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[Mod 11] Lightning God [PS4]

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This build is only meant for end game characters.

Special thanks To Nairo who collaborated on changing Deep Gash to Battle Awareness and who helped tremendously on various test

 

Race

 
Human for more feats points and Versatile Defense

Half Orc for Furious Assault

 

 

Feats

Heroic

Unstoppable Action 3/5- gain 15% AP when dealing damage while in Unstoppable mode

 Disciple of Strength 3/3- Increases the amount of damage you get from the characters strength attribute

Endless assault 3/3- encounters deal 6% more damage

Steely Defense 5/5- gives you 20% more power based off your defense stat

Weapon Mastery 3/3- increases critical strike by 3%

Devastating Critical 3/3- increases critical severity by 15%

 

Instigator – Paragon

Student of the Sword 5/5- critical strikes will lower the damage resistance of what ever your hitting by 5% for 5 seconds

 

Destroyer – Paragon

Great Weapon Focus 5/5- increases the damage of your sure strike and WMS by 10%

Disciple of War 5/5- gives you 25% more power based off your recovery and armor penetration

Staying Power 5/5- reduces the defense of whatever you hit with WMS by 10%

Executioner’s Style 5/5- IBS and sure strike get a bonus damage of 30% as the health of whatever your hitting lowers

Relentless Battle Fury 5/5- reduces the cooldown of Roar, Takedown, and Battle Fury by 50% the damage of Roar and Takedown are increased by 25% and the amount of time Battle fury stays active is increased by 25% (we don’t care about Roar or Takedown, this is just so we can use Battlefury more often)

Focus Destroyer 5/5- Destroyer has a 25% chance to stack even when we are only hitting one monster. It also increased the damage we get per stack by 3.5%

Battle Awareness 5/5- Savage Advance gets a 25% cooldown for 15 seconds and Slam gives you 25% more power while active ( this will make you love Slam)

Destroyer’s Purpose 1/1- you gain points for your determination bar when damaging anything, Unstoppable Mode also increases your encounter powers by 20%, you also gain stacks of while in Unstoppable mode which increases your damage by 5% for a max of 10 stacks which will last for 25 seconds.

 

 

 Gear

Armor Set

Vivified Headsman’s Raid set (excluding Helm)

Helm: Jarl’s Gaze, The reason is the 2149 power you receive from it. (Some people say Bloodlord’s Visage is better, but I disagree, you gain 100 power per kill for a total of 25 stacks. These stacks you must gain in 1 minute and can give you a total 2500 power versus a fixed amount of 2149 power that you get from Jarl’s Gaze.)

Arifact Set

Demon Lords’ Immortality Set

 

Underwear

Shirt: Bloodstained Shirt (The Berserker’s Gemmed Exquisite Elemental Chainmail)

gives 228 power, while the bloodstained shirt gives 25 power for each percent of health you are missing. Since your gonna be loosing HP quite often the shirt will proc you some nice power gains)

Pants: Berserker’s Gemmed Exquistite Elemental Chausses

Rings

x2 Greater Ostorian Ring of Dod

Artifacts

Required: Shard of Orcus’ Wand, Wheel of Elements, Sigil of the Controller

Optional:  Fragmented Key of StarsTome of AscendanceEye of the GiantTiamat’s Orb of Majesty (if these aren’t available to you any other artifact with critical strike will do)

 

 

Enchants

Defense- Azures

Offense- Radiants, Brutals (I don’t recommend brutals but Nairo does)

Weapon- Lightning

Armor- Anything really, they all suck

Utility- Doesn’t really matter. Darks for movement or Dragon- Quartermaster for AD

 

 

Powers

Class Features

Destroyer, Steel Blitz

At Wills

Sure Strike, Weapon Master Strike

Encounters

Battle Fury, Hidden Daggers, Indomitable Battle Strike

Dailys

Slam, Crescendo

Rotation

The rotation is one of the most opened, start off with daggers then use Battlefury as your running towards the enemy, WMS til your determination is full, if your daily is ready use Slam then Unstoppable followed by IBS, if Slam isn’t Ready use use Unstoppable followed by IBS.

 

At any time if a certain skill isn’t ready another one will already be ready

You want to mainly use Slam as your daily since the Feat Battle Awareness will give you 25% more power.

Crescendo should only be used as a quick teleport.

Steel Blitz will proct with WMS , which in turns gets procted from your Lightning enchant.

 

Boons

Rule1: Power over all else

 

Rule 2: If power isn’t an option choose defense, thanks to the feat Steely Defense we will gain 20% power from our defense stat

 

Rule 3: Critical Strike over anything else that’s not power or defense, if your critical strike is over 100% percent from azures, replace them with radiants. This build is designed to place you at 95%-97% critical strike and gain the final amount from Baphomet’s Might procing

 

  1.  Dark Fey Hunter- 400 power
  2.  Fey Precision- 400 Critical Strike
  3.  Elven Haste- AP gains are 3% faster
  4.  Elven Ferocity- Chance to deal an additional 20k damage
  5.  Elvish Fury- Each kill nets you 135 power which can stack up 30 times for a total of 4050 power, this boon has a timer of 45 seconds.

  1.  Reliquary Keeper’s Strength- 250 power 250 movement
  2.  Evoker’s Thirst- 400 Life Steal
  3.  Forbidden Piercing- 3% resistance Ignored
  4.  Shadowtouch- Chance to deal an additional 20000 damage
  5.  Rampaging Madness- each damage tick you create creates a stack, at 50 you gain 4000 power, 4000 life steal, and 4000 regen

  1.  Encroaching Tactics- 400 combat advantage
  2.  Refreshing Chill- 400 stamina
  3.  Sleet Skills- 2% critical Severity
  4.  Cool Resolve- up 2k power based on how much stamina you are missing
  5.  Rousing Warmth- Chance when healed to gain 3000 damage boost on your next attack (Wall of Wind and Gale of Retribution from Elemental Evil will proc this boon quite often)

  1.  Primordial Might- 400 power and 1600k HP
  2.  Fey Precision- Primordial Focus- 400 crit and 1600 HP
  3.  Drow Ambush Tactic- 10% combat advantage bonus
  4.  Dwarven Stamina- Stamina regain of 5%
  5.  Abyssal Strikes- 10% increase damage when fighting Demon class monsters

  1.  Dragon’s Claws- 400 power
  2.  Dragon’s Gaze-  400 critical strike
  3.  Dragonscale Defense- 400 defense
  4.  Dragon’s Greed- 400 life steal
  5.  Dragon’s Fury- 8% critical severity

  1.  Abyssal Siphoning- 5% life steal severity
  2.  Demonic Influence- 400 combat advantage bonus
  3.  Demonic Swiftness- AP gains at 3% faster
  4.  Baphomet’s Might- change to gain 2000 Critical strike for 6 seconds

  1.  Wave of Force- 300 power and 2k HP
  2.  Heart of Stone- 4% life steal severity and 2000 HP
  3.  Searing Aggression- 400 critical strike and 2000 HP
  4.  Wall of Wind- change when taking damage to heal up 24000 HP over a few seconds, increases recovery by 1000 for 10 seconds

  1.  Cols Hearted- 2% life steal, 1000 HP
  2.  Hardy Constitution: 400 Stamina, 2% everfrost resistance
  3.  Chill Determination- 2000 recovery based on how much stamina your missing
  4.  Glacial Strength- 3200 HP, 2% everfrost resistance
  5.  Chill of Winter- chance to gain a stack of 10 every time you create damage, At 10 stacks you deal 14000 damage and reset your stacks.

 

 

 Mounts

 

Combat Power 

Tenser’s Floating Disk ( which I don’t have yet, but it is the best for GWFS)

 

Equip Power

anything that can give you 4000 power (which I also have yet to received)

 

Insignia Bonus

x3 Protector’s Camaraderie, Protector’s Friendship, Assassin’s Covenant (I don’t think it’s possible to get any more dps out of your mounts with any other insignia bonuses)

 

Insiginia’s

Regals: Regal Insignia of Dominance ( power)

Barbed: Barbed Insignia of Dominance ( power)

Enlightened: Enlightened Insignia of Skill ( critical strike)

 

 

Companions

 

These are just my preferences, Fire Archon can be changed out, so can Air Archon, and Siege Master

Erinyes of Belial should stay, Siege master can be switched for Cambion Magus, and I highly recommend keeping Death Slaad ( his active can proc off of Steel Blitz which as said before can proc off of lightning when using WMS) just don’t upgrade him pass blue or his active will end in an AOE instead of the constant poison damage that he does at blue

 

Companion Gear

Anything with the Heroic or Fierce Prefix that is +4 double offensive slotted

 

Companion Enchantments

X3 Azures ( this needs to by in 3 of your companions offensive slots to give you that 95%-97% critical stike)

X3 Radiants

X3 Rank 12 Bondings

 

 


[Mod 11 Xbox/PC] DrPlague’s OP Healadin

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Welcome everyone, my name is DrPlague and I am here today to share with you all what I consider to be one of the better Healadin builds around. Most builds you find are either extremely out dated or simply just not as good at healing as they really should be. Before we start let me just say that this build is extremely low on the DPS side of things; most runs I do less DPS than the tank but in exchange I almost always top the heal charts compared to similarly geared DC’s and other healadins.


Race:
Here we have a few choices, I went half-elf purely for the bonus crit severity and lack of having Dragonborn. .

Human

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

Human being the second best choice because of the bonus feat points, we’ll talk about this later.

Dragonborn

  • +2 to any two Ability Scores
  • +3% Power and Critical Strike
  • You receive 5% more healing from all spells and abilities

Best choice because of extra power and crit strike (yes heals do crit)

Half Elf

  • +1 to a non-class Ability Score (auto determined)
  • +1% Deflection chance, Crit Severity, Gold Bonus

Ability Rolls:
For your initial roll you will want have the highest possible WIS and CHA rolls you can get depending on your chosen race. Always prioritize WIS above CHA.


Skills:

At-Wills

Cure Wounds (our bread and butter of healing)
Oath Strike

Encounters

Group/Dungeon
Bond of Virtue
Vow of Enmity
Burning Light

Solo/Questing
Burning Light
Smite
Vow of Enmity

Aura’s

Here we have a lot of room to work with and these will change depending on whom you are running with.

Aura of Courage (Does 1% of your max health as radiant damage. Good for that extra little bit of damage)
Aura of Wisdom (Cooldown reduction for everyone)
Aura of Restoration (When you need that extra bit of healing)
Aura of Life (Picks allies up from near death when you walk near them)
Aura of Divinity (More healing every 3 seconds)

Dailies

Here we have 4 choices but mine never tend to change

Shield of Faith (%30 Damage reduction +%30 healing) – this stays slotted all the time
Healing Font (Big heal that chains to nearby allies up to 5 times)
Lay on Hands (Heals target for 100% if their max HP)
Divine Judgment (Extra damage) – also tends to never leave my bar


Feats:

Heroics

Divine Action 5/5 – AP gain when you active divine call
Toughness 3/3 – Increases max HP
Exemplar’s Haste 3/3 – Encounter powers recharge quicker
Wrathful Strikes 3/3 – At-wills deal more damage
Divine Attunement 1/3 – You receive more healing
Divine Wisdom 3/3 – Increased healing for each point of WIS
Force of Will 2/3 – Increased crit chance for each point of CHA

(Humans put 2 extra in Divine Attunement and 1 in Force of Will)

Justice

Swift Flash 5/5 – Move faster when struck
Flash of Light 5/5 – Reduce cooldown of your allies
Radiant Champion 5/5 – Move Faster when you have allies around and reduce cooldown
Echoes of Light 5/5 – At-wills have a chance to cause echo. Your next encounter power instantly recharges all of your encounter powers
Prism 5/5 – Dailies cause you to become a prism. When you get healed allies around you get healed for the same amount
Vengeful Judge 1/1 – Divine call now applies “Judge”. Judge increases your damage by %35 and reduces cooldowns on recharging powers. Encounter powers have a chance to grant a charge of divine call

Light

Gift of Light 5/5 – You heal for more
Light Touched 5/5 – Healing spells generate more AP
Share the Light 5/5 – Allies receive more healing from you for 4 seconds


Gear:
For gear I have stayed away from the relic armor and weapons for the time due to being in a guild that runs dragonflight and edemo normally and having ease getting the armor and twisted weapons. Stat priority is Power/Crit/Recovery/Defense

Head – Dragonflight Restoration Cuirass
Chest – Lifesilk Spinnerett
Arms – Dragonflight Restoration Couters
Boots – Dragonflight Restoration Poleyns
Neck – Amulet of Tiamat’s Demise
Ring 1 – Ring of Rising Power
Ring 2 – Ring of Brutality
Belt – Tiamat Sash
Shirt – Warrior’s Gemmed Exquisite Elemental Chainmail
Pants – Warrior’s Gemmed Exquisite Elemental Chausses
Artifact Primary – Sigil of the Devoted (Having the quick action point gain has saved me and my party many times)
Artifact 2 – Tiamat’s Orb of Majesty (Set Bonus +5% incoming and outgoing healing)
Artifact 3 – Symbol of Air
Artifact 4 – Sigil of the Controller

Weapon Enchant – Holy Avenger
Armor Enchant – Soulforged
Offense – Radiant
Defense – Azure
Utility – Dark


Companions:
Here I have mostly used what has landed in my lap and plan to change these as time goes. I will update these as time goes on.

Polarbear Cub (+% to outgoing healing)
Flame Sprite (+% action point gain)
Ice Sprite (+% action point gain)
Water Archon (Increase damage against enemies not at full health)
Fire Archon – Primary summoned with bonding runestones (Increase damage against enemies below half health)


Mounts:
Again here I have mostly used what has landed in my lap.

Guard Drake – Zen Market +2000 Power (Protectors Camaraderie – When companion attacks you gain 3% power and defense for 10s)
Black Stallion – Gladiators Guile (Makes you move faster when your stamina is above 75%. This is extremely useful on our slow paladins)
Palomino Horse – Protectors Friendship (does the same as protectors camaraderie and stacks from what I’ve seen)
Amphail Fancy Horse – Protectors Friendship
Winter Wolf – Protectors Friendship


Boons:

Sharandar

Dark Fey Hunter – 400 Power
Fey Precision – 400 Crit Strike
Elven Haste – 3% AP gain
Elven Ferocity – Chance to deal 20000 arcane damage when hitting a foe
Elven Fury – Killing a foe frats 135 power for 45 seconds. Stacks 30 times

Dread Ring

Reliquary Keeper’s Strength – 250 Power 250 Movement
Evoker’s Thirst – 400 Lifesteal
Forbidden Piercing – 3% resistance ignored
Enraged Regrowth – Chance to heal up to 20000 HP when taking damage
Burning Guidance – Healing spells have a chance to burn nearby enemies for 2000 damage

Icewind Dale

Weathering the Storm – 400 AoE resist
Appreciation of Warmth – 400 Incoming Healing Bonus
Sleet Skills – 2% crit severity
Cool Resolve – Gain up to 2000 power based on how much stamina you are missing
Shared Survival – Drinking healing potions now heal nearby allies for 10%

Underdark

Primordial Might – 400 power 1600 Max HP
Primordial Focus – 400 Critical Strike 1600 Map HP
Drow Ambush Tactics – Combat Advantage bonus damage increased by 10%
Dwarven Footing – Control effects have 5% shorter durations when applied to you
Demon Slayer – Chance to slay lesser demons when attacking them.

Tyranny of Dragons

Dragons Claws – 400 Power
Dragons Gaze – 400 Crit Strike
Dragonscale Defense – 400 Defense
Dragons Greed – 400 Lifesteal Rating
Dragons Fury – Increased Crit Severity

Maze Engine

Abyssal Regeneration – 400 Incoming Healing
Demonic Resilience – 5% shorter control effects
Demonic Swiftness – 3% AP gain
Engine Inspiration – Your healing spells have a chance to heal nearby allies for 20000 HP

Elemental Evil

Wave of Force – 300 Power 2000 HP
Heart of Stone – 4% Life steal severity 2000 Max HP
Searing Aggression – 400 Crit Strike 2000 Max HP
Gale of Retribution – When taking damage you have a chance to heal up to 24000 over a few seconds. When this ends gain 1000 crit strike for 10 seoncs

Storm Kings Thunder

Frosty Demeanor – 2% control resistance 1000 Max HP
Survival Instincts – 400 incoming healing and 2% everfrost resistance
Chill Determination – gain up to 2000 recovery depending on how much stamina is missing
Glacial Strength –  3200 Max HP and 2% everfrost resistance
Healing Warmth – Healing allies has a chance to damage up to 5 nearby enemies

Cloaked Ascendancy

Aura of Hope – Boost AP gain when you kill and enemy
Fiery Frenzy – 2% crit severity 1000 Max HP
Soothing Zephyr – 500 recovery 2000 Max HP
Aberrant Power – When you take damage you gain a stack of Aberrant Power. At 10 stacks taking damage will clear the stacks and deal 10000 damage to nearby targets. Aberrant creatures take double damage.

FNHUSA57 PURE DPS Control Wizard (MOD 11 Spellstorm Mage)

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I am FNHUSA57.  I started playing NeverWinter as a control wizard back in mod 5, it’s now mod 11 and time for me to give you my updated build for level 70 over 3K item level… This build will for under 3k item level, but your damage will not be as high.

A bit about the CW:  This class is very fun to play and very versatile. With that said we are going to be very squishy and this can be hard to deal with at some times. As a CW you can do good DPS in a boss fight but you do most of your damage to all the mobs and trash in PVE. This build will work in PVP as well if you change some powers.

How this build is played:  in PVE you will be on the front line with the tank your job is to freeze/stun all the trash mobs and kill them as fast as you can.  Remember you are NOT a tank, 1-4 hits will kill you so you need to try and stay out of red!! To combat this glass cannon fact we must stack life steal and HP split with Defense (mostly from your guild BOON). This video will show you the full build!

RACE & STARTING ROLL: The best race for this class is Tiefling or Human. The rest of this build will assume that you are “Tiefling”, as this race your starting roll will be 20 Intelligence, 13 Wisdom, 15 Charisma.

STATS: when you are level 70 you want to spend all of your stat points in Intelligence (this gives you Damage bonus & Recharge speed increase) and Charisma (This gives you Critical Hit chance, Companion stat bonus, Combat Advantage Damage)

The stats shown are buffed: +2 INT & CHA from Valindra’s belt, +1 to all stats for the Campfire buff, +1 to all stats from Potion of Heroism, +1 to all stats from Elixir of Fate.

FEATS & PARAGON:

Your Paragon path will be SPELLSTORM MAGE, your Heroic Feats will be:

  • Controlling action:       1/5    Gain 2% additional ACTION POINTS when using powers on a controlled target. (This is good for mobs).
  • Weapon Mastery:          3/3    Increases your “Critical” chance by 3%
  • Toughness:                   3/3    Increases your maximum “HIT POINTS” by 9%
  • Fight on:                        0/5    Encounter Cool downs reduced by 2/4/6/8/10% (this is a trap feat)
  • Battlewise:                     0/3   You create 2/4/6% less threat (this is a waste of time NEVER use it)
  • Wizard’s Wrath:             3/3   Your “Area Effect powers” deal 3% more damage
  • Blighting Power:            2/3  Your “cold” powers deal an additional 4% damage to targets affected by “CHILL”
  • Lightning teleport:         0/5  When you kill a foe you restore 2/4/6/8/10% of your maximum stamina (this is a trap feat)
  • Arcane Enhancement:   3/3  Your Arcane powers deal 3% more damage
  • Learned spellcaster:      2/5  Increase the amount of bonus damage INTELLIGENCE gives you by 1/2/3/4/5% (This is a Hidden buff per level of “INT”, If you have 30 or more “INT” this works well)
  • Prestidigitation:             0/3  You and your Allies gain 1/2/3% increased stat ratings. (At this point you do not get enough power to = the damage bonus from “INT”)
  • Focused Wizardry:        3/3  Your single target powers deal 30% more damage and your area of effect powers deal 10% less damage (with BLIGHTING POWER & ARCANE ENHANCEMENT + WIZARD”S WRATH this is only a “net” loss of 3-4% on your A.O.E powers)

 

PARAGON: “THAUMATURGE”

  • TEMPEST MAGIC:            5/5  when your target is below 30% max “HIT POINTS” you deal an additional 5% damage
  • MALEVOLENT SURGE:   5/5  when you kill a foe you gain 5% more damage This lasts 15 seconds
  • ELEMENTAL REINFORCEMENT:  5/5 When you cast a fire, arcane, cold or lightning encounter power your gain 5% increased damage for 10 seconds. Each element may apply this bonus separately. (so if we cast a cold, arcane & lightning power then we have a + 15% damage buff)
  • SPELL TWISTING:     5/5  Your encounter powers apply SPELL TWISTING for 10 seconds, which stacks up to 3 times. When you cast an at will power, your stacks of SPELL TWISTING are consumed to reduce the cool down time on recharging powers. Cool down is reduced by 10% per stack, 30% if you have the max 3 stacks.
  • ELEMENTAL EMPOWERMENT:      5/5  Dealing COLD damage has a 15% chance to apply CREEPING FROST. CREEPING FROST deals 85% of your weapon damage as cold damage every 2 seconds for 12 seconds. Dealing ARCANE damage has a 15% chance to apply WARPED MAGICS.  WARPED MAGICS deals 50% of your weapon damage as ARCANE damage every 2 seconds for 12 seconds, WARPED MAGICS ignores half of a target’s resistance. “These effects do not stack”.
  • ASSAILING FORCE:     1/1    Dealing damage to foes has a chance to grant you ASSIALANT. When you have ASSIALANT your next encounter power deals 15% of the targets max HP as Unresistable damage (max 800% of your weapon damage). This will only affect 1 target when used in an AOE. This feat is half as effective and can resisted and deflected when used on players.

PARAGON:  OPPRESSOR

  • BITTER COLD:        5/5   Targets take 5% more damage for 6 seconds after being affected by CHILL. (This effect does not stack)
  • CHILLING CONTROL:   5/5   SUDDEN STORM now applies 5 stacks of chill to targets hit by the primary strike.
  • ICY VEINS:           5/5   When you activate an encounter power all foes within 15 feet of you have 5 stacks of chill applied to them.

 

COMBAT POWERS:        “FOR PVE”

 AT-WILL:  Magic Missile rank 4  &  Ray of Frost rank 4 (Chilling Cloud, works as well in place of Ray of Frost)

 

CLASS FEATURE:    CHILLING PRESENCE rank 4   &  STORM SPELL rank 4

 

DAILY:                    OPPRESSIVE FORCE rank 4  &   ICE KNIFE rank 4

 

ENCOUNTER POWERS:

  • X      ICY TERRAIN rank 4
  • Y     SUDDEN STORM rank 4
  • B     STEAL TIME rank 4 (for mobs)  or DISINTEGRATE rank 4 (for single target)
  • LB   CONDUIT OF ICE rank 4

 

BOONS:

SHARANDAR

DARK FEY HUNTER, FEY PRECISION, ELVEN HASTE, ELVEN FEROCITY, ELVISH FURY.

 

DREAD RING:

Reliquary Keeper’s Strength, EVOKER’S THIRST, FORBIDDEN PIERCING, SHADOWTOUCH, RAMPAGING MADNESS.

 

ICEWIND DALE:

ENCROACHING TACTICS, REFRESHING CHILL, SLEET SKILLS, COLL RESOLVE, AVALANCHE.

 

UNDERDARK:

PRIMORDIAL MIGHT, PRIMORDIAL Regenesis, DROW AMBUSH TACTICS, DWARVEN Footing, ABYSSAL STRIKES.

 

TYRANNY OF DRAGONS:

DRAGON’S CLAWS, DRAGON’S GAZE, DRACONIC ARMORBREAKER, DRAGON’S Greed, DRAGON’S FURRY x 2, DRAGON’S THIRST.

 

GUILD STRONGHOLD:

POWER, DEFENSE & XP GAIN

 

THE MAZE ENGINE:

ABYSSAL SIPHONING, DEMONIC Resilience, DEMONIC SWIFTNESS, BAPHOMET’S MIGHT.

 

ELEMENTAL EVIL:

WAVE OF FORCE, HEART OF STONE, SEARING AGGRESSION, GALE OF RETRIBUTION.

 

Storm King’s Thunder:

COLD HEARTED, SURVIVAL INSTINCTS, ICY WRATH, VENGEFUL HEAT, CHILL of WINTER.

 

Cloaked Ascendancy:

AURA of HOPE, FIERU FRENZY, FEY BRIARS, ABERRANT POWER.

 

COMPANIONS:

For your summoned companion you will use one of: Con Artist, rebel mercenary, Sell Sword. The one you use will be the one you have the best gear for! For me that is the Con Artist!

3 Bonding Stones (Rank 12), 1 DOD ring, 2 Greater DOD rings. All with rank 12 Brutals. If you don’t have this gear just use the “BEST” you have.

For your other active companions you wan the AIR ARCHON, FIRE ARCHON, SIEGE MASTER, ERINYES OF BELIAL.

 

MOUNTS & INSIGNIA BONUSES:

HEAVY TWILIGHT NIGHTMAREBlack Ice Warhorse, White Tiger, LEOPARD OF CHULT, Apparatus of Gond.

INSIGNIA SET BONUSES:   VAMPIRE’S CRAVING, MAGISTRATE’S PATIENCE, PROTECTORT’S CAMARADERIE, ASSASSIN’S COVENANT, ARTIFICER’S PERSUASION.

 

GEAR:   

 

FOR “FARMING” GEAR I USE: Elemental Dragon Flight Assault Cap,  Warborn executioner robes(good) or Vivified Manaseeker’s Raid Robes(best), elemental dragon flight raid armlets, Elemental Dragon Flight Assault Shoes, for my main hand and off hand I use the MANASEEKER’S set, for my artifact set I use the Amulet of valindra’s favor, belt of Valindra’s guard, shard of valindra’s crown,  For the rest of my artifacts I use the Lantern of Revelation, Thayan book of the dead, Belial’s portal stone.   Last for rings use the best that you have at the time I have.  This video will show you how to get Relic weapons, the next is for how to get Relic gear:

 

 

ENCHANTMENTS:

  • ARMOUR ENCHANTMENT: TRANSCENDENT NEGATION
  • WEAPON ENCHANTMENT: TRANSCENDENT LIGHTNING or TRANSCENDENT DREAD
  • OFFENSE SLOT: Brutal (Best) or AZURE (good)
  • DEFENSE SLOT: AZURE, DARK, SAVAGE
  • UTILLITY SLOT:  DRAGON’S HOARD, FEY BLESSING, QUARTERMASTER’S, SAVAGE

 

Potion:

Adorable Pocket Pet, Tymora’s Lucky Coin, Health stone.

 

I hope you like this build and have fun playing as a PURE DPS  control wizard.

Jojo’s Guide to Mod 11 DO-Faithful DC

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INTRO

Hello fellow DCs. My name is Jojo and I’m a member of Bloodrage in the LGPG Alliance on PS4. I’m not a native speaker so I’m sorry for my lousy grammar. I’ve been playing an AC DC for some mods now, but since we got the DC rework I’ve been fooling around with the newly buffed DO and it’s been awesome! AC might still be the way for BiS DCs, but I personally don’t know many AC DCs that can outperform a DO’s buffs. If you’d like to see a good AC build have a look at Jarek’s guide.

I don’t hardcore PvP, so if you’re interrested in that, I would advice you to look for further informations. If you haven’t got access to loadouts yet than this is a suitable hybrid build for PvE and PvP. But if you play on PC an AC faithful build will be better as a PvP loadout.

WHO IS THIS GUIDDE FOR?

With this build you’ll have great buff and heals. You also are quite tanky. Your dps will be mediocre/low as well as your dubuffing tho.

1) This guide works great for twinks and low IL players. Most buffs scale with feat points and not with equipment (power). Faithful healing is a no brainer if your timing isn’t great yet and the healing amount will be well even if your equipment isn’t.

2) If you mainly play an AC righteous DC this will be a desireable loadout. Your stats will already be suitable for this build (the high recovery would be a waste on a DO righteous but comes really handy on a DO faithful DC).

3) If you don’t have loadouts yet this will be a great hybrid build. This build can be adjusted to grant some PvP ability while still being a good buffer in PvE. The dps for questing is at least compareable to a pre DC changes AC righteous.

RACE AND ABILITY ROLLS

Dragon Born is definitely the best choice for DCs, but it has to be purchased and the looks are… yeah… special?! Every other class can choose at least one main attribute (+2 on STR/WIS/CHA) and would be alright. CHA is the least interesting of those three. Halfling is great if you PvP sometimes. I wouldn’t advise human since our heroic feats aren’t exactly great.

Put your Ability points into STR/WIS. You won’t have trouble getting your Ap up and the cooldown reduction of CHA is only 1% which is easily achieved through some recovery. If you aren’t on PC and want to PvP useing this guide, then WIS/KON will be  a good hybrid roll.

POWERS

At-Wills:

Astral Seal if everyone is standing far away from each other and you can’t spot them all or you have cooldown and no divinity just throw in an Astral Seal and they should be fine. It can only heal once every 4 seconds, so you should only cast it when it’s needed.

Brand of the Sun Builds some divinity instantaneously and some over time. Attack multiple targets with it and you’ll get your divinity up in no time. Also has a matching talent to debuff targets outgoing dmg and crit chance.

Encounters:

I’ll write powers that should be used in divinity cursive and powers that should be used empowered CAPITALIZED. If it’s written normally, then the power should be used neither empowered nor in divinity. I would advise you to read the tooltips of the powers to know why i use the powers in the way that i do.

Questing divine glow, chains of blazing light (1-3x), DAUNTING LIGHT

Dungeoning without tank Astral Shield, divine glow, divine glow (3x), BREAKING THE SPIRIT

Dungeoning as only DC with tank divine glow, divine glow (3x), BREAKING THE SPIRIT, bastion of health or bastion of health if needed and between fights. prophecy of doom instead of bastion on bosses if the heal isn’t needed

Dungeoning with another dc like above but one dc should use FORGEMASTER’S FLAME instead of BREAKING THE SPIRIT. Don’t both use Astral Shield.

PvP again: this build isn’t BiS for PvP but if you don’t have loadouts it will be alright. ASTRAL SHIELD, BASTION/bastion, breaking the spirit (all 3 forms) or sunburst. it’s more situational than PvE. You can’t simply use a rotation

Dailies:

Questing Hallowed Ground, Flamestrike

PvE dungeons  Hallowed Ground, (divine Armor as second but barely usedby me)

PvP Hallowed ground, divine armor or hammer of fate if the other team really sucks hard

Class Features:

Questing Divine Fortune, Terrifying Insight

PvE dungeons Terrifying Insight, Divine Fortune or Healer’s Lore/ Foresight if really needed, hastening light only if requested (not really worth it on DOs)

PvP Divine Fortune, Terrifying Insight/ Healer’s Lore/ Foresight

 

FEATS

Heroic Feats: if you don’t like the % temp HP then you can go for the % recovery.

Paragon Feats: i would advise you to take the 10% dmg increase when hit over the brand of the sun debuff, if you have a lot of questing to do. it really helps.

GEAR

Take what you get. Mainly focus on Power since we can share up to 40% of our basepower with nearby alies (depending on their bondings and the legendary pet bonus). As a Faithful you’ll need to get a lot of Recovery, since we lack the cooldown reduction of the righteous final boon. Some crit for stronger heals won’t hurt as well. If you want to PvP then get at least 2k tenacity and work your way up. The FBI Gear is expensive to restore, but there are cheap alternatives (Jarl’s Gaze, etc.). If you already have your AC gear, then it’ll work for this build, too.

Shirt and Pants If you can’t get Gemmed Exquisite Elemental stuff, Drowcraft is a cheap option for PvE. The everfrost set is only good for PvP purpose.

Weapons Fey weapons. relic aren’t really worth the grind for dcs, although the bonus is superior in pvp. lifeforged could work fine, too. Encorcelled Arsenal stuff will be enough if your dc is only a twink. I heard the guild weapons got upgraded on PC but couldn’t have a look on them myself yet. If they really got pushed to equal IL of Relic/ Fey then I would consider them BiS.

Neck and Belt for the Faithful build I’d advice Greater Belt of Wisdom if you’re PvPing or Greater Imperial Waistband if you do PvE only. Lathander Cloak if you want a PvP hybrid. Tiamat, imperial or valindra if you want todon’t want to use your cloak on an AC build, too. I’ll update about those new guild artifact necks and belts as soon as i get to see them.

Rings You’ll want +5 offence slotted rings (Brutality, Precision, Hellig…). +4s are fine until you get them. Some masterwork rings with tenacity for PvP would be great, if you can afford them.

Weapon Enchantment I totally love the dread enchantment. It isn’t cheap, but the Crit sev is great for your Heals and dps and the debuff is nice as well. Also, the DoT procs Bear your Sins if you want to switch to a righteous build. Frost is a cheap option with a great debuff and really underrated. Some people also like Plaguefire a lot, but i heard it isn’t really easy to stack it up.

Armor Enchantment You should get at least a lesser soulforged for PvE, before you even think about weapon enchantments. If you want to PvP a negation or elven battle will suit you well.

Offense slots Radiant. maybe cruels or some silverys if you want to PvP, too.

Defense slots Silvery if you PvP, Radiant if you don’t use Assassin’s covenant insignia bonus. Azur if you got the bonus and don’t PvP. if you use astral shield a lot, then you might consider deflect over defense even in pve since your resistance will be really high anyway.

ARTIFACTS

Activ:

  • A Dragon Heart (Red and Blue have nice stats) if you use a Griffon and Artificers Persuasion. Further information here
  • Lantern of Revelation
  • Sigil of the Oathbound Paladin
  • Vanguard’s Banner
  • Oghma’s token for PvP

Passiv:

  • I would advise Symbol of Fire, Symbol of Air and Sigil of the Hunter since they work fine for AC builds, too.
  • if you already got them you can switch in the forgehammer of gond (or other artifacts with some defensive stats that you have laying around) for PvP
  • The cw artifact is good if you use a dread.

BOONS

I’ll try to keep the part about boons as general as possible.

Take Power and recovery whenever you can. If you can choose between Crit/ArmPen and a defensive stat, then go for Crit/ ArmPen if you don’t care about PvP and Recovery/ the defensive one if you do. Lifesteal > Regeneration if you prefer PvE. Regeneration > Lifesteal if you want to PvP. Cc resistance also only makes sense if you PvP. Chance to deal x damage is pretty useless, since it doesn’t scale with our buffs and often has a long cooldown. Healing bonus on potions is also bad. Some boons like Tyranny of Dragons final boon(s) are great to split up, since the first point gives a bigger reward (like 3/4/5% Lifesteal). Some boons simply aren’t great like Ice Wind Dale’s final boon. So there isn’t really only one way to go.

COMPANIONS

Bonding Runestones are a big deal in neverwinter and you should seriously use them on your main at least. However, this build works without bondings, too and if your DC is only a twink an augment should work fine for a DO. The polar bear cup has 3 offence slots and a nice bonus if an augment is fulfilling your needs.

If you use bondings you’ll want a companion who has got some special attacks. There are companions who grant combat advantage or debuff the target. My favorite is the Cone Artist that you can buy for 1 Gold. You need to upgrade it to level 30 thou to get the debuff. The 300 crit bonus isn’t much, but the three ring slots are great if you can get some +5 rings from msva. If you don’t care about recovery you can farm gambit for companion equipment, too.

Here are some options for your active slots:

  • Erinyes of Belial/ Cambion Magus/ Dancing Blade: Increase your crit sev. Might be overkill if you already possess a dread enchantment.
  • Polar Bear Cub/ Deva Champion/ Silver scaled cleric disciple: Bonus heals
  • Fire Archon/ Air Archon/ Siege Master/…: You can also switch them in for questing if your budget allows it.
  • Book Imp: 2% recharge speed isn’t much. It still helps with your hallowed ground uptime.
  • Chicken/ Rustmonster/ …: Some companions have some nice debuffs, but you should check if they even work at first. Some of them also only proc if you are attacked, which doesn’t happen often if you’re with a tank.
  • Energon: Not the most popular choice for DCs, but it’s cheap and great for survivability. In the ending a dead DC is a bad DC.
  • Stat Companions: if you have any companions with suitable stats then take them until you get something better. there aren’t really many great companions for dcs and stat companions are really cheap even at epic rank.

MOUNTS

The (armored) griffon has the best equip power for DO DCs since it can reduce hallowed ground cooldown enormously. You should use a dragon heart as primary artifact if you want to use the griffon to its fullest. You can have a smooth rotation with it since hallowed ground stays up for 15 secs, which is exactly the artifact cooldown of a dragon heart, if you miss and exactly the duration of the artificer’s persuasion insignia bonus. If you have a hast pally or haste dc in your group, then you’ll be able to switch to something else. Valid options are snails or any stat mounts you like. You can work this build without a griffon but will most likely lack some hallowed ground uptime, if nobody’s reducing your cooldown. You also might not need it if you have some BiS AC equip (3x ring of hellig/krig +5 and rank 12 silverys slotted on companion with rank 12 bondings).

Go for what stats you’re lacking on your insignias. Just always remember that these side stats like Combat Advantage Bonus or Action Point gain give diminishing returns the more you have. So anything above 1000 won’t really make a difference. You can’t really go wrong with power insignias for PvE mounts and deflect Insignias for PvP mounts.

Recommended insignia bonus:

  • Artificer’s Persuasion/ -Influence must have if you use a griffon + dragon heart.
  • Gladiator’s Guile if you don’t want to always arrive last get this.
  • Victim’s Preservation/ Champion’s Return Those two work great for self-healing in PvE and PvP
  • Protector’s Camaraderie/ -Friendship Power and defense boost. Truly won’t hurt to have this.
  • Shepard’s Devotion While this one is a must have for every AC cleric, us DOs won’t maintain it permanently. The buff will also be weaker, since we don’t stack such a lot of power. It’s still a solid choice.
  • Assassin’s Covenant Just awesome. Don’t forget to switch it out if you PvP thou 😉
  • Wanderer’s Fortune This is pure gold for questing. It is totally worth getting for your main at least.
  • everything that says heal is great for PvP. like the above ones or heal on deflect/ if stunned/ …

I think Jarek provided a link in his AC righteous guide, where you can see which mount provides which bonus.

THANK YOU

I hope you enjoyed my build. I want to thank everyone on the arc forums for providing so much knowledge about this awesome class! I want to specifically point out Czar Jarek@jeffslider, whose AC righteous guide was my starting point in the buffing world and @putzboy78 who provided a lot of information on DCs in general and specifically the DO.

Warmest greetings to my fellow guildies in Bloodrage, especially to @aljocla161, who isn’t only one of our guild’s officers, but also my lovely husband <3

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

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Scourge Warlock – Hellbringer Fury PvE Build – Mod 11

This is the Mod 11 Updated Build for the Hellbringer Fury Warlock.  The HB Fury can do some decent single target damage. However, it’s main purpose comes in the form of AoE damage, as well as Group Support.  With Mod 11 there are a lot of options to mold your character to your liking. If you want to build your HB for pure single target you can.  You can also build it for pure AoE damage.  And lastly you also have the options to bring in some group support with either Power of the Nine Hell’s or Dark Revelry.  If the HB Fury doesn’t interest you, you can also check out the Soulbinder Fury Build (Found Here) 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 5% 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.
Hellish Rebuke on Main Hand for +12% Damage
All Consuming Curse on Off Hand for +5% Crit Severity
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 for AoE damage with single target being secondary.  For that reason alone you should use the Sigil of the Devoted so you can chain cast dailies.  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 Lightning works magic with this build on AoE situations. The interactions between Hadar’s Grasp is amazing DPS even though HG is meant as a single target encounter.  Blades of the Vanquished is another combo you can use.  Depending on the dungeon I’m running. I will adjust what powers I use.  As far as single target goes, you will want to use a Transcendent Vorpal.  Your main damage is coming from At-wills and Dailies.

 

 

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 Infernal Wrath
5/5 Executioner’s Gift
5/5 Murderous Flames
1/1 Creeping Death
Damnation Tree
5/5 Parting Blasphemy
5/5 Power of the Nine Hell’s
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 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 Lightning Weapon Enchant and good for AoE situations.  However, when you change to your Vorpal for single target, You need to take note of were your Crit Severity is while popping potions.  If you are over 185% you should keep the same set up. If not, you can switch out the Siege Master for a Crit Severity Companion.

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:

 

Gf Full Tank Mod 11 – Sr Guardião PT/BR/ENG

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Bom galera essa é uma compilação focada em tan tan, ela é em desenvolvimento para “fim de jogo” mas como modificações explicadas nesse tutorial.
Minha experiência com esta compilação me levou a ser um top jogar a questão de ser tanque mesmo não estando nenhum jogo de fim e espero ajudar a você não com uma compilação mas sim com uma experiência que adquirir construindo ela então bora brinca de ser o Sr Imortal .

(Well folks this is a compilation focused on the tank, it is in development for the “final game”, but as modifications explained in this
Tutorial. My experience with this compilation has led me to be a top game in the matter of being tank even though there is no end game and I hope to help you not with a build but rather with an experience I get by building)

  • Raça e status / Raca end status  –  

Na minha construção eu peguei humano, por fato de ser uma raça muito completa. Ele é um ótimo negócio para uma empresa de CON e DES, para o que é preciso para 3 pontos.
Você também pode usar o Halfling por seu bônus de deflexão e resistência a um controle (seria minha segunda opção) por você perder 3 pontos heroico e terá que reformular um construir em alguns.
Outras raças seriam o Anão eo Dragonborn porem no jogo uma classe que deve predominar também tem q ser aquela que você mais se identifique.

(In my construction I picked up human, for being a very complete breed. It is very good for a company with and without DES, for what it takes for 3
You can also use Halfling for your deflection bonus and resistance to control (this would be my second choice) for you to lose 3 heroic points and you will have to
Remodel to build on some. Other races would be Dwarf and Dragonborn, but in the game a class that should predominate also has to be what you identify more.
.)

  

 

 

 

 

  • Build 

Minha build é focada em maximar o dano do grupo enquanto dou AP e faço uma defesa muito efetiva em tankar orcus no meio da bolha, CN sem clérigo ou fazer MSVA com apenas 1 tank. Bora da uma olha.

My build is focused on maximizing group damage while giving AP and I make a very effective defense on tanking orcus in the bubble, CN without a cleric or doing MSVA with only 1 tank. Let’s take a look

Com essa compilação é um buffar o grupo mas ela é tão efetiva como você está fazendo suas campanhas e seus reforços, como ela não é um bônus de estamina você talvez não aguente por muito tempo e esse momento é uma habilidade que explicarei mais abaixo

With this compilation focus it’s buff the group but it will only be effective if you’re increasing your campaigns and your reinforcement as she does not from the stamina bonus you can not hold for a long time and at that time got into the skill I’ll explain below

  • Habilidade e “Rotaçã o” / Skill and Rotation”

A maior dificuldade que escuta o povo reclamando é que os tanques estão morrendo sem orco, então você é uma dica a luta para o orco é um verdadeiro X1 ele vai para atacar porem ele bateu 1x cada vez que esse tempo dele puxa a mão para traz Você tem uma habilidade sua E vai figurar como ele mesmo O restante dos patrões e mobs é suave até mesmo pra alguém com gs muito baixo.
Um bom tanque sabe uma hora que o seu adversário ira atacar, então preste atenção nos ataques do chefe que o resto é tão sucesso.

(The biggest difficulty I hear people complaining about is that the tank is dying in the orcus, so I’ll give a hint the fight of the orcus is a true X1 it will attack you, but it hit 1x every time, so at that time it pulls Your hand back It’s time that you used your skill And it will continue like this until it dies. The rest of the boss and mobs is easy even for someone with very low gs
A large tank knows the time that your opponent will attack, so Pay attention to boss attacks that the rest is just success.)

  • Encantamentos e Artefatos / Enchantments and Artifacts

(Lembrando que ainda esta em construção mas já da pra tirar uma base).

Remembering that it is still under construction, but is already taking the base).

(Também pode usar outro combo de artefatos e set artefato, como já disse uma build vai depender mais do seu jeito de jogar).

(You can also use another combo of artifacts and artifacts set, as I said a build will depend more on the way you play).

  • Compeniões e Bônus de Insígnias de Montarias / Companions and Insignia

(Você pode usar outros compêndios como ativos mas tente sempre usar eles de forma q combe com seus atributos, campanhas e habilidades)

(You can use other mates as assets, but always try to use them in a way that matches your attributes, campaigns, and abilities)

Foquei minhas insígnias em deflexão, HP, Recuperação, Vigor e bônus de montaria usando um que de 2k de defesa, pretendo obter uma que 8K de hp ou 4k de deflexão (caso consiga um deflexão terei que muda os encantamentos do companheiro) ).

(I focused my badges on deflection, HP, Recovery, Stamina and mounting bonus. I am using one of the defenses of 2k, I intend to achieve an 8k of hp or 4k deflection (if I can deflect, I will have To Change the spells of my partner.)).

Saiba quais montagens e insígnias você precisa  : https://two30.github.io/neverwinter-insignia/

  • Campanhas /Campaigns –

Como campanhas é um ponto muito importante na sua construção, então não deixa de fazer as mesmas para sua agora.
Foi focado em dar resistência, defesa, deflexão, HP e tudo que pode ajudar a não um momento que você receba uma grande quantidade de dano.
(Campaigns are a very important point in its construction so do not fail to make them off so now it also increases your GS.
In giving resistance, defense, deflection, HP and anything that might help you the moment you get a lot of damage.)

Só não coloquei uma campanha do PVP porque sou focado em PVE mas eu não sou de uma, não é uma coligação porque cada guilda é uma forma de pai diferente.
(I just did not put the PVP campaign because I’m focused on PVE. I do not care, because each guild mounts two gifts differently, but the same thinking is focused on defensive status.)

Então é isso pessoal, espero ter ajudado e tirado alguma duvida.
Deixei suas próprias dúvidas ou me procure no jogo, pode mandar ou não Mensagem no correio para @ burmgiue1472

(This is personal, I hope I have helped and I have taken some doubts.
I left your questions or look at me in the game, you can send pm or Message in the email to
 @ burmgiue1472 )

SW Ultimate PVE Healer (DPS) FR/ENG

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First of all, This guide will be in English and French

This build does not work in PVP because the life steal does not have the same mechanic against players and NPC

Ce build ne fonctionne pas en PVP car le drain de vie ne fonctionne pas de la même manière sur les joueurs et les NPC

 

To shortly explain this build :  you will be healing your team mate for the amount of damage you dealt, the amount of life steal you have and your life steal damge           for  example :   I have 70% life steal chance and 118% life steal damage           So if I deal  10 hit of  10K each I should heal everyone in a 30-foot radius for  7 hit of 11 800.

Pour expliquer courtement ce build :  vous allez soigner vos alliers selon vos dégâts, votre drain de vie et vos dégâts de drain de vie      par exemple: j’ai 70% de chance de drain de vie et 118% de dégât de drain de vie        par conséquent si je fais 10 coups de 10 000 chaque je devrais soigner tout le monde dans un rayon de 30 pieds pour 7 coups de 11 800 points de vie.

With those current feat you should maximize your damage and healing output even if you are not a full fledge dps, also you will manage to fully damage your target and also heal/buff your team.

Avec ses talents vous allez pouvoir maximer votre quantité de dégât et de soin même si vous n’êtes pas purgent dps, de plus, vous allez pouvoir faire beaucoup de dégâts à votre cible et continuer à soigner votre équipe

 

 

 

 

Unlike normal SW build you are not going for a Crit build. You will go for a power build.  So to make it the most useful you need to have the  Owlbear Cub.  That’s mean you need to keep your Critical Strike as low as possible.

Contrairement au build normal des SW, vous ne voulez pas de frappe critique. Vous voulez un build de puissance. Alors pour faire le build le plus efficace possible il vous faut utiliser le bébé Ours-Hibou.

Without the owl bear Cub this build is not as good and you will mostly turn into a little under average DPS.  With the cub you will become the line between a great DPS and good DPS.

The OwlBear Cub is the strongest weapon in your arsenal 😀

Sans le bébé ours hibou se build n’est pas aussi efficace et vous serez donc un dps légèrement sous la moyenne. Avec le bébé ours Hibou vous serez la limite entre un bon dps et un très bon dps.

Le Bébé ours Hibou sera l’arme la plus puissante de votre arsenal 😀

 

 

Your at will power will be  : Dark spiral aura    and      your main atck  Hellish Rebuke

your encounter power will be : pillars of power      blades of vanquished army    and    dread theft

your daily :   your main  will be   tyrannical threat  and you can choose the other one yourself  ( personally I’m going for a fast casting one )

When starting a fight  you need to follow a certain order to avoid dying.     first you cast your blades then  run into the group of enemy     after you cast your pillar    then your dread theft

the passif : Flame of empowerment   and Prince of hell

because of their quick hit abilities, all of those  encounter trigger the ability of the  owl bear cub making them much more deadly than most of the other attack when fallowing the temptation build     making them extremely deadly

 

vos pouvoirs à volonté seront : aura de spiral noire    et celui à utiliser le plus souvent   seras réprimande infernale

les pouvoirs de rencontre : pilier de puissances        les lames des armées vaincu    et     vol-effroi

les quotidiens: le principale  menace tyrannique       et le seccon  ce que vous voulez ( je préfère ceux qui s’invoquent rapidement)

Quand vous commencez un combat, il vous faut utiliser l’âme des armées vaincues puis attaquer l’ennemi puis faire le pilier finalement le vol-effroi. De cette manière vous ne mourrez pas au début du combat.

Du à leur nature de frappe rapide les pouvoirs de rencontre  vont appliqué le pouvoir du bébé ours-hibou très souvent rendant ses trois attaques les plus puissantes que vous pouvez choisir.

don’t forget this build is a CQC one

n’oublier pas se build en est un de combat rapprocher

 

They are no specific in wich companion to use    you can chose for more heal, more damage, more damge resistance. As long as you enjoy playing. Do not forget you Owlbear cub.

Il n’y a pas de restriction sur quel composition de companion a avoir plus de soin, plus de dégats, plus de résistance au dégats. Tant que vous vous amuser. N’oublier pas votre bébé ours-hibou

 

as your weapon enchantment you should look for a lightning one for the cooldown reduction ( you will really see one)

comme enchantement d’arme vous devriez prendre un enchantement électrique pour réduire vos temps de recharge

armor enchantment you can go for what ever you like the most

pour els enchatement d’armure allez avec celle que vous aimez le plus.

all of your defensive enchantment you should go for dark one for maximum life steal all of your offensive should go with radiant for maximum power

dont forget to get at least 60% armor pen

tout vos enchantement de defense devrait être des enchantement sombre pour maximiser le drain de vie et vos enchantement d’attaque devrais être des radiants pour maximiser votre puissance

 

 

 

 

 

 

 

 

 

 

Elven Archers Mod 11 Trapper HR

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Hunter Ranger PVE Trapper Build – Mod 11

Hello and welcome, This is an updated version of my Mod 10.5 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.

This is the order you want to get your powers to 4 

Aspect of the Serpent

Careful Attack

Cordon of Arrows

Constricting Arrow

Hindering Shot/Fox’s Cunning

Longstrider Shot

Aspect of the Lone Wolf

Forest Ghost/Seismic Shot

Binding Arrow

Note: DO NOT get Aspect of the Pack to 4 if you want to use it for the Off-Hand power as it doesn’t work when it has 4 points in. The rest of the powers max when you have the points, you don’t really need to worry about a lot of them as you wont use them.

Solo:

At-Wills – Hunter’s Teamwork, Rapid Shot

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

Dailys – Forest Ghost, Seismic Shot

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

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

Trash mobs:

At-Wills – Hunter’s Teamwork, Rapid Shot

Encounters – Constricting Arrow,Fox’s Cunning/Longstrider’s Shot/Hindering 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)

 

Bosses:

At-Wills – Hunter’s Teamwork, Rapid Shot

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

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

Personal – Aspect of the Serpent, Aspect of the Pack

(If you have the movement speed use Longstrider’s Shot)

You will have to figure out what rotation to use depending on your group composition, if you have a good tank then you can use Hindering shot, if your group is having a hard time staying alive then you can use Fox’s Cunning, if you are the lowest DPS but you have sufficient movement speed to get in and out of range then you can use longstrider to help speed things up a bit. Use slashers mark on bosses if you are running with a Guardian Fighter and they don’t have the stamina regen to keep up their shield.

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)

The Cloaked Ascendancy

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

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

2% Crit Sev and 1000 Max HP

500 Lifesteal and 2000 Max HP

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

Stronghold

Ideally you want to have the 8000 Power and the 8000 LS or 8000 Defence, 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 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 Twisted Toxo Or Aboleth Longbow

Melee – Elemental Fire Axes Or Twisted Xiphoi Or Aboleth Axes

I would recommend going for the Aboleth weapon set until you can get your relic weapons as they have the same stats just the bonus is slightly weaker.

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

For end game you want to aim for all Vivified Trailblazers Raid Gear for the Power/Crit Combo, this will mean you will have to get most of your arm pen from Artifacts or Companion.

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 

Neck: Lostmauth’s Hord Necklace or any with equivalent stats

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

Belt: Greater Twined Rope of Dexterity

Note: Orcus set would be BiS if it wasn’t for the fact the it doesnt proc from thorned roots and as this is one of our main sources of damage the extra Dex from the Greater Twined Rope of Dexterity

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 Power.

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

Companions

 

Currently I have the Air Archon as my summoned companion for its bonus and being as it will be in close to all the buffs any power share buffs will affect its power and give me more power via the bondings, as a DPS you want to use Bonding Runestones as they will provide more stats than an augments. If you use the Fire Archon as your summoned companion then you will need to get a Talisman, I am currently using what I can on my Archon, the Bold Necklace of the Companion +4 provides me with the Armour Pen that I need allowing me to be able to swap out my Lantern for something else . The rings I am using for now are the Ostrorian ring of Dod and the ostorian ring of Hellig until I can get my hands on Greater Dods (Drops from FBI or Master Svardbog)

Please note: I will be swapping out my Air archon as summoned when I get good gear for a Sellsword companion and I will be getting rid of the Fire Archon as active.

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 or Azures for more Defence.

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

[Wildhunt Rider] – On Encounter Use 2% chance to increase damage by 10% for 5 seconds. (procs alot due to spamming encounters)

[Earth Archon] –  Increase your damage against targets by +4% when you are at full health. Each additional active Archon increases this bonus by .5% 

[Seige Master] – Deal +3% Increased Damage. This effect is increased to +7% damage while on the Stronghold map. (Raw dmg with no down time just what we need.)

[Fire Archon] -Increase your damage against targets with less than 50% Hit Points by +5.0%. . Each additional active Archon increases this bonus by .5%

Archon additional damage is broken, Don’t let that stop you using them though.

[Young Yeti] – On Damage Taken: 10% chance, for you, or your companion, to become blood thirsty, increasing damage dealt by 7%. This Effect is broken at the moment do not use the Yeti.

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. Keep moving as you will die very quickly at lower IL  The rotations I use are below:

Hindering Shot/Strike Rotation:

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

Longstrider Shot Rotation:

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

Fox’s Cunning/Shift:

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

Archery Style Rotation:

This rotation is used for one thing only.. Dragon Turtle. In Fang Breaker Island the second boss Dragon Turtle is one of the hardest bosses in the game if not done right. But, if I sit at range spamming Longstrider as much as I can, this will stop his slam attack which increases his damage and also gives the Melee DPS a nice almost constant up-time on the Longstrider buff. Not to bad.

 

 

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.

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

 

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


Logic’s Hunter Ranger Build Mod 11 Trapper Max Damage

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This is my HR Trapper build the equipment, feats, boons, companions, mounts, and load outs / rotations are all in the video click the link for the build.

 

Hope you like it!

[Mod 11] Charisma’s Guide to HDPS SW

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Hello everyone!  I’m Charisma, leader of Sapphire Souls, and after lots of pressure from guildies and seeing way too many warlocks still using Dreadtheft, I’ve decided to write up how to get the most sheer damage output from your Scourge Warlock.  This guide will be written so that newer players can understand it, but hopefully even some veteran players will get a few new ideas from it.

Please keep in mind, I’m missing the 8,000 guild power boon, so my power is a bit on the low side.  So is my armor pen.  I haven’t quite finished min/maxing my stats, but I often pull top dps in dungeons and raids regardless.

IMPORTANT:  This is a starting point.  I will tell you do’s and don’ts and tell you why, but if you don’t use them or care to experiment with your own ideas please feel free to.  This is the setup that I’ve found to give the most damage output, but this is in now way the only build SW’s can run!

 

Okay, now that the introductions out of the way let’s get into the build!

 

Race:

 

Your race choice is very important in Neverwinter.  Every race can play any class, but some races do certain classes *much* better than others.  For Warlocks I would recommend either Tiefling, or Dragonborn.  You can theoretically run a human SW for the extra heroic feats, but I haven’t tested it.

 

Tieflings are, in my opinion, the best race for Scourge Warlock.  The additional 5% damage bonus you get to targets under 50% Health synergizes really well with a lot of your core skills (ex. Killing Flames) and the Constitution/Charisma Ability score bonuses are perfect.

 

Dragonborns are also a solid option because of their additional 3% power and critical strike.  This works really well for obvious reasons as a dps, but personally I’ve found 5% additional overall damage to outweigh the 3% power/crit.  

 

For your ability scores you’ll want to boost Charisma and Constitution, and roll Charisma as high as you can get it.  A Charisma score of 20 is perfect since that adds to our critical strike chance.  As a dps, your goal is to hit 100% critical strike chance.

 

Feats and Paragon choice:

 

For your paragon choice I would recommend you utilize the new loadout system and have a build with both paragons.  Both have a place in SW’s and you’ll use either a different times.  From my experience and testing, Soulbinder has the best survivability and can easily sustain itself long enough to kill almost any monster.  Soulbinder is the spec I’ll swap to if my dungeon group needs me to be more durable or if I’m soloing things. Hellbringer’s damage output is comparable to that of Soulbinder, however, with this build we will be boosting HB’s damage far past that of SB.  HB gives great buffs and has really good single target damage naturally.  It’s what I’ll run for dungeons normally, or if I’m trying to kill things quickly.

 

For either paragon, you’ll be using the exact same feat setup.  Hellbringer Fury does the best damage for SW’s currently, but SB Fury can get damn close.  I’ll go into detail about why to choose each feat below.

Heroic:

Energizing Curse:  There’s two points here because it’s better than toughness and because we need more points than the three we put in weapon mastery to get to empowered rituals.  Plus, the added AP gain is really nice.

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

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

Battlewise:  A good feat to have.  As you get higher in ilvl you’ll tend to pull aggro from your tanks often.  With this you help them out a bit and try to mitigate the threat you generate from doing mad damage.

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

Blood Pact of Cania:  There’s only two point here because we need to choose between this, and devastating critical.  Honestly, if I was a human this would be where I’d put those 3 extra feat points.

Devastating Critical:  IMPORTANT!  Critical severity is a coveted stat!  You want it as high as you can possibly get it.  Even though I’m not using a vorpal or a dread enchantment, critical chance and severity is not to be neglected!

Fury:

Critical Promise: Another pretty obvious choice.  We want our critical hit chance to be as high as possible.  If you hit that goal of 100%, you’d receive this bonus damage to every one of your attacks after the first.

Gatekeeper’s Empowerment: Gates of Hell does some crazy damage in large groups.  Increasing that further is awesome, plus adding more AP gain when it kills targets, and increasing your damage another 5% with Flames of Empowerment, while your AP is full.  FoE is a great class feat. and one that I’ll routinely run at all times.

Helltouched: This is a tricky one.  I choose Helltouched over Infernal Wrath because I simply don’t apply lesser curse that reliably.  The only real way I could justify taking Infernal is if you’re using All Consuming Curse, but ACC doesn’t increase your damage output as much as No Pity No Mercy.

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

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

Murderous Flames: Great additional damage to Killing Flames.  Increases your single target damage by a lot, and adds a bit of aoe during boss fights.

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

Damnation:

Relentless Curse: When you use an ability that consumes Warlock’s curse, the enemy is then smacked with a lesser curse.  Lesser Curse will do more damage than 6% of your weapon damage, no matter what weapon you are using.

Power of the Nine Hells: This feat is why everyone wants a HB Warlock in their runs.  Crazy good damage output.

 

With Soulbinder your feat setup is the same.  The only feats that change are the feats that change with your paragon, and I use them both.

 

Burning Soul:  This feat is strong and you’ll get a lot of use out of it if you’re running SB when you need survivability.  As a SB warlock, you don’t want to spam Soul Scorch, so you’ll build up sparks and get use out of this.

Sparkbinder:  Immolation Spirits is a crazy high, single target, dps skill.  The spirits will also generate Soul Sparks when they attack.  Adding to the duration of this skill is awesome.

 

Powers and rotation!

 

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

The general rotation for either paragon is largely the same.  In fact, you really only change a couple skills.  I’ll list Hellbringer here, as it’s what I use mostly.  Again, you’ll be more valuable to your party and have a tad bit more dps in Hellbringer.

 

AoE setup.  Use for trash mobs and questing. (Hellbringer):

Class Feats:

Flames of Empowerment: Good damage increase as you fight mobs.  Really effective in hard dungeons where you can get a lot of use out of it.

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

At-Wills:

Hand of Blight: Good damage and a good damage dealt debuff.  Helps your tank.

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

Encounters:

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

Pillar of Power:  With my build you want to hold as many enemies in PoP as possible, because it’s damage can’t crit it synergizes really well with the owlbear cub, and because it applies a damage resistance debuff to enemies inside it.  You’ll want to also stay inside that circle for as long as possible, because it increases your damage output by a very large amount and increases your damage resist.

Fiery Bolt: Good AoE damage with a low cooldown.  Remember to Warlock’s Curse targets around the one you are using Fiery Bolt on to increase damage output.

Dailies:

Gates of Hell: Really good, instant, AoE damage.  Good if trying to kill a large group really quick, rather than melting it with Tyrannical.

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

 

 

 

Your basic AoE rotation should be as follows:

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

 

Single Target.  Use for boss fights (Hellbringer):

Class Feats:  These will remain the same.

Flames of Empowerment

No Pity No Mercy

Encounters:

Warlock’s Bargain: Applies an almost never ending DoT on your target.  Also deals a portion of damage you take to the target it’s applied to and heals you while it’s active.

Pillar of Power: Really hard to beat the damage that comes out of this skill.  Not only does it buff you and your party but it’s perfect for maximizing that Owlbear Cub damage.  Keep the boss in this circle at all times!

Killing Flames: Very strong single target encounter with a short cooldown that increases in damage as the boss loses health.  Always have this slotted for boss fights!  The Soul Puppet it can spawn is kind of useless though.

Dailies:

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

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

 

 

Your basic Single Target rotation should be as follows:

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

 

Pretty Simple, right?

 

Artifacts:

 

The artifacts I use are the Wheel of Elements, Shard of Orcus’ Wand, Sigil of the Controller, and the Lantern of Revelation(although I’ll probably swap this one out for a Fragmented Key of Stars when I get the chance).

 

I’ve seen many Warlocks using the Sigil of the Devoted over Wheel and I can tell you from experience, the Wheel of Elements will do way more damage.  Having full AP whenever you want is nice, but an additional 30% damage is better.

 

For Artifact sets I’m using the Orcus set because it does the highest damage out of all the Artifact neck/belt sets in the game, and the Mirage Weapon set.  Do not use Mirage!  I use it because I was testing them when they were new, and will swap them out for the Hexweaver set as soon as I get the marks to upgrade it.

 

Enchantments:

 

Ideally you’ll want Brutal rank 12’s in all your offense slots, filling in some with Azure’s if you need more Crit or Savage if you need Armor Pen.  You’ll want 100% crit, 60% armor pen.  Anything over in either of those stats is a waste.

 

For Weapon and armor enchantments I’m using a Transcendent Lightning Enchantment in my weapon and a Shadowclad in my armor.  Again, I’ll swap the Shadowclad for Negation or Soulforged when I can afford either.

 

Gear:

 

Ideally you’ll want a combination of the new manticore master crafting set.  It’s between Raid, which gives lots of Power and Crit, and Assault which gives a lot of Power and Armor Pen.  Don’t neglect Armor Pen. for crit here!  Remember, only 70% crit is okay!  Just means we’ll get a bit more use from owlbear.  60% Resist Ignored is super important for PvE!

 

Companions:

 

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

-Obviously the Owlbear cub is a must.  The additional damage it provides is insane.  Even if you have 100% crit, you’ll still be getting use out of this little guy.

-Fire Archon:  Very good damage.  Synergises well with our build.  I use him to hold my bondings as well.  Do not put bondings on an augment companion!  Bonding runestones don’t activate on augments!  Put them on a Striker!

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

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

-Dancing Blade

 

You can swap Fire Archon for Sellsword if you want.  I haven’t tested it myself, but I’ve heard it works well and provides a valuable damage resist debuff to enemies.

 

Boons:

MuteSnacks Devotion Paladin guide – Mod 10.5 – XboxOne

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Introduction

Hello everyone and welcome to my very first guide on… well, anything really.

My reasons behind creating this guide were simply lack of information on the subject.

Whether it was World of Warcraft, League of Legends, FIFA, etc. I have always strived to perfect my virtual characters across all gaming platforms. And therefore always explored various guides to make sure my characters were built to maximize damage / tanking / healing.

And seeing as I have always enjoyed healing and supporting my allies. The devotion path seemed like the way to go.

But in Neverwinter the build path possibilities are vast and deep, which can make it rather confusing in choosing the “right” build path. Especially because the retraining tokens come with a price, so you will want to get it right the first time around.

So naturally before I started creating the character, I search the internet for information on building a healing paladin. But everything I found was either inadequate, or for an outdated module.

Therefore, I decided to create this guide, explaining my build paths and thoughts behind them. Not because I consider them superior or the only correct way to build a devotion paladin. But more in hope of starting a creative discussion among other devotion paladin players. And then, maybe, in the end once we have gathered enough input and comments on the subject. We, as a devotion paladin community, can come up with a more final solution as to how to optimize the healing build.

On a quick note. I play on Xbox-One and have a Devotion Paladin, (duh!), named Venustra and a Trickster Rogue named Castorius. I am a proud member of the guild Poison Clan in the alliance of the same.

I live in Denmark and aren’t English born. I therefore apologies in advance if my grammar or spelling is a bit off. I also haven’t had any experience posting anything with WordPress. So, I am hoping it won’t mess up the composition of my entire text once I upload it. I would also like apologies for the lack of visual aids throughout my guide. I didn’t dare dabble with pictures and such. A technical wizard I am not.

 

Creation

Race

Dragonborn / Human / Moon Elf – All three I would consider viable choices. For the most damage I would go with the Dragonborn. If you go with the Human race, as I did, you will get 3 extra feat points. Which will allow you to max both divine wisdom and force of will. Moon Elf’s also have a usable racial trait which grants you both 1 % action point gain and 1 % stamina regeneration.

Which of the above is best in pure healing output I do not know. Common sense dictates Dragonborn with the increase in power / critical strike chance. However, I am not smart enough, (read: lazy), to sit down and do the math.

Ability Scores

Wisdom is the primary stat to roll for, as this grants an increase in both damage and healing done. It also increases our critical strike chance. As a healer, you can in fact have critical strikes with healing spells. We are also affected by critical severity. The second stat to roll high in is charisma in order to increase our stamina and action point regain. I rolled a little into Constitution as well. I tend to get close to the enemies often, and the extra survivability suits me well.

Heroic Feats

As previously stated I have chosen to go with the human race. This grants me 3 extra heroic feat points to distribute. In the 1st tier I have maxed out Divine Action and Weapon Mastery. In the first tier these seemed like the best choice. In the 2nd tier I have only maxed out Exemplar’s Haste. This might not seem like the best way to distribute the points. But some of them are used to advance the tree. And the cd on encounter powers might only be of small use when healing. But when doing dailies, it comes in handy.

In the 3rd tier I maxed out Impassioned Pleas and used Dominating Presence as filler. I didn’t see any reason to put points into more self-healing as we already excel at that. In the 4th tier I have maxed both Divine Wisdom and Force of Will. These are really the best heroic feats as I see it. As it should quickly grant you at least an extra 20 % critical strike chance and healing output. I can max both because I chose the human race.

Paragon Points

 

Tier 1 – Gifts of Light –

Personally I think we already heal for quite a substantial amount. So this may be overdoing it. But you must advance the tree and having 10 % increased healing all the time, as supposed to Seraphim which grants you 15 % extra when damaged for 8 seconds, just seemed like the better option.

Tier 2 – Light Touched & Restorative Haste –

More Action Point gain = more dailies so definitely a yes. And Restorative Haste grants us an even higher amount of AP gain indirectly, due to the fact, that cooldown reduction on our encounters equals more uses of our encounter powers. Which, when used more, builds more AP.

Tier 3 –  Aura Gifts –

All allies within 30 yards gains 25% of your power.

Now this is only your power from gear, enchants, armor kits etc. that is shared. But it’s not affected by Bonding Stones going off, or other buffs such as a DC’s powershare, food or potions. Meaning if you have 20.000 power as standard, then you will share 5.000 with you allies. Regardless of any other things affecting your character during a battle. I have around 31.000 power unbuffed at the moment. But can reach over 55.000 while fighting. But I will still only buff my allies from the original 31.000 power.

Tier 4 – Healers Touch –

I have taken this because I often heal by going in with Sanctuary on. Thus, rapidly healing my allies whilst providing a small damage reducing buff as well. When I do this I basically stand on top of them. And I mostly use it when the situation is dire and expect people to take the most damage. Therefore, it felt natural to go with this paragon skill.

Tier 5 – Holy Bonds & Deific Intervention –

Holy Bonds should be straight forward. At maximum, you will get an increase in your recovery of 100%.

Deific Intervention is one of those skills you take for those “oh shit” situations. You don’t wish for it to proc. but no matter how good we are, we will die at some point. This should help ensure that you’re the only one who goes down.

Tier 6 – Redemption –

This helps boost our healing tremendously when we need to help our teammates in trouble. This is great for when you are out of stamina but need to heal a lot in a short amount of time.

Tier 1 – Holy Resurgence –

This is taken from the Bulwark tree.

As previously mentioned I do a lot of healing using our Sanctuary skill. Therefore, I try to have a high amount of stamina regeneration. This helps get it back up quickly once drained.

 

Boons

I won’t explain all my choices, because some should be clear. But whenever there are 2 choices, and both of which, are just as viable / just as poor. I will go a little deeper into detail concerning why I went the way I did.

Sharandar Campaign
  • Dark Fey Hunter – 400 Power
  • Fey Precision – 400 Critical Strike
  • Elven Haste – Gain action points 3 % faster
  • Elven Ferocity – Chance to deal 20.000 arcane damage when striking a foe

Honestly both Elven Ferocity and Elven Tranquillity offers very little for a boon so deep into the campaign. They have an internal cooldown on 60 seconds which makes them rather useless in my opinion. However, if I must choose I would pick the VERY small damage increase over a minuscule heal, which is randomly thrown by the way. You might not even need it when its ready.

  • Elvish Fury – When you kill a foe you gain 135 Power for 45 seconds. This buff stacks up to 30 times

You could also go with Elven Resolve for the increased stamina regeneration. But the power buff works as long as you have “tagged” a foe. Meaning it synergizes well with another boon. I will get to that in a bit. But in dungeon runs you would normally have an uptime of 100 % for this boon. Thus, granting you 4050 more power. I prefer this as I normally don’t struggle juggling my stamina.

Dread Ring Campaign
  • Reliquary Keeper’s Strength – You gain 250 Power and 250 Movement
  • Illusory Regeneration – You gain 400 Regeneration

Both the lifesteal and regeneration is rather useless for us. Again, you must pick something.

  • Forbidden Piercing – You gain 3% Resistance Ignored

Again 2 boons which aren’t the most beneficial. However, the resistance ignored will increase our damage output by a small amount.

  • Shadowtouch – When dealing damage, you have a chance to deal 20000 Necrotic damage over a few (4) seconds. After this effect ends the target receives 25% less healing from spells for 10 seconds. (80s Internal Cooldown) (This ability has ~1% chance to proc on any attack, and can proc on any tick of a damage over time effect).

Just like it was the case with Elven Ferocity / Elven Tranquility, we have another set of useless boons. Their 80 seconds’ internal cooldown makes them of little matter. Seems like some of these boons haven’t been updated from back when people were max level 60. And thus, haven’t been patched to match a level 70 toons strength. 20.000 damage over 4 seconds every 80 seconds is damage on such a minuscule scale. This must have been meant for level 60 toons.

  • Burning Guidance – Your healing spells have a chance to burn enemies near the target for up to 2000 Radiant damage

This is fantastic! It seems like it’s a completely useless boon when first glancing over. But this boon has a great synergy with a lot of our others spells. I should state though, I don’t know if it is supposed to work this way, or if it is just by a happy accident.

Firstly, it states “have a chance” to proc. Forget that part, it will light your screen up all the time. Whenever you heal someone, you deal damage. And here is the “broken” part. If paired with our spell – Vow of Enmity, it goes bananas! It should only work when people are in fact healed. But that is not the case. Every time someone from your party strikes you target of Vow of Enmity, they activate the boon. Now imagine having all 5 members hitting the big foe / boss, while all the small foes are standing close by. Fun, right? ^^

Also, after they added the SOMI boons, which have the same effect, we can do a lot more damage. I have done several VT / ETOS runs where I came in 1st on damage. Whenever there are lots of foes, just mark one of them with Vow of Enmity, and then either sit back, or join in. Regardless of your choice, your screen will light up with both healing and damage dealing numbers.

This boon is also the reason why you chose the Elvish Fury boon from the Sharandar campaign.

I can’t stress this enough. You need to pick this boon over the others.

Icewind Dale Campaign
  • Encroaching Tactics – You gain 400 Combat Advantage Bonus

If you want to go for the extra survivability instead, feel free. Both are viable choices.

  • Refreshing Chill – You gain 400 Stamina/Guard Gain
  • Sleet Skills – You gain 2% Critical Severity

At this point I already have so much recovery. And seeing as I mostly use Bond of Virtue, Bane and Vow Enmity, I don’t see how stacking more recovery would benefit me further.

The 2 % extra critical severity benefit both our healing and damage dealing spells.

  • Cool Resolve – You gain up to 2000 Power based on how much Stamina or Guard you are missing
  • Winter’s Bounty – Chance to gain bonus 10% Action Points when killing a target

I am running this one. But have been thinking of trying out Rousing Warmth. If it works with Vow of Enmity, it should mean a significant rise in dps. If anyone have tried this out and can offer any insight. Please don’t hesitate to leave a comment.

Tyranny of Dragons Campaign
  • Dragon Claws – Grants 400 Power
  • Dragon’s Gaze – Grants 400 Critical Strike
  • Dragon’s Defense – Grants 400 Defense

Again, I prefer survivability over 1 % more armor penetration.

  • Dragon’s Blood – Grants 400 Regen

Another useless tier. Annoying how they pair these.

  • Dragon’s Fury – Grants 5 % increased Critical Severity
  • Dragon’s Grip – Grants 10 % increased Control Strength

I have 2 out of the last 3 boons currently from Tyranny. I took 1 point in Dragon’s Fury and 1 point in Dragon’s Grip. None of the last 4 boons are insanely beneficial to us as a class. But the critical severity works when both healing and doing damage. The reason for taking 1 point in Dragon’s Grip is that after the first point in each boon, the scaling falls off significantly. The 10% increase in control strength benefits me a when doing my dailies. I weighed that higher than extra critical severity. My last point will also go into Dragon’s Fury.

Underdark Campaign
  • 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 Bonus damage is increased by 10%

Whenever it’s a rather easy boss fight. My healing is enough by having Bond active and Vow up on the main target. This allows me to join the fight and dps the boss with my Oath Strike. I always place myself of opposite side of the tank. Therefore, I feel I benefit more from the extra dps than I would from 1200 regeneration.

  • Dwarven Stamina – You now regain Stamina 5% faster
  • Abyssal Strikes – You gain 10% Damage versus Demons

I choose this boon for the extra dps. If you feel the need then Abyssal Tenacity is also a viable choice.

The Maze Engine Campaign
  • Abyssal Regeneration – You gain 400 Incoming Healing Bonus

Should we go with the useless lifesteal or should I should pick the indifferent bonus to incoming healing? Decisions, decisions… Again, I would have to commend the developers on a fantastic job pairing the boons…

  • Demonic Resilience – Control effects will now have 5% shorter duration when applied to you
  • Demonic Endurance – Your stamina regenerates 10% faster in combat

I can keep my daily skill Shield of Faith up 100 % of the time if I want to do so. By utilizing my skill rotation, sigil and Divine Call points. Therefore, I saw no need for more action point gain. At least not if I have a great alternative.

  • Baphomet’s Might – When striking a foe, you have a chance to gain 2000 Critical Strike bonus for 6 seconds

I don’t know if this boon also has an internal cooldown. But the only alternative in my eyes was Displace Fate. And that boon is very situational. If I ever go below 30 % HP its either because I have been one shot. Or because I am being controlled and can’t react.

Elemental Evil Campaign
  • Wave of Force – You gain 300 Power and 2000 Maximum Hit Points
  • Earth’s Renewal – You gain 400 Regeneration and 2000 Maximum Hit Points

Yet again…

  • Searing Aggression: You gain 400 Critical Strike and 2000 Maximum Hit Points
  • Bolstering Storm – Chance to gain bonus 10% Stamina Gain for 10 seconds when killing a target

You could also go for Gale of Retribution for the small dps boost.

Storm King’s Thunder Campaign
  • Frosty Demeanor – You gain 2% Control Resistance and 1000 Maximum Hit Points
  • Hardy Constitution – You gain 400 Stamina Gain and 2% Everfrost Damage Resistance

Finally, a usable alternative! Thank you, Perfect World!!!

  • Chill Determination – You gain up to 2000 Recovery based on how much Stamina or Guard you are missing
  • Glacial Strength – Your Max HP is increased by 3200 and 2% Everfrost Damage Resistance
  • Healing Warmth – When healing allies, your healing spells have a chance to damage up to 5 enemies near the target for up to 4000/5000/6000 damage

Yes, yes and utter yes. Take it! TAKE IT! (If you are confused about my sudden written outburst you should go back and read the section about Burning Guidance in the Dread Ring campaign. And shame on you for not reading my guide thoroughly!)

The Cloaked Ascendancy Campaign
  • 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
  • Vision of Beyond – When you land a critical strike, your stamina regenerates 10% faster for 10 second
Guild Boons

No reason to go deeply into details here.

I use power, defence boons as standards. Sometimes when grouped I use the Group Stat Buff. But mostly with guild buddies, as I know they will use it too. As utility, I mostly use Mount Speed. However, when doing FBI or MSVA I switch it to Resurrection Sickness.

 

Powers

Healing

At-Will Main – Oath Strike –

The damage is rather miniscule but the heal procs are nice.

At-Will Offhand – Close Wounds –

Self-explanatory.

Encounter 1 – Bond of Virtue –

Combined with Close Wounds this is our bread and butter for healing. Make sure the Bond is active and just spam Close Wounds in those tight spots. With the Bond of Virtue active you don’t even need to target any team members. (Which can be rather tricky). Just make sure your team members are within range and heal yourself to heal them as well. It doesn’t seem to work that well if you are in a raid. Your own group will get the heals, but people in other groups doesn’t seem to receive the healing. So whenever I am doing Dragonflight, Edemo or MSVA. I mostly heal using sanctuary, divine call and healing font. Combined with Vow of Enmity it seems to be more than sufficient.

Encounter 2 –  Vow of Enmity –

Whenever an ally hits the target of your Vow they are healed for a substantial amount of hitpoints. On trash I just try and target the larger mobs. But in boss fights I find it useable. Especially, because of a nice symbiosis with the final boon from the Dread Ring tree called Burning Radiance. But I will talk more about later.

Encounter 3 – Bane / Absolution –

I mostly run with Bane and almost always place it on mobs. You do not only debuff the mob, you also boost your entire teams damage. However, if I am running with a protection paladin they often use it as well. If that is the case I switch to Absolution. I try and place it on the tank but sometimes its’ hard to target a specific individual in a stressed environment. So often I just target whomever I can find. If you have a lot of recovery as I do, you can keep Bane up on both a boss / main target, as well as a dps player.

Daily 1 – Healing Font –

I deploy it in almost all boss encounters, and a lot in Tiamat when running to Poison, Fire and Lightning dragons. It provides some freedom when you have fights where you have to move a lot. In Edemo I often place it next to the tank who is assigned Demogorgon during the first phase. Thus allowing me the freedom to go keep the dps healthy while they take down the trash.

Daily 2 – Shield of Faith –

I use this when I know things are about to get rough.

Aura 1 – Aura of Wisdom –

Buffing yourself and your allies with 25 % cooldown reduction / recharge speed seems pretty overpowered. Don’t tell the developers at Perfect World though. I really enjoy it. It does not affect Action Point gain though. Just CD on encounters.

Aura 2 – Aura of Life –

I think a lot of auras are viable to run as a 2nd choice. I like this one because no matter how good you are at healing. Dps will always find a way to get one-shot. This saves me time because I just have to be within 36 yards to instantly pop them back up.

“Update” I have been told that this affects people’s ability to pop scrolls of life. Therefore, I no longer use it in MSVA. By using scrolls people can choose when to resurrect rather than me having them pop up at an inconvenient time.

Combat / Dailies

At Will Main – Valorous Strike –

Seems to me like the highest damage dealing At Will Power. Using it as filler while my encounter powers are on cooldown.

At Will Off Hand – Radiant Strike –

Provides as a nice gap closer and buff ability.

Encounter 1 – Smite –

It is a single target damage spell. But has a low cooldown and nice numbers. If anyone has a more suitable alternative, please share. I am thinking that Sacred Weapon might be better following the buff on 50% increase in damage. Going to have to try it out.

Encounter 2 – Templar’s Wrath –

When entering combat, I always open with Radiant Strike followed by this encounter. It stuns them while I am channelling up Burning Light for its full duration. This chain-cc most mobs for a great deal of the fight.

Encounter 3 – Burning Light –

Almost all enemies we face comes in groups. Therefore, I prefer to use aoe spells. Besides the damage and small healing it provides, it offers a little cc on top of it.

Daily 1 – Divine Judgement –

If I am correct then this is our ONLY damaging Daily power???

Daily 2 – Healing Font –

Had to slot something.

Aura 1 – Aura of Wisdom –

As previously mentioned you reduce your encounter powers by a forth of their cooldown duration. Encounters power being available more often = more damage.

Aura 2 – Aura of Solitude –

I have currently slotted this to increase outgoing damage. Remember to dismiss your companion. Otherwise it won’t work. Also, people in your party also removes this. So, say you’re doing HE encounters in the River District. Then the aura won’t have any effect on you.

 

Artifacts and enchantments

Artifacts

I am using Sigil of the Devoted in my active slot. The activation power is just too good to pass up. In my 2nd and 3rd slot I am using Sigil of the Controller and Sigil of the Hunter. In my final slot I am using Tiamat’s Orb to complete the set bonus. It can be difficult to find 4 artifacts where all 3 stats provided are beneficial to your class. The Hunter Sigil seems to be one of few for our build.

Enchantments

Offensive I feel is a no brainer in form of the Radiant. (Power). It increases both healing output as well as damage done. If you want the slightly better but more expensive solution you could go Brutal.

In regards to defensive enchantments I will let it be up to the individual. I myself am using Azure enchantments to increase my damage reduction. I often experience having to go close quarters to provide sanctuary zone to my fellow players. In doing so I position myself in the line of fire. Being able to not get one or two shot weighs higher in my priorities than other alternatives. I do not feel that the Dark ones, providing lifesteal, offer us anything. If you choose to go with Radiant’s for hit points or Silver for deflection instead, I won’t deny it might be equally as good or maybe even better. I haven’t tested it out.

As far as utility goes, I have tried them all. For a long time, I ran a mix of Dragon Hoards in 3 slots and Fey in 2 slots. But after the Quartermasters made its appearance I have been using the rank 9 of those in all slots. Granting me a total of 10 % chance to find a bag. I haven’t done any intensive research, but in 3 days I collected 46 bags of one kind, and 8 of another kind. They seem to contain the same loot, and even if they are green or white bags, they still contain high end loot. Meaning that the colours doesn’t seem to be representing the content of the bags. But rather the level of the bad guy that it dropped from. They do seem to drop more frequently from mobs within your experience range than from low level mobs. I have tried to farm the zombies in Ebon Downs, and there does seem to be some sort of internal cooldown. But I do not know what it is. If anyone can clarify this, I would be grateful.

I started off with two rank 9’s which most often yielded 1 or 2 rank 5 enchantments and a lot of profession material. When I ran with three rank 9’s I mostly got rank 6 and once in a while a rank 7. After I switch to 5 rank 9’s I haven’t opened any because I am waiting for the next double enchantment period. But I would expect a healthy mix of 2 rank 6 enchantments and 1 rank 7 enchantment. I will let you know once I get there.

“Update” I opened a total of over 400 bags. Due to double enchantments I either got them in stacks of 2’s or 4’s. I got almost exclusively rank 6’s. Only 1 bag contained rank 7’s. So even with 5 pcs. of rank 9 quartermasters they are a rare sight. Campaign currency also seem like a rare occurrence. Though they still appear more frequently than rank 7 enchantments.

“Update” I have now tried opening bags with the Makos ring from Cold Run equipped, which has a utility slot. Thus, giving me a total of 11,5 %. This ensures you only get rank 6’s or rank 7’s.

Armor enchantment

Soulforge. This is Neverwinters equality to a basic games extra life. And since the team most likely dies, if we die. I consider this enchantment to take priority over what they others provide us.

Weapon enchantment

I myself am running Holy Avenger. But there are many viable ones. Mostly they just provide us with a little more damage. I just like the Holy Avenger for the damage reduction procs. However, going for a damaging one might also be a viable option. This is something I am currently considering myself.

Companions

Here I am quite unsure as to what will be the BiS. I am currently using 2 x sprites (ice and fire) to increase my action gain by 1 % by each. (Will increase as I level them up). The Pseudodragon for 20% chance to restore stamina when attacking. Lilend as my active. She is ranged and therefore rarely dies. She also has 3 ring slots + 3 offensive, meaning I can slot 3 rings with 3 x double enchantments.

Mount bonuses and insignia’s

Mount Bonuses

Arkaiun Courser – Protector’s Camaraderie

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

Tuigan Courser – Artificer’s Persuasion

Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds

Apparatus of Gond – Assassin’s Covenant

You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power

Guard Drake – Shepherd’s Devotion

Whenever you use a Daily power, your teammates Defense, Deflection, and Movement are increased by 5% of your Power for 10 seconds

Winter Wolf – 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

Concerning the above choices.

The protector’s friendship stacks with protector’s camaraderie. You therefore get a nice bonus to your power and defence. As for the rest of them I just chose what I deemed most beneficial to either me or my party members.

I don’t have a legendary mount but if I did I would swap out Shepherd’s Devotion with Cavalry’s Warning. (Whenever you activate a Mount Combat Power, you gain an increase of 10% to your Power, Recovery, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal)

Insignia’s

I have gone with a mix of Dominance (200 power and 100 companion influence). And Vigor (200 movement and 100 stamina / guard gain). However, both Prosperity and Skill also offers some beneficial stats.

If you only focus on the green insignia’s. I can understand why people don’t give them much credit. However they do offer quite a bit once you start stacking them. With only 3 slotted mounts equipped and purple insignia’s in all of them you gain a whooping 3000 points in main stats and 1500 points as secondary stats.

 

Helpful tips for new players

This section is just some helpful tips based on my experience of the game. Some stuff is VERY basic and some is less common knowledge. But it’s all something I would have liked to know when I first started playing the game.

  • Press the down arrow on the keypad while holding LB1 to go chat with others. (Very basic I know, but the first few weeks I had no idea. And I couldn’t ask for help because I couldn’t chat…)
  • You do not need to keep tapping the LB2 and RB2 buttons to spam the “At Will” powers. You can just hold in the button. (again something I would have loved to know before punishing my fingers…)
  • Buy yourself a mount from the ZEN store. Once bought from the ZEN store all characters, both current and future, will be able to claim it.
  • Get VIP asap. Can’t stress this enough. You will get 1 daily key for the enchanted coffers. If you sell everything that you get from it, VIP pays for itself. You also get extra epic dungeon keys as well as increasing better benefits as you rank up every month.
  • The main currency in this game is Astral Diamonds and Zen. We can only refine 36.000 Astral Diamonds per day, per character. Therefore you need to make sure to at least do 2 dungeons and 2 skirmishes per day. It will award the most Astral Diamonds.
  • Join a guild. Outside of having a great community of friends that can help you. The Stronghold also offers some boons which strengths increases as your Stronghold level up.
  • Start doing your dailies as soon as you are able too. At level 26 you can start and by getting a head start while leveling towards level 70. You will make it a lot more time efficient once you hit max level and want to gear up for end game.
  • Green level 70 gear can be used to refine artifact equipment, once identified.
  • All active companions grants you their active bonus.
  • Bonding stones are VERY important. You can have 3 on your summoned companion, and they stack. Meaning if your companion has 1000 power and you have 3 bonding stones which grants you 50% of its stats. Then you will gain 1500 power. And it is, as far as I have seen, always up in combat. For the same reason a ranged summoned companion is often preferred. As they don’t die as often. Unless your trying to reach a certain item level you should therefore also place your best enchantments on your companion. I have seen people with item level 2500 beat a person with an item level on 3700. All because the 2500 had bonding stones and the other guy / girl didn’t.

 

Discussion

I as wrote at the start of the guide this might not be the most optimal build. I still think that our healing output is so massive that we could focus some of those stats elsewhere. I often throw heals for over 200.000 points. And these heals are through shared healing. No players other than the tanks has such a large health pool. So a lot of healing is basically overhealing, and thus wasted. If we could somehow change some of this into more combat stats, I would see it as being more beneficial. So… if anyone can offer any input / insight as to how we can obtain this, I am all ears. Share you experience guys.

I would like to thank everyone who took the time to read my guide. If anyone even made it through all that text… You are welcome to comment, I will check regularly.

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

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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 5% 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 Creeping Death
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:

 

Mune’s All-Around Paladin Tank Build [PVE Mod 11 PS4]

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This is my build for my Mod 11 Oathbound Paladin Oath of Protection/Tank. I only play on the PS4, so this will only include things that can be obtained fairly easily on the PS4. I can also see the build in action on my YouTube Channel: More Than Pichu’s Gaming.

The main focus on this build is to be both offensive and defensive, while also trying to buff our allies and debuff enemies while still having aggro. Sounds a bit complicated to do all of these things, right? Well, there is a way. The idea behind this was a Tankadin, but quickly became a support class for other party members to gain multiple chances of damage resistance in case enemies use AoEs or hit them directly. Since the Paladin cannot move as quickly as other classes, allies sometimes get hit and my role is to make sure that damage is as little as possible.

A quick disclaimer: My build is where I am at currently. I do not own any of the Vivified equipment or The Cloaked Ascendancy weapons, nor are all of my enchantments up to rank 12; most are at Rank 10 – 11. I can complete Castle Never without a healer of any kind with this build. I can do regular and Master Svarborg fairly decently until Svarborg uses a 1-shot to deal 400,000 damage after reduction and debuffs. This build is great for solo content, but a little slower than a DPS class because it simply takes longer to kill enemies.

 

Race Selection

There are plenty of races to be, but about anything would work as long as it has CON.

Human:

  • +2 to any one Ability Score
  • +3% Increased Defense
  • +3 Bonus Heroic Feats

Humans are flexible. I can get three extra feats at levels 10, 15, and 20. If I choose this race, put the +2 score into CON.

Dwarf:

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

Dwarves are okay. Their bonus to CON is good, but the other 2 stats are not necessarily needed. Probably 2nd WIS.

Dragonborn:

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

This is a bad choice because we do not want Critical Strike for this build. Like Humans, Dragonborns have the +2 to any 2 Ability Scores, which is okay. If I choose this race, put the +2 scores into CON and CHA. I would recommend this race if you are not using the Owlbear Cub companion.

Half-Elf:

  • +2 Constitution
  • +2 Charisma or +2 Wisdom
  • +1% Deflect, +1% Critical Severity, and +1% Gold Find

This is in my opinion, the best choice because I get the full CON and +2 Charisma. Plus, it gives me additional Deflect. While Deflect sounds boring, when successful, it reduces the amount of damage I take by 50% by default. Another note is that this race does not give crit, which is ideal for my build.

 

Stat Rolls

Focus on CON first and CHA as a secondary. More CON = More HP, Damage Resistance, and how long I can keep my shield up for Sanctuary. More CHA = More Damage dealt to enemies, HP regained outside of battle, Action Points gained, and companion stats.

 

Equipment

There are many equipment choices. I will recommend early level 70 and late level 70 gear. Some may change depending on preference and availability.

  • Head – Dusk Ward Armet (buy from the Trade Bar Merchant) or Vivified Oathkeeper’s Ward Armlet (Fangbreaker Island and restoration)
  • Body – Drowcraft Restoration Cuirass (buy in Mantol-Derith for Demonic Ichor) / Elemental Drowcraft Restoration Cuirass (use Black Ice Shaping profession to upgrade) or Vivified Oathkeeper’s Ward Cuirass (Fangbreaker Island and restoration)
  • Arms – Dusk Restoration Couters (Buy from the Trade Bar Merchant) or Vivified Oathkeeper’s Restoration Couters (Fangbreaker Island and restoration)
  • Main Hand – Burning Mace / Oathkeeper’s Mace (Sea of Moving Ice restoration) or Fey Mace or Lifeforged Mace (River District restoration)
  • Off Hand – Burning Shield / Oathkeeper’s Shield (Sea of Moving Ice restoration) or Fey Shield or Lifeforged Shield (River District restoration)
  • Feet – Drowcraft Restoration Poleyns (buy in Mantol Derith for Demonic Ichor) / Elemental Drowcraft Restoration Poleyns (use Black Ice Shaping profession to upgrade) or Vivified Oathkeeper’s Ward Poleyns (Heroic Encounter is Bryn Shandar and restoration)
  • Neck – Greater Lathander’s Cloak (Temple of Tiamat) – AC is a needed stat or Amulet of Tiamat (Temple of Tiamat) – for additional Action Point gain
  • Ring – Ring of Rising Power +1-3 (Demogorgon or Master Demogorgon) or Ring of Rising Deflect +1-5 (Throne of the Dwarven Gods) / Ring of Brutality +5 (Demogorgon or Master Demogorgon)
  • Ring – Ring of Rising Defense +4-5 (Demogorgon or Master Demogorgon)
  • Waist – Greater Plated Band of Constitution (Area dragons, Roth Valley or Whispering Caverns)
  • Shirt – Defender’s Gemmed Exquisite Elemental Chainmail (Platesmithing) or Drowcraft Chaincoat (buy in Mantol-Derith for Demonic Ichor)
  • Pants – Drowcraft Chausses (buy in Mantol-Derith for Demonic Ichor)
  • Reinforce all Armor with recovery, Action Point Gain, and Everfrost Restistance

Enchantments (My build does not require all rank 12 enchantments, but has every enchantment at least rank 10. The only required Rank 12s are my Bonding Runestones)

  • Weapon Enchantment – Lightning Enchantment (less cooldown time and AoE damage output)
  • Armor Enchantment – Soulforged (come back to life when things don’t go as planned)
  • Offense Enchantment – Radiant (power) / Vicious (power and armor pen) / Cruel (power and recovery) – I use 2 Radiant, 2 Vicious, and 4 Cruel on my character and 1 Radiant, 1 Vicious, and 1 Silvery on my companion. Eventually, I may replace a couple of my Vicious Enchantments with Radiant Enchantments.
  • Defense Enchantment – Azure (defense)
  • Utility Enchantment – Quartermaster (bound up to rank 7 enchantment and runestone drops in bags that can be doubled during double enchantments and runestones) / Dark (movement speed)

For the purpose of this build, I wanted to focus primarily on Armor Pen, Defense, Recovery, and Power. I use my guild’s Armor Penetration boon to reach the 60% resistance ignored cap which allows me to stack Power with my equipment.

 

Artifacts

These are important.

  • Sigil of the Oathbound Paladin (Active for use to heal and create a zone of damage resistance for anyone else) (Power, HP, and AoE Resist)
  • Sigil of the Guardian (Defense, Deflection, and AoE Resist)
  • Heart of the White Dragon (HP, Defense, and AoE Resist)
  • Symbol of Fire (Power, Defense, and Recovery) or Symbol of Air (Power, Recovery, Movement)

 

Paragon Paths and Feats

Oath of Protection – Justice and Light

The feats are pretty important and the Light feats are strictly for obtaining Aura Gifts

Heroic Feats

  • Toughness (3/3) – More HP
  • Divine Action (5/5) – Use Divine Call = More Action Point
  • Exemplar’s Haste (3/3) – Encounter powers recharge faster (very important for this build)
  • Wrathful Strikes (3/3) – At-Will powers deal more damage
  • Impassioned Pleas (1/3) – Generate Divine Call a little faster
  • Steadfast (5/5) – Each point of CON = More HP

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 me. This effect is extended to allies as well.
  • Echoes of Light (5/5) – Encounter powers have a chance to trigger “Echo”. Echo makes my next Encounter power instantly recharge all of my 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 my damage by 35% and reduces all Encounter powers currently on cooldown by 35%. My Encounter powers also have a chance to immediately grant one charge of Divine Call.

Light Feats

  • Gifts of Light (5/5) – Heal more with Sanctuary (mostly just a filler to proceed)
  • Warrior’s Bastion (5/5) – More Defense from equipment (why wouldn’t a tank have this?)
  • Aura Gifts (5/5) – My Power becomes my Allies’ Power; Power Sharing

 

Powers

These are flexible to say the least. The following link gives me the basic skills needed for the build.

For my build I use 104 Power Points. If I’m looking for something to build off of without having all the required Power Points, please see the the pictures below.

The goal is for this order of Power Points for power upgrades to Rank 4:

  1. Templar’s Wrath
  2. Bane
  3. Aura of Courage
  4. Aura of Wisdom
  5. Circle of Power
  6. Oath Strike
  7. Shield of Faith
  8. Radiant Strike
  9. Divine Judgement
  10. Aura of Solitude

At-Wills:

  • Radiant Strike (4/4) – This is the AoE at-will. This increases mine and my allies’ Armor Penetration and Damage by 5% for 15 seconds.
  • Oath Strike (4/4) – This is my primary attack and essentially my bread and butter. It is going to be my primary source of generating and holding threat so the enemy stays focused on me instead of my allies. There are other ways to generate threat, but for the moment this is my best chance due to Oathbound Paladin threat being broken (for now).
  • Valorous Strike (4/4) – Filler for leveling up to the minimum requirements, otherwise the default

Encounters:

  • Burning Light (4/4) – Hold button down for extra stun and damage over time. Pretty good early on (for progression purposes, only take this up to 3).
  • Sacred Weapon (4/4) – Just a filler (for progression purposes, only take this up to 3).
  • Smite (4/4) – Does decent damage, but will quickly be replaced by other encounter powers because of party dynamics. Not necessary for this build (for progression purposes, only take this up to 3).
  • Bane (4/4) – Mark a target and they take 10% more damage from everyone and deal 10% less damage to everyone. It’s ranged and can be used in conjunction with Great Weapon Fighters for extra damage, as it counts as a mark. This stacks up to 3 times, but can’t stack with another OP’s Bane. Additionally, it cannot give Great Weapon Fighters bonus damage for marks if they have already marked the target or they mark it after you.
  • Templar’s Wrath (4/4) – This is the most important Power to have. It gives me temporary HP. This will keep me alive. It also does damage and stuns enemies. This should be the first power to be upgraded to 4.
  • Binding Oath (4/4) – Creates a shield then deals 50% of that damage back to foes. Not really great anymore. It’s an interesting power, but not for what we’re doing (for progression purposes, only take this up to 3).
  • Cleansing Touch (4/4) – Clear CC effects and heal ally and get HP equal to 300% healed. Not that great as CC effects come and go so quickly, sometimes without notice. Not really for the build (for progression purposes, only take this up to 3).
  • Divine Touch (4/4) – Deal radiant damage to all foes around me and reduce incoming damage for 8 seconds. We already have Radiant Strike, so this one is a bit obsolete (for progression purposes, only take this up to 3).
  • Vow of Enmity (4/4) – Mark a target and increase the damage I deal to them by 20% and allies build threat for me when they hit the enemy. I swear that this power does not cause enemies to target me. Plus, it was nerfed to only last a minute and can be taken off by accident by me (for progression purposes, only take this up to 3).
  • Absolution (4/4) – Put a shield on me or ally for 20% of the target’s max HP. Allies gain 50% damage resistance. Let’s be honest, other powers do this job way better. I don’t even recommend this for progression, but I had to spend my extra points somewhere.
  • Relentless Avenger (4/4) – Rushes a target, hits them and nearby enemies, and pushes them away. Plus, it taunts all of the enemies. This power is not recommended for use because it knocks enemies away. Many classes want enemies together, even me, so it’s a bit counter-intuitive to use this (for progression purposes, only take this up to 3).
  • Circle of Power (4/4) – Create a 30’ circle that increases my damage by 30% and gives  my allies and I 25% damage resist. This should be used against everything because it builds quite a bit of Action Points even when not in combat.

Dailies:

  • Divine Judgement (4/4) – Big damage Daily. Use when I just want things to die. I use this primarily when fighting weaker mobs.
  • Heroism (4/4) – Gives temp HP, 15% damage resist, and immunity to controls. Not a bad choice, but not really needed (for progression purposes, only take this up to 3).
  • Shield of Faith (4/4) – Since Divine Protector was nerfed a while back and it doesn’t function as well, I recommend this for damage reduction for allies and increased incoming healing.
  • Divine Protector (4/4) – Shield allies for 60% of damage to me and damage reduced by 60% to me. It used to be 100% shielded and 50% taken. It’s still good, but I think Shield of Faith is better (for progression purposes, only take this up to 3).

Passives (Auras):

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

  • Aura of Courage (4/4) – More damage based on how much max HP I have to the whole party (Since I’ll likely always be near full or at full health, this generates the maximum damage boost to allies).
  • Aura of Wisdom (4/4) – Increased recharge speed for the whole party (replace this with Aura of Solitude when playing alone).
  • Aura of Truth (4/4) – Foes deal 5% less damage. With damage resistance already high, this is not needed (for progression purposes, only take this up to 3).
  • Aura of Vengeance (4/4) – Deal 15% of my weapon damage as radiant damage to enemies when they attack my allies. Not very good if I’m a tank and have all the enemies’ attention (I shouldn’t need to upgrade this at all for progression; I did to put points somewhere).
  • Aura of Protection (4/4) – Allies and I get 5% damage resistance. Not really needed and a waste of an aura (for progression purposes, only take this up to 3).
  • Aura of Radiance (4/4) – Deals damage to build threat. Unfortunately, it doesn’t build enough threat because other party members usually out damage me (for progression purposes, only take this up to 2).
  • Aura of Solitude (4/4) – I play alone sometimes and this helps with dealing more damage.

Depending on what type of content I’m playing, my power sets will vary slightly. Here is what I recommend for most circumstances:

Loadout:

  • Radiant Strike / Oath Strike
  • Templar’s Wrath / Aura of Power / Bane
  • Divine Judgement / Shield of Faith
  • Aura of Solitude (solo) or Aura of Wisdom (group) / Aura of Courage

Because not every situation is similar, but vastly different, I cannot give a rotation. It varies so much based off of what you are against and party makeup. For Orcus, I suggest using Templar’s Wrath right away, using Bane on approach, Shield of Faith when you get close, Circle of Power when you get to him, Templar’s Wrath again if needed, Bane if possible, Divine Call to recharge, Radiant Strike, 3 hits of Oath Strike in between Encounters. Basically repeat as needed.

This is vastly different from fighting Dragons in Dragonflight, as I am typically close right away, aside from Oxuno, the Treacherous (Green Dragon), which I wait for him to be landing before approaching, as poison drains HP without much of a target to gain temp HP. In the other 3 dragon’s case, I would use Circle of Power first, then Shield of Faith, and finally Bane and Templar’s Wrath.

Boons

Boons are rewards acquired from playing through the various campaign chapters. These rewards are bonus stats and other powers that augment my 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 my stat needs. If I see something that works better, I choose the boon that will provide the most benefit.

Sharandar

  • Dark Fey Hunter – +400 Power
  • Fey Elusiveness – +400 Deflect
  • Elven Haste – +3% Action Point gain
  • Elven Ferocity – Chance to deal 20,000 damage when striking a foe
  • Elvish Fury – When I kill a foe, gain 135 power for 45 seconds and can stack up to 30 times. So, up to 4,000 extra power. Great for mobs.

Dread Ring

  • Reliquary Keeper’s Strength – +250 Power and +250 Movement
  • Evoker’s Thirst – +400 Life Steal
  • Forbidden Piercing – 3% increased Resistance Ignored
  • Shadowtouch – Chance to deal 20,000 damage over a few seconds when dealing damage. After this effect ends the target has receives 25% less healing from spells for 10 seconds.
  • Rampaging Madness – Gain 4000 power, Life Steal, and Regeneration after hitting the enemy 50 times (great for long battles).

Icewind Dale     

  • Encroaching Tactics – +400 Combat Advantage or Weathering the Storm – +400 AoE Resist (both are good)
  • Refreshing Chill – +400 Stamina/Guard Gain
  • Rapid Thaw – +400 Recovery
  • Cool Resolve – Up to 2000 Power based on amount of missing Stamina
  • Winter’s Bounty – Chance to gain a bonus 10% Action Points when killing an enemy

Tyranny of Dragons       

  • Dragon’s Claws – +400 Power
  • Dragon’s Shadow – +400 Deflect
  • Dragon’s Armorbreaker – +400 Armor Pen
  • Dragon’s Greed – +400 Life Steal
  • Dragon’s Grip (3/3) – +15% increased control strength (I only have 1/3 because Linu’s Favors are not fun to farm)

Elemental Evil

  • Wave of Force – +300 Power 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 Might – +400 Power 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 (2/3) – Chance to gain a stack of Icy Chill when striking. 10 stacks clears to do 10,000 damage to nearby enemies (I only have 1/3 because I haven’t finished this campaign).
  • Frozen Reflection (1/3) – When I Deflect an attack, I deal up to 6000 damage to attacker

The Cloaked Ascendancy (my build does not need these to function, but if I did these would be what I would pick)

  • Aura of Hope – When killing an enemy, chance to emit an Aura that increases Action Point gain for all allies within 25’ for 10 seconds
  • Healing Heat – +2% Incoming healing 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 clear and deals up to 10,000 damage to nearby enemies. Aberrant creatures take double damage.

Stronghold

Because of how different guilds function and have for available boons, I would suggest with this build that I take the Armor Pen for offensive, Defense for defensive, and XP, Mount Speed, or gold gain (depending on the situation). These can be switched any time after obtaining them.

Companions

Companions are essential for this build. Some are quite expensive, while others are not.

I recommended:

  • Owlbear Cub – A failure to crit does an additional hit for 50% of my power.
  • Dread Warrior – On damage taken, 10% chance to become enraged, increasing threat generation by 15%.
  • Energon – Increases my Max HP by 5%.
  • Con Artist/Sellsword/Ambush Drake – Lower enemy defense by 10-20%. Only good as the summoned companion.
  • Frozen Galeb Duhr – Increases damage resistance up to 10% based on the percentage of damage I have taken.
  • Galeb Duhr – Deal up to 10% more damage based on the percentage of damage I have taken.
  • Rust Monster – On damage taken, 25% chance to inflict a 5% damage debuff on attacker. Stacks up to 3 times.
  • 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 me or my companion, to become blood thirsty, increasing damage dealt by 5%.
  • Priestess of Sehanine Moonbow – Lowers enemy crit chance by up to 40% and increase my allies’ crit chance by half of that. It does not increase my crit. Only good as the summoned companion.

 

Companion Gear:

Use companion gear from The Cloaked Ascendancy, preferably:

Sturdy +4 or +5

Or from Master Svarborg:

Regular or Greater Ostorian Rings of Stein if ring slots are available. These can be substituted for Regular or Greater Ostorian Rings of Hellig or Skold. I use Regular Ostorian Rings of Stein for my current build.

Or if money is abundant and I’m not too strong for whatever reason:

Anything Adorable Licks or Adorable Rolls

 

Mounts

There are plenty of choices. For this build, I would suggest either a +2000 Power or +2000 Recovery or +2000 Deflection. If one is available and within reach that has more than +2000 of these stats, go for it. When playing usually, I stick with +2000 Power, but switch to +2000 Deflection when playing harder content. In either case, I should end up with a 110% speed mount. Doing things like Dragonflight and some dungeons without one is a real pain.

For the Insignia Bonuses, I’ll need at least 3 Epic mounts and 1-2 Uncommon. I use:

Guard Drake (ZEN Market)
Striped Owlbear (from buying a level 70 character slot)
Yeth Hound (ZEN Market)
Jubilee Parade Horse (Winter Festival) – It’s not hard to replace with something else
Brindle Horse (Mount Vendor in Protector’s Enclave).

Optimally, I would suggest Tenser’s Floating Disk because it has a great Combat Power to give me more power, speed, STR, DEX, CON, and AC. Remember that STR gives Damage over Time Resistance; DEX gives AoE Resist and Deflection Chance; CON gives HP and Damage Resist; and AC contributes to Damage Resist.

 

Insignia Bonuses:

Protector’s Camaraderie – gain 3% of 10% of my power and defense for 10 seconds and stacks up to 4 times

Beserker’s Rage – while at full action points, gain 10% of armor pen as power – replace with Artificer’s Persuasion if I have a Mount Combat Power

Protector’s Friendship – like Protector’s Camaraderie, but only 1%

Survivor’s Gift – like Survivor’s Blessing, but only 1.3% – replace with Wanderer’s Fortune if available and necessary

Survivor’s Blessing – Whenever I deflect an attack, heal for 3% of my max HP over 4 seconds

 

So, what do my stats look like when all is said and done? Well, they look like this roughly:

Outside of combat:

20,559 Power

2,352 Crit

4,784 Armor Pen

575 Action Point Gain

16,793 Defense

Resistance Ignored -47.2%

Damage Resistance 67.4%

 

In combat by myself without Aura of Solitude on:

51,823 Power (it goes up to 55,000 if Aura of Solitude is on)

4,969 Crit

8,969 Armor Pen

31,314 Defense

-78.5% Resistance Ignored

102.8% Damage Resistance

 

If in a party:

The power goes up by nearly 50%, to about 75,000.

 

If you want a full audio-visual of my build, please view the video below:

Thank you for viewing this build. I hope this spurs some other new builds. The great thing about this game is that there are so many great ways to build characters to meet the players’ needs. I am also aware that I exceeded the cap for Resistance Ignored and Damage Resistance. Funny thing is that if I take off my Armor Pen Guild Boon, my Resistance Ignored does not meet the cap, so I would need to replace a Vicious Enchantment for a Radiant. As for Damage Resistance, it is a bit harder to justify changing anything because defense and boons build up this fairly easily.

Neverwinter Legolas / Build HR Combat Ps4 FR

GWF Iron Vanguard Sentinel ZerkTank [Mod 11]

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Before we begin I would just like to say that the only barrier between a GWF Tank and playing Neverwinter is the queue system, but that is obsolete anyway with guilds, alliances, and lfg channels. Also, I wanted to say that people who say that even if you could viably play a GWF Tank they bring nothing new to the table are wrong. A GWF Tank is a totally different experience to both the GWF and Tanks of Neverwinter. If you’re looking for a different GWF or Tank build than this is the build for you. It is 100% PvE viable as of Mod 11.

Race and Stat Rolls

The best choices for race here are Human, Dwarf, Halfling, and Dragonborn. Human is probably the best option for the +3 Heroic Feat points and extra defense. Dwarf and halfling give attribute bonuses useful to this class and both feature defensive perks. Dragonborn makes a decent choice for any class or build. Other acceptable choices include Half-Elf and Half-Orc, but you will do better with one of the recommended races.

For your initial stat rolls you will want 18 CON and 12-14 DEX depending on which race you chose. Strength doesn’t matter (that much). Every 10 levels put 1 into CON and 1 into DEX. CON and DEX will give you high HP and Deflect Chance among other useful benefits.

Feats

Heroic

Unstoppable Action 5/5 – Unstoppable and Dailies will both raise your defensive capabilities by a significant amount. This feat will allow you to pull one after the other, useful for boss fights and clutch moments.

Toughness 5/5 – 9% More HP is a no brainer.

Armor Specialization 3/3 – If our Defense stat is more effective than we need less of it. Therefore, we can focus on stacking our other stats.

Constitution Focus 3/3 – More effective Constitution means more HP and more Resistance Ignored.

Steely Defense 1/5 (4/5 if Human) – We had an extra feat point-four extra if you went Human-and this was the best option. It will help boost your damage a bit without you having to go out of your way to do it. The main reason this is helpful is to generate more threat.

Ubiquitous Shield 5/5 – Seeing how we don’t have a shield and our defenses can be a bit weaker than some tanks, you will be glad for this.

Destroyer

Great Weapon Focus 5/5 – Mostly just needed to get to Improved Reaction, but the extra damage helps generate more threat.

Improved Reaction 5/5 – Boosts the effectiveness of Ferocious Reaction. This is a must for our build.

Sentinel

Scale Agility 5/5 – 5% more deflect is a solid choice.

Powerful Challenge 5/5 – More damage to marked targets helps us build threat and contribute to DPS.

Living Wall 5/5 – Allies take 5% less damage. 10% if they stand directly behind you. A very good choice since we don’t have ways of forcing targets to attack us like GF or OP. (That doesn’t mean we generate less threat it just means we can’t force agro onto ourselves.)

Countless Scars 5/5 – Up to 15% more Damage Resistance is very good. The more you are hit the stronger you become.

Intimidation 5/5 – More threat! We use Daring Shout and in some situations Come and Get It so this will improve what we were already going to be using anyway.

Defiance 5/5 -More threat and more defense. Also, it just so happens that both of those dailies are ones that we use.

Sentinel’s Aegis 1/1 – Increases the effectiveness of our defense stat by 20% for a combined total of 35% with Armor Specialization. Restoring Strike-one of our encounters-heals for more, very useful. Unstoppable grants 40-80% more Damage Resistance while active, this can push us over the Damage Resistance cap and with Daring Shout building us large amounts of Determination, this will have high uptime. Furthermore, threat generation is passively increased by 250%.

Powers

At-Wills

Wicked Strike – Spreads damage debuff in a large area that stacks up to 3 times. This will be our primary At-Will.

Threatening Rush – Our opener. Use this when entering a new room so that you can mark targets and build some initial aggro. The charge is nice because it lets you get in there before impatient DPS players (you know who you are).

Encounters

Daring Shout – Powerful buff/debuff. Applies Mark to targets and builds determination for every target hit. Also, it increases your damage resistance based on how powerful the enemies are (meaning this will be strong on bosses). Marked foes have reduced damage resistance until they attack you, which isn’t too useful because they will probably attack you immediately afterwards, but if you time it right on slow hitters like Orcus your DPS can do a bit more damage. (Our version of the GF’s Enforced Threat)

Battle Fury – Another powerful buff. Increases your At-Will and Encounter damage as well as Action Point gain for a few moments, when first activated refills our stamina. Allies receive the same buffs, but at 25% effectiveness. (Our version of the GF’s Into the Fray)

Restoring Strike – A self-heal that can be potent if you deal enough damage with it. Sentinel’s Aegis makes it significantly more powerful. Good to use during Ferocious Reaction’s downtime. (Stronger than the GF’s Crushing Surge, but not quite as powerful as the GF’s Fighter’s Recovery)

Come and Get It – There are situations where this can come in handy. Allows you to pull targets to you so you can get them off your allies if they happen to run ahead as they so often do. Also, because of Intimidation it will allow us to build more threat so it should pull them and then aggro them against you so they don’t run right back after your ally.

Passives

Ferocious Reaction – When you drop below a set amount of HP you regain 35% of them back and gain a Damage Resistance buff. A staple for any Zerker.

Warrior’s Courage – If you fall below half HP you gain a Damage Resistance buff. If you fall below a quarter of your HP you gain a Damage Resistance and Deflect buff. Great when combined with Ferocious Reaction and during Ferocious Reaction’s downtime. Another Zerker ability.

Bravery – Really only useful until you get Warrior’s Courage. The Deflect and Run Speed are solid bonuses to have, but you should only use this until you get to the boss(es).

Dailies

Slam – Powerful buff/debuff. Applies a damage and movement speed debuff to mobs and a damage resistance buff to you. Also, builds a good amount of threat.

Spinning Strike – As an Iron Vanguard we don’t get Steel Defense. Spinning Strike is where we make up for that. Control Immunity, guranteed Deflection, and increased Damage Resistance. This is pretty much the GWFs version of the GFs Villain’s Menace. Good for clutch moments and tanking bosses. Builds a good amount of threat as well.

Boons

Guild

Power Boon

Defense Boon

Revive Sickness or Healing Potion Bonus (not Group Heal) Boon

Sharandar

Top, Top, Top, Top, Fey Thistle

Dread Ring

Top, Top, Top, Top, Endless Consumption

Icewind Dale

Top, Top, Top, Top, Avalanche

Underdark

Top, Top, Bottom, Top, Abyssal Tenacity

Tyranny of Dragons

Top, Top, Top, Top, 3 into Thirst the rest into Revival

Maze Engine

Top, Bottom, Bottom, Displace Fate

Elemental Evil

Bottom, Top, Bottom, Wall of Wind

Storm King’s Thunder

Top, Bottom, Top, Bottom, Frozen Reflection

Cloaked Ascendancy

Aura of Hope, Healing Heat, Fey Briars, Planar Vitality

Gear

Artifact Weapons

Drowned is an excellent set until you can get Headsman’s Relic or Lifeforged set. Headsman’s is BiS for a GWF Tank. For the Artifact Class Feature boost I suggest boosting Ferocious Reaction.

Artifact Cloak and Belt

While I don’t agree with the ideology that Valhalla is the only set for tanks, it is definitely the best set for a tank. It will apply a strong damage debuff to enemies that strike you. Lathander’s, Seldarine, and Great Protector are all good sets until you can get Valhalla.

Artifacts

Sigil of the Nine – Acceptable substitutes: Tome of Ascendance, Eye of Lathandar, Emblem of the Seldarine

Heart of the White Dragon – Sigil of the Guardian, Sigil of the Oathbound Paladin

Bruenor’s Helm – Eye of Lathandar, Emblem of the Seldarine, Waters of Elah’Zad

Horn of Valhalla – Acceptable substitutes: None

Armor

Dusk Raid Helmet

Dusk Raid Vambraces

Morlanth’s Shroud

Titansteel or Elemental Dragonflight Raid Greaves

Ring of Sudden Deflect +5 OR Ring of Sudden Defense +5 (Whichever is needed)

Ring of Sudden Lifesteal +5 OR Ring of Sudden Defense +5 (Whichever is needed)

Soldier’s Gemmed Elemental Exquisite Set

Enchantments

Defense: Primarily Radiants, with Silvery if more Deflection is needed and Dark or Azure as a luxury.

Offense: Cruel

Weapon: Plague Fire or Lifedrinker

Armor: Soulforged

Companions and Mounts

Companions

You can pick any that you think would be a good choice, but here is what I recommend.

Bear Cub

Angel of Protection

Battlefield Medic

Rust Monster

Sylph

Mount

Any Mount that gives +2000 Defense, +2000 Deflect, or Maximum Hit Points

Stat Priority, Rotation, Class Synergy, and General Rundown

Stat Priority

Maximum Hit Points: This stat is probably the most important for our build. You will get more longevity out of this stat than deflect or defense.

Deflect: Your second most important stat. Having a high deflect will allow us to take just a portion of most attacks and some of our boons and feats will grant us bonuses when we deflect.

Defense: Obviously a good defensive stat. However, we will not be intentionally stacking Defense because a large portion of our Damage Resistance will come from our powers.

Life Steal: Third most important stat. Don’t sacrifice Hit Points or Deflect for Life Steal unless you can comfortably afford doing so. This stat will allow us to self-heal outside of Restoring Strike. Some of our boons will raise the effectiveness of Life Steal.

Power: We won’t focus on Power, but you will have decent power thanks to Cruel Enchantments and boons. In no situation should you sacrifice any of the previously mentioned stats for power because it will be high enough without it.

Recovery: Recovery is our most important offensive stat. It will allow us to gain Action Points faster and recharge our Encounters faster. More Dailies and more Encounters means more effective play. We will be getting a good portion of this from our boons and Cruel enchantments, but if you feel like it isn’t high enough you can sacrifice some Power, Defense, or Life Steal to get it higher.

Armor Penetration: We won’t focus on this at all, but it will come with the Raid pieces that we wear. Armor Penetration is great for building threat so it won’t be wasted either.

Rotation and Loadout

Our typical dungeon loadout looks like this:

Threatening Rush, Wicked Strike

Warrior’s Courage (Bravery in low-tier dungeons where Warrior’s will not get activated), Ferocious Reaction

Battle Fury, Daring Shout, Restoring Strike (If not needed can be swapped for Come and Get It if so desired)

Slam, Spinning Strike

When we enter a new room or group of mobs we will want to open with Battle Fury followed by Threatening Rush so we get their attention before anyone else does. This will also apply Mark and build AP for us. Then we will pop Daring Shout and if required Restoring Strike. Next, we will use Wicked Strike x3 to apply damage debuff. At this point, if the mobs are not dead, do Battle Fury > Daring Shout > Wicked Strike > Restoring Strike (If needed) > Appropriate Daily for the situation. (If needed) > Rinse and Repeat until they’re dead, activating Unstoppable when you reach full bar.

Our typical boss loadout looks like this:

Threatening Rush, Wicked Strike

Warrior’s Courage, Ferocious Reaction

Battle Fury, Daring Shout, Restoring Strike

Slam, Spinning Strike

Pretty much the same only without the optional powers. When we start the boss fight, obviously it varies by boss, but same as before; Battle Fury then Threatening Rush followed by Daring Shout and Restoring Strike. Keep Wicked Strike at 3 stacks at all times. Try to always use Battle Fury before Daring Shout and ideally before Restoring Strike. You will likely need your dailies in most boss fights so if the boss doesn’t have too many minions I recommend using Spinning Strike as your go-to because it will provide greater protection than Slam. If the boss has quite a few minions (ECC for example), use Slam as it will debuff them all and provide decent defense for you. Another good thing about Slam is you can still use all your other powers while it is active. Both are good and viable options that boost your defense and generate a lot of threat to keep the boss on you.

Class Synergy

Guardian Fighter: This build almost doesn’t work if there is a GF present. This is because Guardian Fighters have Knight’s Valor and Enforced Threat so you will not be able to draw aggro and if you do Knight’s Valor will just tank it anyway so you might as well not. If you have a Guardian Fighter in your group, I recommend that you have a DPS loadout in another slot (doesn’t even have to be that strong, just enough to contribute and get you through the dungeon without headache).

Oathbound Paladin: Same with the Guardian Fighter, Oathbound Paladin’s have ways of redirecting damage to themselves and forcing targets to attack them. However, if it is a healer paladin (Healadin), than it actually works well (for obvious reasons).

Devoted Cleric: I suggest having a Devoted Cleric for your healer most of the time. They will do a good job and not draw too much attention to themselves in the process. Buffer Clerics also work nice with our build, but healer is preferable because of our somewhat on-and-off style defense.

Great Weapon Fighter: Usually works good, but if they’re using some of the same powers as you, your powers will be wasted (Wicked Strike and Battle Fury being the most notable). Overall, probably better if you have more Wizards, Warlocks, Rogues, and Rangers than Fighters. Looks like we just don’t play nice with any other Fighters.

Other Classes: Most other classes and builds work fine with our build. Healing Warlock is a notably good teammate for our build because it will boost our already high Life Steal and allow us to self-sustain further and they can do excellent DPS at the same time, only problem is they can generate a lot of threat, just be mindful.

General Rundown

This build relies on high hit points and deflect as well as potent self-heals to stay alive. When our hit points are low we are stronger and more protected. That is why we are a “ZerkTank”. Because of Unstoppable, Dailies, and Sudden rings, our defenses fluctuate and we have moments of weakness that we cover up with our self-healing. Thanks to us not having a shield or a dodge mechanic, we will need to Sprint out of the way of AoEs. However, Sprinting grants us increased defenses so it is as if we have a shield/dodge.

I have 3 tanks in Neverwinter counting this one, so I know that this build can tank with the rest and the best of them. We are not the “best” tank or the “ultimate” tank. However, we are the ONLY GWF tank build out there and we are by far the most interesting tank. This build is completely viable as of Module 11.

That’s all for now. I will continue to update this guide as I gain new knowledge and equipment. Hopefully I will have pictures up soon. I am open to suggestions and look forward to hearing your comments.


GWF Mod 11 Destroyer/DPS PVE Build

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Hi all, been debating on making a guide for quite awhile but seems like everyone is quick to say every GWF build is a copycat so I have been putting it off. For the most part the GWF has very little variety in terms of feats, powers and boons, but each player may have a few variations in how they play.  I would like to thank all those before me who have put in hours of testing and posting and helping others, aka Lia, Lazalia, Rdeviant and many others as this build is centered mostly around their work. My goal here is to keep an updated guide on the best dps route as content releases and provide as much help to those who have questions. This build is aimed towards end game players and caters to the mostly maxed out characters, however I will provide info for those still leveling and their goals as well. Also this is my first time using the program and its all very basic so I apologize I do not know how to use all the bells and whistles just yet haha.

 

 

Goals 

  • As a GWF, our main objective is damage, with this build you will be able to maximize the best output
  • Some survivability with the switch of boons, mostly for solo play as group content with support you will be fine
  • Solo campaigns with no issues
  • Compete for top dps among classes but more importantly make dungeon runs easier and faster

Race

Half Orc

  • +2 Strength and +2 dexterity
  • 5% additional damage on Crit hit
  • 10% run speed increase on combat

Human

  • +2 any Ability
  • Increase Defense by 3%
  • Additional 3 heroic feats

In my opinion the half orc is the best choice for maximum dps and should be your first pick.  If you want to be a little more on the tanky side then human is good with still decent damage output. I have tried dragon born on a couple occasions but for me it under performed compared to the half orc.

Ability Roll

 

When you first create your character you get to roll your starting ability points and for this build you want to maximize as much strength as you can. The picture above is my stats before I apply any of the ability points for each level.

  • Half Orc: Your starting roll should be 20 str and around 15 dex
  • Humans: Your roll should be the same, place your two points into strength

Powers

  • At will: Sure strike (this here is our main at will for single target damage and should be slotted at all times)
  • At will: Weapon Master Strike (our aoe damage dealer as well as debuff for one of our feats)
  • Encounter: Indomitable Battle Strike (our strongest encounter as well as our only encounter for damage)
  • Encounter: Hidden Daggers (used to buff ourselves, always have this slotted)
  • Encounter: Daring shout (another buff, should only use if there is no gf or no other gwf using it)
  • Encounter: Battlefury (another buff, can be used whenever, but most beneficial if there is a gf or a gwf using DS)
  • Daily: Slam (Necessary for this build and should only be used if you have points slotted in battle awareness)
  • Daily: Crescendo/Avalanche of steel (any of these can be used, but you should only ever be using slam)
  • Passive: Steel blitz (Necessary to run this as it adds extra chances for the lightning to strike)
  • Passive: Destroyer (The peanut butter to our jelly, provides great damage boost)
  • Passive: Wraithful Determination (Should only be used over steel blitz when you have vorpal or holy avenger equipped)

Feats

 

Heroics 

  • Disciple of Strength (3/3): This feat, if working correctly, provides a generous boost from strength and should be utilized with as much Strength ability as possible
  • Unstoppable Action (4/5): With the slam build, having as much ap gain as possible is necessary, so points should be placed here rather than toughness as in end game content is run with support who should keep you alive as long as you play smart
  • Endless Assault (3/3): With IBS slotted in our encounters this feat provides extra damage when using it as well as some minimal damage boost to our hidden daggers
  • Steely Defense (5/5): Stacking this feat will provide you an excellent boost in overall power and is a main reason why we stack defense on our character
  • Weapon Mastery (2/3): Provides extra critical chance and at max level should not require more than 2 points in this feat as you should have maxed crit chance with companion proc
  • Devastating Critical (3/3): Crit severity is our best friend in this build so max this feat out

Paragon(Destroyer)

  • Great Weapon Focus (5/5): Damage boost to our at wills, this is a no brainer since our at wills are our main source of damage
  • Disciple of War (5/5): Grants you extra power based on armor pen and recovery
  • Staying Power (5/5): I have heard lots of controversy surrounding this feat saying that it does not actually mitigate anything, but as far as I can tell it works, so until actual evidence arises I will continue to use it
  • Executioner’s Style (5/5): Increases damage done by Sure Strike and IBS so we definitely want this
  • Battle Awareness (5/5): With our main daily as slam this feat makes it worthwhile and with how I play benefits more than having points in student of the sword
  • Destroyer’s Purpose (1/1): Stacks and grants damage for each stack, for xbox/ps4 user it is hard to see this stack as our buff bar is limited

Paragon(Sentinel)

  • Unstoppable Recovery (5/5): Restores hp when activating Unstoppable
  • Power Challenge (5/5): Grants damage boost to marked targets, this feat is tricky in my opinion as targets must be consistently marked in order to benefit from this feat so be sure someone is marking or you are yourself

These feats are meant to benefit characters who have 100% crit chance and high power, for those who do not quite reach that goal I would switch out these feats below

  • Switch points out of Unstoppable Action and put three points into Toughness
  • Switch all points out of Battle awareness and place into Student of the Sword

Stat Distribution

  • Power: The general rule of thumb is a 2:1 ratio of power to crit, but once you reach 100% crit stack as much power as you can as there is not really a cap
  • Critical Chance: Your goal is to reach around 95-100% chance and with bondings this should be easily obtainable. Around 15-18k is a good goal for on you character itself
  • Armor Pen: Your goal is 60% here, I personally do not have much on my character as all of mine is achieved via companion proc and then almost all Aggression insignias on my mounts
  • Recovery: This stat is not a huge priority but it is nice to have some, around 3-4k will suffice
  • Action Point Gain: This stat is necessary as we need our daily up as fast as possible, anything north of 1k is good
  • Combat Advantage: You want around 9% bonus from this stat as there is a cap, around 1300 will achieve that
  • Defense: Stack as much as possible as we need it to gain more power via Steely Defense and Assassin’s Covenant
  • Life Steal: Not necessary for group content, I run the lifesteal boon when doing solo content so switch when necessary
  • Movement Speed: A useful stat that can be achieved via dark enchants, not necessary but helpful in situations where you must dodge often which is most dungeons
  • Crit severity: This number should be around 120% without a vorpal equipped
  • Other stats are not as important and their values can vary to your liking

 

The first pic is my base stats with some consumables before any sort of proc of my companions, this is also when I am present in a zone that has everfrost so that I am maximizing my use of Jarl’s gaze. I chose not to include my crit and armor pen before procs as it really isn’t important, but if your curious its around 60% crit chance and 35% armor pen. The second set of photos is after my companion procs, tenser’s mount power, slam, eye of the giant, insignia bonuses . Also there is a slight IL difference but I was trying to sell a utility slot item so I did not have it equipped in case you are wondering lol.

 Un Procc’d
 
Procc’d

Enchantment Slots 

  • Offense: Azures/Brutals
  • Defense: Azures
  • Utilities: Darks/Dragon Hoard/Fey/Quartermaster
  • Armor Enchantment: Soul forge/negation whatever your preference
  • Weapon Enchantment: Lightning/Holy Avenger/Vorpal (now I know this is a hot topic right now on what is best for situations and I am still doing lots of testing but from what groups I usually run with  (two dc,pally, dps gf) it seems the lightning does best for aoe and competes very will with Holy Avenger and it is very hard to see huge difference when bosses. Vorpal is an option if you do not have either Lightning or Holy Avenger, but I have benched it since the update to enchants. I am hoping with loadouts I can provide a more solid answer and keep you guys updated as possible)

For the max possible stats I am currently working on getting all brutals for my offense slots, when I get them all I will update my guide with new stat distributions. For now I use azures though.

Armor

  • Head: Jarl’s gaze should be your first choice here as the amount of power it gives, especially with mod 11B that will allow us to achieve 80% everfrost or Headsman Raid piece is a good option as well. For those who do not have FBI/MSVA unlocked then dragonflight/drow are good choices as well
  • Chest: Vivified Headsman Raid or Titansteel mastercraft piece.  Dragonflight raid is a good option as well for those still not able to get into FBI
  • Arm: Vivified Headsman Raid.  Dragonflight is the next best choice.
  • Feet: Vivified Headsman Raid. Dragonflight is the next best choice.
  • Neck: Baphomet’s Infernal Talisman. Lostmauth’s necklace is also a decent choice if you cannot afford Demon Lord set
  • Rings: I still prefer to use the Brutality ring, but other choices include Rising power, Rising crit. Other good options for second ring slots include the ring of Dod or ring of Hellig from the Storm King Thunder collections.  Ring choices are highly based on preference and for now I prefer Brutality and Dod, but with upcoming changes to loadouts I may be switching out different combos for different dungeon types.
  • Belt: Demogorgon’s Girdle of Might. Other choices include the Golden belt of Puissance
  • Shirt: Bloodstained shirt. Other options include the Berserker’s gemmed shirt or drowcraft set
  • Pants: Berserker’s gemmed pants. Other options include drowcraft

Artifacts 

  • Wheel of elements: Should be you active artifact as its buff of 30% damage is very useful
  • Eye of the Giant: Can be switched to active in certain mob situations
  • Orcus Shard: Needed to complete the Demon Lord Set
  • Sigil of the Controller: Has great stats of power and crit

Artifacts are gonna vary between characters as people try to min and max so there are plenty of other good options out there such as the Lantern of Revelation and Thayan Book.  Use what benefits you most but I have found those four to complement my stat distribution the best.

Artifact weapons

  • Relic weapons: The best set for dps by far, somewhat easier to farm since last update. Make sure for your artifact powers you use sure strike bonus and steel blitz bonus.
  • Aboleth: A good choice if you prefer to avoid the SKT campaign, same applies for artifact powers
  • Stronghold set:  With mod 11B coming out and new mastercraft items, the stronghold set will once again be relevant, these will really only be beneficial if ran with a group who also has them, but will also be very expensive to get.

Boons 

Sharandar

  • Dark Fey Hunter: +400 power
  • Fey Precision: +400 crit
  • Elven Haste: Gain action points 3% faster
  • Elven Tranquility: When struck chance to gain 20k hp
  • Elvish Fury: When you kill a foe gain 135 power for 45 seconds, stacks 30 times

Dread Ring 

  • Reliquary Keeper’s Strength: +250 power +250 movement
  • Evoker’s Thirst: +400 lifesteal
  • Forbidden Piercing: 3% resistance ignored
  • Enraged Regrowth: When taking damage chance to gain 20k hp
  • Rampaging madness: gain stacks of madness by dealing damage, at 50 stacks gain 4k power, lifesteal and regen for ten seconds

Icewind Dale 

  • Encroaching Tactics: +400 combat advantage
  • Refreshing Chill: +400 stamina/guard gain
  • Sleet skills: 2% crit severity
  • Cool resolve: Gain up to 2000 power based on how much stamina you are missing
  • Winter’s Bounty: Chance to gain 10% action points when killing a foe

Tyranny of Dragons

  • Dragon’s Claw: +400 power
  • Dragon’s Gaze: +400 crit
  • Draconic Armorbreaker: +400 armor pen
  • Dragons Greed: +400 lifesteal
  • Dragons Fury: Get all for crit severity even though it is bugged

Underdark

  • Primordial Might: +400 power
  • Primordial Focus: +400 crit
  • Drow Ambush Tactics: 10% combat advantage effectiveness
  • Dwarven Stamina: Regen stamina 5% faster
  • Abyssal Strikes: 10% more damage against demons

Elemental Evil

  • Wave of Force:+300 Power and 2000 hp
  • Heart of Stone: +4% life steal severity and 2000 hp
  • Searing Aggression: +400 crit and 2000 hp
  • Wall of Wind: Chance when taking damage to heal 24k hp and gain 1k recovery for 10 seconds

Maze Engine

  • Abyssal Regeneration: +400 incoming healing
  • Demonic Influence: +400 combat advantage
  • Demonic Swiftness: Gain action points 3% faster
  • Displace Fate: Stamina regenerates 10% faster in combat

Storm Kings Thunder 

  • Frosty Demeanor: Gain 2% control Resistance and 2% everfrost
  • Hardy Constitution: +400 stamina gain and 2% everfrost
  • Chill Determination: Gain up to 2000 recovery based on how much stamina is missing
  • Glacial Strength: Gain 3200 hp and 2% everfrost
  • Chill of winter: this boon really sucks but its the best option to grab all 3

Cloaked Ascendancy:

  • Aura of Hope: When killing an enemy, chance to boost ap gain for allies within 25 feet for 10 seconds
  • Fiery Frenzy: +2% crit severity
  • Soothing Zephyr: +500 recovery
  • Vision of Beyond: When landing a crit strike, stamina regenerates 10% faster

Mounts/Mount Powers 

Insiginia Bonus

  • Assassin’s Covenant: Lose 10% defense, deflection, lifesteal and gain back as power
  • Protectors Camaraderie: When companion attacks gain 3% of your power and defense for 10 seconds
  • Protectors Camaraderie: When companion attacks gain 3% of your power and defense for 10 seconds
  • Calvary’s Warning: When activating Mount Combat Power, you gain an increase of 10% to your Power, Recovery, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal.
  • Artificer’s Persuasion: Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds.
  • https://two30.github.io/neverwinter-insignia/?16   This link is a good site for all the different bonus that each mount can give

Mount Bonus

  • 2000 power or 4000 power if you have it are both excellent choices, if you need more crit than a 2000 crit mount is also good substitute

Mount Combat Power

  • The best combat power for the GWF is by far the Tenser’s disc which gives you 10% of your power, +2 strength, + 2 dexterity and 10% speed bonus for 12 seconds

 

Companion

 

  • Companions are the single biggest factor in your dps and should be your top priority even over your character page.  Your first step should be to achieve Rank 12 bonding stones as they provide you the most stats when they proc. Your second step should be choosing the right active companions as well as your summoned. Also I apologize for my con artists name, he was a pain to upgrade and cost me a lot so I thought his name was fitting.

Summoned

  • Con artist: This companion in my opinion is the single best choice for a summoned companion despite only having two offense slots and a defense slot.  So let me explain real quick why I choose this over others. The extra defense slot overall benefits us do to our feats and the 10% dr shred when combined with others running the same effect is a gnarly combo.  After switching from a fire archon to a con artist my dps went up significantly and with three ring slots, it is easy to achieve decent rings to slot in it.
  • Fire Archon: This companion is a good choice for dps as it procs insignias fast and has three offense slots.  The only downside to this companion is the talisman slot and it is difficult to get good talismans these days.
  • Sellsword: This companion is an excellent choice and would be my first choice over con artist if the gear needed for this comp was not such a task to get them.  I personally refuse to run Illusion’s Gambit a bazillion times to get the exact gear needed to make the sellsword better than the con artist. So until they either give us viable gear or increase drop rates in that crappy skirmish I will stick with Con artist.

Actives

  • Air archon: Increases damage by 5% against targets not at full health
  • Dancing Blade/Cambion Magus: 5% crit severity or 10% if your lucky to get a cambion
  • Erinyes of Belial: 10% crit severity
  • Siegemaster: 4% increased damage

Companion Gear

  • Obtaining the best gear for each of the possible summoned companions will determine what enchants to run. Essentially your goal is to have all offense slots and run full brutal enchants.  Now until then you will have to min and max azures and radiant enchants to get the most out of your comp.  If you reach 100% crit chance then you can start slowly replacing azures for radiants or brutals.

This setup is tailored specifically to benefit the use of the Lightning enchant and the Holy Avenger.  I plan to try other comps with loadouts, most specifically the fire and earth archon, but for now I like this setup better.

How to Play

  • Achieving the best stats, gear and items in this game does not make you the best at your class.  I see plenty of people with all the best stuff, but they play the class terribly.  In my opinion watching a video or guide of how someone else plays the class is not helpful at all.  You need to take the time to learn your class, to understand the mechanics, how to maximize your feats and their bonuses. So I will do a brief overview of how to play the class but I want you to learn it for yourself and do what suits you best.
  • First off each battle is different and no fight will go 100% the same
  • Alright so for mobs my usual rotation follows jump and activate artifact>Slam>shout/battlefury>daggers>Unstoppable>Surestrike/ WMS and then rinse and repeat daggers and DS/BF until enemies are dead
  • For single target boss fights my usual rotation follows as jump and activate artifact>mount power>Slam>DS/BF>daggers>WMS x1>Unstoppable>IBS>SS and then rinse and repeat for however long the battle lasts, be sure to use daggers often though as its buff only lasts 8 seconds

 

Thanks again to all who have made this class shine and there is no doubt we will continue to do so! Please feel free to correct any of my mistakes or inquire about the class or ask questions! I do play on Xbox and would like to thank KingQ and Raven who have provided insightful thoughts towards this build, I appreciate all your help.  Feel free to hit me up on xbox  HulkSmash@Zachsoccer77 Guild: Origins

Quinn Ironside’s Buff/Debuff Guardian Fighter Build Mod 11

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Hello Everyone

Will be putting my loadout set up once PS4 gets it.

Quinn Ironside from Knox’s Irregulars here and I’m here to show you how I play my Guardian Fighter.

This is more of a what to aim for guide.

Disclaimer: This build isn’t going to deal alot of damage but it will get the most out of your group.

This is a group build and not tailored to solo play.

Thanks for the feedback and ideas RJC9000 and B1llyriz.


Race

I picked human for the Versatile Defense

Increases our defense by 3% and the extra feats are always nice.

But any race will work.


Ability Score

Constitution for the increased health points.

Intelligence for the recharge speed = more buffs for the group.


Paragon Path

I picked Swordmaster paragon path for

Weapon Master Strike – Great AOE at will that will spread your weapon enchantment like the plague.


Feats

5x Action Surge

More action point gain from blocking.

1x Strength Focus

Increases effectiveness of Strength.(had 1 left)

3x Toughness

More health points.

3x Armor Specialization

More armor class which helps us survive the big hits.

3x Potent Challenge

Helps you keep aggro on mobs against heavy hitting dps

5x Powerful Attack

More damage = More Threat

3x Weapon Mastery

Higher Crit Chance


Tactician Feats

5x Fight On

Lowers your cooldowns on encounters = more buffs & threat

5x Daunting Challenge

If a marked mob gets away from you it will deal less damage to you and the other members of your group.

5x Rousing Speech

More ap gain for your group.

5x Inspiring Leader

Increases the damage buff that Into the Fray gives.

5x Crushing Pin

Controlled targets take 10% more dmg for 3secs

5x United

Everyone in your group takes less damage

1x Martial Mastery

When you get hit, everyone benefits with more ap which in turn increases the overall damage of the group.(must have)


Protector Feats

5x Plate Agility

More deflect = less damage taken

5x  Shield Defense

More Armor Class = More damage mitagated


Skills

 

At-Wills

Tide of Iron

 Helps with stamina management

Weapon Master’s Strike

Best Damage at-will that is an AOE which puts your plaguefire debuff on the mobs hit.

Crushing Surge

Great single target attack that heals for each hit

Encounters

Commander Strike 

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

Into the Fray 

Great Damage buff for the group and increases run speed

Enforced Threat

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

Knight’s Valor

Helps with keeping aggro with heavy dps in the group.

Be careful tho because you will take half of the damage the dps takes from the mob.

Works great with applying Crushing Pin and Valhalla set debuffs.

Knee Breaker

It is a control power that slows the target that procs crushing pin.

 Personals

Guarded Assault

Reflects 20% of incoming dmg. Cannot exceed 15% of your Max HP

Combat Superiority

Reduces incoming dmg by 8% and increases your dmg by 8%

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 preform will heal you for the damage that it does.


Companions

Summoned

Dancing Shield

20% defense debuff on the target hit.

3x Defense slots for bondings and 3 belt slots what more could you ask for.

Active

Energon

5% hp! duh

Rust Monster

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

Chicken

If you take 25% of your hp in a single blow it will but a debuff on the attacker and gives you 40% movement speed

Stalwart Golden Lion

Builds Radiant Weapon buff

Alt: Dread Warrior

Helps with threat.


Mounts

Courage and Mastery are the insignia’s ones to focus on.


Boons

This is where it gets boring.

What i do is go to the guild stronghold and hit a test dummy to proc my bonding runestones.

Then i pick my boons so i know what my stats are at.

Main ones to consider are:

 Sharandar– Fey Thistle – Deal 3k dmg when you deflect.

Dread Ring– Augmented Thayan Bastion – Chance to get a 10k shield that redirects damage to a nearby foe.

IWD- Rousing Warmth – Chance when healed to gain up to 3k damage bonus on next attack.

Underdark –  Nothing really stands out here.

ToD –  Dragon’s Revival – increased incoming healing. (works great with fighter’s recovery daily)

Maze Engine –  Nothing really stands out here.

EE –  Wall of Wind – When taking dmg you have a chance to heal and increase recovery by 1k for 10 secs

Stats to aim for fully buffed

This is for end game, so don’t worry if you can’t hit these right off the get go.

Defense>Arm Pen>Recovery>HP>Deflect>Crit

Defense

Defense helps you survive hits so more is better and increases you 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 32k Defense or 96% Damage Resistance

“Scrub everyone knows 80% dr is the cap” 

In Mod 10 the developers gave the mobs 15% armor penetration so to counter this we need 96%.

(i like to be one up on this just to make me feel better.)

Armor Penetration

This helps you gain aggro and keep aggro on mobs.

6300 or 60% resistance ignored

Recovery

This helps you get your encounters faster so you can keep your buffs up.

12k is the soft cap. Focus on this stat once you hit the Arm pen cap 1st.

HP

More Hit points = More life

Deflect

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

Once you are DR capped and you have around 180k Hp focus on deflection.

Crit

Only after you are at the Arm Pen cap and Recovery cap.

“Why not power?”

We get enough power from all the power share buffs that the other members bring.


Gear (Starting)

Armor

Enchantments

Negation if you are below the DR Cap.

Soulforged if you are at the DR Cap.

Helm – Drowcraft Helm

Chest – Drowcraft Breastplate

Arms – Dusk Raid Gauntlets

Boots – Dusk Raid Sabatons

Rings 

Ring of Rising Defense

Ring of Rising Focus (Recovery)

Drow Shirt and Pants

Necklace

Greater Lathander’s Cloak

Belt

Greater Plated Belt of Constitution

Weapons

Drowned Longsword

I use a Plaguefire Enchantment for the Debuff it puts on the mobs i hit.

Iron Tide to help with stamina management

Drowned Shield

Make sure to unlock the Artifact powers

Guarded Assault for the CC to proc Crushing Pin

Enchantments

Defense Slots – Azures

Offensive Slots – Silvery

Reinforcements

Defense on armor

Ap gain on rings, neck, and belt

Artifacts

Active

Sigil of the Guardian or Champions Banner

Non-active

Waters of Elah’zad

Symbol of Fire

Sigil of the Devoted


My Gear

Armor

Vivified Shieldbearer Raid Helm

Reinforced 200 Recovery

Vivified Shieldbearer Raid Breastplate

Reinforced 200 Defense

Briartwine Enchantment

Vivified Shieldbearer Raid Gauntlets

Reinforced 200 Defense

Vivified Shieldbearer Ward Sabatons

Reinforced 200 Defense

Rings

Ostorian Ring of Skold x2

Reinforced with AP Gain

Necklace

Cloak of Valhalla

Reinforced with AP Gain

Belt

Belt of Valhalla

Reinforced with AP Gain

Weapons

Shieldbearer Longsword

Transcendent Plague Fire Enchantment

Great debuff on targets hit.

Iron Tide Artifact Power

Helps keep stamina up

Shieldbearer Shield

Guarded Assault Artifact Power

When you block a hit it will apply a slow (control) to proc the Crushing Pin Feat

Artifacts

Active

 Champions Banner

Helps the group by providing recovery and incoming healing.

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

Non-active

Waters of Elah’zad

Horn of Valhalla

Sigil of the Guardian

 Conclusion

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

Try different things and see what works for you.

If you’re in an alliance don’t be afraid to ask questions.

Have fun!

Hope this helps.

Quinn Ironside

Thank you for all the feedback!

PS4 Tankadin (max HP Courage build)

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PREAMBLE

Hoy hoy! Teeps (The Sanctuary) here! And this is my first posting of a build here… criticisms encouraged and welcome!

First off, this is pretty damned close to Trzebiat’s build. For those of you on Facebook, you can find a Pally specific page by searching Neverwinter Paladins (Healadins and Tankadin).

All sorts of other great guides here discuss race choice, so, I shall forgo that. I did spring for Dragonborne and kept rolling until I felt I got the highest possible Con and Cha stats.

With this build, you want to take damage. This is the reason we are stacking HP and not Defence. Taking damage causes us to gain Power, this power is shared via Aura Gifts. We do not want to mitigate damage… we want so many hit points that when Orcus hits us for 500k damage, we are laughing because of the huge spike in damage we are doing!

Character roll priority

STAT PRIORITY

Simply put, on my rolls, as per above, I went for Con and Cha. For everything else on my toon I am stacking:

HP > Power (the rest is incidental)

All of my gems on my toon are Radiants, less my Armour which currently has a R12 Azure (looking to swap that out for a Radiant there too).

Now, I am stacking massive HP specifically because I want the biggest possible pool to feed my Courage aura, and per above, I want to take massive amounts of damage! See the link below for a quick explanation of the Courage and how it works:

Aura of Courage

I am fortunate enough to have a Tensor’s Disk (4K Recovery), and I am in a guild with Power and Defence and Life Steal boons, which gives me some fairly decent stats:

PET CHOICE

The pet that is my go to summoned, is my Harper Bard, Julian.

The pet is where I am stacking my secondary stats, Critical Strike and Armour Penetration (boy do I have some work to do there!).

Julian is an interesting companion, in that he is providing me with HP, buffing the team and de-buffing bad guys in PVE.

Julian, the buffer!

  • Song of Rest – A soothing song increases owner’s Maximum hit points by 10%;
  • Discordant Discouragement – The Bard plays a discordant note that reduces the amount of damage the of damage the target deals. Foes who are below 50% health also have their damage resistance reduced. The potency of this power scales with the Bard’s level.
  • Bardic Inspiration – The Bard plays a soothing refrain that empowers allies. Allies who are above 50% Health have their Power and Critical Strike increased. Allies who are below 50% Health have their Defence and Deflect increased. The potency of this buff scales with the Bard’s level.

My other companions:

  • Fire Archon (legendary);
  • Rust Monster (legendary);
  • Rimefire Golem (legendary); and
  • Energy (epic).

FEATS

So, I prioritized my feats to support the party or raid I am in.

Neverwinter_20170611220220

Heroic

Not going to explain all selections here, pick your own path… I will give a couple of suggestions though, based on what we are trying to do.

Weapon Mastery – Crit chance is good for this build. We do want to crit.

Exemplar’s Haste – Faster recharge of encounters leads to faster recharge of Divine Call and Dailies.

Steadfast – More HP!

Paragon

I went Justice / Light.

Flash of Light – I am here to buff my team! Reduces the team’s cool downs of encounter powers.

Beacon of Hope – Heals for for the team on dailies.

Prism – More heals (I think that Life Steal feeds this!)

Aura Gifts!! – This is why I am here! Allies within 30′ of me gain 25% of my power.

BOONS

Ok, there are far far too many to discuss them all. So, guidelines:

Below 3000 item level, it is good and probably necessary to stack Defence and Deflect. I am happy to change my mind on this, but, I am suggesting that, until you have approaching 180k HP, Orcus and higher will be tough as hell to survive on HP alone.

Above 3200 ish (your mileage will vary, ergo the gap) consider dumping Defence and Deflect for Power and Crit… also, every boon that offers HP and any that offers Control Strength are excellent choices for a tank.

ENCHANTMENTS

Lots of deep discussion everywhere on this one. I am currently using a Transcendent Negation (damage mitigation, incoming healing and added recovery). I am open to discussion on an improvement over this to add damage and or more HP.

Weapon, currently I am equipped with a Rank 8 Lightning. I am driving towards a Transcendent Feytouched as I love that de-buff and added damage. This will be my priority after I am finished levelling my Bondings.

POWERS ROTATION

At Wills, I almost always have Radiant Strike and Shielding Strike equipped now. Oath Strike in reserve for when I have that over eager crit monkey that rips aggro off of me.

Encounters:

Templar’s Wrath should never leave your rotation, does damage and shields you with an HP shield, meaning, you do take damage;

Bane, a great encounter that de-buffs the monsters for damage out and damage in. A fantastic single point encounter, strongly recommended for boss fights.

Binding Oath, more hit points and a good solid taunt.

Burning Light, a solid trash mob and soloing damage causing encounter, a nice AOE effect with a DOT.

Smite, bad guys take good damage and now do less damage to you, this is an AOE effect.

Vow of Enmity, I will use this if I am with a group that out powers me, redirects their threat to me.

Cricle of power, I very rarely use this, as I have a hard time convincing the team to stand on the magic carpet (I swear, I shower monthly).

Auras, per the title of this guide, I am loving Courage, I also use Wisdom a lot, sometimes Protection or Truth. Vengeance gets an honourable mention.

Daily Powers, mostly just use Divine Judgement and Shield of Faith. Occasionally use Heroism.

Rotations:

  • When soloing daily grind stuff: Divine Call > Radiant Strike > Templar’s Wrath > Divine Call > Blinding Light > Smite (rinse and repeat as necessary). If there is a large crowd, I cackle manically and pop Divine Judgement. When soloing, I only use Courage and Wisdom.
  • Dungeons and raids, trash mobs: Divine Call > Radiant Strike > Templar’s Wrath > Binding Oath > Divine Call > Smite (rinse and repeat). In dungeons and raids, I accept doing less damage and generally use Shield of Faith.
  • Orcus: Bane x3 > Heroism > Radiant Strike > Divine Call > Templar’s Wrath > Binding Oath > Bane > Shielding Strike as necessary to recharge encounters. Use heroism every time he goes hands up on ya.
  • Jarl Storvald: Bane x 3 (use this to pull away from stairs towards carpet) > Divine Call > Radiant Strike > Binding Oath > Templar’s Wrath. Reapply Bane frequently. Use Shielding Strike to recharge encounters. Use Sanctuary every time you get the dancing arrow above your head.
  • Turtle: face tank this clown and keep taking steam damage – Bane x 3 > Divine Call > Radiant Strike > Templar’s Wrath > Binding Oath > Shielding Strike x 3. Use Shield of Faith on Steam Blasts and Slams as necessary. Coordinate with your friendly DC.

CONCLUSION

Us Pally tanks want to take damage. We need to take damage. Break out your most offensive taunts, call those bad guys names, and wear as little Defensive stat stuff as possible. Think you have enough HP? Nope! Shoot for a million (don’t think that is possible, but screw it! Go for it anyways!). Stack the HP and Power. Stack your pet with Crit and Life Steal.

I want your criticisms. I take advice, critiques and even angry words very well. Keep the discussion going, and let us all take our teams all the way through end game content!

Most importantly, have fun!

 

 

Heya fellow neverwinter adventurers

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This is my attempt to show how I built and play my guardian fighter.

My build can run solo as well as grouped, though I’ve found group runs with proper buffing yield much better results on dps.

Race

I picked dwarven purely for
Personal preference, optional races include human for versatile defense increases our defense by 3% and the extra feats nice, and dragonborn they give you +2 on two different stats to begin which is quite helpful.

But any race will work.

Ability Score

Constitution for the increased health points.

Strength for the damage resistance bonus and damage bonus

Paragon Path

I picked Swordmaster paragon path for

Weapon Master Strike – Great AOE at will for the mobs and your weapon enchantment will spread nicely.

Feats

1x Action Surge

Needed one to move forward

3x Strength Focus

Increases effectiveness of Strength.

3x Toughness

Increases health points.

3x Armor Specialization

Bumps up our armor class which helps us survive the big hits.

3x Potent Challenge

Makes us generate more threat to hold those mobs

5x Powerful Attack

Damage of at-wills and encounter powers are increased

2x Weapon Mastery

Higher Crit Chance

Tactician Feats

5x Fight On

Less time on your cooldowns on encounters means more threat gain and buffing for the team

Protector Feats

5x Plate Agility

More deflect for those pesky hits

5x Shield Defense

Again adding to armor class

Conqueror Feats

5x Improved Vigor

Faster AP gain when below 50% means faster use of Fighters Recovery to help get that health back up

5x Take Measure

Every crit gains temp hp

5x Wrathful Warrior

More damage when you have temp hp. I.E. during buffs from team and wrathful warrior

5x Jagged Blades

Bleed damage per second means more damage

5x Menacing Impact

Villains Menace will have a farther reach and you will do more damage

1x Reckless Attacker

Gives you more damage and more crit chance

Skills

At-Wills

Crushing strike

Best used for single targets it will give you some healing on the third strike, great for solo running or a quick healing boost if you need a bit.

Weapon Master’s Strike

Best Damage at-will for AoE damage against mobs, biggest benefit is being able to smack your enchantment on everyone.

Encounters

Commander Strike

The group will deal extra damage to any marked enemy on their next encounter power use.

Into the Fray

Gives a damage and speed boost to the group, also useful to move a bit faster solo

Enforced Threat

Taunt that marks every enemy within its AoE.

Bull Charge

It is a control power that pushes enemy prone. Good for throne of dwarven gods controlling the bone golems.

Personals

Enhanced Mark

Marked targets now build threat while Marked, and you generate 75% more threat when striking them. Helps keep the aggro when the big dps rolls in.

Combat Superiority

Reduces incoming damage by 8% and increases your damage aby 8%

Daily

Villains’s Menace

You will not be effected by cc’s and you will hit harder and resist more damage

Fighter’s Recovery

This makes every hit you preform heal you for the damage that it does, this is great if the healer is having troubles keeping up with healing and youre surrounded by a mob.

Companions

Summoned

Rust Monster

The debuff it puts out is extremely helpful and it has 3 belt slots which is nice for personalized belts of recovery.

Active

Owl bear cub

Makes sure you hit hard if you don’t crit.

Chicken

If you take 25% of your hp in a single blow it will but a debuff on the attacker and gives you 40% movement speed

Repentant Cultist

Helps drop enemies a little faster at the beginning

Alt: Shadow Demon

Heavier deflect of damage

Also a Con Artist is helpful as well as a Dancing Shield, Jagged Dancing Blade, for their debuff skills

Mounts

All of my bonuses deal with heals over time. I also have wanderers fortune going for the extra refinement drops.

Boons

I find this part important to be able to do endgame stuff.

Sharandar
Dark Fey Warder
400 Defense

Fey Elusivenss
400 Deflect

Elven Haste
More hp

Elven Tranquility
Chance to heal when struck

Elven Resolve
Stamina regenerates faster so you can hild that shield up more
Conjurer’s Gambit
You gain 250 Critical Strike and 250 Mov.

Dread ring:

Conjurers Gambit
Extra crit and movement

Evoker’s Thirst
You gain 400 Life Steal.

Forbidden Piercing
You gain 3% Resistance Ignored. For keeping aggro.

Enraged Regrowth
When taking damage you have a chance to heal 20000 Hit Points over a few (4) seconds. After this effect ends you have 4000 more Defense for 10 seconds.

Rampaging Madness
When dealing damage you gain stacks of “madness” when the stacks reach 50 you gain 4000 damage 4000 life steal and 4000 regeneration

IWD

Weathering The Storm
AoE resist boost

Refreshing Chill
Stamina gain

Rapid Thaw
More recovery

Cold Shoulder
Reduce damage of next attack

Rousing Warmth
When healed you get a chance to do more damage

Underdark

Primordial Vitality
More defense and more hp

Primordial Focus
Crit and hp

Drow Ambush Tactics
Extra combat advantage

Dwarven Footing
Control effects are reduced

Abyssal Strikes
Only one worth anything

ToD

Dragon Heart
More Hp

Dragon’s Gaze
More crit

Dragonscale Defense
More defense

Dragon’s Greed
More lifesteal

Dragon’s Revival
Incoming healing bonus

Maze Engine

Abyssal Regeneration
More incoming healing again

Demonic Resilience
Control effects are shorter

Demonic Swiftness
Faster AP gain

Baphomet’s Might
Chance to gain more crit

EE

Unassailable Tide
More defense and hp

Heart of Stone
More lifesteal severity and hp

Blazing Resilience
More recovery and hp

Wall of Wind
Healing chance

SKT

Frosty Demeanor
Control resist and hp

Survival Instincts
Extra incoming healing and hp

Icy Wrath
Chance for more damage

Glacial Strength
More hp and everfrost resist

Chill of Winter
Icy chill stacks to 10 then damages targets nearby

Cloaked Ascendancy

Aura of Hope
Gives allies AP gain

Fiery Frenzy
Crit strike and hp

Soothing Zephyr
Recovery and hp

Planar Vitality
On deflect you heal

Stats to try for

This is what to shoot for so don’t be discouraged if you don’t get hefe right away. This is what to sboot for while buffed.

Defense

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

At a certain point it becomes less of a priority. It caps out at 80% but in Mod 10 the developers gave the mobs 15% arm pen so 95% is the safe zone.

Armor Penetration

This helps you gain aggro and keep aggro on mobs.

60% resistance ignored

Recovery

It means faster use of encounters.

HP

More Hit points means more life

Deflect

It makes 50% of damage you would have taken disappear

Crit

Only after you are at the Arm Pen cap and Recovery cap.

Gear (Starting)

Armor

Enchantments

Negation is what I run with to help boost my defense.

2x dusk 2x drow

The bonuses for these are solid for group running.

Rings

Ring of Rising Defense

Ring of Rising Deflect

Drow Shirt and Pants
(Gemmed exquisite once you can get them)

Artifact set

Valhalla
Debuffs enemy whenever you are attacked

Weapons

Drowned set
Healing when procs

Lifeforged
Gives defense and more power

I use a Plaguefire Enchantment for the Debuff to enemies, works wonders in mobs with weaponmasters strike

Reinforcements

Defense on armor

Ap gain on the rest

Artifacts

Active

Token of Chromatic Storm
Good damage and can freeze and/or debuff enemy

Non-active

Heart of the Red Dragon

Horn of Valhalla
For the set

Bruenor’s Helm

Try different things and see what works for you.

 

One Above All GWF Mod 11 Destroyer – PVE Build

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Introduction:

I’ve wanted to make a guide for a very long time but wanted to experience everything about the class that i could before i posted this build for others to see. I’m making this build on the grounds that i have attempted to help people in the past; and either the information and tips that i give to them is forgotten by the time they can fully utilise them, or the higher item level players are to arrogant to listen to improvements. The information will be fully displayed and updated where needed to allow anybody who wishes to make improvements do so at any given time.

 

Race:

In this picture I run a Dragon Born race as I feel that for maximum output this is the best race to go, however if i was to choose another race it would be the Half Orc; mainly for the 5% crit severity. Be warned that crit severity is not as good as many people think if it can be traded up for consistent damage do so.

Starting roll

  • Dragon Born 18 STR/DEX for max results
  • Half Orc 18 STR/Dex for max results

On the GWF the main stats are Strength Dexterity and Constitution, But the best thing to do it to apply the plus two bonuses at the character creation screen to Strength and Dexterity as Constitution is far less important and can be build up else where later on. I have not mentioned human is it is not one of the superior races for the GWF and i will only be featuring feats for these two races.

Gear:

  • Vivified Headsman’s Raid Sallet – Dark Enchantment Rank 12
  • Vivified Headsman’s Raid Scalemail – Pure Negation – Dark Enchantment Rank 12
  • Vivified Headsman’s Raid Vambraces – Dark Enchantment Rank 12
  • Vivified Headsman’s Raid Greaves – Dark Enchantment Rank 12
  • Headsman’s Greataxe – Transcendent Lightning Enchantment – Azure Enchantment Rank 12 (x2)
  • Headsman’s Sword Knot – Offense Slot (Radiant Enchantment Rank 12) – Defense Slot (Dark Enchantment Rank 12)
  • Berserker’s Gemmed Exquisite Shirt & Trousers – Offense Slot (Radiant Enchantment Rank 12) – Defense slot (Dark Enchantment Rank 12)
  • Demogorgon’s Girdle of Might – Dark Enchantment (x2)
  • Greater Ostorian Ring of Dod – Radiant Enchantment Rank 12 (x2)
  • Greater Ostorian Ring of Hellig – Radiant Enchantment rank 12 (x2)
  • Baphomet’s Infernal Talisman – Utility Slot (Dark Enchantment Rank 12) – Offense Slot (Radiant Enchantment Rank 12)

Explanation

Vivified Headsman’s Raid Sallet – This headpiece I use specifically for the extra stats that it gives me since i do not run 100% crit chance, this headpiece if acquired can be adjusted so you are running the Jarl’s Gaze; this will allow you to gain extra power if you are currently running most if not all of the relic armour.


Pure Negation – This enchantment if broken for now if fixed I will update this enchantment to a transcendent.


The reason I do not run the transcendent negation is because i like survivability on my GWF the character does automatically acquire it but it does have the means for it if you can do it. The negation is meant to give you damage resistance the more hits your character takes and this stacks up to a maximum of 10 stacks, however the transcendent is only ever stacks to 3 stacks and does not go past it. I discovered this issue and ever since I started using a pure it goes all the way to ten stacks. I would recommend this if you’re looking to tank partially with this class.


Headsman’s Weapons – These weapons are best in slot since the set bonus for these weapons allow you to have constant increased damage by 10 % for ten seconds, also heals you for 15% of your health. Along with Overcharge Defense which will allow us to tank a little better since it reduced incoming damage by 10% for ten seconds; and increases run speed by 15% which is very nice since it allows us to be faster to the groups than any other DPS in the dungeon.

These weapons can be switched out with ascended weapons from the River District, They may not be best in slot but are much cheaper and easier to upgrade plus they are a very close second to the Headsman’s weapons. If I had to choose this set i would personally go with the Lifeforged set since it gives 10% of defense as power and restores 5% of defense not amazing, however much easier to upgrade since it does not require the assistance of SVA/MSVA like the relic weapons


Utility Slots – I run all dark enchantments for extra movement to allow me to beat other DPS to groups since the objective is to get there first which allows us to build stacks first and do more damage overall to the groups the only dungeon i recommend staying with the group is FBI but this varies depending on item level.


Rings –  I chose the Greater Ostorian Ring of Dod  and the Greater Ostorian Ring of Hellig based on the fact that as a GWF to increase damage output we need to build stacks for our class one of these is Destroyer’s Purpose to achieve this we must stack effectively since this only stacks during determination, with this in mind you start to understand that maybe running underdark sudden rings is not the best idea. As the buffs take a little while to build up the effect that last only ten seconds is minimised to a low percentage, however they can be used on groups of enemies that do not have large pools of health. Do not count them out but at end game i would remove them if possible for some more stable stat rings for example the rings i am running.


Defense Slots – I mostly run dark enchantments in defensive slots to give me more lifesteal, since the introduction of the lightning enchantment it makes us god like at staying alive through the groups in a dungeon and even on certain bosses. you will only ever need between 12% and 18% life steal chance this is the recommended amount for it to be most effective without reducing your stats a whole lot.  I gain life steal also from using one of the three end boons in the tyranny of dragons campaign to give me 3%more so i do not have to use more defensive slots. I sacrifice little crit severity for this and it makes it much easier to stack. I can then run the defense boon from my guild giving me 8000 defense which if you follow my feats then 20% of 8000 at least will return to your overall standing power.


Lightning Enchantment – This was a very nice addition to the GWF for mod 11 it did increase overall damage in dungeons but I have been noticing a few issues with this enchantment, the issue is that it has severely reduced damage on bosses. I propose for the more financially well of players that you have a lightning for the mobs and swap it out to the Feytouch enchantment or the Vorpal enchantment, i say the Feytouch because i find it better for the time that you are not in a good buff group, if your power is stacking crazy high Vorpal but if not the Feytouch will do you slightly better and since this build does not feature 100% crit chance the Feytouch could give you the edge.


Critical Chance – This can be a pretty tricky matter to get in to, some people say that 100% crit chance is better but if you’re already using the lightning you do not need it i only run around 85% on proc and I crit almost every hit and this doesn’t vary between dungeons, however you could run in to an issue as i have noticed the Vorpal somewhat kills your crit chance so either swap out a little power for crit and use the Vorpal or just rely souly on your buff group being very good. But you can also swap out the Vorpal for a Feytouch and keep your crit chance the same and still put out the same if not slightly more damage for this build.


Swapping Weapons – If you’re reading this build and are financially well off in game or just have a lot of time i would recommend ranking up a second weapon of the ascended variety; doesn’t matter which since you will not be acquiring the set bonus and just rank that sword up and out the second weapon enchantment on to it with either place holder enchantment in the offense slots or high ranking enchantments, this will save you a lot of gold because switching every dungeon is just impractical for everyone.


Main Hand/ Off Hand Powers – on your main hand always use Sure Strike for best DPS output on the off hand you can use wrathful determination for more run speed if you finish a fight with a near full determination bar it will give you 20% more run speed to stay ahead of the other DPS.


Artifacts – As far as artifacts go the wheel is always your main artifact and you will always want to take fire from this, the lantern purely for stats along with the sigil of the controller and the Orcus shard; i also run the Orcus neck and belt to complete the set as this is the best set bonus for the GWF. On the next double refinement i will also be switching out the Sigil of the controller for the Key of Starts artifact, simply because the sigil has 600 control resist and i do not need that so it would be nice to remove.

Feats

Powerful Challenge – This allows any marked target to take 15% more damage from you, i would highly recommend this skill for all GWF it is necessary for when we get around to explaining the encounter powers. I would recommend the deflect chance for the recovery feat, when i was a low item level it never saved me that often but if absolutely necessary run it temporarily until you’re a bit tougher.

Slam – This is the feat that we removes student of the sword for, it allows the daily slam to give you 25% of your power back to you for a short time, I would recommend this as it plays a role from beginning to end for more damage in a dungeon for the GWF.

Encounter Powers

Daring Shout – This power will mark targets within a small radius around you, this gives you combat advantage to the target marked and it increased your damage resistance depending on the strength of the enemy, another skill that allows us to tank better This is a recommended skill to be used until bosses but for all groups clearing through dungeons use this skill.


Hidden Daggers – This power is very handy for a couple of reasons the main reason for it is to give a 40% increase in damage for 8 seconds to the GWF and it can be used multiple time but the buff does not stack, however the alternate use for this power is to do damage. One example would be castle never in the first hallway inside the castle i run to the last group of rotters in that hallway kill them and quickly turn around and use 2 hidden daggers this will clear out the rest of the rotters for more damage. This skill does a very nice amount of damage nothing phenomenal but good enough to use on groups. This skill will always be slotted in every dungeon.


Indomitable Battle Strike (IBS) – This is our heavy hitting move if you get your buffs correct with some rotations i will explain further down the page then this skill is the main source of chunks coming away from the bosses health bar, it should always be slotted and should only be used inside determination and never any other time.


Battle Fury – This skill i use on bosses because i find the buff to be slightly better than Daring Shout, this move comes in to play when doing FBI because the groups have large health pools i recommend this skill over Daring Shout because it will allow you to drain the enemies health bars faster since the GWF can have a hard time in that dungeon. This skill does have a drawback to it because even though the buff is greater than daring shout it does not last for as long as Daring Shout and this can cause some issues, the one issue is that if the boss fight is lasting a while you will have all of your stacks therefor the more time you spend casting encounter powers the less damage you could retain after the boss is dead and that’s not really what we want but if you can manage to use it at appropriate times then i would recommend doing so. If this is an issue but you really want to run this skill you can swap two feats around to give you 25% more uptime with Battle Fury, The skill is called Relentless Battle Fury; you would have to remove Battle Awareness (Slam).


Sure Strike – This is the GWFs most damage At-will power and it will certainly give you the most damage, you use this skill once you reach the maximum determination bar it can be used before but you’re just losing damage for yourself and this build is not about that. This move when fully buffed will create a lot of issue for other counterpart DPS in the dungeon because of the high damage output, it also scaled your class very nicely with high buff/debuff groups.


Weapon Master’s Strike – This At-will allows you to hit multiple enemies and spawn a clone of yourself behind that enemy granting you combat advantage and the damage that comes with it, this is a must have At-will power and is used for quick feat stacking to output high damage, it is probably the best group clearing the move GWF has as of this point.


Class Feature : Destroyer – This active goes very nicely with WMS since it gives you extra damage for every 3 targets hit by hit and this stacks a lot of damage for an class feature and helps with mod clearing especially this is needed in every scenario at any item level.


Class Feature : Wrathful Determination/Weapon Master – I say to different class features now i would always recommend wrathful determination for the simple fact that it gives you damage percentage depending on how full your determination bar is but it then doubles that percentage when determination is used giving mass damage output for you and it is consistent. Some times it is harder for lower item level GWFs to have very high crit chance so Weapon master i would recommend i use this myself from around 2800-3300, and i found it easier to beat higher level GWFs with this than wrathful determination so i would definitely recommend it if you’re around this item level.


Daily: Slam – This daily power allows is a good daily to use even on groups but it does have a somewhat long cast time so it can interrupt your battle slightly so you need to be careful when tanking groups of enemies at a time it could be fatal.


Daily: Crescendo – I have this daily slotted but never use it unless it is by accident because the cast time takes way to long and it is no that beneficial to use as a daily i would only recommend it to fill the slot but nothing more than that. on the flip side it it does have high damage so you may be able to get it to work in a high buff group but it would still be obsolete to Slam.


Class Feature : Steel Blitz – This is a new edition since the introduction of the lightning in mod 11, i have used steel blitz and have even attempted to use a Death Slaadi to get those extra hits from steel blitz; but i find it to give me less damage, this may vary because i am the maximum item level so i thought i would put in in this build as an optional thing to run on the groups in a dungeon but never run this on the bosses. you would swap out Wrathful Determination/Weapon Master for this class feature. The Slaadi will add poison to your weapon allowing you to proc steel blitz more often but only upgrade the Slaadi to blue as at purple it becomes an AOE and not attached to the weapon so it will not proc steel blitz. I don’t use this personally because i can build my determination max very efficiently even on low health pool groups but for lower levels you could consider it, do not run this skill at all in FBI/MSVA/SVA.


Rotation

Daring Shout – when you first go up to a group you will use Daring Shout to mark all of the enemies this will build a lot of determination for you and it will give you more damage resistance to help tank the enemies and this will also give you more buff stacks and you would proceed to annihilate this group because of the extra damage the mark gives you.


Hidden Daggers – You will use this skill for two reasons one for the buff it gives you and two for the amount of damage it deals out depending on the item level of your GWF this moves is more effective but it will still work non the less, Higher level GWFs can acquire more damage at a convenient rate making it better but this rotation will still work all the same. You will then use hidden daggers on the group for extra damage and buff.


Weapon Master Strike – You will then go closer to the enemies and prepare to obliterate them with WMS this should take a few swings but your damage will build up with this, i would recommend this skill for also building stacks in boss fights because it does a double hit making ti faster at stacking the feats you need quicker so incorporate this immediately in the boss killing portion of the dungeon. One thing i never see anyone mention is what to do if you die in the boss fight because when you die you stacks which contribute to your damage so to start back up again the fastest method is WMS to start then Daring Shout to Hidden Daggers and then Indomitable Battle Strike.


Indomitable Battle Strike – This encounter power is to only be used when you use determination and use IBS after you use determination if you have done the rotation correctly you will have ample stacks for a nice IBS hit. For groups i would recommend if you need to use IBS if you are a lower item level attempt to line up as many target as possible this is your highest damaging encounter you want to hit as many target as possible with it.


Sure Strike – This At-Will need to be used in determination after you use IBS once you have used your first determination if it is a group it will usually be dead but in a boss fight you will  use your first determination with the rotation and you will then have 10 stacks of Destroyer’s Purpose this grants you a lot of extra damage at this point you can incorporate Sure Strike as a usable At-Will since you have max stacks and charge your determination to full and re-use.


Dailies: Slam – This is a daily power that you will always use over Crescendo because the build is based around Slam this power will boost your power by 25% but bare in mind that all targets affected by this will have double aggro towards you so you could pull some enemies if you’re doing good damage also, so beware of that when tanking as well.


Tips- If you are using Weapon master then the method of stacking determination to max bar before using it doesn’t do anything for you so you can use it below a full bar and still get full effectiveness out of it. The full rotation with everything at max would be Wheel of elements and grab fire then use IBS sprint forward and then stop before it uses the move to proc Overcharge attack for 10% more damage then use the Tenser’s Disk and then Slam and begin the rotation above.


Tanking

I respect the tanks of the game but in some cases they just are not fast enough for me so i am telling you to run ahead of the group but the issue is that some of the lower item level players could die doing this and would then be forced to stick with the group until they are strong enough to do otherwise. One way to help tank is to sprint just before the enemy hits you it is not commonly heard in builds but this gives you extra damage resistance and allows you to tank stronger enemies if needed. Obviously get a Negation this is essential even if it is low level it will help you non the less. Apply the guild defense boon now i can tank but i still only have 140k standing hit points around the 150k area in a dungeon so i can still die. I just want to make lower item level players have slightly better tanking capabilities because support get annoyed when their DPS die it takes longer to do the dungeon. The most effective way to take the hit is sprint and then stop just after they hit you you do not want to continue sprinting you just want to be in that sprint mode long enough to take the hit, this tanking does need life steal though obviously do not do this without life steal as explained above. Tanking for the GWF is still by chance because each hit needs to be give life steal so it all bases on chance remember that.


Companions

Companions – In this screenshot i am showing my current companion the Con Artist i use this companion because of the 10% defense reduction he gives to the enemies that he is hitting this debuff like every debuff is applied for everyone, usually i wouldn’t run this because i want solo damage and not for other to do 10% more with me but debuff groups do more damage overall and faster runs than you running a solo damage companion, this is an overall better choice.

  • Con Artist
  • Erinyes of Belial
  • Fire Archon
  • Siege Master
  • Air Archon

Companions – I understand that some people will still want the solo damage over the debuff for better stats and to get a larger advantage over other DPS so this is my solo damage companion setup that i run if need be This gives you better proc stats but there is no extra 10% debuff but an earth archon to allow the extra 7% damage if you are at full health. This is almost guaranteed in a boss fight.

  • Earth Archon
  • Erinyes of Belial
  • Fire Archon
  • Siege Master
  • Air Archon

The compnaion that are still purple stay like that because there active bonuses do not improve at legendary and so it would be a waste of time even in shroud of souls when legendary companion count towards item level. The gear i run on my Fire archon can be farmed from Illusionists Gambit so do not fear about not being able to get it.

Enchantments 

  • Rank 12 Bonding Stone (x3) absolutely necessary a must have for the GWF before almost anything.
  • Adorable Bites ring (x2) – Radiant Enchantment Rank 12 (x5)
  • Adorable Bites Talisman – Azure Enchantment Rank 12
  • Fierce Ring – This is for my Con Artist since i do not have another Adorable Bites Ring.

Boons

Boons – The boons all revolve around self stability as well as the maximising of stats, the guild boons i run are Power and defense i would encourage all GWFs to do the same these are the two most important ones.


Mounts

Mounts – I use the Tenser’s Disk because of the fact that it has the perfect bonus for a GWF in making us faster harder to kill and giving us a bonus in the stats that we need the most; very efficient, i am also running an Arcane Whirlwind, either 4000 power mount will do just for me this was the cheaper option for the same result use thats for the equip power and that mount powers a bonuses done.


Insignias – The reason i do not run any armour penetration on my character is because it is all run through my mounts and artifacts i did this because i wanted to be able to switch around armour or most enchantments without a restriction so this was an option but it is an expensive one so bare that in mind.

Cavalry’s Warning is basically another 10% on every important stat that you need, this can be used with any legendary mount and i would recommend it but it does work with any legendary mount, however always buy a Tenser’s Disk first because that is the one that you will find gives you the biggest benefit in damage.

stamina

This is a huge thing for this build, stamina for this build equals to damage because getting to the groups first is what matters the faster you can build those stacks on groups the more damage you will get compared to the other DPS. Things that can help with stamina gain our as follows:

  • Stamina regeneration jewels
  • Mount Insignia Bonuses
  • Boons

Character Statistics

 

 

 

 

 

 

 

 

 

 

 

 

Stats –  These are my stats for right now standing with the Con Artist on i will be improving my power by adding the Key of Stars, the power could also be nearly 49000 standing if i add the Jarl’s Gaze on to it. With the Fire Archon on the stats are very similar just with 300 less crit but that is all.

These are my procced stats with the con artist on with nothing but the buff from protectors camaraderie.

The stats here are using the fire archon on proc with nothing but protectors camaraderie, this is my solo damage stats even though the stats are slightly lower power wise the debuff more than covers that.

On top of that you have to consider when running ahead the fire archon doesn’t follow you so you probably won’t have bonding stones when fighting the groups which also contributed to my switch.

These are the stats when i am full buffed using my Tenser’s Disk, Cavalry’s Warning, Wheel of elements, and Slam.

These are my procced stats they vary slightly since i am testing these stats on a training dummy, however they are very close to the actual stats in a dungeon. My critical severity is a little low and that is because i have re-distributed some of the tyranny of dragons campaign boons to more suit to my survivability but you can apply them all to crit severity if you wish to.

Xbox Gamertag : I Tev I

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