, I didn’t have Dragonborn as an option until I purchased the pack from the Zen Market. The longer answer would be that the added defense contributes to more damage resistance which is vital to any kind of tanking, and the Dragonborn’s healing bonus is only at its maximum effectiveness if there is a good healer in the party. Also, the Dragonborn’s +3% bonus to Critical Strike is not vital to the build. The bonus feat points were icing on the cake at that point.

Stat Rolls

You’re going to want CON and CHA to be your highest stats. CON determines several key factors for an Oathbound Paladin. Each point gives +2.5% maximum health and +0.5% damage resistance. It also determines maximum stamina which determines how long you can keep Sanctuary active. CHA determines other key factors for an Oathbound Paladin. Each point gives +1% Combat Advantage damage, +1% stamina regeneration, +1% Action Point gain, and +1% Companion stat bonus. The Action Point gain and Companion stat bonus are most important.

Paragon Paths and Feats

Oath of Protection – Justice and Bulwark

Since the purpose of this build is to absorb damage, soften up enemies, and do some damage, you’re going to want to choose Oath of Protection and use the Justice and Bulwark paths. Justice will give you the best opportunity for dealing damage and activating additional passive skills that will greatly enhance and benefit your party. Bulwark will give you perks that increase your survivability which are always nice to have. If you’re wanting to become an unstoppable tank capable of laughing at the most lethal of attacks, this build will walk through most solo content and be a major contender in a lot of end-game content.

The Oathbound Paladin has several interesting Feats available that allow for a variety of effects. For the purpose of this build, here are the Feats I recommend investing into and how many points to invest for each Feat. Since Human was the race of choice, this will reflect the +3 bonus points. For non-Human Oathbound Paladins, remove some points from Light’s Shield.

Heroic Feats

  • Toughness (3/3) – Increased maximum health
  • Divine Action (5/5) – Activating Divine Call increases maximum Action Point gain
  • Light’s Shield (4/5) – Increased damage resistance
  • Exemplar’s Haste (3/3) – Encounter powers recharge faster
  • Wrathful Strikes (3/3) – At-Will powers deal more damage
  • Steadfast (5/5) – Each point of CON grants additional maximum health

Justice Feats   

  • Bound by Light (5/5) – Increased control strength.
  • Flash of Light (5/5) – Encounter powers have a chance to reduce the cooldown of nearby allies’ Encounter powers by 10%.
  • Radiant Champion (5/5) – Increases movement speed and cooldown reduction with two or more allies within 30’ of you. This effect is extended to allies as well.
  • Echoes of Light (5/5) – Encounter powers have a chance to trigger “Echo”. Echo makes your next Encounter power instantly recharge all of your Encounter powers on cooldown.
  • Purifying Fire (5/5) – At-Will powers apply “Purifying Fire” to enemies, dealing increased damage over time. Using an Encounter power cancels this effect.
  • Vengeful Judge (1/1) – Divine Call also triggers “Judge” for 10 seconds. Judge increases your damage by 35% and reduces all Encounter powers currently on cooldown by 35%. Your Encounter powers also have a chance to immediately grant one charge of Divine Call.

Bulwark Feats

  • Unflinching Resolve (5/5) – Increased control strength
  • Stand Fast (5/5) – Increased damage resistance and Deflect
  • Sanctity (5/5) – When healed gain a burst of Defense, Deflect, or Regeneration for 15 seconds

Powers

Although the Oathbound Paladin has several awesome powers at their disposal, only a handful are actually needed for either solo content or group content. Here are the powers I recommend most, followed by an explanation as to why.

At-Wills

  • Radiant Strike (4/4) – This is going to be your “get into battle faster” At-Will. Using it will give you and your allies a Radiance effect. Radiance increases Armor Penetration and Damage by 5% for 15 seconds.
  • Oath Strike (4/4) – This is your primary attack and essentially your bread and butter. It is going to be your primary source of generating and holding threat so the enemy stays focused on you instead of your allies. There are other ways to generate threat, but for the moment this is your best chance due to Oathbound Paladin threat being broken (for now).

Encounters

  • Burning Light (4/4) – This is a power that requires charging, but it is well worth the short power-up time. When used, all targets are stunned and are given a burning effect that continues to inflict damage over time.
  • Smite (4/4) – This is the quintessential Paladin power and the Oathbound Paladin’s strongest single-target attack power. Enemies get slammed with your weapon for massive damage, set on fire, and nearby enemies will also catch fire. Allies are also healed for some of the damage inflicted.
  • Templar’s Wrath (4/4) – This power is very similar to Burning Light, but does not require a charging up time. Its use stuns nearby enemies, inflicts respectable damage, and is instant use, but does not inflict any added damage over time. Instead, it gives you and all nearby allies temporary health which is great to have in a pinch.
  • Bond of Virtue (4/4) – This is a very interesting power. All allies within a 60’ burst become bonded and receive +20% increased healing from all sources. This means anybody who gets healed also heals everybody else.
  • Vow of Enmity (4/4) – This power is very similar to Bane. A target is inflicted with a curse-like Vow, making the target receive an additional 20% damage from your attacks. With Oath of Protection paragon, all allies who attack the marked target generate additional threat for the Paladin. This increases your likelihood of holding threat.
  • Bane (4/4) – This power places a mark on the target, resulting in the target dealing 10% less damage and taking 10% increased damage from all sources for 10 seconds. This power can be stacked three times and is great for softening bosses and increasing the damage output for yourself and your allies.
  • Relentless Avenger (4/4) – This power is another “get into battle quickly” option. You rush to the target and release a burst of power, damaging everything within 20’ and knocking back all affected enemies while refilling 30% to 50% of your Action Points. With Oath of Protection, all affected targets become taunted and focus on you. In solo content, this power is pretty good to keep around. However, it can become extremely annoying to Control Wizards, Hunter Rangers, and Scourge Warlocks trying to AoE-attack groups of enemies as Relentless Avenger knocks most enemies outside AoE range. For that reason, I recommend using something else during end-game content.

Dailies

  • Divine Protector (4/4) – This is the most powerful defensive power in the game. Period. For a few seconds, 100% of damage all allies would receive is directed to the Paladin. All damage received during this time is given at 50% reduction (this reduction is before the Paladin’s damage resistance, further mitigating the damage received).
  • Divine Judgement (4/4) – This power is pretty much your only effective damage healing Daily available. Although it is single-target only, the damage spills over from the primary target and inflicts nearby enemies as well. It’s useful in solo content and group content where you have a chance to dish out more damage instead of keeping others alive.

Passives (Auras)

When it comes to the different auras, it’s generally recommended to train all but Aura of Wrath and use the auras you need at the time. Here are the auras I use most often.

  • Aura of Vengeance (4/4) – This aura gives you and all allies within 30’ a damage reflection quality. When taking damage, 15% of your weapon damage will be reflected to the attacker as Radiant damage. Since your job is to take hits, you will be reflecting damage back at your attacker (as will your allies) with every hit.
  • Aura of Courage (4/4) – This aura gives you and all allies within 30’ added Radiant bonus damage based on your maximum health. Since Oathbound Paladins have a huge health pool, this increases overall damage output.
  • Aura of Wisdom (4/4) – This aura gives you and all allies within 30’ a +10% increase in recharging speed. This allows for the entire group to use Encounter powers much faster and increase overall damage output.

Depending on what type of content you’re playing, your power sets will vary slightly. Here is what I recommend for content sets.

Solo Content

  • Radiant Strike // Oath Strike
  • Smite // Burning Light // Bane or Relentless Avenger
  • Divine Judgement // Divine Protector
  • Aura of Vengeance // Aura of Courage

Group Content

  • Radiant Strike // Oath Strike
  • Smite or Templar’s Wrath // Bond of Virtue // Vow of Enmity
  • Divine Judgement // Divine Protector
  • Aura of Vengeance // Whatever is needed at the time

Boons

Boons are rewards acquired from playing through the various campaign chapters. These rewards are bonus stats and other powers that augment your character’s combat strength and survivability. Following is a list of each campaign and the boons I felt were most effective for the build. These are also subjective depending on your stat needs. If you see something that works better, choose the boon that will provide the most benefit.

Sharandar

  • Dark Fey Warden – +400 Defense
  • Fey Elusiveness – +400 Deflect
  • Elven Haste – +3% Action Point gain
  • Elven Tranquility – Chance to heal 20,000 health when taking damage
  • Fey Thistle – When you deflect an attack you deal up to 3000 damage to your attacker (will proc on every deflected attack)

Dread Ring

  • Reliquary Keeper’s Strength – +250 Power and +250 Movement
  • Evoker’s Thirst – +400 Life Steal
  • Illusion Shimmer – 3% increased Deflect
  • Enraged Regrowth – Chance to heal 20,000 health over 4 seconds when taking damage. After this effect ends you have 4000 more Defense for 10 seconds.
  • Augmented Thayan Bastion – Chance to generate a shield that absorbs 10,000 damage and redirects that damage to a nearby enemy.

Icewind Dale     

  • Encroaching Tactics – +400 Combat Advantage
  • Refreshing Chill – +400 Stamina/Guard Gain
  • Rapid Thaw – +400 Recovery
  • Cool Resolve – +2000 Power based on amount of missing Stamina
  • Rousing Warmth – Chance when healed to gain up to 3000 bonus damage on next attack

Tyranny of Dragons       

  • Dragon’s Claws – +400 Power
  • Dragon’s Shadow – +400 Deflect
  • Dragon’s Defense – +400 Defense
  • Dragon’s Greed – +400 Life Steal
  • Dragon’s Grip (3/3) – +15% increased control strength

Elemental Evil

  • Unassailable Tide – +300 Defense and +2000 health
  • Earth’s Renewal – +400 Regeneration and +2000 health
  • Blazing Resilience – +400 Recovery and +2000 health
  • Wall of Wind – Chance to heal for 24,000 health when taking damage. After this effect ends Recovery is increased by 1000 for 10 seconds

Underdark

  • Primordial Vitality – +400 Defense and +1600 health
  • Primordial Regenesis – +400 Life Steal and +1600 health
  • Drow Ambush Tactics – +10% Combat Advantage
  • Dwarven Footing – Control effects have a 5% shorter duration
  • Abyssal Strikes – +10% damage versus Demons

Maze Engine

  • Abyssal Regeneration – +400 incoming healing bonus
  • Demonic Resilience – Control effects have a 5% shorter duration
  • Demonic Swiftness – +3% Action Point gain
  • Baleful Clutch – +10% increased control strength

Storm King’s Thunder

  • Frosty Demeanor – +2% Control Resistance and +1000 health
  • Hardy Constitution – +400 Stamina Gain and +2% Everfrost Damage Resistance
  • Icy Wrath – Chance when taking damage to gain up to 2000 bonus damage on next attack
  • Glacial Strength – +3200 health and +2% Everfrost Damage Resistance
  • Chill of Winter (1/3) – Chance to gain a stack of Icy Chill when striking. 10 stacks clears to do 10,000 damage to nearby enemies.
  • Frozen Reflection (2/3) – When you Deflect an attack you deal up to 6000 damage to attacker

The Cloaked Ascendancy

  • Aura of Hope – When killing an enemy, chance to emit an Aura that increases AP gain for all allies within 25’ for 10 seconds
  • Fiery Frenzy – +2% Critical Severity and +1000 health
  • Soothing Zephyr – +500 recovery and +2000 health
  • Aberrant Power – When taking damage, chance to gain a stack of Aberrant Power. 10 stacks clears and deals up to 10,000 damage to nearby enemies. Aberrant creatures take double damage.

Player versus Player (PVP)

As I mentioned in my introduction, this build has very poor PVP performance. However, if you work with a team in PVP, this build has some limited viability as a tank. Although I currently have no active PVP Boons, here is what I would choose.

  • Living Wall – +250 Defense and +250 Deflect
  • Inspiring Defense – Nearby allies gain up to 10% additional damage resistance as health decreases
  • Unbroken Line – +400 Defense for each teammate with 20’ of you
  • Glory Seeker – +5 Glory when killing a player on a Domination map

Stronghold

Stronghold boons are very special bonuses acquired through a guild. As guilds become stronger and increase the rank of their guildhall, four additional types of boons become available. These are Offense, Defense, Utility, and PVP bonuses. The Offense boons offer offensive bonuses such as Power, Critical Severity, and Armor Penetration. The Defense boons offer defensive bonuses to Defense, Life Steal, and Maximum Health. The Utility boons offer supplementary bonuses such as increased experience, increased gold, and mount speed. The PVP boons offer overload bonuses that give special abilities during PVP content.

For these boons, choose whichever boons help increase stats your character may be lacking. If you are lacking in Armor Penetration, choose that boon. If you want to increase your Defense instead of Max Health, choose that boon. This gives you more flexibility to increase any of your weaker stats.

Equipment

Equipment is going to be relatively easy for an Oathbound Paladin as it doesn’t require extreme amounts of game currencies. Most of what you will need can be acquired through campaign quests and vendors. This makes the Oathbound Paladin one of the easiest classes to equip and a very nice class for new players to begin learning the game without investing tons of money into the game for good items.

Here is the recommended equipment sets to use until you’re able to get the Oathkeeper’s Relic set from the Storm King’s Thunder campaign. For some of the slots, I have multiple items listed since some items are great to use until better replacements can be acquired. For example, the Earthen Set is great to use until you’re able to farm the Twisted Ichors necessary to purchase the Twisted Set. Also, the Personalized Adamant Rings are great until you’re able to get the Underdark Rings and Fang Breaker Island Rings. When it comes to your enchantment slots, use the highest quality for the recommended type you can afford and continue refining from there.

  • Head – Elemental Dragonflight Ward Armet
  • Body – Dusk Restoration Cuirass
  • Arms – Dusk Restoration Couters
  • Main Hand – Earthen Broadsword // Twisted Ropalo
  • Off Hand – Earthen Kite Shield // Twisted Hoplon
  • Feet – Elemental Dragonflight Ward Poleyns
  • Neck – Greater Lathander’s Cloak // Amulet of Tiamat’s Demise
  • Ring – Personalized Adamant Ring of Recovery // Ring of Sudden Defense +5
  • Ring – Personalized Adamant Ring of Recovery // Ring of Sudden Brutality +5
  • Waist – Greater Plated Band of Constitution
  • Shirt – Drowcraft Chaincoat
  • Pants – Drowcraft Chausses
  • Weapon Enchantment – Holy Avenger
  • Armor Enchantment – Negation // Shadowclad
  • Offense Enchantment – Radiant // Silvery
  • Defense Enchantment – Azure // Silvery
  • Utility Enchantment – Dragon’s Hoard // Dark

For the purpose of this build, you’re going to want to focus primarily on Maximum Health, Defense, Recovery, Deflect, and Power. For my Paladin, I use my guild’s Armor Penetration boon to reach the 60% resistance ignored cap which allows me to stack other stats with my equipment.

Artifacts

Artifacts are going to be costly, especially for the really good ones. This is going to be true for any character regardless of the class and build. Why are Artifacts so expensive? Because they’re so awesome! Not only do Artifacts give you really good equipped stats, but they also offer a wide variety of usable powers to better customize your character! You’re going to want to pick Artifacts that strengthen your primary stats (Maximum Health, Recovery, and Defense). You may also want to use Artifacts that help increase the secondary stats (Deflect and Power) you may be lacking. Here are a few suggested Artifacts.

  • Apocalypse Dagger
  • Symbol of Air
  • Symbol of Fire
  • Oghma’s Token of Free Movement
  • Sigil of the Oathbound Paladin
  • Sigil of the Scourge
  • Sigil of the Hunter
  • Sigil of the Guardian
  • Sigil of the Devoted
  • Tome of Ascendance

Companions

Companions will vary slightly depending on finances. Fortunately, Companions can be fairly easy and not quite as expensive as Artifacts or Mounts, but this greatly depends on the quality of Companion. Any Companion of epic quality is going to cost an arm and a leg (and maybe your firstborn child) at the Auction House. Fortunately, the Oathbound Paladin has a few inexpensive alternatives.

When choosing a Companion, pay very close attention to their abilities to trigger Companion’s Gift, an effect granted from Bonding Runestones which imparts a percentage of the Companion’s stats to the Player. These percentages can become formidable at Rank 12 with associated Companion equipment. For the Oathbound Paladin, some Companions shine more than others. Here is a short list of recommended Companions.

  • Shadow Demon – A Deflection does almost no damage and does 3000 damage to the source of the deflected attack once every 30 seconds. Less damage is returned if your level is less than 70.
  • Blacksmith – On damage taken, 15% chance to reflect 10% of damage taken. If the same target is hit 4 times it will reflect 3 times the damage taken.
  • Young Yeti – On damage taken, 10% chance, for you or your companion, to become blood thirsty, increasing damage dealt by 5%.
  • Dread Warrior – On damage taken, 10% chance to become enraged, increasing threat generation by 15%
  • Energon – Increases your Max Health by 5%
  • Frozen Galeb Duhr – Increases damage resistance up to 10% based on the percentage of damage you have taken.
  • Galeb Duhr – Deal up to 10% more damage based on the percentage of damage you have taken.
  • Rust Monster – On damage taken, 25% chance to inflict a 5% damage debuff on attacker. Stacks up to 3 times.

Mounts

Mounts will vary slightly depending on finances. Like Artifacts, the really good mounts are going to cost…a lot. Currently the Guard Drake and Winter Wolf is free to all players on the Zen Market. Both offer excellent Insignia Bonuses, and the Guard Drake gives the player a 110% increased movement speed plus a 2000 Power equip bonus. For your mounts, you’re going to want to pick those whose Insignia Bonuses synergize with the effects that you want the most. Every mount has different Insignia combinations so look through the list provided in-game to figure out which ones you want the most.

 

WHEW! After reading all of this I sure hope you have a better idea of where to take the Oathbound Paladin and perhaps evolve this build further. Again, I acknowledge there may be mistakes and if so please do not be too harsh with your critique as this is my first Neverwinter character build. Thank you for reading this and good gaming to you!

Mod 11 Everything PvE Cleric

$
0
0

Let me preface this by saying it’s taken a lot of convincing from a lot of people in my guilds, stream, and my group of close friends for me to finally post this build, as it is a build that is not only expensive to put together but took me countless hours and an ungodly number of respec tokens. However it is a good, strong build that can carry a 2.2 tank through Orcus with little problem.

Let me add to my preface by saying this is not a bonding runestone build so if that’s what you’re looking for then click away from here now. I do not support nor condone the use (and abuse) of bonding runestones to break the game and this build proves that they are not necessary to do your job and do it well.

Additionally I will update the build as class changes come in and new things are introduced into the game as well as updating stat numbers when all my items are where I want them. Currently the only things left to accomplish are:

  • obtaining the Ascended Fey Weapons & getting them to orange for increased power and healing
  • getting my Eye of Lathander to mythic

Race

Unfortunately there aren’t really races geared specifically toward the Cleric path, meaning there isn’t a race that gives bonus to two of your main stats – those being Wisdom, Charisma, and Strength. Fortunately, however, racial bonuses exist to somewhat offset this slight. For this particular build I chose Sun Elf for the +2 Intelligence & +2 Charisma as well as the Inner Calm which causes you to generate Action Points 2% faster than other races.

Other good racial choices would be:

Moon Elf – +2 Intelligence & +2 Dexterity or Charisma as well as Wanderlust which causes you to generate Action Points and Stamina 1% faster than other races. (for those who dodge a lot)

Human – +2 to any ability score as well as 3% higher defense than other races and additional heroic feat points at 10, 15, and 20. (for those who pull way too much agro)

Drow – +2 Dexterity & +2 Charisma or Wisdom as well as Darkfire which gives you a 5% chance to lower the target’s defense by 10% for 4 seconds. (for the more debuff focused)

Menzoberranzan Renegade – +2 Dexterity & +2 Charisma or Wisdom as well as Faerie Fire which gives you a 5% chance to lower the target’s power & defense by 6% for 4 seconds. (for the more debuff focused)

Tiefling – +2 Charisma & +2 Constitution or Intelligence as well as Bloodhunt to deal additional damage to targets below half health & Infernal Wrath for a 10% to lower the power of the attacker by 5% for 5 seconds. (for the more DPS focused)

Dragonborn – +2 to any 2 stats as well as 3% higher power and critical strike and 5% more healing from spells & abilities. (for those with money to burn).

Ability Scores

Before I get too in-depth on what to roll for, let me preface this by saying there is no wrong choice with your ability scores as a cleric. Wisdom gives you bonus damage, bonus healing, control bonus and control resist. Strength gives you stamina regen, critical chance, and resistance to DoT. Charisma gives you recharge speed and action point gain. All of these are valued at 1% per point. I personally went with a Wisdom/Charisma focus as I value action points much more highly than I do critical chance and stamina regen.

These are raw numbers without the influence of the buff gained from the Elixir of Fate or campfires (with both of those you are looking at 29 Wisdom and 27 Charisma). It will likely take several rolls to get it to the appropriate numbers needed. Ideally you will start with 18 Wisdom, 15 Charisma, & 14 Strength.

Paragon Path & Feats

Now, personally for my build I went with the Anointed Champion paragon path over the Divine Oracle though the build is 100% viable for both (I actually have this exact build on both AC and DO the only difference is 1 Daily power and 1 at-will power – more on that later). My purpose in finally settling on AC was that it offered a better chance at all-around buffing whereas (in my experience) DO has always been better for DPS and some offensive buffing (looking at you, Terrifying Insight). Where my Paragon Feats are concerned I did a combination of Righteous & Virtuous rather than making the mistake of focusing on only one path.

Obviously a large focus of this build is Action Point gain, as it allows you to ensure your allies are protected. This is not, however, a build that will allow you to constantly throw your Daily out (and it’s not meant to be).

Things to note with your heroic feats
  • Grab Greater Fortune (first column, second row) & get it to max. It increases the healing Wisdom gives you by 3% and while that doesn’t seem like a whole lot, it is.
  • Grab Repurpose Soul (third column, second row) & get it to max. It gives your heals a chance to disperse a small AoE heal worth 15% of the original heal – it’s especially useful with melee DPS who are near the tank.
  • Get Cleanse (last column, first row) & get it to max. This is a really underrated heroic feat that, strangely enough, many DCs don’t use for some reason. It is extremely useful for dealing with pesky DoT.
Things to note with your paragon feats
  • Get Furious Intervention & max it. It’s one of the first Righteous paragon feats and it increases your AP when doing damage. It is extremely useful for generating AP.
  • Get Lasting Wishes & max it. It’s one of the first Virtuous paragon feats and it increases the strength of your heals.

 

Powers

Now before I get too in-depth with the powers let me preface this section by saying these powers are interchangeable between the AC and DO paths with the exception of 1 of your daily powers. When I discuss daily powers I will delve more into that topic.

As an everything cleric I obviously try to focus on using abilities that buff my allies as well as debuff my enemies – and I try to put a focus on things that do that dramatically. With that said I do make a habit of gauging what my party at the time needs – whether it’s an increase to their defense, heals, or offensive buffing, and then slot the appropriate powers.

My standard lineup for powers is as follows:

This is the default set-up that I run. It features the use of the following:

Class Features

My chosen class features are Light of Divinity and Holy Fervor. Because of the design of this cleric you are often near the fray if not directly in it, thus the use of Light of Divinity and being able to apply a heal among your allies. Holy fervor increases your action points simply by you attacking – which you do fairly regularly if not constantly.

Encounter Powers

In this section I’ll show you the various power setups that I run and at what points I run them. I’ll start with my standard set up.

Standard Setup

For most groups this is what I start with, and if the tank isn’t up to snuff (new tanks, DPS-focused tanks) this is generally what I keep for the entirety of the run. It features Divine Glow, Astral Shield, and Bastion of Health for encounters & Blessing of Battle and Astral Seal for at-wills (all at level 4 to give their maximum benefit). The first thing I will do is cast astral seal on as many enemies as possible before the DPS rush in. Once the DPS reach the fray I drop Divine Glow followed by Astral Shield and then immediately begin casting Blessing of Battle. Bastion of Health is generally saved for when someone needs heals and 6 seconds haven’t gone by since I last cast Divine Glow with divinity only being used with this set-up in times of need.

Minimal Heals, Maximum Buff

For groups who could use more offensive buffing I typically will replace Bastion of Health with Forgemaster’s Flame (level 4 of course). This particular power is especially useful in large groups of mobs as you can slow up to 4 enemies as well as boost the damage of everyone in your party. I typically run the same method as above, with the exception being that as soon as Astral Shield is down I go into divinity and slow the first 3 targets I can find followed by dropping the fully empowered Forgemaster’s Flame on the biggest enemy.

Buff + Debuff

For parties who have themselves together this is generally what I’ll run – with the third encounter being whatever you feel you need – be it defensive buffing, heals, etc. Break the Spirit is especially useful when cast in divinity after Divine Glow and then fully empowered. It is, however, a single target spell and thus it is only useful in situations where you only have 1 thing to worry about (Orcus, even eToS).

Solo DPS

Now, for me DPS is not a focus and it’s generally no something I will do unless I am solo. As such this power lineup is geared toward soling. Notable it is the only time I will make use of Chains of Blazing Light, Daunting Light, and Lance of Faith – all of which are at 4 for maximum benefit though that are incredibly underused. For me the rotation starts as usual with casting Astral Seal on as many things as possible before dropping Divine Glow. From there I will cast chains and immediately follow up by using Daunting Light in divinity then aiming for the largest guy with the fully empowered version. If things are still alive then Lance of Faith comes in handy (especially with it’s most recent buff).

Daily Powers

Now here we’ve come to what is probably the most controversial thing about the Devoted Cleric – the daily powers, specifically Anointed Army. While yes this build has a focus on Ap gain and you could theoretically cast AA fairly regularly, you shouldn’t. Not only does it trivialize content but it honestly takes away from buffs you can gain as a result of your Insignia Bonuses.

I personally use Anointed Army and Divine Armor under all circumstances and I don’t change them out (except for when I solo, during which I remove AA in exchange for Flame Strike). Typically I will cast Divine Armor and only use Anointed Army when we are against a boss and I use it to assist in keeping the tank alive – this is especially crucial against Orcus and his cleaving damage.

 

In general the only things that never change are my class features, Divine Glow (first encounter on the left), Astral Seal (at-will on the right), and my Eye of Lathander. Otherwise my powers are subject to change given the needs of my party at that moment.

Gear

Now that we’ve gotten through the nitty-gritty of ability scores, paragons, their feats, & powers it’s time to get into gear. Keep in mind that I do utilize VIP and thus I have had a much easier time obtaining the gear that I have. Remember when I said this was an expensive build? This is why.

Main Gear

I run 2 pieces of Dusk for the 2 of Set buff that gives +5000 max HP & +1000 Power & Defense. It comes in handy when you’re in a party, particularly if you’re following my feat path as helps in buffing your allies as well. This gear does require many runs of eToS (or large amounts of luck) as well as a guild or that can run Dragonflight and is high enough rank for Masterwork gear (provided you don’t save up the AD and buy it off the auction house like I did).

Rings

Now I run 2 Rosegold Medic Rings – not because I PvP (I don’t on this character) but becayse of the increase to my Critical Strike and Recovery and the fact that they are 2 slot rings.

Artifact Equipment Set

Now as a Cleric built for everything you do have to go for a set bonus – specifically Tiamat’s set bonus which increases your incoming and outgoing healing by 5%. It also boosts your main stats of Wisdom and Charisma and gives you pretty decent boosts to your base stats as well. The increased AP while in combat from the neck is also a huge help and makes a pretty significant difference when compared to a set like Lathander.

Other Artifacts

Ideally your second character (provided you only have the two slots) is an Oathbound Paladin – doesn’t really matter the paragon, because the Sigil of the Oathbound is absolutely wonderful, especially in solo content when you’re still gearing up. Eye of Lathander should be your main, and it should be your first priority in leveling as the long-range reviving comes in handy.

Weapons

Now certainly the best of these two sets is the Fey weapons with their increase to Power, Critical Strike, and Recovery. Until you’ve reached a point where you can obtain those, however, the Drowned set is a good second and provides a nice defensive buff while you’re out there on your own. I have used the Drowned set for some time and up until the Ascended Weapons were released I had no intention of changing – but that’s another matter entirely.

Enchantments & Reinforcement Kits

I use rank 9 enchantments, as I’m sure you’ve noticed by now. In my opinion there isn’t much need to go beyond that as once you start reaching the double digit enchantments you begin trivializing the game and taking away from the difficulty. I slot Radiant and Azures with the odd Silvery thrown in and Darks in my utility slots so that I can keep up with the group. I also utilize reinforcement kits – namely the Action Point kits on my jewelry and either power or critical strike on my armor. While the reinforced armor doesn’t make much of a difference stats wise the added AP gain is helpful.

 

Mount Insignia Bonuses

With mounts it’s less about the mounts themselves and more about the bonuses they give. My particular set-up runs several Zen-market mounts but they could easily be replaced with mounts that can give the same bonus but without the need to spend Zen. I have included which mounts I am using for those willing to spend the money, but the importance is the Insignia Bonuses themselves. The only exception I can find to this is the Enchanted Courser (the first mount) which has an equip power of +2000 recovery that comes in handy.

In my honest opinion the only Insignia Bonus that could stand to be changed would be Alchemist’s Invigoration, as you don’t often drink health potions as a cleric. With that said I keep it slotted for those moments when I’m solo that I wind up needing one – the bonus is nice.

Ideally you are going to want to focus on the insignias of Aggression as they give Action Point gain as a stat. Start from green and replace as you can afford. When you have all your insignias to blue you will have hit the “soft cap” and from there it’s not overly important to increase your AP gain further unless you so desire.

Companion’s, their active bonuses, & their gear

In all honesty this is likely the most controversial part of my entire build: companions, their gear, and the bonding runestone. As someone who refuses to use a bonding setup (excluding Orcus, and even then I only run rank 8s) I am partial to augment companions, as their direct buff to my stats is extremely useful and something I really enjoy.

Nevermind the names of the above companions, what they are is what counts. In order from top to bottom: Deva Champion (+4% incoming and outgoing healing), Sprite (+2% AP gain), Lillend (Heal nearby allies for 2% of the max HP once every 30 seconds on daily use), Ice Sprite (+2% AP gain), & Polar Bear Cub (+5% outgoing healing). Much like the mounts it is less about the specific companion and more about their active bonus. With the exception of the Polar Bear Cub and Lillend the other 3 can be exchanged for a different companion that gives the same active bonus. Yes, the active bonuses do stack so you could, in theory, run the Sprite, Ice Sprite, & Fire Sprite for a 6% AP gain (as Epic companions, of course).

Active Companion

As stated above I am partial to augment companions, and as such my active companion is the Polar Bear Cub.I run Loyal Defender gear slotted with Azures & Radiants with Empowered Runestones. You could just as easily run Loyal Commander for the Power and Recovery but with the Enchanted Courser mount (+2000 recovery) among the stats from gear it isn’t really necessary.

In those rare moments (specifically Orcus) that I need a companion that can draw agro I use a Defender companion with the Loyal Defender gear. I have rank 8 bonding runestones slotted onto him so I don’t take too much of a hit to my stats and run the same enchantments as my augument.

Boons

I will preface this section by saying I have not yet completed The Cloaked Ascendency, Storm King’s Thunder, or the very last boon for the Underdark. With that said I do not place huge amounts of value on the boons from the latter two and the first is merely a lack of time. I have, however, circled the boons that should be chosen for this build in red.

First up comes Elemental Evil, since other than Tyranny of Dragon’s its really the first campaign you encounter where you’re capable of working on the boons. As a cleric I have found that Power is the most important stat of all, especially as a cleric who shares their power, & so I chose Force over Tide. Wall of Wind, the final boon in Elemental Evil, boosts recovery when it procs.

Next comes Sharandar – which admittedly took me forever because I absolutely hated the entire quest line. Once again I chose Power over Defense, and so Hunter was chosen over Warder. Since Deflect is a fairly broken stat I chose Precision for the critical strike. The third boon was the most difficult, and you should honestly choose it based on your playstyle – personally I went for the increased AP gain given by Haste, but the increase to max HP is great too if you find yourself lacking in HP. Tranquility was more useful to me than Ferocity, as I don’t attack often enough to make use of the arcane damage. Redcap Brew goes hand in hand with a boon from the Icewind Dale campaign, which I’ll touch on shortly.

 

When it comes to a question of Power or Critical Strike, I always choose the former – mostly because I share my power and find every little bit helps. As a cleric regen is more useful than lifesteal, and armor penetration is simply more worthwhile than deflect. As a cleric I find more use from Enraged Regrowth than I do from Shadowtouch as I don’t often deal damage even with the final boon – Burning Guidance, which has a chance to deal 2000 damage to enemies near a healing spell.

When it came to AoE resist or Combat Advantage Damage it was a pretty easy choice, as I am often standing behind the tank who is in front of the enemies as opposed to being behind them with combat advantage. Stamina was more useful to me than incoming healing, though if you are having issues with survivability I would choose the top over the bottom. The additional recover from Rapid Thaw was more useful than critical severity, as this is not a build centered around DPS, and cool resolve with its buff to Power based on missing Stamina/Guard was an easy choice. Shared Survival goes hand in hand with Redcap Brew from Sharandar and shares the healing from drinking health potions among your allies.

The Maze Engine is long and grindy but the boons are worth it for the most part. With the first boon its really a loss/loss for this build as incoming healing and lifesteal aren’t overly useful either way. Shorter control effects made the second boon an easy choice over combat advantage damage, and the increased AP generation was a no-brainer for this build. The last boon is, by far, the most useful though as it has a chance to heal 20,000 HP to allies around you.

Tyranny of Dragons is the first campaign you encounter, but it’s probably one of the longest and the usefulness of its boons are something many still question. This build in particular went with the power boost from Claws rather than the HP boost, but again if you’re having trouble surviving then HP may be a better choice. Between Critical Strike and Deflect the choice is obvious, but the same cannot be said for the third boon. This build is not inherently focused on DPS, so I chose Defense, but if you prefer to pack a little more of a punch then go with the Armor Penetration. Between Regen and Lifesteal on the fourth boon it was an easy choice, and of the final five boons only Dragon’s Fury was of any use to this build.

Power over defense, critical strike over lifesteal, regen over combat advantage damage. For this build the shorter control effects of the fourth boon are of far more use than stamina regen. Overall the fifth boon isn’t overly useful, but of them this build would make the most use out of Abyssal Tenacity and taking less damage from demons.

 

Overall the stat boots in this one make the choices pretty easy, Healing Warmth is akin to Burning Guidance and as a cleric who mixes heals into it, it’s very useful.

 

Boosting allies’ AP gain, increasing critcal severity, and an increase to recovery are pretty easy choices, especially on this build. The fourth boon isn’t overly useful but with this build and its decent critical chance you can certainly make use of it.

 

Closing

This is an “Everything PvE Cleric” build. You can heal, you can buff, & you can debuff and do it all exceptionally well. No, you will never top damage charts but you will give the best Healadin a run for their money on top healer and your survivability should never be a problem – whether solo or in a group. Remember that this build focuses on power and recovery over everything else when looking at gear to supplement for what I currently run.

Raging Berserker Mod 11 Great Weapon Fighter (Xbox One)

$
0
0

Greetings my fellow Neverwinter gamers! I am EoG Ariovistus with my second MMOMinds character build. This time, it’s the second character class I enjoyed playing the most, the Great Weapon Fighter. I found this class to be incredibly effective in its simplicity. The class is designed to destroy everything it comes across which makes it perfect for those whose play styles is just pure, undeniable carnage. Unlike my first build, this build is modified from several different builds I have used over the past two years.

The purpose of this build is what I often refer to as the “Raging Berserker” designed to outright annihilate entire hoards of enemies and decimate bosses, provide buffs to your party, and debuff the enemy. In essence, you’re going to become Death incarnate by killing everything you see. You’re going to finish near the top of the damage charts while still surviving taking a beating. However, as with many of my builds, this build has limited PVP performance, but it can be done.

Race Selection

Unlike other classes, there are some races that stand out more and work much better for the Great Weapon Fighter than others. Particularly, you’re going to want to look for races that offer bonuses to both damage and defense since this build specifically generates damage based from defense. Any of these three races are the most ideal for making an effective Great Weapon Fighter. I have seen players choose Dwarf, Tiefling, and even Hafling, but they aren’t near as effective as a Great Weapon Fighter and I do not recommend anything beyond what I have listed below.

Dragonborn

  • +2 to any two Ability Scores
  • +3% Power and Critical Strike
  • +5% Increased Healing

This is a very strong and viable race selection for the Great Weapon Fighter. Like Humans, Dragonborns give a bonus to Ability Scores. Dragonborns offer bonuses to Power and Critical Strike which both increase your damage potential, and the bonus to increased healing make it easier for Clerics and Paladin healers to keep you alive. If you choose this race, put the +2 scores into STR and DEX.

Human

  • +2 to any one Ability Score
  • +3% increased Defense
  • +3 bonus Heroic Feats

Humans are an equally strong option as the Dragonborn race for a Great Weapon Fighter. They too gain bonuses to a single Ability Score, but it is their Defense bonus that make them an excellent choice. With this build, their increase Defense equates into increased Power and damage. Furthermore, Humans have the potential to raise their damage caps more than any other race with the Heroic Feat bonus points. If you choose this race, put the +2 into either STR or DEX.

Half-Orc

  • +2 DEX
  • +2 CON or STR
  • +5% increased Critical Severity
  • +10% increased movement when entering combat

Half-orcs are a very strong contender when making a Great Weapon Fighter. Half-orcs have a natural bonus to DEX, and a secondary bonus to either CON or STR. For this build, choose STR as the second bonus. Furthermore, they have another natural bonus to Critical Severity which is just icing on the cake for pumping out higher levels of damage.

Stat Rolls

You’re going to want STR and DEX to be your two highest stats when starting out. Every point of Strength gives 1% damage bonus, 1% damage over time resistance, and 1% stamina regeneration. Every point of Dexterity gives 1% critical chance, 1% area of effect damage resistance, and a 0.5% Deflection bonus. These two stats will greatly increase your character’s damage potential. Constitution, the other secondary stat for Great Weapon Fighters, gives 1% resistance ignored and 2% maximum health bonuses. These are nice, but they aren’t necessary for investing points. You’ll be able to meet the resistance ignored cap and manage a respectable health pool from your equipment and boons alone.

Paragon Path and Feats

For this build you’re going to want to choose the Swordmaster paragon. This is the paragon path that is going to offer the powers that will maximize your damage potential.

  • Toughness (3/3) – Increased maximum health
  • Disciple of Strength (3/3) – Increased bonus given by Strength
  • Unstoppable Action (1/5) – Increased bonus Action Points while Unstoppable
  • Armor Specialization (3/3) – Increases effectiveness of Armor Class and Defense
  • Steely Defense (5/5) – Grants Power equal to Defense
  • Weapon Mastery (2/3) – Increased Critical Chance
  • Devastating Critical (3/3) – Increased Critical Severity

***For human characters, increase Unstoppable Action by 2 points and Weapon Mastery by 1 point.

Destroyer Feats

  • Great Weapon Focus (5/5) – Increases damage of At-Will powers
  • Disciple of War (5/5) – Grants Power equal to Recovery and Armor Penetration
  • Mighty Blade (5/5) – Increased AoE damage
  • Executioner’s Style (5/5) – Indomitable Battle Strike and Sure Strike deal bonus damage
  • Focused Destroyer (5/5) – Destroyer has a chance to grant a stack when hitting any number of targets. Also grants bonus damage per stack.
  • Battle Awareness (5/5) – Savage Advance grants shorter cooldowns and Slam grants more power while active.
  • Destroyer’s Purpose (1/1) – Grants bonus damage when dealing damage. Unstoppable also increases Encounter power damage. Dealing damage while Unstoppable also grants additional stacks of Destroyer with increased damage.

Sentinel Feats

  • Scale Agility (5/5) – Increased chance to deflect attacks
  • Powerful Challenge (5/5) – Bonus damage to Marked targets

Powers

Since the purpose of this build is to deal as much damage as possible as fast as possible, only a small handful of skills need to be used whether in solo content or end-game content.

At-Will Powers

  • Sure Strike (4/4) – Although the description states damage decreases slightly after the first hit, the decrease isn’t enough to really notice considering the speed of this attack when used during Unstoppable.
  • Wicked Strike (4/4) – Although the description states damage decreases slightly for every target hit beyond the first target, the decrease isn’t enough to really notice after buffs and feats take effect. This is an excellent power to clear out crowds of enemies quickly.

Encounter Powers

  • Daring Shout (4/4) – This power places a Mark on all enemies within 20′. Each target hit builds Determination and increases damage resistance. Marked enemies have decreased damage resistance.
  • Battle Fury (4/4) – This power increases your At-Will and Encounter power damage and Action Point gain. When activated, stamina is refilled.
  • Indomitable Battle Strike (4/4) – This power attacks a target with significant damage, generating additional Action Points and placing a Mark on nearby enemies.
  • Hidden Daggers (4/4) – This power throws a fan of daggers that pierce through enemies which also generates a melee damage bonus.

Daily Powers

  • Slam (4/4) – This power creates an earthquake that can Stun nearby enemies and cause decent AoE damage. While active, additional Power is generated with Battle Awareness.
  • Crescendo (4/4) – This power stuns the target with a flurry of attacks that also leaves the target Prone. It also grants immunity to control effects while active. This power is decent to use against bosses where there aren’t any crowds of enemies.

Passive Powers

  • Weapon Master (4/4) – Gain increased chances of a Critical Strike for each stack. This passive works excellent in conjunction with the speed of Sure Strike.
  • Wrathful Determination (4/4) – Gain increased melee damage as the Determination meter fills. Bonus is doubled when the meter is full. This passive is excellent as it’s pretty much a permanent damage bonus.
  • Destroyer (4/4) – Gain increased damage for each time you strike three or more targets at once. This passive works well in areas where there are several enemies grouped together, increasing your damage potential.

Unlike most classes, the Great Weapon Fighter doesn’t have to change power sets between different types of content as much. Whether playing solo or in groups, your power sets are going to be almost identical. Just so people have an idea of what I do, I’ll go ahead and list it here.

Solo Content

  • Wicked Strike // Sure Strike
  • Indomitable Battle Strike // Hidden Daggers // Daring Shout
  • Slam // Crescendo
  • Weapon Master // Wrathful Determination

Group Content

  • Wicked Strike // Sure Strike
  • Indomitable Battle Strike // Battle Fury // Daring Shout
  • Slam // Crescendo
  • Weapon Master // Wrathful Determination

Boons

Boons are rewards acquired from playing through the various campaign chapters. These rewards are bonus stats and other powers that augment your character’s combat strength and survivability. Following is a list of each campaign and the boons I felt were most effective for the build. These are also subjective depending on your stat needs. If you see something that works better, choose the boon that will provide the most benefit.

Sharandar

  • Dark Fey Warden – +400 Defense
  • Fey Precision – +400 Critical Strike
  • Elven Haste – +3% Action Point gain
  • Elven Ferocity – Chance to deal 20,000 Arcane damage when striking an enemy
  • Elvish Fury – Gain 135 Power when killing a foe. Stacks up to 30 times for 45 seconds.

Dread Ring

  • Reliquary Keeper’s Strength – +250 Power and +250 Movement
  • Evoker’s Thirst – +400 Life Steal
  • Forbidden Piercing – 3% resistance ignored
  • Enraged Regrowth – Chance to heal 20,000 health over 4 seconds when taking damage. After this effect ends you have 4000 more Defense for 10 seconds.
  • Rampaging Madness – When dealing damage gain a stack of “Madness”. At 50 stacks gain 4000 Power, 4000 Life Steal, and 4000 Regeneration.

Icewind Dale     

  • Encroaching Tactics – +400 Combat Advantage
  • Refreshing Chill – +400 Stamina/Guard Gain
  • Sleet Skills – +2% Critical Severity
  • Cool Resolve – +2000 Power based on amount of missing Stamina
  • Rousing Warmth – Chance when healed to gain up to 3000 bonus damage on next attack

Tyranny of Dragons       

  • Dragon’s Claws – +400 Power
  • Dragon’s Gaze – +400 Critical Strike
  • Dragon’s Defense – +400 Defense
  • Dragon’s Greed – +400 Life Steal
  • Dragon’s Fury (3/3) – +15% increased Critical Severity

Elemental Evil

  • Unassailable Tide – +300 Defense and +2000 health
  • Earth’s Renewal – +400 Regeneration and +2000 health
  • Blazing Resilience – +400 Recovery and +2000 health
  • Gale of Retribution – Chance to heal for 24,000 health when taking damage. After this effect ends Critial Strike is increased by 1000 for 10 seconds.

Underdark

  • Primordial Vitality – +400 Defense and +1600 health
  • Primordial Focus – +400 Critical Strike and +1600 health
  • Drow Ambush Tactics – +10% Combat Advantage
  • Dwarven Footing – Control effects have a 5% shorter duration
  • Abyssal Strikes – +10% damage versus Demons

Maze Engine

  • Abyssal Regeneration – +400 incoming healing bonus
  • Demonic Influence – +400 Combat Advantage
  • Demonic Swiftness – +3% Action Point gain
  • Baphomet’s Might – +2000 Critical Strike bonus when striking an enemy

Storm King’s Thunder

  • Frosty Demeanor – +2% Control Resistance and +1000 health
  • Survival Instincts – +400 Incoming Healing bonus and +2% Everfrost Damage Resistance
  • Icy Wrath – Chance when taking damage to gain up to 2000 bonus damage on next attack
  • Vengeful Heat – Chance when killing an enemy to deal 2000 Fire damage to all nearby enemies and +2% Everfrost Damage Resistance
  • Chill of Winter (3/3) – Chance to gain a stack of Icy Chill when striking. 10 stacks clears to do 14,000 damage to nearby enemies

The Cloaked Ascendancy

  • Aura of Hope – When killing an enemy, chance to emit an Aura that increases AP gain for all allies within 25’ for 10 seconds
  • Fiery Frenzy – +2% Critical Severity and +1000 maximum health
  • Soothing Zephyr – +500 Recovery and +2000 maximum health
  • Aberrant Power – When taking damage, chance to gain a stack of Aberrant Power. 10 stacks clears and deals up to 10,000 damage to nearby enemies. Aberrant creatures take double damage.

Player versus Player (PVP)

As I mentioned in my introduction, this build has very poor PVP performance. However, if you work with a team in PVP, this build has some limited viability as a damage dealer and support. Although I currently have no active PVP Boons, here is what I would choose.

  • Legion’s Valor – +250 Power and +250 Critical Strike
  • Vanguard’s Resolve – Players who strike you grant you 400 Power up to 2000 Power for 8 seconds
  • Unbroken Line – +400 Defense for each teammate with 20’ of you
  • Glory Seeker – +5 Glory when killing a player on a Domination map

Stronghold

Stronghold boons are very special bonuses acquired through a guild. As guilds become stronger and increase the rank of their guildhall, four additional types of boons become available. These are Offense, Defense, Utility, and PVP bonuses. The Offense boons offer offensive bonuses such as Power, Critical Severity, and Armor Penetration. The Defense boons offer defensive bonuses to Defense, Life Steal, and Maximum Health. The Utility boons offer supplementary bonuses such as increased experience, increased gold, and mount speed. The PVP boons offer overload bonuses that give special abilities during PVP content.

For these boons, choose whichever boons help increase stats your character may be lacking. If you are lacking in Armor Penetration, choose that boon. If you want to increase your Defense instead of Max Health, choose that boon. This gives you more flexibility to increase any of your weaker stats

Equipment

Equipment is going to be as difficult as you make it out to be as some pieces are more difficult than others to obtain. This makes the Great Weapon Fighter one of the more difficult classes to equip.

Here is the recommended equipment sets to use until you’re able to get the Headsman’s Relic set from the Storm King’s Thunder campaign. For some of the slots, I have multiple items listed since some items are great to use until better replacements can be acquired. For example, the Ensorcelled Mulhorand weapon and offhand set is great to use until you’re able to farm the Twisted Ichors necessary to purchase the Twisted Set. Also, the Personalized Adamant Rings are great until you’re able to get the Underdark Rings and Fang Breaker Island Rings. When it comes to your enchantment slots, use the highest quality for the recommended type you can afford and continue refining from there.

  • Head – Elemental Drowcraft Assault Sallet // Dusk Assault Sallet
  • Body – Elemental Dragonflight Raid Scalemail
  • Arms – Elemental Dragonflight Raid Vambraces
  • Main Hand – Ensorcelled Mulhorand Greatsword // Twisted Labrys
  • Off Hand – Ensorcelled Mulhorand Sword Knot // Twisted Sword Knot
  • Feet – Elemental Drowcraft Assault Greaves // Dusk Assault Greaves
  • Neck – Lostmauth’s Hoard Necklace
  • Ring – Personalized Adamant Ring of Piercing // Ring of Sudden Defense +5
  • Ring – Personalized Adamant Ring of Piercing // Ring of Sudden Brutality +5
  • Waist – Golden Belt of Puissance
  • Shirt – Drowcraft Chaincoat
  • Pants – Drowcraft Chausses
  • Weapon Enchantment – Dread // Terror // Feytouched // Lightning // Plague Fire
  • Armor Enchantment – Negation
  • Offense Enchantment – Brutal // Gigantic
  • Defense Enchantment – Azure
  • Utility Enchantment – Dragon’s Hoard // Dark

For the purpose of this build, you’re going to want to focus primarily on Power, Defense, Recovery, and Critical Strike. You’re also going to want to somehow include some Armor Penetration and Life Steal. For my Great Weapon Fighter, I use my guild’s Armor Penetration boon to reach the 60% resistance ignored cap which allows me to stack other stats with my equipment. This allows me personally to use full Raid gear instead of mixing Raid and Assault gear. If you’re able to do this, by all means do it as it increases your Critical Strike more with pure Raid gear. If you’re not, mix in Assault gear for the Armor Penetration as needed.

Artifacts

Artifacts are going to be costly, especially for the really good ones. This is going to be true for any character regardless of the class and build. Why are Artifacts so expensive? Because they’re so awesome! Not only do Artifacts give you really good equipped stats, but they also offer a wide variety of usable powers to better customize your character! You’re going to want to pick Artifacts that strengthen your primary stats (Power, Defense, Critical Strike, and Recovery). You may also want to use Artifacts that help increase the secondary stats (Armor Penetration and Life Steal) you may be lacking. Here are a few suggested Artifacts.

  • Tome of Ascendance
  • Eye of the Giant
  • Horn of Valhalla
  • Symbol of Fire
  • Tiamat’s Orb of Majesty
  • Lostmauth’s Horn of Blasting (needed to complete equipment set)
  • Heart of the Red Dragon
  • Heart of the Blue Dragon
  • Heart of the Black Dragon
  • Thayan Book of the Dead
  • Sigil of the Controller
  • Sigil of the Devoted
  • Sigil of the Great Weapon
  • Lantern of Revelation

Companions

Companions will vary slightly depending on finances. Fortunately, Companions can be fairly easy and not quite as expensive as Artifacts or Mounts, but this greatly depends on the quality of Companion. Any Companion of epic quality is going to cost an arm and a leg (and maybe your firstborn child) at the Auction House. The Companions that increase damage are going to be what you want. When choosing a Companion, pay very close attention to their abilities to trigger Companion’s Gift, an effect granted from Bonding Runestones which imparts a percentage of the Companion’s stats to the Player. These percentages can become formidable at Rank 12 with associated Companion equipment. Here is a short list of recommended Companions.

  • Fire Archon – Increases your damage against targets with less than 50% health by 7%
  • Earth Archon – Increases your damage against targets by 6% when you are at full health. Each additional active Archon increases this bonus by 0.5%
  • Air Archon – Increases your damage against targets not at full health by 5%. Each additional active Archon increases this bonus by 0.5%
  • Water Archon – Increases your damage at full health by 6%. Each additional active Archon increases this bonus by 0.5%
  • Dancing Blade – +3% Critical Severity
  • Remorhaz – When you attack, your opponent has a 5% chance to combust, doing fire damage each second for 5 seconds.

Mounts

Mounts will vary slightly depending on finances. Like Artifacts, the really good mounts are going to cost…a lot. Currently the Guard Drake and Winter Wolf is free to all players on the Zen Market. Both offer excellent Insignia Bonuses, and the Guard Drake gives the player a 110% increased movement speed plus a 2000 Power equip bonus. For your mounts, you’re going to want to pick those whose Insignia Bonuses synergize with the effects that you want the most. Every mount has different Insignia combinations so look through the list provided in-game to figure out which ones you want the most.

 

WHEW! After reading all of this I sure hope you have a better idea of where to take your Great Weapon Fighter and perhaps evolve this build further. Again, I acknowledge there may be mistakes and if so please do not be too harsh with your critique. Thank you for reading this and good gaming to you!

Garl’s Warlock Hellbringer Fury PvE Build [Mod 10.5]

$
0
0

(This Guide Will Be Updated to the Mod 11 Guide Soon – Thnx)

 

Scourge Warlock – Hellbringer Fury PvE Build – Mod 10.5

Welcome – This is the Mod 10.5 Updated Build for the Hellbringer Fury Warlock. This build will dish out some hardcore DPS while still being able to take a few hits.  Don’t get me wrong, you will still be a glass cannon, but the new mechanics of Pillar of Power does provide us some mitigation. With the recent “fix” to Tyrannical Threat, the Warlock has lost loads of DPS.  However, don’t get too discouraged. We can still handle our own and do a pretty decent job. Also, if you need to contact me to ask questions or just have general feedback. Please, contact me by either my Youtube channel or Twitter. I try to check the comments here as often as I can.. but those two ways will be the best option at this time.

 

Race – Tiefling / Dragonborn / Human – All 3 will be viable Races to play. Just remember, if you do choose a Human, you will gain an extra 3 feat points.

Stats – CHA/CON – You want to get high initial rolls in both CHA/CON – Then build full CHA/CON throughout leveling up

Gear – Best in Slot is going to be the Relic Armor.  Eventually the Vivified Relic Armor when you can get all pieces and get them upgraded. The stats are all Power/Crit/Defense so you will have to make up the lost ArmorPen with either enchants or mount insignias. The added DPS from using an Everfrost potion just can’t be matched by anything else at this point.

Weapon / Offhand – The Relic Weapons will currently be Best in Slot.  The grind is long and painful.. but the reward is well worth the effort.
On your weapon you want to put Hellish Rebuke +12% Damage
On your offhand you want to go with Flames of Empowerment for the added DPS

Rings – Ring of Rising Precision & Ring of Rising Power +5 would be Best in Slot for the two offensive slots. However, you can use +4 rings just as well.

3 Piece Set – Best in Slot is going to be the Orcus Set. (Neck, Belt, Artifact) DPS increase of over 10%

Artifacts – Wheel of the Elements & Sigil of the Devoted in your Active Main Slot. Thayan Book of the Dead and Tiamat’s Orb. If you don’t have access to these, You can always substitute Lantern of Revelations or any other Artifact with Power/Crit/ArmorPen

Enchantments – This is going to be up to you and what your character needs. You need to have 60% Armor Penetration, as close to 100% Crit Chance as you can get.. Then you can stack Power. I personality use all Radiants in Offensive Slots.. and all Darks in Defensive Slots. Power + Lifesteal – You can use all Brutals if you want to split stats between Power/Crit.. but they can be a bit more expensive.

Armor Enchantment – We are going to be using the Transcendent Negation. 30% Damage Resistance, 10% Incoming Healing Bonus (Works with Lifesteal) and 10% Recovery. You can’t go wrong with it. Works wonders for this build. Pure Tankage!

Weapon Enchantment – We are going to be using the Transcendent Dread. You can still use the Trans Vorpal and I am still testing what will actually be best.. both either of them will work just fine. Remember, Crit Severity does actually have a cap.

 

Feats
4/5 Energizing Curse
3/3 Weapon Mastery
3/3 Empowered Rituals
5/5 Determined Casting
2/5 Blood Pact
3/3 Devastating Crit
Total 20 Points – If you roll a Human you will gain an extra 3 points that you can either place in Blood Pact to make it 5/5 or place it in Soul Reaping 3/3 if needed. Also, Scornful Curse 3/3 is another great option.

Hellbringer Path
Fury Tree
5/5 Critical Promise
5/5 Gatekeeper’s Empowerment
5/5 Helltouched
5/5 Executioner’s Gift
5/5 Murderous Flames
1/1 Creeping Death
Temptation Tree
5/5 Hope Stealer
5/5 Hellish Condemnation
5/5 Dark Revelry
Total 41 Points

Powers
At-Wills – Hellish Rebuke / Hand of Blight (Can Sub Dark Spiral Aura for AP Gain if needed)
Encounters – Killing Flames / Pillar of Power / Fiery Bolt
Personal – Flames of Empowerment / All Consuming Curse
Daily’s – Tyrannical Threat / Brood of Hadar
All should be maxed with 4 points in each as soon as possible.
Below will be a Spell Rotation Guide – Or you can click HERE for link.

 

Companions
Legendary Pet – 3 different options will be available. If you can’t afford to get the top end of the market stuff. You can go with the Air Archon. If you can afford the top end of the market, then the Fire Archon is also an option. However, my personal opinion is the best companion for any DPS class in the game is the Con Artist. It costs 2 gold, has 2 offensive slots, 1 defensive slot, 3 ring slots.
Rank 12 Bondings Stones – I also chose to go with Sudden Crit, Sudden Brute, and Sudden Lifesteal as my 3 ring choices. All stacking either Radiant or Darks. +5 Rings would be Best, but +4 will work as well. What makes this companion so special is one of his effects is a 10% debuff. Can’t go wrong with that. It also stacks.. so if you have 3 people in your party using it.. 30% debuff on top of every other debuff.
Other Active Pets – Owlbear / Air Archon / Siege Master / Erinyes

Boons –  All are more in depth in the video.

tyranny

dreadring

elementalevil

icewinddale

mazeengine

sharandar

underdark

Mounts
I view mounts as sort of a “bonus” system to make up for missing stats. As far as combat power goes.. if you are lucky enough to have a Legendary Mount, I would suggest the Tenser’s Disc for the 10% DPS increase. As far as mount powers go, if you are lucky enough to have 2 Legendary Mounts.. The Black Ice Warhorse for the 4k Power is a must.  If you don’t.. any 2k Power Mount is fine as well.

Insignia Bonus can be used at your liking.  However, I find this to be the best set up currently.  More in depth in the video.

 

Finally Here is the Video Guide/Build in Full:

And Also, here is the Spell Power Rotation Guide:

 

Garl’s Warlock Soulbinder Fury PvE Build [Mod 11]

$
0
0

Scourge Warlock – Soulbinder Fury PvE Build – Mod 11

This is the Mod 11 Updated Build for the Soulbinder Fury Warlock.  The SB Fury is built for one purpose.. Single Target Pure DPS.  The damage output that the SB Fury can bring to the table is pretty top of the line.  You will have to be toward end game to see high end results as you will have to have the adequate gear to back this build up.  The AoE aspects of this build are a bit lacking, but it isn’t meant to be AoE.  If you want to do high amounts of DPS to single target boss’s at a quick ratio, then this build might be for you.  If you want to do AoE damage, group support and have decent single target damage, then you should try the Hellbringer Fury (Found Here) This build is very viable at end game play and once we finally get loadouts you will begin to see some results.  With Mod 11 there are a lot of options to mold your character to your liking. Also, if you need to contact me to ask questions or just have general feedback. Please, contact me by either my Youtube channel or Twitter. I try to check the comments here as often as I can.. but those two ways will be the best option at this time.

 

Race

There are 3 possible races for this build.  I find that 2 are the most viable though.
Dragonborn
Tiefling
Human

The player will have to decide where their toon is currently in game.  I personally go with Dragonborn for the 3% Power/Crit.  The Tiefling is fine if your group isn’t melting everything.  The x% damage increase when the mob is 50% or less HP can be a factor. Human is at the bottom with gaining 3 additional feats that can increase DPS, but not as much as the other 2 options.

Stats

You will want to maximize your initial rolls into CHA/CON and then level them up all the way as you level.

Gear

Currently the Best in Slot option is the Vivified Relic Armor.  However, there are other options available if you don’t have access to these.  You can always mix and match the dungeon specific drops to your liking.  Such as the Lifesilk Spinneret or Psion’s Shroud.

Weapon / Offhand

Currently the Relic Set is Best in Slot.  However, with Mod 11 comes the new Ascendant Set.  This comes down to personal preference. The Relic Set isn’t “easy” to obtain.  You have to grind out materials as well as specific marks in MSVA.  It’s a time and money factor.  The Ascendant Set on the other hand doesn’t take as long and uses old marks to rank up.  The difference is pretty minor in the long run.  The Relic Set is a 10% increase to DPS.. where as the Ascendant Set (Aboleth) is a 4% DPS increase.  Are you willing to grind the long hours to be BiS? Or will you take the “lesser” version?  The choice will be up to you.  Personally, I have both sets and looking down the line to loadouts.

As far as Artifact Powers go.
Essence Defiler on Main Hand for +8% Damage
Dust to Dust on Off Hand for +5% DPS Increase
Either Action Point Gain or Combat Advantage +400

Rings

You now also have some options in to what rings you want to run.  Storm King Thunder Rings are one valid option.  the Dodd (Power/Crit) and Hellig (Power/Recovery) +5’s are both fine.  You can also use the Underdark rings.  Ring of Rising Power / Precision or Brutality / Sudden Precision.  I personally prefer constant stats as opposed to burst DPS. Sudden Precision and Brute give 4k to Power/Crit but only last 10 seconds.  Burst DPS is alright in some situations.  However, as mentioned, I prefer the constant stats that the Rising Power/Precision or SKT Rings bring to the table.  Again, the choice will be up to the player.

3 Piece Set

The Baphomet (Orcus) Set still holds to currently be the best option.  Orcus Shard / Neck / Belt

Artifacts

As far as your active artifact goes.  This build is solely based on single target DPS.  For that reason alone you should use the Wheel of Elements for the 30% Fire DPS buff.  Your other 2 artifact choices are going to be based off what statistics your character needs.  You have to balance your own stats and make sure you are hitting the caps.  Artifacts are a good boost in stats so you should be able to mold your character stats around them.  Make sure to do your research first and figure out which ones you will need so you aren’t leveling up the wrong ones and wasting refinement points.

For my personal build for example.  Since I am using the 4 piece vivified relic set.  None of that gear has any Armor Pen on it all. You have to factor in your bonding companion to see what Armor Pen you are gaining.  If it’s still less than 60% then you might want an artifact that has Armor Pen on it.  All your artifacts should have 1k Power + 1k to another Stat.  Either Armor Pen, Crit or Recovery.

Enchantments

As mentioned before, enchantments are a thing that you can balance based upon what your character still needs.  If you want to run dual stat enchantments such as Brutal that is fine.  However, if you are capped on Armor Pen at 60% and either max 100% or close to it on Crit Chance.. then you want to stack as much Power as you can.  For this reason alone all my Offensive Slots are Radiants.

Defensive slots on the other hand you can use either Azures for the defense or Darks for the lifesteal.  The choice is yours.

Armor Enchantment – You have some options here as well.  I choose to use the Transcendent Negation for the 30% Damage Resistance, 10% Incoming Healing Bonus (Works with Lifesteal) and 10% Recovery.  However, a Soulforge or Elven Battle are both viable options as well.

Weapon Enchantment – Transcendent Feytouch seems to be the go too for weapons enchantments for this build.  I have to admit that I wasn’t able to test any of the other single target enchantments.  The Flaming and Bilethorn could both be viable options.  The trick with the Feytouch is that fact that it will generate Soul Sparks every time you crit with Hadar’s Grasp.  This is a huge deal.  The spark generation is so fast that you will gain more sparks than you can cast with Soul Scorch. You can still run a Dread. However, I feel that the damage output from spam casting Soul Scorch will outweigh the Crit Sev Crit Hits coming from the Dread.

 

Feats

4/5 Energizing Curse
3/3 Weapon Mastery
3/3 Empowered Rituals
5/5 Determined Casting
2/5 Blood Pact
3/3 Devastating Crit
Total 20 Points – If you roll a Human you will gain an extra 3 points that you can either place in Blood Pact to make it 5/5 or place it in Soul Reaping 3/3 if needed. Also, Scornful Curse 3/3 is another great option.

Soulbinder Path
Fury Tree
5/5 Critical Promise
5/5 Offering to the Prisoner
5/5 Burning Soul
5/5 Infernal Wrath
5/5 Helltouched
5/5 Killing Curse
5/5 Executioner’s Gift
5/5 Brutal Curse
1/1 Soul Desecration
Total 41 Points

Powers

At-Wills – Essence Defiler / Hand of Blight (Can Sub Dark Spiral Aura for AP Gain if needed)
Encounters – Killing Flames / Soul Scorch / Hadar’s Grasp
Personal – Dust to Dust / All Consuming Curse
Daily’s – Immolation Spirits / Brood of Hadar
All should be maxed with 4 points in each as soon as possible.
Below will be a Spell Rotation Guide – Or you can click HERE for link.

 

Companions

Legendary Companion – This will be based on the players choice and also the companion gear that you can obtain.  Mod 11 introduced a new skirmish called Illusionist Gambit that has a chance to drop +4 companion gear of many different types.  If you were already using Loyal Avenger Gear / Adorable Gear than this may not affect you.  However, Underdark Rings no longer Proc on Companions.  So, if you have to farm the new gear then you will base your companion off what gear you obtain.  The drop rates are beyond horrible.  Unless you can afford to keep upgrading/changing legendary pets.. then whatever companion gear you obtain you should just go with what you can use.  In my opinion, the Best in Slot Legendary Companion will be the Sellsword.  It has 3 Offense Slots, Power as Active Bonus, and Also a 10% debuff that stacks with other Sellswords in the party and is also uncapped.  The Sellsword uses a Neck/Waist/Sword Knot combo in gear.  If you can’t get the appropriate gear you can do some research and find what’s the best option for you.  Fire Archon / Air Archon / Etc all are valid options.  Just remember, they don’t have debuff aspects to them so it won’t benefit the party as much as the Sellsword would.  You can also still use the Con Artist if you have too.  SKT Rings are another valid option to toss on for Ring Slots.  Ideally you want to get the +4 versions of the “Fierce” companion gear as it’s Power/Crit.  However, the “Heroic” gear is also viable being Power/ArmorPen.  You will have to completely balance your characters stats off your bonding companion and what gear you can obtain.

Other Active Companions – Wild Hunt Rider / Air Archon / Siege Master / Fire Archon
All of these have raw % based damage increases that will scale with the Feytouched Weapon Enchant.

Boons

Boons should be self explanatory.  You’re going to want to take anything DPS related.  I have removed all the pictures of boons as I felt they were too cluttered.  If you have specific questions about boons.  Feel free to ask.

 

Mounts

I view the mount system as a sort of “bonus” for stats.  You can make up a lot of stats just from insignias.  Epic Insignias are +200 for a stat and when added up can lead to a nice chunk.  For example: If you are lacking Armor Pen, you can use some Epic Aggressive Insignias.  If you are lacking Crit Chance, you can use some Epic Skill.  If you are capped on everything, you can stack Epic Dominance Insignias which are Power.

For your Combat Power.  I would go with the Tenser’s Disc which adds to Calvary’s Warning.

For Your Mount Power. I would go with pure Power.  Either the Black Ice Warhorse or the Arcane Whirlwind +4,000 Power.  If you don’t have either.. The +2,000 Power are still viable.

For the Mount Insignia’s:
Assassin’s Covenant – More Power
Artificer’s Persuasion – More Recovery / AP Gain
Artificer’s Influence – More Recovery / AP Gain
Cavalry’s Warning – More Power from Legendary Mount
Protector’s Camaraderie – More Power

 

Finally Here is the Video Guide/Build in Full:

And Also, here is the Spell Power Rotation Guide:

 

AC PVE Devoted Cleric MOD 11

$
0
0

Hi to everyone. This is my first pubblic build for Devoted Cleric. Usually my builds are used only in Ordine del Chaos guild but now it’s time to sharing to everyone. With recent module 11 some people say that ARC nerfed us, some people say that we are “out of order”. I think DC is more viable than in the past. Now we can spam HG and AA constantly and permanently togeter. Nice 🙂

RACES

I prefer Sun Elf, but Human is also a good choise.

ABILITY SCORES

 

PATH

I prefer AC because his power sharing and more power to share and share and share 🙂 And i love AA and nerf is so important is always very usefull, specially if you are a endgame DC, may be for low gear toon this is not the most viable path, but that is 🙂

FEATS

POWERS

Powers that i usually use are slotted like in the screens. But are not mandatory. In solo play i prefer Chain, but any person have a proper style of play. HG and AA are always slotted and the key is to spam them togeter ASAP and thanks to some tricks you will be 🙂

GEAR and ARTIFACTS

The most important thing is to obtain max from POWER and RECOVERY. Is not important how to reach it. I don’t want to suggest items beacuse any person have different approach and not everybody can buy or craft masterwork armour, or grind to take SKT relic armour or weapons.

Artifacts i use artifacts that have AP gain, set is TIAMAT. Weapons are RELICS, but sooner i will use new mod 11 weapons (FEY).

MOUNT INSIGNA

Mount is the key. If we use ARMOURED GRIFON’s POWER. Using an artifact power (SIGIL OF DEVOTED in my case) reduce recharging power by 35%. So this is how i can spam togeter and semi permanently HG and AA.

 

COMPANIONS

HARPER BARD is the best investment a DC can do. Buff and Debuff are incredible. For active bonus PSEUDODRAKE, OWLEBEAR CLUB, LILLEND and ENERGON. Obviously the main goal is to have 3 RANK 12 bounding.

BOONS

I prefer not to explain boons because there is nothing to explain 🙂

CONCLUSIONS

This MOD is born afert many brainstorming inside ORDINE DEL CHAOS guilds. Many thanks to ULK alias FEANOR SOLAIRE and other guild mates that support continues test.

My XBOX GT is Midenta if you have questions.

 

 

 

 

 


Divine Oracle (DC) : Best buffer in Town (mode 11 / PS4)

$
0
0

hello everyone,

this is my Divine Oracle build for PVE, to provide the best buffs and debuffs for a team in mode 11.
i think no class can be best as Divine Oracle to buff ; and this build, you’ll see, makes a real difference.

FIRST, before some videos, the great principles to apply (to get the best results possible as a buffer),
and in a second time what you can do to have your own path (heal, dps, whatever you want to be).

The Great Principles of this build are about :
– BRAND OF THE SUN (at-will power) + BEAR YOUR SINS (feat)
– TERRYFYING INSIGHT (passiv power)
– POWER OF THE SUN (feat), WEAPON OF LIGHT (feat)
– PROPHECY OF DOOM (power)
– HALLOWED GROUND (power)

https://vignette4.wikia.nocookie.net/animal-jam-clans-1/images/b/b6/Transparent_scroll_line.png/revision/latest?cb=20170130111638

DOT (Damage Over Time) :
the association between BRAND OF THE SUN and BEAR YOUR SINS, is key of your buff
BRAND OF THE SUN is an at-will which makes DOT, and BEAR YOUR SINS gives a +10% damage on the foe from all sources.
So ? your gameplay needs now to make damage on every mob, and they’ll take this buff.
BRAND OF THE SUN is only on Divine Oracle path, it’s an at-will so you can/must do this for the best buffs for your team.

TERRYFYING INSIGHT :
you equip this passiv power, and you and your team (and companiuons) will get -at grade 4- a constant +20% damage buff. Need to say more about this awesome power ? don’t think so.

POWER OF THE SUN, WEAPON OF LIGHT :
these two feats gives buffs you cannot avoid.
POWER OF THE SUN reduces the target damage and their chance to crit by 5%.
WEAPON OF LIGHT : increases your allies power wthin 30′ with 10% of your own power.
Weapon of Light is sure better with a AA Dc, but why not use it ? and for Power of Sun : as you touch every mob, you reduce the whole damage for your allies.
these two feats must be in your build, no question about that it seems.

PROPHECY OF DOOM :
this power, available only in Divine Oracle Path, lower damage resistance of your target (10%, as a Con Artist).
and if you choose the feat SECOND SIGHT (up to you), it heals you and your allies.

HALLOWED GROUND :
no more Annointed Army (not present in Divine Oracle), but you can use this power. which buffs and debuffs :
+20% more damage done, -20% damage received. for whoever is this large yellow circle.
If you have another Hastening Light in your party, it should be permanent (you have to work for this, refresh it the best you can)

https://vignette4.wikia.nocookie.net/animal-jam-clans-1/images/b/b6/Transparent_scroll_line.png/revision/latest?cb=20170130111638

Now that the great principles of the Divine Oracle are here,
let’s talk quickly about the others possibilies to buff.

BREAK THE SPIRIT in EMPOWERED :
+30% damage for 8 seconds. that’s one of your priority when you play, to use BREAK in fervor. (and for the record, normal BREAK is a DOT. and we like DOT in this build). and BREAK do good damage. a must have.

FORGEMASTER’S FLAME in DIVINITY :
a personal choice maybe. but normal Forge is a DOT (we like dot, remember ?). in Divinity, this power is very quick to launch (just before switch stance and launch the Empowered BREAK), slow the target (3 times) and burst with Astral Fire (very good damage, in my opinion). DIVINE GLOW is a really good choice too : less dps, more debuffs. It’s all up to you.

BUT, you can use the power you want, like BASTION OF HEALTH if you want to heal (and take more feats to heal you team). or DIVINE GLOW (but the feat POWER OF THE SUN has the same debuff). It’s your own personal choice, i repeat, you own personal choice (if you are enough geared, or not, take this, try that, heal or dps, your life your gamestyle 😉 )

https://vignette4.wikia.nocookie.net/animal-jam-clans-1/images/b/b6/Transparent_scroll_line.png/revision/latest?cb=20170130111638

THE ROTATION :
– HALLOWED GROUND (+20% Damage, +20% Defense)
– BREAK THE SPIRIT, PROPHECY OF DOOM, FORGEMASTER’S FLAME (on the biggest mob) (+10% damage)
– POWER OF THE SUN on every mob (+10% damage)
– ASTRAL SEAL (to have your Divinity nearly instantly)
– FORGEMASTER’S FLAME in Divinity x 3
– BREAK THE SPIRIT Empowered (+30% damage)
– HALLOWED GROUND (+20% Damage, +20% Defense)
(repeat)

With TERRIFYING INTUITION (+20% damage), HALLOWED GROUND (+20% damage) and POWER OF THE SUN/BEAR YOUR SINS (+10% damage), you have a +50% damage for every allie. and you are ten in a 5 group (with comp). +500% damage…
and when you do BREAK Empowered, it’s +80% damage (for 8 secs). +800% damage… Best buffer in town, no ?

an exemple of the gameplay in FBI :
(with a team i never played before, a good team but not a 4000+ team).

https://vignette4.wikia.nocookie.net/animal-jam-clans-1/images/b/b6/Transparent_scroll_line.png/revision/latest?cb=20170130111638

What can i say more ?
you can be more DPS or moreHealer (your personal choice). so you companions will be more like DPS-Comp or more like Heal-comp. Each player has its path.

For the example, i give mine (but you do whatever you want, of course, as all the Great Principles of this build are there, as the rotation is made).

My Feats (in english) :

http://mmominds.com/wp-content/uploads/2017/04/748092featsDO-1.jpg
you can change whatever you want, but you need to have the feats i talked about to buff (as hell).

a video of my character, with powers, feats, boons, companions, mounts… (in french, cuz i am french)

https://vignette4.wikia.nocookie.net/animal-jam-clans-1/images/b/b6/Transparent_scroll_line.png/revision/latest?cb=20170130111638

to conclude :
i have made some FBI alone (no other DC).
it’s easier for everyone with a pally tank, or a DC AA.
but it’s not necessary, if your allies have some GS, skills (avoid AOE for example).
You don’t need high gear, because buff and debuff are not gear or stats dependant.
That’s a new way to play your DC. Hope you like this -quick- presentation.

https://vignette4.wikia.nocookie.net/animal-jam-clans-1/images/b/b6/Transparent_scroll_line.png/revision/latest?cb=20170130111638

EDIT : some Master Svarsborg, with Shrasa (GWF) and Katsumy (GF), who are like me in ELYSIUM GAMING Guild.
At the beginning, i show how the groups were made, and Shrasa was the only dps with the GF and the DO.
I was sure that he will finish first at the general dps.
And he was : 403M. (the second was at 220M).
Reasons ? easy : he has a DO with him (you need to be in the same group to have the benefit of TERRYFYING INSIGHT).
And as we have 3 Devoted Cleric with HASTENING LIGHT in the party, Katsumy the GF was giving constant COMMANDER’S STRIKE to buff damage (same group).
Enjoy 😉

DIVINE DEATHDEALER — DPS DIVINE ORACLE DEVOTED CLERIC BUILD MOD 11 PVE

$
0
0

DIVINE DEALER OF DEATH — DPS DIVINE ORACLE DEVOTED CLERIC BUILD

 

INTRODUCTION

Hey, everyone. Hartdahmernator (PS4), and welcome to my Divine Oracle dps build. 

Disclaimer: This is a dps build with strong buff capabilities. Against other maxed out dps characters, you will not top the pain giver chart, but you will be a valuable asset with strong buffs and a strong contribution to damage. In pickup groups, you will be a dps god. Our area-of-effect attacks are ridiculous, but our single target is where we will be passed by most competent dps classes.my Divine Oracle dps build.

Let’s begin with the role this build plays in dungeons and other group content. With the recent changes to Devoted Clerics in Mod 11, including a 30% increase to damage on certain encounters and dailies, a lot of different options have opened up for clerics. This particular build allows you to pump out good damage, while also being able to switch to an OK healer or more-than-adequate buffer at the drop of a hat.

Stats we are going to be aiming for with this build are 60% resistance ignored and 100% crit in combat (buffed). Then, we want to pump our power as high as possible. Here are my current unbuffed stats:

Buffed stats:


 

RACIAL

Without a doubt, the best race would be dragonborn. I don’t have the pack so I went with half-orc. You may be thinking: Why half-orc? My reasoning was +2 to str a primary stat and 5% crit severity outweighed +2 primary and no other bonus stat.

ARTIFACT WEAPON POWERS

I went with Brand of the Sun for the increased damage on my main hand and Terrifying Insight on the off-hand because it increases crit severity by 5% and we will ALWAYS have this slotted.

GEAR

In my opinion, best-in-slot gear would be three Lighttender’s raid gear (FBI and SPC drops) and the Jarl’s Gaze helm (mSVA drop). I’m currently running Elven Raid chest (purely for stats until I can get the raid chest to drop I’ve done 100s of runs) , Lightenders Raid helm, Lighttender’s Restoration Bracers, Lightender’s Raid helm, and the Lighttender’s Raid Cuisses. Other valid alternatives would be two Dusk and two of something with stats you needed (i.e. Elven, Dragonflight, etc.) the Historian’s Regalia, or perhaps even the Lifesilk Spinneret if you’re OK with loosing power. 

Best-in-slot rings would be two greater Dods (FBI, nsva/msva and SPC drops), though I’m currently running a purple Helig and a purple Dod.

I eschew artifact set bonuses in order to maximize stats. For the neck piece, I run Lostmouth and an Imperial Waistband of Honor for the waist slot due to the strength and wisdom stats. I should note, however, that I plan to switch the Imperial Waistband out for Greater Belt of Wisdom for a damage bonus as soon as I can afford to lose the crit. The Orcus set is something I plan on testing, but for now my setup is adequate.

For undergarb, I wear Zealot’s Gemmed Exquisite Elemental Chainmail and Zealot’s Gemmed Exquisite Elemental Chausses. A good alternative until you can acquire this set are the Drowcraft unders.

Best-in-slot weapons are the Lighttender’s Holy Symbol and Lighttender’s Icon acquired through the Sea of Moving Ice campaign quests and restored using various material found in both Somi and the other areas of the Storm King’s Thunder campaign. Mod 11 weapons may be a decent alternative but likely are not best-in-slot as this is a dps build and the relic weapons produce more overall dps.

Currently, the general sentiment is that the Aboleth Icon and Holy Symbol are the next best option to relic weapons for dps in Mod 11. Another option, especially for beginners with low iL who need extra AP gain, would be the Fey Icon and Fey Holy Symbol. Both sets can be acquired through the Cloaked Ascendancy campaign.  I, myself, have not tested these new weapon sets and will update this build once I have.

 

ENCHANTMENTS

Offensive Slots: Azures until you can get the stats for brutals.

Defensive Slots: Azures or the very min-maxy Black Ice Rank 12s to maximize the benefits of the Assassin’s Covenant insignia bonus.

Utility: Quartermaster’s or Dark enchantments.

Armor Enchant: I say go Soulforged, nothing else compares for me. Some people are reporting success with the updated Bronzewood enchantment.

Weapon Enchant: I run a Dread for the extra crit severity and the fact that it procs on encounter use. I am, however, still playing around with a lightning enchant due to the Mod 11 enchantment updates. I will report my findings in a later build update.

 

ARTIFACTS

For my primary, I use the Wheel of Elements, which I’ll have mythic by next double refine. I was previously using the Sigil of the Devoted before I made the change to a more dps-oriented build. Many complain that the problem with the wheel is that you often can’t land the element (fire) that you are seeking. My way of dealing with this problem is to jump cast the artifact, then slide into the fire element. 

Secondary artifacts are Tiamat’s Orb for a nice mix of stats, Sigil of the Controller because you can’t beat power and crit, and the Lantern of Revelation (though I currently run a GWF sigil until I can swap it out).

Other option to consider are the Thayan Book of the Dead and Kessel’s Sphere of Annihilation.

COMPANIONS

First off, one cannot overstate the value of Bonding Runestones. Our primary focus, even before that of our item level or best-in-slot gear, is to acquire high-ranking bondings and get them to rank 12 ASAP. This is even more true for this dps build as we need to stack as much crit as possible to reach 100% crit in order to ensure we are producing enough damage to be on par with other classes.
For summoned companion, I suggest either the Fire Archon or Con Artist. Many theorycrafters have expounded on why the con artist is the best summoned companion for group PVE content.

Active Companions I run are: Dancing Blade, Siege Master, Wild Hunt, Erinyes of Belial.

MOUNTS & INSIGNIAS 

Early on in the build, it may be prudent to go with a 2k crit epic mount. Eventually, you’ll want to move to a 2k epic mount, and — if lucky — a 4k legendary power mount. I’ll never be that lucky, so I settle.

Insignias can be applied to fill out the gaps in your stats. It’s key to keep in mind that one epic insignia is worth as much in stats as an armor kit. More, actually, due to their secondary bonuses. I recommend aggression, skill or dominance insignias, depending on what stats you need.

Insignia bonuses to go for are Protector’s Friendship and Protector’s Camaraderie — two absolute must haves. I also run two Assassin’s Covenant bonuses, which takes 10% of your defensive stats and adds them to your unbuffed power (the second bonus is diminished, garnering 25% of the original bonus, or 2.5% of defensive buffs transferred to power), and  Artificer’s Persuasion, which buffs the party’s recovery, movement, AP gain and stam gain on artifact power use.

BOONS

 

FEATS

 

POWERS

One of the things that I love about this build is its versatility and ability to adapt to varying situations and group compositions. Your slotted powers, therefore, will change depending on the roll you are filling, the level of content (Tier 1, T2 or T3 content), and if we are the sole DC or running alongside another DC.

Top powers to get rank 4 first are:

Terrifying Insight
Lance of Faith
Chains of Blazing Light
Daunting Light
Brand of the Sun
Divine Glow
Hallowed Ground
Divine Fortune
Forgemaster’s Flame

Loadouts for differing situations are as follows:

DPS ROTATION
The rotation I use against mobs in dungeons is Brand of the Sun and Lance of Faith as at-wills with Chains, Divine Glow and Daunting Light for my encounters. Class Features to use are Divine Fortune and Terrifying Insight, while I use Hammer of Faith and Hallowed Ground as dailies.

For bosses, trade Chains of Blazing Light for Forgemaster’s Flame. Go in on boss and drop Brand of the Sun before Forgemaster’s Flame followed by Divine Glow out of divinity. Then, switch to divinity mode and cast in the following order: Daunting Light twice followed by Divine Glow before a fully empowered Daunting Light.

To start rotation over, cast one Brand of the Sun in order to proc the damage-over-time effect followed by three casts of Lance of Faith in order to get the damage bonus. Then do the rotation over again, keeping Hallowed Ground up as much as possible. When you get the boss down to 5% health, drop Hammer of Faith as an execute when you’re tapped out of resources.

 

BUFF ROTATION

When running as second cleric for FBI or third cleric for Msva.

In Master Assault on Svardborg of Fangbreaker’s Island, you may be called upon to play the buffer. We are clerics, after all. In such scenarios, I use Astral Shield, Divine Glow and Prophecy of Doom to stack with the other clerics that are using Forge Masters and Break the Spirit.

 

###

 

 

Thanks:

I’d like to thank House Stargaryen and Knox’s Irregulars, the PS4 guilds that have supported me throughout my time in NW. This guide was made with the assistance of and editing by S1GH_TM, aka Igot Revitiligo, my GF buffer-in-arms.

[Mod 11] Pheli Slam Build Endgame PVE [PS4]

$
0
0

Hello all the build use the same base than LIA KNOWLES’ GWF DESTROYER DPS FOR PVE BUILD but I choose play Sharp sense in talent for play slam.

She made a lot for the community respect him please.Stop trash talk .

Sorry for my English i not work this language at school i regret now )=.

Race Choice

Since a GWF’s core abilities are both DEX and STR,

The best choice for a race would be an Half Orc for +2 DEX/STR, and 5% more crit severity .

Other good choice Human. +2 to any ability orc is bette but +3 heroic feats and +3% defense.

Drakeide is really good but It is necessary to like looking like to the baby of a crow and a lizard

 

Ability rolls

If human, roll 16 STR and 18 DEX.

If Orc, then basically 18 STR/DEX for max results.

We’re going to add +1/+1 to DEX/STR every 10 levels.

 

Power

At wills: Sure Strike/Weapon Master Strike

Encounters: Hidden Daggers, Daring Shout or Battle Fury, Indomitable Battle Strike.

Dailies – Crescendo and Slam/Spinning Strike/Avalanche of Steel

Class Feats– Destroyer and Wrathful Determination (Weapon Master if you don’t have 100% crit )

 

Routine

Daring Shout, Master Strike, Hidden Daggers, Indomptable,  IBS Sure Strike.

Use battlfury is you play with GF or on single target bosses (Demogorgon, dragons, etc.)

Play Daring shout in trash

With this build play slam for gain +20% POWER use it its better in multicible than creshendo

Use IBS only in unstoppable and your Wrathful Determinationis full stack if you don’t use full stack it s negative for your dps..

Gears

Priotary stat

100 Pc crit

60 PC of neutra

5000 Réta

1500 Earnings of no action

All the rest in power other stat have no interest.

 

The current best in slot set is the t3 empowered Relic Headsman’s Raid witch jarls regard (more power what else)

Bis weapon is ostarian no match versus twisted or mod 11 WEAPON

Play with orcus set is better than all

Jewelery : Dod or Hellig majeur I hate proc ring but is a good choice

Artifacts

Lantern of Revelation – Crit/Armpen/CA

Shard of Orcus’ Wand – Power/Movement/AOE resist

Wheel of Elements (Primary!)/B] – HP/Power/Stamina gain + 30% more damage over 28 seconds (Fire buff).

Sigil of the Controller – Power/Crit/Control Resist

Heart of the blue dragon

Has you to see according to your balancing

Enchantement

Weapon – Ligthenning better than all End game

Armor – Soulforge

Offense slot – Azure Enchantments/Brutal Enchantments
Defense slot – Azure enchantments.
Utility Slot – Dark enchantment/Hoards/Fey blessing/QuarterMaster/Dragon horn As you want

Compagnons

Principal : Fire Archon

Air Archon, Cambion Magus, Erinyes of Belial, Sapper s Master

Stat Off fight

Stat in fight (with pet)

Mount

Campagne

Video (In french )

Build

Gameplay

 

Thx for reading I would try to answer has quite question if it is possible for me (Be indulgent)

Thanking special has my guild and alliance

Vive la France Vive EXIL 😛

Visit my youtube channel for more build and guide

Pheli Gaming

Seducer: Alluring Guide to Scourge Warlock (Multi-Loadout Mod 11)

$
0
0

Seducer: Alluring Guide to Scourge Warlock

 

Part 1: Enter the Patron

Gather ‘round, fellow darkwalkers.
Image and video hosting by TinyPic

With the coming of the loadouts in Mod 11b, a new milestone is set for Neverwinter. Sharpen your pact blades and undust your grimoires, for our cunning and allure is put to the test.  Loadouts present to all classes the opportunity to explore and enjoy every aspect of their character; and Scourge Warlock is a rather versatile class that makes the whole ‘shifting through builds’ all the way more exciting!

I decided to make a series of notes and thoughts on what would be some good choices for loadouts. This is more to establish a groundwork for Warlocks’ options and preferences, rather than make it a guide that specifically calls you to run certain gear or teaches everything Warlock.

With no further ado, the two main and initial (free) loadouts will be:

(1) Hellbringer Fury, with the task of facing the hordes of mobs in dungeons, and

(2) Soulbinder Fury, ready to slay and melt down the dungeon boss.

Image and video hosting by TinyPic

There is “no subtlety here”, we’re here to do some serious DPS; the Warlock’s true nature is that of a Striker and Leader, that drains the life of his foes (for breakfast) and decimates anyone insolent and foolish enough to challenge him (sorry poor souls, but the Patron called and the rent is due!).

These two loadouts will cover the AoE and Single DPS aspect of the PvE. Personally, I plan to get 2 more loadouts to cover every feature I love about this class.

(3) Hellbringer Temptation curses his way through the fun, being our full-fledged Heal & Support build. Unlike our two previous Fury builds, that will skip supportive stuff and focus on personal DPS (for our Patron’s pleasure of course), Temptation will be an excellent healer/buffer that will do some decent and sinister damage.

(4) Hellbringer Fury PvP; every challenge is welcome and a PvP build should be included, as we’re set to hone our Warlock in every aspect of the game (you could make some other PvP build entirely, like Soulbinder or Temptation).

[If I were to include more loadouts, I would fill my max 8 loadouts with: (5) Soulbinder Fury PvP, for which I would get a 2nd Off-hand with Borrowed Times and invest on Deflect for PvP, (6) Hellbringer Damnation, for having fun with the path and to unlock it as an option (7) a second Hellbringer Fury that will be a fast switch to Single damage (instead of its AoE damage-fest; especially for when I decide to bring some added support before a boss) and (8) a second Soulbinder Fury, again as an easy switch to AoE damage (instead of using it solely for Single damage). With the second set of Fury builds I would make minor tweaks to feats & boons as well.
I consider just the first 4 options to be essential, while the last 4 are only there as mere options that I may or may not include myself. I presented them anyway so you’ll have an archetype when going through your own choices.]

 

Part 2: Gear

I largely leave the choice of gear up to each player, as it’s more about balancing your character overall and highlighting your preferred stats. Gear comes and goes, gather the pieces that you need the most; what matters more is making the most of it afterwards with all those options that are now presented.

As for the stats you know the drill: you need to reach (up to) 60% Resistance Ignored for PvE, and max your Critical Chance (I suggest going for 85-90%), then boost your Power all the way. For the defensive stats of your character, reinforce your HP pool or Life Steal, while at your summoned companion put Defense or Life Steal (mind what your Temptation loadout needs more). Our 2 vital Attributes are CON and CHA, offering us Damage & HP, Critical Chance & Combat Advantage respectively.

For PvP (may your Patron be with you) it’s debatable how much Armor Penetration will avail you (mainly by switching to Penetration stronghold boon and/or Penetration mount bonus). Prosperity insignias and high HP offer a lot of survivability, while going for Deflection (or a mix of HP and Deflection) may be the way for you (more so for Soulbinder). Honestly, certain game imbalances are rather apparent in PvP, and the Warlock is in a tough spot when compared to the competition; but one can only fail if he quits. Needless to say, reaching 2k Tenacity is a must; upgrading your PvP gear will help, especially since you’ll become sturdy enough to switch to Psion’s Shroud for added HP.

Weapon: I consider that the Relic weapon remains the best for Mod 11, followed closely by Aboleth. For our multi-build we’ll focus on having just 1 Main-hand (with a possibility of 2 Off-hands), so the key here is just to have your Weapon Damage up to the meta.

Main Hand effect:  The 10% boost to Hellish Rebuke is the one we need, as at-wills account for an important portion of Hellbringer’s damage (and that’s 3 out of our 4 loadouts), while not so for Soulbinder.

Off-hand effect: All-Consuming Curse’s 5% Crit. Severity boost will be the one we’ll be using mostly. The debuffs from No Pity No Mercy and Flames of Empowerment are capped (one is bugged too), the Dust to Dust’s damage boost is exclusive to our one Soulbinder loadout (with whom we’ll be focusing on bosses anyway) and Prince of Hell’s DR boost won’t be accessed by our two DPS PvE loadouts.

Armor: As of Mod 11, having 3 Relic pieces offers the most, due to the whooping 10% damage boost it provides. Choosing your stats to go and whether you’ll proceed to a new armor or skip, is left up to you in this guide. However, Psion’s Shroud is advised both for PvP and for PvE (for Temptation loadout and for Aura of Courage buff).

Weapon Enchantment: The staple here is Vorpal for Hellbringer, Dread for Soulbinder and Feytouched for PvP.

However, having 2 (or even 3) sets of weapons is something costly/time-consuming that will take a toll on your time, effort and resources (since new weapons will appear eventually). Noting that this is a budget multi-build and going for more sets of weapons and WEs is not advised. My opinion is that all 3 enchants are viable. (I won’t mention other WEs since Warlocks don’t get as much benefitted by the rest of them, and also for this multi-build we need 1 WE that will fit for all of our loadouts.)

For starters, Vorpal is convenient for granting 50% Crit. Severity universally – boosting our DPS significantly in our main builds (HB Fury, SB Fury, Temptation & PvP Fury).

Next on the list, is Dread, which is a favourite for Soulbinders, since their damage is based greatly on encounters. Mind you, it won’t be lackluster for our Hellbringer, as our main playstyle will focus on killing the mobs with Hellbringer (2-4 encounters for each mob group; won’t be able to land many Hellish Rebukes) and slaying the bosses with Soulbinder. Thus, Dread enchant fits both Hellbringer and Soulbinder amazingly, since this is a versatile multi-build.

Last but not least, there is the Feytouched, granting superior damage and survivability in PvP. But that is not all it does! For the Hellbringer PvE part it does a good job of buffing our Pillar of Power (unlike the staple Vorpal) and providing adequate damage in general; while for the Soulbinder PvE part it is crucial for proccing lots of Soul Sparks when Hadar’s Grasp crits on bosses. Not to mention that our Temptation build will treasure greatly its compelling debuff on enemies’ damage.

While I suggest any of the 3 enchants, my go-to for this playstyle seems to be no other than Feytouched, fulfilling its role proudly for all 4 loadouts.

Armor Enchantment: Lesser Soulforged will do for PvE (you don’t want to waste time upon a death – especially from a tough hit that got you; and Negation enchant works with stacks). For PvP, I suggest T. Shadowclad (otherwise settle with Negation).

Artifact and Artifact set: For your Primary Artifact go for Sigil of the Devoted (to always have a Daily ready through mob groups; for Hellbringer Fury) or Wheel of Elements (for the 30% damage boost, mainly during the boss fight; for Soulbinder Fury). During PvP, Oghma’s Token of Free Movement is a life-saver, otherwise stick with Wheel of Elements for the heal.

I don’t consider the Orcus set much of a breakthrough, as enemies die rather fast to make the most of its rising buff, and it also derails our stats/attributes. Cloak of Black Ice and Greater Belt of Black Ice make up for it with a constant flow of AP, constant damage boost through suitable attributes and nice DPS stats (the Black Ice Beholder artifact will not be needed). Alternatively, you can use a Greater Plated Band of Constitution and/or one of the new masterwork cloaks (Budget build? No, I said nothing about a budget build… moving on!) that will boost our attributes further.

Companions: For your summoned companion, diversity is certainly good. Apparently, our best options dps-wise are the Sellsword (3 offense slots, 10% uncapped Debuff for the whole party, plus more fitting when with Temptation) and the Fire Archon (3 offence slots, personal damage-boosting active bonus, 2 ring slots that are easier to fill in with something good, plus it fights in mid-range distance).

For your 4 active companions get your hands on: the Earth Archon and Air Archon, the Owlbear Cub (a must-have for Hellbringer), the Siege Master or the Wild Hunt Rider or the Erinyes of Belial.

Mounts:

PvE: Protector’s Camaraderie, Protector’s Friendship, Artificer’s Persuasion, Assassin’s Covenant, Gladiator’s Guile

PvP: Oppressor’s Reprieve, Survivor’s Blessing, Vampire’s Craving, Champion’s Return, Gladiator’s Guile (or Victim’s Preservation/Barbarian’s Revelry)

 

Part 3: Builds

 

1) Hellbringer Fury (AoE damage)

Feats:

Image and video hosting by TinyPic

Boons:

Image and video hosting by TinyPic

 

Powers:

AoE:

-> Arms of Hadar, Pillar of Power, Fiery Bolt

-> All-Consuming Curse  and No Pity No Mercy  (or Shadow Walk)

-> Hellish Rebuke  (and Dark Spiral Aura)

-> Tyrannical Curse  and Accursed Souls  (or Gates of Hell)

Single:

-> Arms of Hadar, Pillar of Power, Killing Flames

-> Flames of Empowerment  and All-Consuming Curse  (or No Pity No Mercy)

-> Hellish Rebuke  (and Dark Spiral Aura)

-> Tyrannical Curse  and Flames of Phlegethos

 

2) Soulbinder Fury (Single damage)

Feats:

Image and video hosting by TinyPic

Boons:

Image and video hosting by TinyPic

 

Powers:

AoE:

-> Arms of Hadar, Blades of Vanquished Armies, Fiery Bolt (or Cursed Bite)

-> All-Consuming Curse and Shadow Walk (or Dust to Dust)

-> Essence Defiler (and Dark Spiral Aura)

-> Tyrannical Curse and Accursed Souls

Single:

-> Hadar’s Grasp, Soul Scorch, Killing Flames

-> Borrowed Time and All-Consuming Curse (or Shadow Walk/Warding Curse)

-> Essence Defiler (and Dark Spiral Aura)

-> Immolation Spirits and Brood of Hadar (or Tyrannical Curse)

 

3) Hellbringer Temptation  (Heal/ Support)

Feats:

Image and video hosting by TinyPic

Note: Aura of Despair seems to be working again, might want to test it first.

Boons:

Image and video hosting by TinyPic

 

Powers:

AoE:

-> Blades of Vanquished Armies, Pillar of Power, Arms of Hadar (or Dreadtheft)

-> Shadow Walk and Dark One’s Blessing (or All-Consuming Curse)

-> Hellish Rebuke (and Hand of Blight)

-> Tyrannical Curse and Gates of Hell (or Accursed Souls)

Single:

-> Blades of Vanquished Armies, Pillar of Power, Dreadtheft (or Warlock’s Bargain/Killing Flames)

-> Flames of Empowerment and Prince of Hell (or Shadow Walk/Warding Curse)

-> Hellish Rebuke and Hand of Blight

-> Tyrannical Curse and Flames of Phlegethos

 

4) Hellbringer Fury (PvP)

Feats:

Image and video hosting by TinyPic

Boons:

Image and video hosting by TinyPic

 

Powers:

-> Killing Flames, Pillar of Power, Warlock’s Bargain (or Blades of the Vanquished Armies/Hadar’s Grasp/Arms of Hadar)

-> Flames of Empowerment and Shadow Walk (or Dark Prayers/Prince of Hell/No Pity No Mercy)

-> Hellish Rebuke and Hand of Blight

-> Gates of Hell and Brood of Hadar (or Accursed Souls)

 

Part 4: Menacing closure

Closing with a panorama of my depraved and alluring warlock, Seducer. Hers is not the face of mercy. ^.^

Image and video hosting by TinyPic

Perchance, you’ll have fun by making the most of a mix with HB Fury, SB Fury, HB Temptation and PvP loadout as well.

Hope you’ll enjoy going through this thread! Any ideas, loadout builds or criticism is welcome, to add to the discussion of unraveling the full potential within our Scourge Warlocks.

May Tenebrous be with you upon the Shroud of Souls

Image and video hosting by TinyPic

and praise the Nine HAMSTERS! =)

 

 

Enyo’s Mod 11b Solo PvE / Master Infiltrator / Executioner & Saboteur Build (Loadouts)

$
0
0


To view content just click on the tabs labelled above to take you to each section of this guide - and no, it doesn't open any new webpages! It's 100% user friendly and safe to use, fret not!

Also note, a few of the tabs are still somewhat in progress so they may seem more disorganised / unclear than others. I'm working on it ASAP! I didn't have time to finish today, and I can't save this as a Draft anymore apparently, so I kind of had to publish. Enjoy!


Introduction

Original post date: December 17th, 2016. Last Updated May 4th, 2017.

Welcome all! I'm Enyo, I've played Neverwinter for 4 years now. I'm actually the leader of a guild called Chronic Legion, which is part of The Winterfell Alliance. I'm pretty chill and laid back and always up for helping out / answering questions, so feel free to contact me in-game on PC at Enyo@Yopuko.

Anyway, I'm here to tell you basically everything you're going to want to know about 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, I can actually play both Executioner and Sabotuer in the game without having to respec - this is pretty freakin' awesome, and also why I've added Sabotuer feats to my guide now, as well as the new tabs. The tabs help keep things simple, organised, and require you to scroll a lot less to find stuff!

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


Gear Preview


Stats (with Bonding Enchantments R12 & Protector's Camaraderie Buff)


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 you need to be concerned about. Personally when I made my Trickster Rogue I went based off preference of appearance, and lucked out in the end anyway because the buff it gave was good. Here's a tour through some of the more beneficial races for those looking at getting the best bonuses in place of best appearances;



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 guide for geared towards PvE, so if you're looking for PvP you are in the wrong place!



Dragonborn - This class you do have to pay to unlock it - it's a whopping 7500 Zen, so yes, it's pricey. In my opinion it's not worth that amount of 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 Racian 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 expensive) 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.



Ability Rolls

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, and you'll start to understand more why as you make your way through this guide as it's difficult to explain why. As useful and beneficial as it is though, it pales in comparison to STR & DEX as they contribute more to your total damage output. 


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, 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
  • 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 dealt damaged to take 2/4/6% more damage from you for 6 seconds. I don't believe there's a cool-down for this feat, but don't take my word on it. It doesn't stack, but still, a consistent 6% more damage is fairly beneficial.

Dying Breath 5/5 - 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.

Deathknell 0/5 - 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 not ideal for probably most players. It's worth mentioning though!

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.

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.

  • Rotations

For my 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.





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.



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

Evoker's Thirst - +400 Life Steal.

Illusion Shimmer - +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.



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.


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 - Elemental Dragonflight Raid Mask (HP, Power, Critical Strike, Defence) (via Dragonflight Event, requires GH8+ to purchase) (3/3 Set Bonus - +500 Power, +2000 HP)
  • Armor - Lifesilk Spinneret (HP, Power, Recovery, Defence, AC) (Comes from Epic Temple of the Spider)
  • Arms - Elemental Dragonflight Raid Gloves (HP, Power, Critical Strike, Defence) (via Dragonflight Event, requires GH8+ to purchase) (3/3 Set Bonus - +500 Power, +2000 HP)
  • Feet - Elemental Dragonflight Raid Boots (HP, Power, Recovery, Defence) (via Dragonflight Event, requires GH8+ to purchase) (3/3 Set Bonus - +500 Power, +2000 HP)

  • Weapons - Aboleth Dagger & Stiletto (Power, Critical Strike, Recovery) (River District Campaign) (2/2 Set Bonus - Use of an Encounter Power grants +4% outgoing damage and a random buff of either +2500 Lifesteal, Enemies you attack take additional damage over time, or Enemies explode upon death damaging nearby foes)


  • NeckGreater Imperial Dragon Cloak (Power, Critical Strike, Recovery) (Lockbox or Auction House)

  • Ring 1Rosegold Restoration Ring (Power & Recovery) (Mastercrafting or Auction House)
  • Ring 2 - Rosegold Raid Ring (Critical Strike & Recovery) (Mastercrafting or Auction House)
  • BeltGreater Twined Rope of Dexterity (DEX, Power, Critical Strike, Armour Penetration) (Lockbox or Auction House)

  • Shirt - Gemmed Exquisite Elemental Tunic (Power, Armour Penetration, Defence, Deflection) (Lvl 25 Leatherworking Professions or Auction House)

  • Pants - Gemmed Exquisite Elemental Pants (Power, Critical Strike, Armour Penetration, Defence) (Lvl 25 Leatherworking Professions or Auction House)

For Enchantments its basically worked like this:

  • Utility - Dark Enchantments (Movement)
  • Defense - Dark Enchantments (Lifesteal)
  • Offense - Radiant Enchantments (Power)
  • Overload - Usually a Mark of the xxx Slayer, Rank 2's which can be bought in the Stronghold with Guild Marks.
  • Armour Enchantment - Transcendent Negation Enchantment (Upon taking damage - +3% Damage Resistance, 1% Increase to Recovery and Incoming Healing, both stack up to 10 times!)  (I suggest a Soulforged Enchantment though if you're dying a lot and easily)
  • Weapon Enchantment - Transcendent Vorpal Enchantment (Increases Critical Severity by 50%, also debuffs your enemy)

For Reinforcement Kits I use:

  • Head, Armour & Boots - x3 Major Critical Strike Armour Kit (+200 Critical Strike) (Lvl 25 Leatherworking or Auction House)
  • Arms - x1 Major Power Armour Kit (+200 Power) (Lvl 25 Mailsmithing or Auction House)
  • Neck, x2 Rings & Belt - Major Action Point Gain Jewel (+100 Action Point Gain) (Lvl 25 Jewelcrafting or Auction House)
  • Shirt & Pants - Greater Everfrost Resistance Kit (+5% Everfrost Resistance) (Storm King Thunder's Campaign Store or Auction House)

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

To replace the Dragonflight set you can always aim for either the Dusk set (via Tarmuline Bars if you have VIP) or the Drowcraft set (via Demonic Ichor earned through Demonic Heroic Encounters and Demogorgon Runs)

To replace the Aboleth Weapons either Burned Daggers or Drowned Daggers will be your best bet - both can be obtained via Lvl 25 Weaponsmithing or from the Auction House. If you have the materials, I have all my professions maxed, so I can always craft them for you if you wanted / needed. 

To replace the Rings I would highly suggest either the Personalized Adamant Rings (crafted via Lvl 25 Jewelcrafting, become linked to Character immediately) or any of the Power/Critical Strike +4 Underdark Rings (chance to drop from Demogorgon, Throne of the Dwarven Gods, or Prophecy of Madness raids).

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.



Artifacts

For my artifacts I use;

Eye of the Giant - I use this as my main Artifact while playing Solo. Adds a damage and run speed buff, and can stack up to 5 times based on how many enemies are around you. Very similar to the Wheel of Elements with less of a buff but it's a much surer dependable way to summon up a damage buff without having to physically land a specific element.

Sigil of the Hunter - This 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.

Wheel of Elements - This is 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.

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. 



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

This is my main companion. I've upped it to Legendary quality, and equipped it with x3 Bonding Runestones, Rank 12. For the Companion gear, I've chosen x2 Loyal Commander Rings because it gives Power and Recovery, and x1 Loyal Avenger Necklace for Power, Critical Strike and Armor Penetration. With the Archon's base stats and the Loyal Avenger Necklace- I can get the Armor Penetration I need to obtain -60% Resistance Ignored no problem.

On a side note, the Loyal Commander/Avenger/Master/Defender gear is no longer obtainable in the game. Any existing Loyal Gear is currently considered a Legacy item at this point, and thus fairly expensive on the Auction House. My suggestion is to run Illusionists Gambit skirmish, as it drops Companion Gear ranging from common to epic level. 

For enchantments I'm using Brutals in the Offense slots, and Dark's in the Defense. Brutals offer both Critical Strike and Power, while the Darks offer Life Steal.

The Archon also basically gives +5% damage to enemies not at full health, which is the entire combat really. Air gives x3 Offense slots, is ranged as well and gives power/crit/armor penetration as it's base stats. Why Air over Fire? Really no difference between the two - I had reasons before to use Air over Fire, although now I don't, but I've gotten used to Air.... Fire Archon does work too for this though - same base stats even. Just different appearance really.


Erinyes of Belial

This companion grants +10% Critical Severity, as said previously, an extremely good stat to invest in. Pretty much all to say about it!


The Siege Master

I decided to use The Siege Master companion. The active bonus gives +4% increased damage, and +8% increased damage when on the Stronghold map - so great for Dragonflight runs especially. Over all though, +4% increased damage is awesome, increases your over all damage, and it does make a difference. Great bonus for increasing your damage.


The Earth Archon

Of all 4 Archons, this one is probably one of the more useful ones. The other ones all depend on your enemies health; this one depends on your own HP, and whether its full or not. The good thing is, your health can increase back to full HP, while your enemies cannot and god forbid them if they ever do. So while at full HP, the Earth Archon gives +6% damage. I've placed Eldritch Runestones of a slightly higher rank than my other Companions but honestly - I don't gain anything from it, even though I wish I did. Don't worry about doing that kind of thing!


The Fire Archon

I've always been on and off with the Fire Archon but after testing 4-5 other companions in place of this... I have to admit it's one of the better choices, especially if you're using any of the other Archons. Grants +7% damage against foes with less than 50% HP. It's not all bad, and it really does help, I can't deny that. Hence why I am using it again.



Mounts

I'm lucky enough to own a Tenser's Floating Disk. As result, I use the Tenser's Transformation combat power. You can read what it says below; it's a huge buff to your character, I would consider one of, if not the best combat power available from a mount at the moment. For my equip power, I use Ruthless Efficiency from the Heavy Howler or Rage Drake mount. +2000 Critical Strike - like I said, I'm trying to build some crit so anything from anywhere helps. In the future I'm aiming for +4000 Power from I believe it's the Black Ice Horse or the Arcane Whirlwind Mount - but I need to save up a bit! As for Speed; that doesn't add to your damage, it's just fun (It is a Legendary bonus though).

Onto Insignia's. So these are relatively new in the game, but they've been around long enough now. Basically they're like attaching a runestone to your companion, but... they go on your mounts, and if you combine them correctly, you get an Insignia bonus (similar to a set bonus). I use 5 different bonuses, mostly because the bonuses don't seem to stack very well. It's not worth the while most of the time to stack them.

Cavalry's Warning

I use this to counter with my Tenser's Transformation combat power. As we already read, Tenser's Transformation gives a major buff. This insignia bonus gives a 10% buff to all stats whenever you use a mount's combat power. So whenever I use Tenser's Transformation... I get an even bigger buff. It's pretty sick actually.

Assassin's Covenant

I actually have this bonus stacked twice or in other words, I use it on 2 different mounts. Basically it takes 12% of my Defense, Deflect and Life Steal, combines all 12% of each stat, and adds the total amount as a power stat. Basically, it's a power buff and it doesn't affect my Life steal/deflect much, and even less for my defense (since I haven't invested into it).

Artificer's Persuasion

Artificer's Persuasion gives a really good buff to just about everything whenever I use an Artifact Power which is relatively often. 10% of your power added to Recovery, Movement, Action Point Gain, and Stamina Gain - not a bad deal really. Note**; you don't lose any of your Power when activating this buff. This buff also drastically increases in combat in relation to the Bonding Runestones proc, since your stats are much higher with Bonding Runestones. Really good buff, well worth it, and if you use your Tenser's Disk and Artifact at the same time - triple buff right there, it's amazing.

Protector's Camaraderie 

In order to proc your Bonding Runestones, your companion has to attack the foe/enemy. Basically with this Insignia Bonus, whenever your companion attacks you gain a 3% Power and Defense for 10 seconds, and this can stack up to 4 times, totally to 12%. Mostly investing in this for the Power, but the Defense is good to have too. Works really well, it's effective, and it's a bonus that in my opinion is worth having.

Gladiator's Guile

I really only use this for extra run speed. It's more of an accessory than a necessity. Not to say its not useful because it sure is, but its something that if you would take an extra DPS bonus over some run speed bonus; this would be the one you'd want to replace it with. I personally really enjoy it though.

For Insignias you can see I went with a lot of Power/Crit. Going to replace the Armor Penetration Insignia's with power soon though. Insignia's are a very under-estimated way of getting a huge amount of stats.

Viewing all 285 articles
Browse latest View live


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>