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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

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/

SENTINEL TANKING in MOD 18

Author: theaxolotl#4252 (Barbarian: Icarium)

Last Modified: February 29, 2020

INTRODUCTION

If you’re reading this, that likely means you want to know something about tanking as a Barbarian Sentinel! I’m not going to start this section off with my credentials and accomplishments in this game – I’ve only been playing since August 2019, so many of you have probably taken hiatuses longer than I’ve been in this game. I have not been in TOMM, however I have tanked everything else the game has to offer, including IC (the Infernal Citadel). I’ve thrown this together because there seems to be a lack of recent Sentinel information out there, and knowledge is great for us all to have!

I’d like to preface everything with saying this isn’t a holding-your-hand sort of guide. I’m not going to claim this is the only way to tank as a Barbarian, and I won’t even claim it’s the best way. This is what works for me, and it’s full of information that I’ve learned through both trial and error and discussions with other, better tanks. I won’t be touching on races or attribute distribution. I won’t be going into specifics of every single ability or option we have. I also won’t be going into gearing options, outside of mentioning a few select items that work well. There are plenty of guides out there that talk about these sorts of things.

If you happen to see something in here that is incorrect or want to talk mechanics either in-game or in Discord (TheAxolotl#9404), please don’t hesitate to reach out. With all of that out of the way, let’s move on to what you really want to see.

POWERS

At-Wills

Primary – Sentinel’s Slash: This is my most-used At-Will. Since it’s an attack that can be charged, it’s very flexible with its timing, and to make it even better, you block during the duration of the charge. This makes it a reliable source of steady threat and AP generation, especially when used with Frustrating Slash.

Fun Tip: One downside to Sentinel’s Slash is the extended animation that makes up the swing. This animation can actually be shortened by immediately pressing Block after releasing the mouse button for Sentinel’s Slash. The attack will still land, even though the swing doesn’t happen. This will result in a significantly faster cast time, thus more AP generated. I highly recommend practicing this on a target dummy.

Secondary – Bounding Slam: This is my secondary At-Will for easier content where threat is not a concern, and I choose it strictly for mobility. Being able to bounce around to protect your dps and healers is very handy.

Alternative Secondary – Sure Strike: Having spent more time in IC lately, this has become my secondary At-Will for boss fights where threat is a concern. This is because Sentinel’s Slash alone was giving me some threat issues. Triggering Frustrating Slash and then spamming Sure Strike, especially while Unstoppable will generate more threat than spamming Sentinel’s Slash, however your AP regen will be lower. Balancing Sure Strike with Sentinel’s Slash is a bit of a learned art, based on the need for more threat vs faster AP regen.

Alternative Secondary – Challenger’s Slash: Similar to Sure Strike, triggering Frustrating Slash and then spamming Challenger’s Slash will generate significantly more threat than Sentinel’s Slash alone against multiple targets

Encounters

Primal Fury: This encounter never leaves my bar. What’s not to love about a hard-hitting AoE with increased threat? Coupled with Blood Fury, you will heal yourself for the damage you deal and exit Unstoppable on demand, rather than waiting for your rage to drain.

Punishing Charge: This encounter is also a staple for me, and is mostly used for mobility, however when combined with Challenger’s Charge, it also allows you to immediately grab aggro on a target, while dealing damage.

Indomitable Battle Strike: Single target damage dealer – my go-to for single targets in most situations. Keep in mind, this encounter can miss if positioning isn’t right, or if your target moves away from you. Bloodletter can be an alternative attack here, as it’s a faster cast and won’t miss, however it does deal less damage (and thus, less threat).

Takedown: Alternative single target damage dealer. I will use this along with Disarming Takedown if I’m in a group with mostly physical damage dealers.

Not so Fast: Multi-target damage dealer that synergizes well with Trample the Fallen and can provide some extra mobility when using On the Move. This is my go-to when not fighting a boss.

Come and Get It: Multi-target hard taunt to grab aggro. Note that since this doesn’t deal damage, it needs to be followed up with Primal Fury or Not So Fast in order to actually keep threat. I rarely use this, but it recently has found a place on my bar while clearing trash in The Infernal Citadel.

Ignore Weakness: With the release of The Infernal Citadel, I have started using this encounter more, specifically for the second boss. The on-demand stamina it provides is extremely beneficial for absorbing multiple hard-hitting attacks in a row.

Enduring Shout: Formerly neglected, this encounter has made it to my bar for the Hellfire Engine fight. Particularly, when used before getting chained and blasted with fire, giving yourself an additional 10% HP will give your healer a bit more breathing room to keep you alive. I consider this encounter situational at best, and this fight presents a situation worth considering its use.

Dailies

Savage Advance: This is my primary daily. It serves as a source of mobility, single target damage, and single target threat. Furthermore, when combined with Crushing Advance, it serves as a source of damage reduction. This damage reduction can have a very high uptime due to the high rate at which we can cast Savage Advance, thanks to the large AP gain we get through Sentinel’s Slash.

Battle High: I use this daily significantly less often than Savage Advance, however it is a very important source of emergency healing.

Class Features

Steady Rage: Pretty self-explanatory, but this provides a constant source of rage to fuel the Unstoppable/Primal Fury combination.

Mighty Vitality: Self-explanatory too. Gives us more health and staying power, at the cost of some power.

Trample The Fallen: Increases damage from Punishing Charge and Not so Fast and also increases damage from all sources (including party members) when the target can be controlled. Unfortunately, this secondary damage boost does not work on most bosses.

Challenger’s Charge: This gives some additional utility to Punishing Charge. Without charging, it acts as a hard taunt, immediately placing you on top of the threat list. Alternatively, allows you to charge up Punishing Charge, allowing you to use the encounter without immediately taking aggro. This charging ability can be handy in scenarios with multiple tanks, when you want to use the encounter without overriding the other tank’s threat.

Threatening Presence: This is more efficient for threat generation than Trample the Fallen in most cases, so very useful when threat is a concern.

Feats

Frustrating Slash: This feat is crucial for this build, as it gives a threat component to Sentinel’s Slash.

Indomitable Might: Makes Indomitable Battle Strike hit harder. The damage boost is lessened as your health decreases.

Disarming Takedown or On the Move: You can’t go wrong with either of these options. Disarming Takedown provides a nice damage boost to physical damage dealers in your party, while On the Move provides some additional movement speed utility to yourself and nearby allies when using Not so Fast. My personal pick here was Disarming Takedown, as I found the situational additional damage to be more appealing.

Crushing Advance: This is another crucial feat to grab. This removes the knockback component from Savage Advance and in its place gives the target a debuff that reduces damage dealt by 5% for 12 seconds. This uptime ends up being very high, since our AP regeneration is extremely fast.0

Blood Fury: The third crucial feat for this build. This removes the rage cost of Primal Fury while under Unstoppable, healing you for the damage dealt. In addition, it allows manual termination of Unstoppable, providing you a means to terminate it on-demand, giving you much finer control over your stamina regeneration and rage generation.

LOADOUTS

Single Target (Boss)

At-Wills: Sentinel’s Slash, Bounding Slam (or Sure Strike)

Encounters: Punishing Charge, Indomitable Battle Strike (or Takedown*, Primal Fury)

*Alternatively, Bloodletter or Ignore Weakness can also be used here if desired

Dailies: Savage Advance, Battle High

Multiple Targets (Trash)

At-Wills: Sentinel’s Slash, Bounding Slam (or Challenger’s Slash)

Encounters: Punishing Charge, Not so Fast or Come and Get It, Primal Fury

Dailies: Savage Advance, Battle High

Class Features: Single Target (Boss)

Different combinations of class features can have value in different scenarios when it comes to bosses. Below is one recommended set of combinations, but feel free to adjust accordingly to your liking.

Steady Rage, Trample the Fallen (or Mighty Vitality) when threat is not a concern, but survivability may or may not be

Steady Rage, Threatening Presence when threat is a concern and survivability is not

Challenger’s Charge, Mighty Vitality when both threat and survivability are a concern

Class Features: Multiple Targets (Trash)

Trample the Fallen, Steady Rage (or Threatening Presence) depending on if threat is a concern.

SPECIFIC ITEMS

Tanner’s Leather Ring: We have a lot of health and we get to cast a lot of dailies. Let’s put that to use by dealing half of our maximum health as additional damage on daily use!

Electric Defense (Trobriand’s Ring set): We use our dailies a lot, so let’s get 5% less damage taken and 5% more damage dealt from it, too!

Elven Battle Enchantment: Stamina regen? Yes, please!

Refreshing Breeze (Gas Spore mount). This one gives us 20% more stamina regeneration, which I like, and as far as epic mounts go, this one is hard to beat. That being said, I have phased this out in favour of a 25,000 HP mount, since I needed the additional health to be comfortable tanking The Infernal Citadel.

Mount Insignia Bonuses: Personally, I use 1x Gladiator’s Guile for the movement speed and stamina regeneration, 2x Barbarian’s Revelry for a heal on crit of 1.5% of my max health, and 2x Survivor’s Blessing for a heal on deflect of 1.5% of my max health. These are mostly because of the mounts I have available to me, but I also like the combinations. Feel free to use what you’d like.

TANKING IN THE INFERNAL CITADEL

A whole new section just to talk about tanking in this place? Yep! Since it’s a new dungeon that has resulted in a shift in some of my encounter and gear choices, I wanted to highlight some of the big changes specifically, while giving a few tips for the various bosses.

First, regarding loadouts, I run a couple of fairly static combinations when I tank in here.

Trash

At-Wills: Sentinel’s Slash, Challenger’s Slash

Encounters: Come and Get It, Not so Fast, Primal Fury

Dailies: Savage Advance, Battle High

Class Features: Trample the Fallen, Threatening Presence

Second, regarding boss strategies, I have had to really learn the various boss’ attack orders to help adjust to my lower-than-recommended HP. Most tanks say you want to have at least 700k HP, ideally more. On my first successful clear, I only had ~650k HP after using a food buff, which made for a few very close calls, but is doable with a solid healer, and understanding of the various attacks, and smart use of Unstoppable.

Bosses

At-Wills: Sentinel’s Slash, Sure Strike

Encounters: Punishing Charge, Indomitable Battle Strike (or Takedown or Ignore Weakness)*, Primal Fury

*For Morzach and Hellfire Engine, I use either Indomitable Battle Strike or Takedown depending on my party makeup. For Zaphael, I use Ignore Weakness. You could also use Ignore Weakness on Morzach, but I find the additional threat a bit more useful than the extra stamina regen, due to the avoidability of his attacks. Alternatively, if healing during Hellfire Engine is a problem, you can help a bit with Enduring Shout.

Dailies: Savage Advance, Battle High

Class Features: Challenger’s Charge, Threatening Presence

Morzach

There are a few main things for this fight. I generally save my Unstoppable for his 3-hit combo, which is the second major attack in his rotation. The third major attack is his tail jab, and that should be side-stepped and avoided completely. During that time, refrain from blocking to let your stamina regenerate. The spines can be blocked or avoided, with my preference being the latter. Generally when the boss animates before the spines, I walk forward and stand underneath him, within the targeting circle. This seems to be a safe spot around 90% of the time for me, but I still block while underneath him just to be safe in case I still get hit.

Zaphael

The hardest part about this fight is knowing how and when to move the boss around. This will also be the hardest fight on your healer, as you will be taking a very large amount of damage. One thing to keep in mind is that if you break line of sight with the boss by going around a pillar, you will immediately lose aggro, regardless of how high your threat threshold is. In general, try to keep the boss turned away from your group and as stationary as possible, particularly with melee dps in the party. You’ll want to move him after the hammer slam – use your discretion based on your HP, healer, and group makeup if you want to move him immediately after the slam or if you want to soak some of the fire damage first. In addition, when you place your small fire pool down, try to avoid turning him towards where your party is, even if that results in you placing it against the outer wall.

Hellfire Engine

This boss is actually the easiest to tank by far. You can take minimal damage from the fire spin, possibly avoiding it outright, by stepping to your right after the single attack that follows the tile-breaking fire bomb. From there, circle around while attacking and regaining stamina. In this fight, I save my Unstoppable until I get the chains on me. When I have full stamina, this will allow me to absorb a significant portion of the fire blast damage. Keep in mind that there’s a bit of a delay between the chains and the fire attack, during which aggro can shift. This can result in DPS taking the fire blast even though you have chains if they pull aggro after you become stunned. This also works the other way around – if they pull aggro and get chained, you can immediately take aggro back to be the recipient of the fire blast. Consider using Enduring Shout during this fight to help out the healer when you get chained.

ACKNOWLEDGEMENTS

Thanks for reading! I hope this provides some sort of value to you. A big thanks goes out to Maku (https://www.twitch.tv/makunouchi_tv/), as much of the information above came from me asking him questions or picking his brain on things. Without his willingness to share knowledge, this wouldn’t exist. I’d also like to thank anyone else I’ve had the pleasure of talking game mechanics with, and Alleykate for fixing my crappy formatting and giving a place to host this!

Wizard Build for Mod 16 + Level 80 Build

Latest M18 Build Information

Basic Build Notes: These guides are not meant to be comprehensive “bibles” on how you must build your class, but offer solid alternatives to get started in the new mod. Each of these builds should offer a solid foundation for you to start playing the new mod, but do not necessarily represent “BiS”, as that can depend on your preferred playstyle, gear, and stats. These level 80 builds, however, are intended to optimize the Wizard for dps.

Wizard Notes: The wizard offers solid play, decent survival with the right stat allocation, and probably does the best “all around” DPS. The Wizard is not the top single target, nor AOE DPS, but when you combine the both the Wizard offers probably the best balance. 

Level 80 Wizard build

For level 80 Wizard build information, check out Lord Willow’s Wizard build video. This video is a very comprehensive review of the Wizard. If you want a Module 18 Wizard build, but less comprehensive, check Lord Willow’s M18 Wizard video. He covers both Thaumaturge and Arcanist loadouts. While the concepts below, such as Thaumaturge for AOE and Arcantist for Single Target, still hold true, the video contains the post recent level 80 Wizard build information. Check out the Lord Willow Wizard gameplay video for tips on how to play the Wizard.

Over on Janne’s website, Sharp has published his Wizard mechanics guide for Mod 17. This is still arguably the best documentation of the Wizard class in M18.

Wizard AOE Concepts

This build is all about smoldering everything. You can switch to Chilling Cloud at level 71, but you’ll have to take Magic Missile to start. Every time you apply a Chill stack to a target with Smolder, Rimfire damage is added. Also, to maximize damage with Scorching Burst, tap the mouse button (don’t hold it down to expand, unless you need to apply smolder to a wide range of targets because Fireball is on cool down). If you use this for Mad Mage, put Ray of Enfeeblement on Tab, and replace Conduit of Ice with Icy Rays for boss fights. Your go to At Will is Ray of Frost. This build can kill mimics. You should be at or close to crit cap to maximize this build. You shouldn’t need to worry about applying Smolder at all (Smolder happens).. spam out you encounters, then pick a target to melt with Ray of Frost while waiting for encounter cooldowns.

AOE Thaum

This build works well for both AOE and Single Target (an Arcanist focused on arcane stacks has an edge in single target, but this build performs well all around).

AOE Rotation is: Fireball > Icy Terrain > Conduit of Ice > Icy Rays > Chilling cloud x 3 > ‘tap’ Scorching burst. Repeat (you can also use daily Furious Immolation as an opener instead of Fireball). Honorable mention for artifacts for this AOE build: Staff of Flowers, Envenomed Story Teller Journal

Single Target Rotation is: ‘tap’ Scorching burst >  Ray of Enfeeblement > Icy Terrain > Conduit of Ice > Icy Rays > ‘tap’ Scorching burst (repeat until encounters come off cool down). Repeat rotation. Remember to mix in Daily Ice Knife (try to use only when the target has Smolder, as well as Chill stacks already applied to maximize). Honorable mention artifacts for Single Target: Staff of Flowers, Envenomed Story Teller Journal, Soul Sight Crystal (this doesn’t last long so time it well).


Boons (Applies to pretty much every DPS loadout for every class):

Boons for Wizard

Boons for Wizard


Ability Scores (Applies for ALL Wizard loadouts):

Ability Scores Wizard

Ability Scores Wizard

.

Mount bonuses suitable for all Wizard builds

AOE Arcanist (designed for group play):

This build DOES NOT perform as well as the Thaum build, but it is a LOT of fun for me to play, and it is still viable.

Rotation: Icy Terrain > Lightning Bolt > Ray of Enfeeblement > Steal Time > Storm Pillar charged to at least 50% > tap Storm Pillar until powers of cool down.

AOE (Arcanist, designed for Party play):

Single Target Arcanist:

This build is all about getting as many arcane stacks as possible, which means everything you do is Arcane damage. Be sure to mix in Daily Arcane Empowerment only when you have a good tank keeping aggro attention away from you so you can fully leverage. Use Storm Pillar only to refresh arcane and chill stacks. Your go-to at will is Ray of frost. Your Daily is Arcane Empowerment. With the right stats, good timing, and a disciplined rotation, this build will put out more damage on a single target than any other class in the game – NOTE: this concept is weak in AOE. Assailing Force is not working correctly right now, once that bug is fixed, then the DPS should go up more.

Arcanist Single Target

A quick comment on gear: Radiants in ALL offense slots. You want to stack as much Power as possible, but remember that the damage increase from Power isn’t as effective as a % damage increase from gear like Hags rags. These items (Demo Set included) are without a doubt best in slot.

Other resources:

Private facebook group called the Wizards of Neverwinter

The Wizard in Mod 18 by Eldoth

If you want, you can always check out our old Wizard M16 blog entry.

Basic Build for Warlock Mod 16 + Level 80 Build

Latest Build Information

Basic Build Notes: These guides are not meant to be comprehensive “bibles” on how you must build your class, but offer solid alternatives to get started in the new mod. Each of these builds should offer a solid foundation for you to start playing the new mod, but do not necessarily represent “BiS”, as that can depend on your prefered playstyle, gear, and stats.

Warlock Notes: For level 80 Warlock build information, make sure you check out Lord Willow’s new Warlock build video. For Hellbringer leveling, use the Level 80 Build Hellbringer information screenshotted below and discussed in the Warlock build video.

Soulweaver Warlock Heals

Level 80 Build

DPS Warlock build

For information on the principles behind the build, plus information on gear (the Lostmauth set plays a big role), boon and companion information, make sure you check out the video by Lord Willow.

Soulweaver heals Warlock build


Basic Barbarian Build for Mod 16 Preview (archived)

As of the writing of this blog, the tank path for the Barbarian, the Sentinel, will be undergoing changes in the next patch. Therefore our coverage of the Sentinel will come at a later time.

The following selections are for the DPS path for the Barbarian, the Blademaster.

The idea behind the basic build is to build rage as quickly as possible and then to use your encounters while raging.

Basic Build Choices as of March 10th, 2019

At Wills: Sure Strike and Brash Strike
Encounters: Punishing Charge, Frenzy and Axestorm
Dailies: Savage Advance, Crescendo
Class Features: Steadfast Determination, Steel Blitz
Feats: Mighty Blade, Rampage, Steel Reaper, Overpenetration, Offensive Recovery

Thanks to Lord Willow for contributing information for the entry.

Basic Wizard Build for M16 Preview (archived)

Note, this is taken, almost entirely from Sharpedge, so….  credit where credit is due here.  This is based on the current build and may not be valid once this hits Live as there are bugs to be fixed.

Single Target Arcanist:

  • Entangling Force on Mastery
  • Ray of Enfeeblement
  • Disintegrate
  • Imprisonment
  • Passive: Storm Spell
  • Passive: Arcane Power Field
  • At-will: Magic Missile
  • Daily: Arcane Empowerment

Start with Imprisonment then Arcane Empowerment, Ray of Enfeeblement, Entangling Force, then Disintegrate. Try to cycle encounters as quickly as possible, then use Magic Missiles when they are off cool-down.

Area of Effect Thaumaturge:

  • Entangling Force on Mastery
  • Fanning the Flame
  • Icy Terrain
  • Conduit of Ice
  • Passive: Critical Conflagration
  • Passive: Evocation
  • At-will:Chilling Cloud
  • At-will:Oppressive Force
  • Daily: Furious Immolation

Most of the damage from this build comes from smolder, The goal is to trigger Critical Conflagration as much as possible. The order you use powers in is not so important, so long as you group as many enemies together as possible and play aggressively. The more enemies you pull, the more damage you will deal.

Single Target Feats:

  • Spell Twisting
  • Assailing Force
  • Chaos Magic
  • Striking Advantage
  • A Step above Mastery

Area of Effect Feats:

  • Smoldering Recovery
  • Glowing Flames
  • Shatter Strike
  • Critical Burn
  • Directed Flames

5 Known Bugs (as if this writing):

  • Elemental Reinforcement only working on the first hit.
  • Storm Pillar dealing excessive damage.
  • Chaos Magic – Quick Action giving half of the intended action points.
  • Striking Advantage does not scale.
  • Directed Flames deals 50%, not 75%.
  • Empowering Flames does not function.

**Mod 16 is still being tested and subject to change at any given moment

 

Basic Rogue Build M16 Preview (archived)

Single Target Assassin:

  • Lashing Blade
  • Assassinate
  • Deft Strike
  • Oppressive Darkness
  • Tactics
  • Duelist’s Flurry
  • Gloaming Cut
  • Shocking Execution

Whenever you use stealth, you want to use it to buff Lashing Blade. The rotation with this build is to wait for Skullcracker to trigger, then use Deft Strike, Stealth, Shocking Execution, a few Gloaming Cuts until stealth is almost depleted, then Lashing Blade and Assassinate. When your encounters are on cool-down, simply hold down Duelist’s Flurry.

Area of Effect Whisperknife:

  • Smoke Bomb
  • Blitz
  • Path of the Blade
  • Tactics
  • Razor Action
  • Whirlwind of Blades

Use stealth on Blitz, in order to lower cooldowns. As a result of this it is usually the last power used. Path of the Blade, Smoke Bomb, Stealth, Blitz, then at wills when your powers are on cool-down.

Single Target Feats:

  • Assassin’s Target
  • Knife’s Edge
  • Skullcracker
  • Hastily Sharpened Blades
  • Shadow’s Flurry

Area of Effect Feats:

  • Shady Preparations
  • Dark Reimbursement
  • Shadow of Demise
  • Shadowy Opportunity
  • Last Moments

Known Bugs:

  • Duelist’s Flurry Bleed does not deal damage if you hit enemies who are on a different level of terrain elevation to you.
  • The hit that triggers Shadow of Demise counts 50%, not 30%.
  • Shadow of Demise double benefits from debuffs.
  • Shadow of Demise counts damage dealt to all enemies, to the single enemy.
  • Back Alley Tactics significantly reduces your damage, as it is not capped to the domain and thus leads you to deal on average 40% less damage.
  • Knife’s Edge triggers per target hit, for example, it reduces your cool-downs by 20 seconds if it triggers off of 5 targets hit by Whirlwind of Blades.
  • Knife’s Edge does not trigger on Bloodbath.

**Mod 16 is still being tested and subject to change at any given moment

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