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Tredecim

Home of the Cloak Alliance, Neverwinter

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Alleykate

Mount Changes Mod 19

Mount changes are here! Everyone gets a free pack from the Rewards Claim Agent in Protector’s Enclave to celebrate. This includes:

  • 75 Mount Upgrade Tokens
  • Free Epic Mount Collar Choice Pack
  • 150 Stones of Empowerment – upgrade material for collars
  • 50 Greater Stones of Empowerment – upgrade material for collars
  • 100% off companion coupon.

Two Mount Speeds only

Trot: 50 percent

Gallop: 140 percent (old legendary speed)

Mounts all have a passive and combat power

See example below:

Swarm power with 100 percent bolster completely upgraded to Mythic

Swarm power with 34% bolster and legendary level

Mounts get collars

Collars are in end chests from some dungeons at this stage and the Zen store. Epic Mount Collar Choice Pack is worth 800 zen (some are available in the free pack). They can be upgraded. You can only equip one collar of one type for example you can’t have two (2) ‘Sturdy’. Upgrades for the collars are dropping randomly from creature kills.

Types

  • PRACTICAL: glory, gold or RAD drops
  • STURDY: at wills, encounter or daily percentage bonus
  • SUPPORTIVE: control bonus, stamina gain or outgoing healing
  • UNIFIED: control resistance, movement speed or incoming healing
  • WAYFARING: critical severity, recharge speed or AP gain bonus

White to green you need: (100% Upgrade Chance, 1% bonus to stat)

  • 5 x marks of potency rank 3
  • 10 insignia powder
  • 10 x shards of empowerment

Green to Blue (50% Upgrade Chance, 2% bonus to stat)

  • 5 x Mark of Potency Rank 4
  • 50 Insignia Powder
  • 50 x Shard of Empowerment

 Blue to Epic (20% Upgrade Chance, 3% bonus to stat)

  • 5 x Mark of Potency Rank 5
  • 250 Insignia dust
  • 100 x Shard of Empowerment

Epic to legendary: (5% Upgrade Chance, 4% bonus to stat)

  • 5 x mark of potency rank 6
  • 750 insignia powder
  • 150 x shard of empowerment  
  • 50 x shard of greater empowerment

Legendary to Mythic: (1% Upgrade Chance, 5% bonus to stat)

  • 5 x Mark of Potency Rank 7
  • 3750 Insignia dust
  • 200 x Shard of Empowerment
  • 100 x Shard of Greater Empowerment

Mount bolsters

Max bolster is 100 percent (this is 10 Mythic Mounts). The bolster is calculated on your top 10 coloured mounts. The bolster increases amount of damage your mount does as well as upgrading your mount helps too.

Mythic Mount (teal green) 10%

Legendary (Orange) 5%

Epic (Purple) 3%

Rare (Blue) 2%

Uncommon (Green) 1%

Common (White) 0.5%

How does this affect your Combat Power and Equip Power? Just to clarify, Combat Power and Equip Power are considered separately. If you are looking at a mount with a Combat power you DO have, you’ll see your combat power value. But, if it has an Equip Power you Don’t have, you’ll see Mythic level. This is why you can see weird things like a mount on the AH with a single target attack power of 2000, but an equip power with a Combined Rating of something silly like 120, for example.

Mount Upgrades

You can now obtain Mount Upgrade Tokens. These are available in the new lock boxes and from the trade bar store currently (hoping this will change). They can be stored in your bank and swapped to other characters like the companion upgrade tokens.

“Mounts are upgraded through Mount Upgrade Tokens which initially will be available from the Zen Market, the Tradebar Store, and from certain events such as Hell Pit.” (Jared Sears, Lead Systems Designer)

Legendary to Mythic 200 tokens

Epic to Legendary 150 tokens

Rare to Epic 100 tokens

Uncommon to Rare 50 tokens

Common to Uncommon 10 tokens

References:

https://www.arcgames.com/en/games/neverwinter/news/detail/11477413-mount-changes-%26-upgrades

Avernus Treasure Map

Maps are dropping when you kill monsters in Avernus. From these maps you can acquire RP and gear as well as items to upgrade the weapons. Treasure map by Northside

Mod 19 Hunts

Here’s the Tier 1 Avernus hunt map. Thank you Juggernaut! We’ve also attached a hunt table in the gallery showing hunt targets, lures and loot! Soon we will get the Tier 2 hunt drops to make Tier 3 lures. Stay tuned for updates here.

NPCAreaDropLureGear DropsWhere
Infected maneWastelandsGore covered chainsused to make all Tier 1 lures
Enhanced CambionDocksCursed Blade of the LonelyCorrupted Feather for XurahGreaves of the fallen angelsHaramun’s Hill top end end
InterrogatorAll over the mapTantalizing WhipCracked Hand Mirror for Jachinth the VainGarbs of cubiHarumans Hill, bottom end
Expert DemolitionistHarumans’s HillsMask of the HellbringersSymbol of Yeenoghu for Cwnifrinn, Herald of YeenoghuBalor bracersScab in elite area
Maveolent NarzugonHarumans’s HillsFork of the PinagonWhite Horn Chip for WhitehornGoristos hornsScab below elite area
Searing HezrouScabShattered Jaw TrapTendrils of Shadow for Sgail the BlackWisps of the shadow DemonFort Knuckle
Scout of StygiaDocksShattered Ice FangKozakur Sashimono for Auki the PaingiverDemon Hunter’s TrackersHaruman’s Hill, start end

Mod 19 Barbarian build guides

A couple of barbarian guides are starting to trickle in for Mod 19 – see below

Dps

Tanking

Guide to Barbie Tanking In Mod 19

by Malistaire@malistaire#9098

Last Updated: July 8, 2020

https://docs.google.com/document/d/1ylJG01-lJFywcaGX_5-mKVhrKBAXyY2-C4lnIu5r2Jw/edit

The Ninth Hell – Module 19

Keepers of the Pact

Malebot: (https://www.twitch.tv/malebot).

Sam Fandango: (camera shy).

Hellbringer

State of the Class

The Warlock has long been viewed as one of the worst DPS classes in Neverwinter. A series of bugs affecting overall class stability, as well as a lack of the ability to be competitive with the old “burst” meta of the pre-mod 16 era left the class trailing in the overall DPS chart. The post mod 16 Warlock has had its ups and downs as well, from the Hellfire Expertise damage buff being removed to an overall buff of magnitudes in mod 18.  However, mod 19 has brought with it some pleasant buffs  bringing us much closer to the devs baseline damage dealer, the Assassin (Rogue). There is still some work to be done, but I believe a lot of us are going to be very happy with the direction that the Hellbringer is currently headed in.We even have two seperate single target setups to suit all your dungeon and playstyle needs.

This section of the guide will focus on a maximum potential Hellbringer. This is something to work towards, notable mentions and alternatives will be made for midgame Warlocks. Below are two acts logs with two different builds without belt items (Horns, Forger’s Box etc) activated whilst using the ZARIEL BUILD detailed below, with 525k hp and all appropriate stats capped.The ALTERNATIVE build can be used with Vorpal as I know this will be very important for some Warlocks.  If you can hit these numbers on a port dummy you can do the damage to compete and it’s only mechanics holding you back. These were the average logs, they fluctuated between 427k and 469k encdps, these were all done in 5 minute parses.

Race

Metallic Ancestry Dragonborn: tops the list for race choices. 3% damage increase with 1500 (3%) crit chance. 5% incoming healing is nice now that sources of incoming heals have been nerfed. The 3% extra Hit Points will be handy for Zariel, but not an absolute must have.

Attribute choice: Grants you +2 to any two stats of your choice.

Dragonborn: same bonuses as Metallic minus the extra 3% Hit Points, making it a solid second choice.

Attribute choice: Grants you +2 to any two stats of your choice.

Tiefling: a great option if you don’t want to pay for ugly and comes with a 5% damage increase against targets below half health (Bloodhunt racial bonus).

Attribute choice: Grants you +2 to Charisma, and either +2 Constitution or +2 Intelligence

Half Orc: Furious Assault racial bonus increases your critical severity by 5%, and far outweighs the less than desirable attribute choice bonus.

Attribute Choice: Grants you +2 to Dexterity, and either +2 to Constitution or +2 to Strength (take Constitution).

Should you be a roleplayer, choose whatever you want.

Ability Scores

To min/max your ability scores, you’ll want to stack fully into Dexterity and Intelligence. Each point in Dexterity will give you 0.5% Critical Severity and 0.25% Movement Speed, whilst each point in Intelligence will give you 0.25% Magical Damage Boost and 0.5% Control Bonus.

Warlock 101

Curse

Curse is the mechanic that we use for curse consume and curse synergy effects. Warlock’s apply Curse via encounter powers that have no curse synergy or curse consume effect. At the time of typing this includes: Fiery Bolt, Arms of Hadar, Infernal Spheres, Killing Flames and Hellfire Ring. You can also slot the All Consuming Curse class feature which applies lesser curse through at will usage. Curse has an 8 second duration in which it deals damage to any enemy afflicted by it and accounts for around 10% of our damage.

Shadow Slip

It gives us 100% damage resistance upon initial activation, decreasing by 20% every second until stopping at 40% damage resistance. It also makes us immune to control effects whilst shadow slipping. It’s great for avoiding large red areas, or just to activate any time an enemy uses a control effect. We were able to use Shadow Slip to cancel animations in the past, which led to the devs putting the casting of powers higher on the instruction priority list. This has become something of a problem for our dodge feature in combination with long power animations. Want to dodge that incoming stun? Tough, because you’ve got to finish that animation first and take the hit.

Soul Puppet

This is an interesting mechanic, however it has its flaws. Warlocks have a few powers that can summon a Soul Puppet: Hadar’s Grasp, Killing Flames (has to be a killing blow) and Accursed Souls. This was all we could do before, but a change to the Class Feature Dark Prayers (DP) has given a greater degree of utility to the Soul Puppet and the Risky Investment feat, allowing the Warlock to make use of Soul Investiture (SI) stacks in Area of Effect (AoE) scenarios. Mod 19 has brought a further change boosting how we use it in Single Target (ST) Scenarios. Furthermore, the Soul Puppet’s AI is poor and you can often rely on your puppet to stay in the red and get killed, losing your SI stacks in the process. Nonetheless, the encounter damage buff we get from Risky Investment is too good to pass up, so low puppet damage and stupidity are just the price we pay for better DPS.

Soul Spark

Warlocks can hold up to 30 Soul Sparks at any time. We gain Soul Sparks by using various powers. Soul Sparks offer a passive damage buff of 0.25% per spark, increasing our damage by 7.5% when full. This is the first of two buffs that we will need to manage in order to maximise our damage. Outside of combat, we consume our Soul Sparks, healing us for 0.5% of our hit points per spark.

Soul Scorch

The Warlocks R1, Tab, RB is a power that does good damage with an often forgot about radiating DoT. Enhanced by the Mod 19 changes to the Double Scorch feat, SS is worth using often seeing as we’ll also be using the Soul Spark Recovery feat to reduce our cooldowns by 3 seconds every time we cast it. However the power also works counter-intuitively with our self-buffing capabilities. Every cast of Soul Scorch at full charge will reduce our damage buff from Soul Sparks by 4.5%. Perhaps not a vast amount, but well worth considering when casting your hardest hitting powers. Mod 19 brings a long awaited buff to Soul Scorch, enabling it to generate Action Points (AP).

Hellfire Expertise

Grants the Warlock a passive 20% increase to our recharge speed, and enables us to gain Soul Sparks on critical hits. Gives Eldritch Blast the ability to generate a Soul SPark for each enemy hit, and Dark Helix the ability to generate a Soul Spark for each Spiral used.

Stat Priorities

Below is a table of what you will want to stack into each relative offensive and defensive stat to be effective against enemies in current endgame content. Prioritise: Armour Penetration (ArPen)>Accuracy (Acc)>Critical Strike (Crit)>Combat Advantage (CA)> Defense (Def).  Good recommendations for HP for first timers in Tower of the Mad Mage (ToMM) and Trial of Zariel (ToZ) are 400k HP and 500k HP respectively.

StatToMMInfernal CitadelTrial of Zariel
Armour Penetration800008500090000
Accuracy800008500090000
Combat Advantage130000135000140000
Critical Strike800008500090000
Defense800008500090000

Always bear in mind that how you manage your stats on your toon is your responsibility. We can list information on ways to get there, but ultimately it’s up to you which route you take.

Powers and Feats

Single Target

Build 1 – Zariel/Main ”Bilethorn Abuse”

This build has been widely accepted by the Warlock community in mod 18 after showing it has higher, consistent damage in ToMM over the old Curse BIte build. Although we have seen a change in the Power of The Nine Hells feat, the build still operates the same while outputting extra dps in comparison to mod 18. This build is fully reliant on Bilethorn procs, uptime on your Soul Puppet and Soul Investiture stacks.

At-Wills 

There are two viable options for single target: Hellish Rebuke (HR) + Hand of Blight (HoB) or HR + Dark Helix (DH). Since this build is based on a fully optimal build we are going to focus on HR + DH and here is why:

Hellish Rebuke

HR + HoB

As you can see, both at will setups are within a close margin of one another, and in theory the HR + HoB would be better because you will net more Soul Spark gain from it. However, in practice it’s better to JUST use HR when using “BUILD 1”. When people run both, not only is it sluggish in the full rotation, but there is a larger margin for error (you also have to worry about the dreaded HoB – Range) and the Warlock benefits from putting out consistent damage. Another big reason is that a large portion of Warlocks DPS (55%+) comes from casting at wills alone (in conjunction with Bilethorn, Creeping Death, and Curse) and when Warlocks see that much spark generation, they get caught up in casting Soul Scorch too often which in turn lowers the overall EncDPS (without Double Scorch feat). Remember, Soul Scorch is only approximately 7% of our DPS (no Double Scorch feat) and the return of cooldowns (unless at specific times) is not worth giving up casts of HR. Having DH as a secondary at will is good for situations such as killing the ice in ToMM which accumulates Dark Spirals, great for saving for an artifact call (285 magnitude at full charge), for Zariel you will just be using Rebuke.

Encounters 

Killing Flames (KF): The first no brainer choice due to the high magnitude and moderate cooldown. It currently places a Curse on the target, however the curse is bugged and it’s duration is much shorter than the standard curse duration.

Blades of Vanquished Armies (BoVA): Some might find the changes of targeting hard to get used to, but give it time and remember that you can look away or up to target yourself. All Consuming Curse class feature performs exceptionally well with BoVA’s new Curse Synergy (deals 50% more damage to enemies affected by your curse) doing 450 magnitude on top of a 5% debuff, and is very valuable for Warlock ST damage in mod 19.

Note: BoVA is currently bugged and will affect your Crit stat causing it to plummet, and the Crit Avoid stat of whoever you cast it on. Best to cast on yourself, if not another dps at the moment.

Hadar’s Grasp (HG): As much as other spells look good for the third option (Hellfire Ring/Infernal Spheres) in theory, HG still holds the title with its ability to proc Bilethorn (BiS weapon enchant – refer to Enchants section) for 6 ticks when used with the Curse Synergy function proccing Bile on every tick.

Daily

Tyrannical Curse (TC): is the only valid option for a Warlock. A properly executed rotation with this daily could see 1400+ magnitude. The 15% damage bonus for 20 seconds after casting means that the more damage you can burst after daily the better, so set up well!

Class Features

All Consuming Curse (ACC): will be the first pick, this feature ensures as close to 100% uptime on our second feat choice Warlocks Curse (WC) which is a 12% damage boost.

Deadly Curse (DC): This works in conjunction with ACC and provides each cast of your at wills with a WAD of extra damage due to its double proccing on HR and HoB. This will yield an approximate 9% in bonus damage and is a must have for ST.

Feats

Power of the Nine Hells (PotNH): Changed in mod 19 to allow us to stack SI with the use of encounter powers with no Curse Consume or Curse Synergy effects. Especially useful in fights with phases as we can now ramp up our Risky Investment encounter damage buff much faster than we could in mod 18. You can even use Hellfire Ring to pre-stack SI before a fight, allowing you to go in the full 20% buff to encounter damage.

Warlock’s Curse: Buffs our damage against cursed enemies by 12%. ACC gives it a virtual 100% uptime, and is essential on our ST loadout. Parting Blasphemy may work well with a Curse Bite build, doing high burst damage, but runs out of steam quite quickly due to the internal cooldown, resulting in its damage being too inconsistent in extended fights.

Risky Investment: Hands down the best option for our third feat. Buffs our encounter damage by 4% per stack of Soul Investiture that we have, giving us 20% at maximum stacks. The alternative here is Soul Desecration which just isn’t worth it. The puppets actual damage output is relatively weak (about 4% of our total damage), and buffing it with Soul Desecration feat doesn’t yield much higher results, making it a poor feat choice compared to Risky Investment.

Creeping Death: Deals 10 magnitude damage every 2 seconds as Necrotic damage every time we deal damage with our at will, encounter and daily powers, stacking up to ten times. Pleasantly enough, Executioner’s Gift also works quite nicely in a boss fight and the two were close before mod 19, but Creeping Death now crits giving it the edge accounting for 11% of our overall damage.

Soul Spark Recovery: A core feat for this playstyle. Reduces our encounter cooldowns by one second per every six soul sparks consumed. Soul Scorch consumes eighteen Soul Sparks allowing us to reduce our cooldowns by three seconds each time we use it. Wrathful Souls also reduces our cooldowns, but it’s much better to have control over your cooldown reduction, and not rely on a lousy AI.

Build 2 – Alternative/Non-Trial “Triple S” 

This was a great build to theorycraft and implement, and will be called Soul Spark Spam (Triple S). As you can see it operates completely differently to build one (refer to act logs) with similar results. The goal is to spam Soul Scorch as often as possible (cast Scorch at 3 completed levels) while maintaining a clean set of encounter rotations. This build can be used effectively with a Vorpal enchantment as well, making it great for Warlocks on a budget. Even though EncDPS from this build looks better than build 1, it won’t be in trial scenarios due to your puppet dying and extremely slow stacking of Soul Investiture. Bear in mind that these were done in longer parses, and the puppet does not move or die so this type of testing on a dummy will favor the Double Scorch feat.

Build 2 With Bilethorn Enchantment

Build 2 With Vorpal Enchantment 

Note: actual EncDPS for this log was 427k, Male was just a bit slow switching screens.

Note: Switch 10% bonus damage on Hellish Rebuke —-> Hand Of Blight on Mainhand

Note: Switch from Power of The Nine Hells Feat —–> Double Scorch

At-Wills

Hand Of Blight- Melee: Hand of Blight Melee stacks Soul Sparks much faster than HR alone, and even more so when adding HR into the rotation, making this a key at will for this build.

Hellish Rebuke: You will be casting HR right before every HG, this helps the flow of the rotation and also keep you as close to a 10 second duration on HR assuming you use 2x Soul scorch for a total of 6 extra seconds cooldown on HG.

Note: This will also be used instead of “Hand of Blight – Range” for the times you are forced to do so. 

Encounters 

Killing Flames: The first no brainer choice due to the high magnitude and moderate cooldown. It currently places a Curse on the target, however the curse is bugged and it’s duration is much shorter than the standard curse duration.

Blades of Vanquished Armies: Some might find the changes of targeting hard to get used to, but give it time and remember that you can look away to target yourself. All Consuming Curse class feature performs exceptionally well with BoVA’s new Curse Synergy (deals 50% more damage to enemies affected by your curse) doing 450 magnitude on top of a 5% debuff, and is very valuable for Warlock ST damage in mod 19.

Note: BoVA is currently bugged and will affect your Crit stat causing it to plummet, and the Crit Avoid stat of whoever you cast it on. Best to cast on yourself, if not another dps at the moment.

Hadar’s Grasp: As much as other spells look good for the third option (Hellfire Ring/Infernal Spheres) in theory, HG still holds the title with its ability to proc Bilethorn (BiS weapon enchant – refer to Enchants section) for 6 ticks when used with the Curse Synergy function proccing Bile on every tick.

Daily

Tyrannical Curse: is the only valid option for a Warlock. A properly executed rotation with this daily could see 1400+ magnitude. The 15% damage bonus for 20 seconds after casting means that the more damage you can burst after daily the better, so set up well!

Class Features

All Consuming Curse: will be the first pick, this feature ensures as close to 100% uptime on our second feat choice Warlocks Curse (WC) which is a 12% damage boost and sets up synergy with Deadly Curse.

Deadly Curse: This works in conjunction with ACC and provides each cast of your at wills with a WAD of extra damage due to its double proccing on HR and HoB. This will yield an approximate 9% in bonus damage and is a must have for ST.

Area of Effect

Powers highlighted in red are a potential alternative and will be discussed below.

NOTE: You will want to use Vorpal or Lightning enchantment for AoE, I was just lazy and kept Bilethorn on .

NOTE:This is a quick log done on the first Mob in Infernal Citadel (without a healer or tank) after you speak to the 3 demons, this is with daily preloaded and is a good representation of what we can do. I just used the Zariel builds for ****s and giggles so this could probably see another 10-15% (more if you use overloads).

At Wills

Eldritch Blast: A nice at will that offers us some mobility whilst casting, and the third hit brings a bit more AoE damage. Lastly, thanks to Hellfire Expertise, this at will is also a good source of Soul Spark generation.

Dark Helix: Another burst at will, which we can get increased usage out of over our ST loadout. Since we’ll be killing frequently, we should easily have three charges ready for the next mob, giving us a 285 mag at will to fire off at the start of the fight.

Encounters

Killing Flames: Due to the high magnitude and moderate cooldown Killing Flames does have a home in the Warlock AoE Rotation as a substitute to Fiery Bolt (FB). FB still has the issue of a VERY small radius, so situationally you will see more damage from KF (even in mod 19). It currently places a Curse on the target, however the curse is bugged and it’s duration is much shorter than the standard curse duration. 

Note: When using KF in AoE you must target monsters with under 50% HP, and make sure you have CA over them, or it becomes worthless and FB is the better option. This is also less valuable for your group (if they struggle on AoE) and is more for the paingiver charts.

Fiery Bolt: Following a buff in mod 19 where the AoE damage penalty was removed at the cost of the cooldown being increased (sounds bad initially). FB now does 200 mag to all enemies hit in a 15’ radius, so if you hit 3 enemies, you’re looking at a 600 mag AoE. The cooldown was increased to 18 seconds base, which doesn’t sound good, but once you factor in Hellfire Expertise (and some other recharge speed buffs you pick up along the way) you’ll end up being able to shave 25% off that cooldown. Take another three-six seconds off with a cast of Soul Scorch and the viability of FB in mod 19 has greatly increased over mod 18.

Blades of Vanquished Armies: Some might find the changes of targeting hard to get used to, but give it time and remember that you can look away to target yourself. BoVA’s new Curse Synergy (deals 50% more damage to enemies affected by your curse) will also be in effect due to hitting the mob with either one of our other two encounters first.

Note: BoVA is currently bugged and will affect your Crit stat causing it to plummet, and the Crit Avoid stat of whoever you cast it on. Best to cast on yourself, if not another dps at the moment.

Hellfire Ring (HfR): Rubbish casting, but has solid DoT damage. HfR will only proc weapon enchant on the initial hit, but that will be for the initial hit on each enemy within your target area. Sadly, it does not proc weapon enchants on the DoT ticks.

Alternative 

Curse Bite (CB): Should you really not like the new BoVA, you can switch it out for CB for some quick burst damage. However, be aware of the fact that casting CB will remove the 12% damage buff from WC once you have ripped the Curse of your enemy, requiring you to re-apply it before casting again. It’s a clunky process, and can cause a loss in overall damage.

Daily

Accursed Souls: Hits hard and synergises well with Risky Investment. This is the only daily for AoE that you will be using, best used on mobs of 4+ enemies.

Class Features

No Pity No Mercy: Removes DoT portion of HR and instead buffs the initial hit damage. Forces CA on enemies that we crit against, buffing our damage even if we are unable to gain positional CA. Lastly, it causes HR to gain two Soul Sparks on hit, turning HR into a nice source of Spark generation.

Dark Prayers: When an enemy affected by our Curse dies, we summon a Soul Puppet and gain a stack of SI. This allows us to stack SI very quickly when fighting mobs.

Note: You might wonder why use Dark Prayers with the changes to PoTNH in mod 19? As mentioned before Soul Scorch does approximately 7% of our overall damage, and will do approximately 14% when used in conjunction with Double Scorch (in ST scenario) and potentially more valuable in AoE. DP offers a much faster way of stacking SI than using the new PoTNH. With an approximate 5% boost and potentially more (Warlocks should focus on casting Soul Scorch as their first spell EVERY new mob, so manage your sparks well in AoE and Soul Scorch will be your best friend), this outweighs slotting Dust to Dust (passive 5%) the only other viable option.

Note: In extremely quick runs it could be argued that Executioners Gift would outweigh Creeping Death. Don’t forget Warlocks have great mobility and are able to get to the mobs to get the stacks of CD early. With Creeping Death critting in mod 19, it should outweigh Executioners Gift by a few per cent now, and for the purpose of this build we will NOT be using Executioners Gift.

Feats

Double Scorch: This feat received a significant buff with mod 19. Gone is the extra 10% damage to the DoT portion of the power, instead it now lives up to its name. It doubles the damage of the initial hit, upgrading Soul Scorch from a 162 mag power to a 324 mag power.

Warlock’s Curse: Buffs our damage against cursed enemies by 12%. HfR places a Curse on a mob, enabling BoVA’s Curse Synergy effect to do serious damage. Parting Blasphemy may work well with a Curse Bite build, doing high burst damage, but runs out of steam quite quickly due to the internal cooldown making its damage too inconsistent in extended fights.

Risky Investment: Hands down the best option for our third feat. Buffs our encounter damage by 4% per stack of Soul Investiture that we have, giving us 20% at maximum stacks. RI, used in conjunction with Dark Prayers allows us to stack SOul Investiture very quickly in a mob fight. The alternative here is Soul Desecration which just isn’t worth it. The puppets actual damage output is relatively weak (about 4% of our total damage), and buffing it with Soul Desecration feat doesn’t yield much higher results, making it a poor feat choice compared to Risky Investment.

Creeping Death: Deals 10 magnitude damage every 2 seconds as Necrotic damage every time we deal damage with our at will, encounter and daily powers, stacking up to ten times. Pleasantly enough, Executioner’s Gift also works quite nicely in a boss fight and the two were close before mod 19, but Creeping Death now crits giving it the edge accounting for approx 11% of our overall damage in practice.

Soul Spark Recovery: Reduces our encounter cooldowns by one second per every six soul sparks consumed. Soul Scorch consumes eighteen Soul Sparks allowing us to reduce our cooldowns by three seconds each time we use it. Wrathful Souls also reduces our cooldowns, but it’s much better to have control over your cooldown reduction, and not rely on a lousy AI.

Boons

Campaign – ST

Campaign – Zariel Optimal Group

Campaign – AoE

Tier 5

Choice One: Severe Criticism  (4% Critical Severity) 

Choice Two: It gets tossed around even by the best: what’s better AP gain OR Recharge Speed? The answer is that it’s such a small difference either way you probably won’t notice. For the sake of theorycrafting though, we will be using Call Of Power (4% increased AP Gain). Since you should be using a debuff artifact, and even missing one daily on artifact calls will cost you millions of damage.

Master Boon

Focused Retaliation (FR): At the moment FR is far outperforming Bloodlust. It is a great option for Warlock AoE because we’re always right in the middle of the action taking hits, whilst accounting for 3-4% of your Damage in ToMM and Zariel. Bloodlusts AP Gain still is not working as intended, and the damage amounts to approx 45% of Focused Retaliation’s damage on average.

Stronghold

Offense: 15% Crit Sev beats 8K Power at endgame (and much earlier in all honesty). However, if your guild doesn’t have the Crit Sev boon yet, take Power.

Defense: 32,000 HP will be essential for Zariel.

Utility: Revive Sickness boon, a quality of life boon that reduces the effects of Revive Sickness.

Gear

Note: There are a few ways of doing this but if you plan on copying this guide 100% then you will want to run this setup

(subject to change as new gear is obtained/tested)

Zariel Trial

Main Hand Artifact Modification: 10% increased damage to Hellish Rebuke.

Off Hand Artifact Modifications: 10% Critical Severity and Enhanced Health.

Armour Reinforcement Kits: Major Power Kit +1 (880 Power each).

Jewel Kits: Major CA Kit +1 (880 CA each).

Enchants

Offense: Radiant r15 (2400 Power) x8 and one r15 Tenebrous.

Defense: Radiant r15 (9600 HP) x4.

Utility: Dark r15 (+6% Companion Influence) x5.

Overload: Bulwark Of Brimstone (+5% Maximum HP) and Rage of Flames (+5% damage buff).

Zariel – Optimal Group

Note: You should only run this gear setup in Zariel if you are running with a fully endgame group that knows what they are doing, as this is a high risk/high damage setup. NOTE: This image is just missing the Legendary Triceratops, but that would not affect any of the stat caps depicted below.

Main Hand Artifact Modification: 10% increased damage to Hellish Rebuke.

Off Hand Artifact Modifications: 10% Critical Severity and Enhanced Health.

Armour Reinforcement Kits: Major Healthpoints Kit (3520 Hp each)

Jewel Kits: Major CA Kit +1 (880 CA each).

Enchants

Offense: Radiant r15 (2400 Power) x7, Brutal r14 (or 15) x1 and Tenebrous r15 x1.

Defense: Radiant r15 (9600 HP) x4.

Utility: Dark r15 (+6% Companion Influence) x5.

Overload: Bulwark Of Brimstone (+5% Maximum HP) and Rage of Flames (+5% damage buff).

Note: See Boons section for minor stat balancing.

Tower of The Mad Mage Trial

Note: if you feel the negative Incoming Heals from the Rusted are too much of a risk, switch the boots out for the Infernal Forged Shoes.

Main Hand Artifact Modification: 10% increased damage to Hellish Rebuke.

Off Hand Artifact Modifications: 10% Critical Severity and Enhanced Power.

Armour Reinforcement Kits: Major Power Kit +1 (880 Power each).

Jewel Kits: Major CA Kit +1 (880 CA each).

Enchants

Offense: Radiant r15 (2400 Power) x8 and one r15 Tenebrous.

Defense: Radiant r15 (9600 HP) x4.

Utility: Dark r15 (+6% Companion Influence) x5.

Overload: Bulwark Of Brimstone (+5% Maximum HP) and Rage of Flames (+5% damage buff).

AoE

Main Hand Artifact Modification: 10% increased damage to Eldritch Blast.

Off Hand Artifact Modifications: 10% Critical Severity and Enhanced Power.

Armour Reinforcement Kits: Major Power Kit +1 (880 Power each).

Jewel Kits: Major CA Kit +1 (880 CA each).

Enchants

Offense: Radiant r15 (2400 Power) x8 and one r15 Tenebrous.

Defense: Radiant r15 (9600 HP) x4.

Utility: Dark r15 (+6% Companion Influence) x5.

Overload: Bulwark Of Brimstone (+5% Maximum HP) and Rage of Flames (+5% damage buff).

Solo Play

Main Hand Artifact Modification: 10% increased damage to Eldritch Blast.

Off Hand Artifact Modifications: 10% Critical Severity and Enhanced Power.

Armour Reinforcement Kits: Major Power Kit +1 (880 Power each).

Jewel Kits: Major CA Kit +1 (880 CA each).

Enchants

Offense: Radiant r15 (2400 Power) x8 and one r15 Tenebrous.

Defense: Radiant r15 (9600 HP) x4.

Utility: Dark r15 (+6% Companion Influence) x5.

Overload: Bulwark Of Brimstone (+5% Maximum HP) and Rage of Flames (+5% damage buff).

Midgame Alternatives

So, you’re not quite fully endgame yet, not to worry, below is a table that lists some relatively easy to acquire gear that will get you on your way to farming for those endgame pieces.

SlotGearAcquisition
HeadFancy Duelist Mask of CormyrJuma Bags
ChestEbony Stained RobesMEs, LoMM
ArmsSpiked Defender VambracesJuma Bags
Weapon SetBurnished SetSeal Vendor (Seal of the Deep)
FeetInfernal Forged ShoesSeal Vendor (Seal of the Fallen)
RingsEbonized RingsMEs
ShirtEbony Stained ShirtsMEs
PantsVelvet Pants +1Auction House (cheap)
Artifact (Active)Halaster’s Blast ScepterAuction House,ToMM
Artifact (Secondary)Book of Vile DarknessAuction House,Infernal Citadel
Artifact (Secondary)Staff of FlowersAuction House, Zok
Artifact (Secondary)Trobriand’s RingAuction House,LoTMM

The Journals from Tales of Old are BiS, but seeing as they come from an event that appears at random nowadays, their acquisition can be tricky. Should you purchase any of the alternative Artifacts listed above, be aware that it costs a good chunk of both Astral Diamonds and Refinement Points to take them to Mythic. So if you’re holding out for Tales to return, it may be wise to take the alternatives to Epic only.

Gear Equip Bonus

Gear can get outdated quickly in this game, however, gear equip bonuses have been given their own names, and appear across various pieces of gear. Below is a list of these bonuses along with recommendations for their use.


Sniper’s Perk – Ranged Powers deal 3% more damage. This bonus stacks, but only twice.

Butcher’s Might – When you damage or heal a target for more than 15% of your Hitpoints, you gain 1% power for 10 seconds (max 5 stacks).

Escalating Might – Gain 250 power when you strike an enemy, lose a stack when you are struck. Stacks 20 times. Great bonus that stacks very fast, and gives an extra 5000 power.

Gluttonous Might – Increases damage dealt by 5%. Decreases incoming healing by 25%. Just make sure you get back to being in positive incoming healing with Tacticals and Stronghold boon if you need some extra.

Challenger’s Might – Increases power by 5000 when fighting against only 1 enemy. Another situational usage bonus. Good for single target boss fights outside of ToMM and LoMM.

Undermountain Hunter – 5% increased damage in Undermountain. Great for LoMM and ToMM.

Escalating Might – Gain 250 power when you strike an enemy, lose a stack when you are struck. Stacks 20 times.

Charged Fury – Deal 3% more damage when over 75% stamina. Pretty good if you only use Shadow Slip for small dodges.

Brute’s Fury – Your Powers deal 0.5/1/1.5/2/2.5% more damage to targets within 25’. Stacks at different ranks. Viable in ToMM.

At-Will Perk – Your At Wills deal 3% more damage. It sounds tempting, but has less overall utility than Sniper’s Perk.

Encounter Perk – Your Encounters deal 3% more damage. Once again tempting, but less utility than Sniper’s.

Critical Charge – 10% chance to gain 25 AP on Critical Hit once every 5 seconds. Warlocks can be pretty good at not critting, so we don’t see a huge amount of benefit from this bonus.

Executioner’s Zeal – Gain 3% Action Points back on kill. Great on trash. Limited usage in a boss fight with adds. Useless in ToMM and other fully single target boss fights.

Encounter’s Reprieve – 10% chance to reduce your CDs by 1 second on Critical Hits. CD reduction is being taken care of by our rotation. It’s a small chance at lowering them further, but it’s not going to make much of a difference.

Armour and Weapon Enchantments

Weapon: Bilethorn Enchantment is a must for any Warlock looking to be competitive in Single Target damage, unfortunately there are no ifs and/or buts. Vorpal is viable but you will still fall approx. 25k encdps behind Bilethorn. Bilethorn will contribute anywhere between 15-18% of your damage (depending on your EncDPS and playstyle, assuming you’re using “BUILD 1”) and is predominantly our top DPS contributor

Armour: Barkshield Enchantment – Effectively extends our HP pool, allowing us to soak up some of the bigger hits that we are subject to in endgame trials.This will be favoured in Single Target content

Shadowclad Enchantment – Favoured in AoE content, due to its ability to proc invisibility and stack damage resistance extremely fast.

Companions

Summoned

You’ll want the Bulette Pup as your summoned, rank him/her up to Legendary as soon as possible. This will give you a huge boost to your stats. Companions make up a big part of your build now, prioritise upgrading companion stuff over anything on your first page! The Bulette Pup’s Enhancement gives additional stat bonuses to CA, Def and power, making it perfect for endgame.

Enhancement Bonus

Potent Precision – 5% Crit Sev.

Companion Bonus Setups
ST/ToMMAoEZarielSolo
MinstrelMinstrelWayward WizardWayward Wizard
Baby DeepcrowBaby DeepcrowBaby DeepcrowBaby Deepcrow
BatiriDeath SlaadBatiriMercenary
Tamed Velociraptor*Tamed Velociraptor*Tamed Velociraptor*Black Dragon Ioun Stone
Alpha CompyAlpha Compy/Owlbear CubAlpha CompyAlpha Compy/Owlbear Cub

*Make sure the rest of your team is running a Velociraptor during a dungeon run, if they aren’t then throw in a 4k Power companion.

Below is a list containing information for the companions above, as well as stat balancing companions, or alternatives for any companion in the table you may not have (looking at you Alpha Compy)

Offense Player Bonus

Deepcrow Hatchling – 8000 Power.

Mercenary – 4000 Power and 2000 CA.

Black Dragon Ioun Stone – 8000 Crit.

Ghost – 4000 Power and 2000 Crit.

Staldorf – 8000 CA.

Kenku Archer – 4000 Power and 2000 Ar Pen.

Staldorf – 8000 CA.

Cambion Magus/Razorwood – 4% Crit Sev and 2000 Acc.

Crystal Golem – 16000 HP and 2000 Power.

Boar Shoat – 8000 HP and 4000 Ar Pen.

Cave Bear – 16000 HP and 2000 Acc.

Helmite Paladin Ghost – 8000 HP and 4000 Crit.

Kingfisher Intern – 16000 HP and 2000 CA.

Rimfire Golem – 16000 HP and 2000 Ar Pen.

Star of Simril – 16000 HP, 2000 Crit and +4% Gold Bonus.

Zhentarim Warlock – 16000 HP and 4000 CA.

Chultan Tiger – Movement speed is increased by 20% and your Power is increased by 6000 for 10 seconds when you enter combat.

Death Slaad – 10% chance to infect your target with a poison that does 40% weapon damage and stacks up to 5 times.After the fifth stack, it explodes into a storm of poison damaging all enemies in a 15’ radius.

Tamed Velociraptor – You are Part of the Pack. You and any allies that are Part of the Pack gain 2000 power. This effect may stack up to 5 times.

Defense Player Bonus

Minstrel’s Discipline – 4000 power and 2000 awareness.

Wayward Wizard’s Wisdom – 4000 defense and 2000 armour penetration.

Hunting Drake – 8000 HP and 4000 Acc.

Iron Golem – 16000 HP and 2000 Def.

Savage Allosaur – 4000 HP and 2000 Crit.

Utility Player Bonus

Alpha Compy – Increases your power by 5% (10% whilst in Chult).

Archer Guard’s Discipline – 4000 power and 2000 defense.

Owl Bear Cub – a Chance at extra damage when you fail to critically hit.

Xegyi’s Insight – 32000 HP.

Crystal Golem – 16000 HP and 2000 Power.

Cave Bear – 16000 HP and 2000 Acc.

Helmite Paladin Ghost – 8000 HP and 4000 Crit.

Iron Golem – 16000 HP and 2000 Def.

Kingfisher Intern – 16000 HP and 2000 CA.

Rimfire Golem – 16000 HP and 2000 Ar Pen.

Savage Allosaur – 4000 HP and 2000 Crit.

Star of Simril – 16000 HP, 2000 Crit and +4% Gold Bonus.

Storm Rider – 8000 HP and 4000 Power.

Zhentarim Warlock – 16000 HP and 4000 CA.

Bolster Bonus

Creatures category boosts the Bulette Pup. A good idea is to use Rainer’s Pocket Wiki to find companions in the Creatures category, cross check on the Auction House and buy the cheapest Epic companions you can find. This will get you to 13% Bolster Bonus quickly.

Companion Gear

Silver Icon of the Companion – 1010 Combined Rating, 7272 Ar Pen, 4848 Crit.

Prestine Belt of the Companion – 1010 Combined Rating, 4848 Def, 7272 CA.

Gold Leafed Grimoire of the Companion – 1010 Combined Rating, 12120 CA.

For ToMM and below, you can switch out the Prestine Belt for:

Ivy Grown Grimoire of the Companion – 1010 Combined Rating, 7272 Ar Pen, 4848 CA.

Alternative setup

Ivy Grown Icon of the Companion – 1010 Combined Rating, 4848 Crit, 7272 CA.

Ivy Grown Grimoire of the Companion – 1010 Combined Rating, 7272 Ar Pen, 4848 CA.

Imperial Diamond Belt of the Companion – 1010 Combined Rating, 4848 Def, 7272 CA.

For ToMM and below, you can switch out the Imperial DIamond Belt for:

Gold Leafed Grimoire of the Companion – 1010 Combined Rating, 12120 CA.

Companion Runestones

Empowered rank 15 x5 – 1320 Power each.

Profane rank 15 x1 – 1320 Def each.

Recommendation

Prioritise getting your augment to Legendary for a solid stat boost, then bondings to 13 – 15, upgrade Player Bonus companions to at least Epic (eventually Legendary), finish up with upgrading Bolster companions.

Mounts

Insignia Bonus

The Insignia Bonus system is in a somewhat dire state currently, and there isn’t a lot to choose from. You can stack full Dominance (1120 Power and 1.2% Companion Influence) and Brutality (1120 Power and 480 Ar Pen) for ToMM and below. For Zariel however, you’ll need to swap out three Dominance for three Fortitudes (4480 HP and 480 Def). 

Note: If copying this build you will next the exact amount of dominance/brutality/3x fortitude insignias shown here or your ocd might kill you below a few 100 stat points below cap.

Note: Should Brutality insignia prove to be stoopid expensive, you can drop an Artificer’s Persuasion for a Gladiator’s Guile.

Note: Artificer’s Persuasion effect does NOT stack, we just use two to get the optimal Insignia for stats

ToMM/STAoEZariel
Combat PowerTenser’s DiscCrystalline WarhorseBat Swarm
Equip Power10K power mount10K power mountWar Triceratops

Yes, we know, that’s a lot of Legendary mount right there. Should you be on a budget then the absolute must haves are the Bat Swarm, Black Ice Warhorse/Arcane Whirlwind and for Zariel…the Triceratops.

Consumables

Watermelon Sorbet: Grants 10% more Power and Accuracy, which is crucial for this build to cap accuracy. This buff does not persist through death, so if you are killed you will need to use another.

Wild storm Elixir: Grants 10% Critical Severity.

Superior Flask of Potency +1: Grants 7.5% Critical Severity and 440 Power

Prime Rib: Grants 5714 HP and 1143 Power.

Soulweaver

This section of the guide will help you to build a working Soulweaver with 524K HP, 193k Power, 90K Def, 209k Crit and 22% Outgoing Healing fully buffed. This build is not currently fully maximised, and will be developed further over time.

State of the Class

Once upon a time we had the Templock who threw out massive amounts of healing by dealing damage. Sadly, back then there was no need for healing in the game. The buff meta reigned supreme completely mitigating the need for heals, and we were primarily taken along for our buffing and debuffing capabilities. Then along came mod 16, removing most of the buffs from the game whilst instating the Holy Trinity gameplay dynamic, and as a result we were given the Soulweaver. Some Warlocks love it, some hate it and wish it had never happened to the class, either way it’s here to stay for the foreseeable future. Thought to be the least desired healer, the Soulweaver is none the less fun to play and mod 19 has brought a massive overhaul to the role, introducing overshields and your own little green spark healer buddy, whilst retaining some of the buff and debuff capabilities of pre-mod 19.

Note: The last preview patch to mod 19 (and most likely the one that will go live) threw a curveball in the direction of healers. As a result the base part of this guide is good, but some changes and alterations will be made whilst the new changes are played with over time.

Race

Metallic Ancestry Dragonborn: 3% damage increase with 1500 (3%) crit chance. 5% incoming healing is nice now that sources of incoming heals have been nerfed. The 3% extra Hit Points will be handy for Zariel, but not an absolute must have.

Attribute choice: Grants you +2 to any two stats of your choice.

Dragonborn: same bonuses as Metallic minus the extra 3% Hit Points, making it a solid second choice.

Attribute choice: Grants you +2 to any two stats of your choice.

Tiefling: a great option if you don’t want to pay for ugly and comes the Infernal Wrath debuff, 10% chance of reducing enemies damage dealt by 2.5% for 5 seconds. You need to take damage for this to trigger making it somewhat risky.

Attribute choice: Grants you +2 to Charisma, and either +2 Constitution or +2 Intelligence

Drow: Darkfire debuff gives a 5% chance on attack to reduce target’s defense by 2000 for 4 seconds.

Attribute Choice: Grants you +2 to Dexterity, and either +2 to Charisma or +2 to Wisdom.

Half Orc: Furious Assault racial bonus increases your critical severity by 5%, and far outweighs the less than desirable attribute choice bonus.

Attribute Choice: Grants you +2 to Dexterity, and either +2 to Constitution or +2 to Strength (take Constitution).

Should you be a roleplayer, choose whatever you want.

Ability Scores

We’re still going to take Dex for the crit severity and extra speed boost. Each point in Dexterity will give you 0.5% Critical Severity and 0.25% Movement Speed, whilst each point in Wisdom will give you 0.5% Control Resistance and 0.25% Outgoing Healing.

Stat Priorities

No need to bother with Ar Pen, Acc and CA. No, we need to stack as much power as we can to throw out good overall heals for our team. Critical healing is still a factor so you’ll need to stack critical strike, a metric ton of the stuff. To reach the 50% crit chance, you’ll need to multiply your power by 1.25 to see how much relative crit strike you’ll need to stack. Do be mindful of the fact that you should never forsake power for more crit, and that stacking more power is of greater benefit to the group overall. The recommended HP in the table below is for when you are new to the trial. Once you become comfortable with mechanics, it will be possible to forsake some HP for a bit more Power.

StatToMMZariel
HP400000500000
Power150000160000
Crit80000200000
Def8000090000
Crit Avoid80000 (90000 if Divinity based)N/A
Outgoing Heals22%22%

Weaver 101

Soul Manipulation: Soulweave replaces Soul Sparks on the Healer paragon, and is essentially our Divinity bar or resource pool. Passively regenerates over time, with an increased regen rate whilst out of combat. Increases effectiveness of healing spells whilst reducing the threat generated by them.

Lifespark: This guy essentially replaces your Soul Puppet, and acts as your healing buddy so to speak backing up your heals with some of its own. Casts Inspirit automatically on wounded party members.

Inspirit: Your Lifespark’s base healing ability. Has a heal magnitude of 100 and a cooldown of 2.5 seconds. Casts automatically.

Command Lifespark: This allows you to command your Lifespark (no surprise). Tap briefly (people report more success with a quick double tap) whilst targeting an ally to apply Lifemark. Hold down to channel Lifepact.

Lifemark: This will place an icon over the target ally’s head, and your Lifespark will focus its healing on this ally before others. Has a range of 100’ and will need to be reapplied if the target party member strays further away from you than that.

Lifepact: Heals the Lifemarked ally for a heal magnitude of 1000, quite a robust heal which will be great for spot healing your tank.

Powers and Feats

Active Weave Regen Build

NOTE: Alternative powers/feats have been highlighted with a red box and will be mentioned below.

At Wills

Infernal Barrier: A shield based at will that will absorb damage equivalent to a heal of 450 magnitude.

Eldritch Blast: A damaging at will that we use in conjunction with the Essence of Power feat, allowing us to regain Soulweave.

Encounters

Soul Storm: Our primary healing encounter as it offers a healing mag of 500 which is not divided by the number of allies healed like Revitalise does. The trick is getting the people you’re healing to stay within its healing area.

Warlock’s Bargain: A long cooldown, mainly used for an emergency boost to our Soulweave should we be running low.

Alternative

Wraith’s Shadow: Useful in ToMM for protecting your team against mechanics like Heawave and Superstorm.

Pillar of Power: Another long cooldown, but it buffs damage dealt by party members by 5%, increases outgoing healing of party members by 5% and reduces the damage taken by party members by 5%, just so long as they all stand in it. Main usage will be for artifact calls, especially if used in conjunction with the Wyvern set.

Dailies

Soul Pact: Increases damage resistance of yourself and allies by 10% with an extra heal mag of 500. This wins over Soul Barrier as it doesn’t require the group to stand in one place, offering better versatility.

Class Feats

Soulbound: a free 300 mag heal to any ally within 30’ that is below 50% HP.

Borrowed Spirit: Restores 50 Soulweave whenever you are healed by another party members at will, encounter or daily powers. Useful when in a trial, just for the extra resource management.

Alternative

Shadow Walk: The extra movement speed helps to keep us out of harm’s way whilst keeping people on their feet. The extra 2500 Crit is nice too letting us juggle stats elsewhere.

Feats

Essence of Power: Regain Soulweave whenever we damage an enemy allowing us to actively manage our resource pool.

Soul Reclamation: Another resource management feat, that keeps us healing. 

Soultheft: 25 extra Soulweave once every 10 seconds after taking damage is minimal, but every little helps. Shamefully enough, if Soulweaver still had Life Bind, Soultheft would actually be decent.

From the Brink: Good for an emergency heal if we lose track of someone’s health bar and have to drop an “oh shit” heal.

Hellpact: Adds an Infernal Barrier that absorbs damage equal to half the hit points healed with the following powers: Revitalise, Soulstorm and Inspirit. Take this feat if you are the solo healer or running with a Cleric.

Alternative

Feypact: Adds a HoT effect to Revitalise (HoT mag 225), Soulstorm (HoT mag 400) and Inspirit (HoT mag 50). A good feat to take either solo or when running with a Paladin.

Passive Weave Regen Build

NOTE: Alternative powers/feats have been highlighted with a red box and will be mentioned below.

At Wills

Infernal Barrier: A shield based at will that will absorb damage equivalent to a heal of 450 magnitude.

Soul Reconstruction: Still useful for quick, small ST target heals, and at least a viable alternative if you struggle switching Lifemark between team mates.

Encounters

Soul Storm: Our primary healing encounter as it offers a healing mag of 500 which is not divided by the number of allies healed like Revitalise does. The trick is getting the people you’re healing to stay within its healing area.

Wraith’s Shadow: Useful in ToMM for protecting your team against mechanics like Heawave and Superstorm.

Pillar of Power: Another long cooldown, but it buffs damage dealt by party members by 5%, increases outgoing healing of party members by 5% and reduces the damage taken by party members by 5%, just so long as they all stand in it. Main usage will be for artifact calls, especially if used in conjunction with the Wyvern set.

Dailies

Soul Pact: Increases damage resistance of yourself and allies by 10% with an extra heal mag of 500. This wins over Soul Barrier as it doesn’t require the group to stand in one place, offering better versatility.

Class Feats

Soulbound: a free 300 mag heal to any ally within 30’ that is below 50% HP.

Borrowed Spirit: Restores 50 Soulweave whenever you are healed by another party members at will, encounter or daily powers. Useful when in a trial, just for the extra resource management.

Alternative

Shadow Walk: The extra movement speed helps to keep us out of harm’s way whilst keeping people on their feet. The extra 2500 Crit is nice too letting us juggle stats elsewhere.

Feats

Essence of Time: Taking this will allow you to slot Soul Reconstruction, as the passive Soulweave regen frees up an at will.

Soul Reclamation: Another resource management feat, that keeps us healing. 

Soultheft: 25 extra Soulweave once every 10 seconds after taking damage is minimal, but every little helps. Shamefully enough, if Soulweaver still had Life Bind, Soultheft would actually be decent.

From the Brink: Good for an emergency heal if we lose track of someone’s health bar and have to drop an “oh shit” heal.

Feypact: Adds a HoT effect to Revitalise (HoT mag 225), Soulstorm (HoT mag 400) and Inspirit (HoT mag 50). A good feat to take either solo or when running with a Paladin.

Alternative

Hellpact: Adds an Infernal Barrier that absorbs damage equal to half the hit points healed with the following powers: Revitalise, Soulstorm and Inspirit. Take this feat if you are the solo healer or running with a Cleric.

Boons

Campaign

Virtually the same as Hellbringer, just grab the Crit and Defense boons on top of the standards.

Tier 5

Choice One: Blessed Touch for an extra 2% Outgoing Healing.

Choice Two: Severe Criticism for 4% Crit Sev.

Master Boon

Blessed Advantage: Adds an extra HoT effect and gives a small boost to Power.

Stronghold

Offense: With Critical Severity being halved for healers, the Power Boon is superior to Crit Sev now. Giving a 3.2% increase in heals with this build over a 2.8% increase from Crit Sev.

Defense: 32,000 HP will be essential for Zariel.

Utility: Revive Sickness boon, a quality of life boon that reduces the effects of Revive Sickness.

Gear

Below is a table detailing the gear you will need in order to enter the Trial of Zariel with all stat requirements met. Some of this is subject to change as there is new gear coming with the mod that we haven’t got our hands on yet. There is also an alternative set of gear for those not fully endgame yet. This gear will be easy to acquire pieces, and will get you farming lower content setting you on the path to acquiring fully endgame gear. Note: Midgame alternatives are predominantly items that you can acquire without spending too much AD or even any, to keep costs down for when you switch them out.

SlotZariel SetupMid Game Alternative
HeadLion Guard’s Mystic CowlProtege’s Crowned Coif
ChestSeer of the Star’s RobesEbonized Scalemail
ArmsSpiked Defender VambraceSpiked Defender Vambrace
Weapon SetLionheart SetBurnished Set
FeetInfernal Forged CuissesMighty Storm Slippers
3 Piece SetWyvern SetTiamat Set
RingsStriking Ring of the MasterHydra Scale RIngProtege’s Restoration Ring x2
ShirtInfernal Forged Ward ShirtInfernal Forged Restoration Shirt
PantsInfernal Forged Raid TrousersInfernal Forged Raid Trousers
Active ArtifactWyvern Venom Coated KnivesWyvern Venom Coated Knives
Secondary ArtifactFrozen Storyteller’s JournalTiamat’s Orb of Majesty
Secondary ArtifactDarkened Storyteller’s JournalHalaster’s Blast Scepter
Secondary ArtifactEnvenomed Storyteller’s JournalBook of Vile Darkness

The Journals from Tales of Old are BiS, but seeing as they come from an event that appears at random nowadays, their acquisition can be tricky. Should you purchase any of the alternative Artifacts listed above, be aware that it costs a good chunk of both Astral Diamonds and Refinement Points to take them to Mythic. So if you’re holding out for Tales to return, it may be wise to take the alternatives to Epic only.

The Tiamat Set can be used to push our Outgoing Healing (OGH) as far as we can. To explain further, using the stat setup that this build offers adding 5k power from the Wyvern Set buff will only occasionally boost our healing by about 1.4%. Meanwhile the Tiamat Set constantly raises out heals using the same stat setup by 4%, taking our 22% OGH to 26% (although not shown on our stat sheet). However, bear in mind that using the Tiamat set will cost you a lot in stats, so use it if you can actually afford to do so without it hurting you elsewhere.

Main Hand Artifact Modification

Enhanced Infernal Barrier (when the modification has actually been changed), or Enhanced Soul Reconstruction based on which at will setup you choose.

Off Hand Artifact Modification

Zariel: Critical Severity and Hit Points

ToMM: Critical Severity and Power.

Armour Kits Reinforcement Kits

Zariel: Major Hit Points kit +1 (3520 HP each).

ToMM: Major Power kit +1 x 4 (880 Power each).

Jewel Kits

Major Stamina Regeneration Jewel +1 x 4 (2.2% Stamina Regeneration each).

Gear Equip Bonus

Gear can get outdated quickly in this game, however, gear equip bonuses have been given their own names, and appear across various pieces of gear. Below is a list of these bonuses along with recommendations for their use.

Butcher’s Might: When you damage or heal a target for more than 15% of your Hitpoints, you gain 1% power for 10 seconds (max 5 stacks).

Escalating Might: Gain 250 power when you strike an enemy, lose a stack when you are struck. Stacks 20 times. Great bonus that stacks very fast, and gives an extra 5000 power.

Challenger’s Might: Increases power by 5000 when fighting against only 1 enemy. Another situational usage bonus. Good for single target boss fights outside of ToMM and LoMM.

Charged Might: When Action Points are full, your Power is increased by 5000.

Escalating Might: Gain 250 power when you strike an enemy, lose a stack when you are struck. Stacks 20 times.

Critical Charge: 10% chance to gain 25 AP on Critical Hit once every 5 seconds. Warlocks can be pretty good at not critting, so we don’t see a huge amount of benefit from this bonus.

Encounter’s Reprieve: 10% chance to reduce your CDs by 1 second on Critical Hits. CD reduction is being taken care of by our rotation. It’s a small chance at lowering them further, but it’s not going to make much of a difference.

Enchants

Offense: Radiant r15 (2400 Power) x9.

Defense: Radiant r15 (9600 HP) x4.

Utility: Dark r15 (+6% Companion Influence) x5.

Overload: Bulwark Of Brimstone (+5% Maximum HP) and Demonic Empowerment (+5 AP Gain).

Weapon: Vorpal r14 increases the critical severity of our healing powers when they crit.

Armour: Barkshield r14, effectively extends our HP pool, allowing us to soak up some of the bigger hits that we are subject to in endgame trials.

Companions

Summoned

Polar Bear Cub is our healer augment. Companion Enhancement boosts Power, Crit and Awareness. However, unlike our Bulette Pup, he belongs to the Beasts category. This means you’ll need to rank up even more companions to max your Bolster Bonus.

Enhancement Bonus

Potent Precision – 5% Crit Sev.

Offense Player Bonus

Faithful Initiate’s Wisdom – 10% outgoing heals and 2000 CA (note this is the Faithful Initiate from the Zen Store. There are two different Initiates with different bonuses. You want Zen Store Initiate, which is still available on the AH)

Neverember Guard’s Discipline – 10% outgoing heals and 2000 awareness.

Sellsword’s Distinct Discipline – 10% outgoing heals and 2000 accuracy.

Defense Player Bonus

Radiant Insight – 10% outgoing heals and 2000 deflection.

Utility Player Bonus

Baby Polar Bear’s Instincts – 10% outgoing heals and 2000 defense

Note: Despite the hit that healing took in the final preview patch, Outgoing Healing companion bonuses still give you more than flat power would. However, should you be missing one, the next best thing would be the 8k power from Deepcrow.

Bolster Bonus

Beasts. Start off by using Rainer’s Pocket Wiki, and find the cheapest purple Beast companions that you can from the AH and purchase these for an easy 13% Bolster Bonus.

Companion Gear

Gold Icon of the Companion x2 – Huge slab of crit strike and two offense slots.

Spiked Belt of the Companion – 1010, Combined Rating, 4848 Defense and 7272 Critical Strike.

Companion Runestones

Empowered r15 x5.

Profane r15 x1.

Mounts

Insignia Bonus

Champion’s Return is a good alternative to a Gladiator’s Guile.

Insignia

Dominance for power and companion influence.

Brutality for power.

ToMM/STAoEZariel
Combat PowerT RexT RexT Rex
Equip Power10K power mount10K power mountWar Triceratops

Consumables

Watermelon Sorbet: Grants 10% more Power and Accuracy. This buff does not persist through death, so if you are killed you will need to use another.

Wild storm Elixir: Grants 10% Critical Severity.

Potion of Power r10 +1: Grants additional Power

Prime Rib: Grants 5714 HP and 1143 Power.

Kudos

I haven’t done all of this work. There has been discussion with other Warlocks: Mirajane, Nabu and Zarkster (Soulweaver) as well as taking information from Rainer’s Pocket Wiki. A huge thanks go to all of them for all and any information discussed/provided.

Useful Links:

Janne’s NW Info

http://jannenw.info/

Rainer’s Pocket Wiki

https://docs.google.com/spreadsheets/d/1fP_cUugHdsObvQDzLFijGA-mVm_qLmSy0MI62aTLkDM/edit?usp=sharing

The Siege of Neverwinter

last updated 12th March 2020

Leading out from the door of Protectors enclave it will time to battle new and old enemies. The cult invasion is to be stopped and Dragons are attacking. Quests will earn Writ of Comendations and Dagon Cult Insignia as well as Medals of Heroism to spend in the siege.

What you can earn:

The Siegebreaker Griffon (insignia bonus is Wanderer’s fortune or Oppresor’s Reprieve). Just do your daily quests for 14 days and this fellow is yours at 110 percent speed with a defence and deflect bonus.

The Neverwinter Seigebreakers Charger (drops in the heroics)

The Neverwinter Champion Charger

And lots of other things as the Champions Banner, the Battle horn, companions as the Battlefield Medic and Neverember Guard Archer, fashion, and dyes. Some items are purchasable from the Zen store.

Killing mobs will earn you drops of vouchers to help level up the strongholds of our alliance guilds that are not yet level 20.

Earn Quartmaster enchants for utility slots to earn bags of salvage drops (rp, potions and other items best opened on 2 x enchant weekend).

Lastly, have some fun killing with your friends.

Collaborative Development Program (CDP) and the 2020 Roadmap

updated 11th March 2020

The Collaborative Development Program (CDP) has been instigated and is available on the arc forums.

Nitrocris83, the Community Manager defines “The CDP is a tool to improve engagement and collaboration between the team and the community through single-topic focus. Discussions are time-limited, structured, and live separate from the traditional feedback forums to reduce “noise”.” There is an expected format to follow and so far there has been topics that include Game Content Accessibility, PVP, CDP, and Rewards and Progression. You can have your say on PVP and CDP now.

Neverwinter 2020 Roadmap

Want insight into what the development team is thinking about for Neverwinter in 2020? The 2020 Roadmap information was streamed so if you missed the stream check it out! This was the first time that our own Greyhastur has ever appeared on camera without his signature ninja look!

Neverwinter has a new Executive Producer, Chris Whiteside. His username in the forums is cwhitesidedev#9752 which appears simply as cwhitesidedev in posts he authors.

Most recently, Chris participated in the Roadmap stream (see link above). If you want to hear a podcast about the information Chris’ CDP program, look below for the P3 podcast links. (Chris is not in the podcast; some of our Alliance content creators are, however. Greyhastur hosts the podcast.)

P3 Podcast

The goal of the podcast is to cover all that is relevant to Neverwinter for the past and future 30 days. The podcast was created as an alternative way to keep up to date on all that is trending in the game.

  • January 17 2020 – hosted by Greyhastur, guests include Silv3ry, Lord Willow and Misfitmouse.
  • January 31 2020 – Discussion on the VIP CDP Topic – again hosted by Greyhastur with Timmy, Ranger Reek, Backpetal, Lord Willow, and Cosmic Trigger.
  • February 18, 2020 – CDP Professions and Mastercrafting discussion with Sharpedge, SirWils, Rainer, Lord Willow; again hosted by Greyhastur
  • February 18, 2020 – part 2 the discussion moves on top Boons and Progression
  • February 23, 2020 – Anglie Et Nex, Lord Willow, Haden and GreyHastur discuss Rewards

Beginner Paladin healer build Mod 18

Last updated 10/3/20

Being no means an expert here but this may help players start somewhere with using your paladin as a healer. Keep an eye on this post we will keep adding to it as we gain more knowledge. Stats to aim for as you head towards doing IC will be 85, the new cap.

Ability scores

Go for Dexterity for crit and Wisdom for outgoing healing

Powers

Boons

Weapon Enchant

Vorpal is good at the moment

Pets

Your aim is to get a lot of out going healing (40% plus). Equipping at least 4 outgoing healing companions that are at least purple is a good goal to aim for. Below is an example of some pets you can aquire. My advice is not to choose the Quickling (utility slot pet) unless you are AD cashed up. Pets with outgoing healing include: Ioun Stone of Radiance, the Rebel Mercenary, the Polar Bear Cub, the Quickling, and the Neverember Guard

Other resources

See below and we will be adding more:

Lord Willow discusses his healer build at the end of this video

Facebook group: Neverwinter Oathbound Paladin Group

This is a private Facebook group that requires questions to be answered to join. https://www.facebook.com/groups/1478611005514103/

Legacy Campaigns

The Legacy Campaigns was introduced in Mod 16 after hitting 80 as a way to ‘catch up” on boon campaign areas that you had not completed yet. It is also an incentive to get currency to help the strongholds and/or make keys and get rewarded for it.

Sybella Artis in Protectors Enclaves (PE) gives out a 3 quests once a week at the weekly reset. Below is the rotation of the given quests. You can stack them and hit the one area to complete 3 in one area if given.

You can pick up the quests and then select a bonus area.

Rewards from the currency called Heroes Medallions earned let you obtained account bound items as shown below. (note the heroes medallions do not double on the double legacy campaign weekend only the campaign currency does.

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