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SOULWEAVER HEALING in MOD 17/18

Author: @theaxolotl#4252 (Warlock: Kilava Onass)

Last Modified: January 22nd, 2020

INTRODUCTION

If you’re reading this, that likely means you want to know something about healing as a Soulweaver Warlock! 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 healed everything else the game has to offer as of its creation in January 2020, prior to Mod 18’s release. I’ve thrown this together because there seems to be a lack of recent Soulweaver 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 heal as a Warlock, 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 healers. 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.

A NOTE ABOUT SOUL SPARKS

Understanding how soul sparks work is crucial to efficient Soulweaver healing. The first important thing to know is that you have 30 of them, represented by 5 orbs, with each orb being equivalent to 6 sparks. Each spark increases your healing by 0.5%, giving you effectively +15% outgoing healing when you’re full. As you cast your sparks, this 30 count will deplete, leading you to do less healing as your heal more. As a result, spark management is absolutely crucial, and the importance of learning how and when to use each of your healing options cannot be understated. Equally important is learning how and when to replenish your sparks. The two biggest methods we have for the latter are using Essence Defiler, making sure we see the last hit of the combo and through the combination of Essence Drain with Essence of Power.

As a general rule, I will use Essence Drain the moment I drop down to 2 orbs of sparks remaining, thus immediately putting me back up to the full 30 sparks. Depending on the fight, this might have to be adjusted – sometimes, it’s worth using Essence Drain earlier or later, in order to have it be off cooldown for an incoming large attack. There’s no easy way to get a feel for this, and the single fight that has helped me practice more than any other is the Bore Worm fight in LOMM. During that fight, an effective Soulweaver can time their group heals along with the pulsing attack during the lightning phase, while maintaining their sparks through timely uses of Essence Drain. One final thing to keep in mind about Essence Drain. When used with the Essence of Power feat, it is very possible to kill yourself, and will likely happen many times. There is a slight delay from when you start the cast of Essence Drain and when the drain actually occurs. If your target dies before the completion of the cast, you will end up draining yourself instead of your now nonexistent target.

POWERS

At-Wills

Primary – Essence Defiler: Every final hit of the combo gives us some soul sparks. This is a must-use at will to help maintain your sparks.

Secondary – Soul Reconstruction: This is an extremely efficient single target heal with a couple of downsides. First, it’s targeting can be awful if several of your party members are clustered together. Second, it is a channeled ability that can be interrupted.

Encounters

Pillar of Power: This encounter is a must-use, as it provides a significant buff to both yourself and your party. It increases your own outgoing healing by 10% and it both gives party members a small heal over time and increases their damage by 5%.

Warlock’s Bargain: Yet another relatively staple encounter. This provides a small magnitude heal, increases your outgoing healing by 10% for 5 seconds, and acts as a party-wide cleanse for one debuff per person.

Shatter Spark: This is our most expensive heal, but it’s a relatively large aoe heal. Another must have for most situations; however, overuse can deplete your soul sparks fast.

Harrowstorm: An alternative aoe heal that provides some damage as well. This is cheaper than Shatter Spark and you can stack multiple castings on top of each other, resulting in an efficient heal for continuous damage. This can be used as an alternative to Shatter Spark when the incoming damage is constant, however you’ll usually want Shatter Spark when you need to heal the party fast. This encounter is also not very effective when the party is spread out, as they need to be in the Harrowstorm area to receive the heal.

Curse Bite: This can work well with Harrowstorm and Warding Curse, allowing you to provide some additional damage where needed, since everything hit by Harrowstorm will get your Curse.

Dailies

Immolation Spirits: I use this daily about 90% of the time at least, as it’s one of the ways we have to maintain our sparks, and often provides more healing through the spark boost than the healing from Soul Pact.

Soul Pact: This serves as my secondary daily, and is useful in emergency situations, as it provides an immediate, large magnitude heal and 10% damage reduction to the party, at the cost of 1% of your own health per second for 10 seconds.

Class Features

All-Consuming Curse: This is the first of my two staple features – it gives us a reliable way to provide Warding Curse to hard hitting targets.

Warding Curse: This works well with All-Consuming Curse, causing any enemy that has Curse to deal 5% less damage. This also works nicely with Harrowstorm, leading to 5% damage reduction from multiple targets at once.

Dark One’s Blessing: This can be handy if you’re having trouble maintaining your sparks on trash, but overall, rarely used.

Borrowed Time: This one can be handy when you need some additional self-healing for anything, but like before, rarely used.

Feats

Essence of Power: This gives your Essence Drain a 15 second cooldown, but it does two important things. It removes the need to channel, and it immediately restores up to half of your maximum soul sparks. This feat is crucial to optimizing your spark management.

Mending Mastery: Another must have feat, this increases our outgoing healing by a flat 5%. One of the few ways to increase this stat.

Lingering Sustain or Life Bind: Either of these is doable. Lingering Sustain is the safer option, however the healing from it will often be overheal or too gradual for what is needed at the time. Life Bind is much more of a high risk, high reward option, as it effectively gives a 10% damage reduction to your party members, at the cost of damaging your health. This damage reduction is applied before the intended recipient’s mitigation kicks in, leaving them with 90% of the intended damage, while you will take 10%. The damage from Life Bind is mitigated by our Defense and Damage Reduction stats, so having capped Defense and additional sources of Damage Reduction is ideal when running a Life Bind build.

From the Brink: This increases your incoming healing by up to 10% as your life diminishes. The alternative, Thief of Life, doubles the self-healing from Soul Defiler when we deal damage. Either is fine, but my preference is From the Brink due to the Warlock changes in Mod 17 that made Killing Flames inaccessible to Soulweavers.

Spark Energy: This gives you more AP as you heal things, allowing you faster access to Immolation Spirits or Soul Pact.

LOADOUTS

Healing Burst Damage

At-Wills: Essence Defiler, Soul Reconstruction

Encounters: Pillar of Power, Warlock’s Bargain, Shatter Spark

Dailies: Immolation Spirits, Soul Pact

Class Features: All-Consuming Curse, Warding Curse

Healing Gradual Damage

At-Wills: Essence Defiler, Soul Reconstruction

Encounters: Pillar of Power, {Choose 2: Warlock’s Bargain or Shatter Spark or Harrowstorm}

Dailies: Immolation Spirits, Soul Pact

Class Features: All-Consuming Curse, Warding Curse

SPECIFIC ITEMS

Tiamat Set: Despite the stats and lower item level, this set gives us a flat 5% incoming and outgoing healing. Note that this outgoing healing does not reflect on the character sheet, however it does boost your heals as expected. Great for most situations, especially while you’re still working on your companions.

Companions: There are five “must-have” companions for any healer, and each will increase your outgoing healing by 10% at their maximum rank. These are Polar Bear Cub, Ioun Stone of Radiance, Neverember Guard, Rebel Mercenary, and Quickling. The latter of the bunch is quite costly, but the other four are relatively affordable to obtain, and combined at max rank will give you +50% outgoing healing. No other companions compare to this combination.

Greater White Dragon Glyph: While relatively minor this overload does give you a 25% chance to increase your outgoing healing by 10% for 10 seconds, once every 60 seconds. Not much, but not bad by any means.

Shielded Defender Vambrace: A new Mod 18 item from the Abyssal Flock is a solid one if you’re running a Life Bind build. The increased damage will stack quickly to 5 since you’ll be receiving Life Bind damage and will be converted over to Damage Reduction when you use Essence Defiler at 5 stacks.

Negation Enchantment: Another good one to use with Life Bind, as you will rapidly build additional Damage Resistance.

ACKNOWLEDGEMENTS

Thanks for reading! I hope this provides some sort of value to you. A big thanks goes out to anyone that let me heal them when I was learning and experimenting with things, everyone I’ve had the pleasure of talking game mechanics with, and Alleykate for fixing my crappy formatting and giving us a place to host this!

SENTINEL TANKING in MOD 17/18

Author: theaxolotl#4252 (Barbarian: Icarium)

Last Modified: January 6, 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 as of its creation in January 2020. 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, and I chose it strictly for mobility. Being able to bounce around to protect your dps and healers is very handy.

Alternative Secondary – Sure Strike: I have no personal experience with this one in my tanking loadout, but it can be useful during boss encounters that remain stationary for extended periods of time.

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 a Primal Fury in order to actually keep threat. I rarely use this, but it can be useful from time to time.

Ignore Weakness: I have no experience with this one, myself, however it can be useful if you’re in a situation where you need to immediately restore your stamina and either don’t have enough or any stamina regeneration or can’t afford to wait for it to regenerate on its own.

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: Also self-explanatory. 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

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

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 with 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. I realize some folks would rather have the HP from a legendary mount. I might very well be in that position, too, however I don’t have a legendary mount. As far as epic mounts go, this one is hard to beat.

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.

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 us a place to host this!

Wizard Build of Eragon’s

Eragon one of our great alliance members has kindly shared his build after being asked by many people so here it is.

“Build for poor Wizards – Arcanist AoE or MT (MultiTarget) is what I’m using now for Lomm and REDQ”

Eragons look and stats
Utility stats
other stats

Powers

Powers

You need to Create a Sinergy between Feats, Class Features, Weapons and At-wills. If you use Ray of Frost as your main at-will then you could use this setup or pick the 1st 4 feats Down and the last one Up or go full down.

Boons

For Trash… or Mobs you can pick full Power and full HP plus all the damage and damage resistance vs ‘X’, ‘Y’ and ‘Z’ kind of monsters. I didn’t pick HP because I don’t need more HP to do Lomm, REDQ and RTQ… you’ll only need 320k – 360k HP for Tomm, so you need a special build for it (A Loadout exclusive for Tomm and nothing else), also you only need 68k for offensive stats to do this content and 80k for Tomm. I’m running Tomm’s requirements because I’m lazy to change my gear every-time ( I’m training from time to time in Tomm)

Boons

Pick stats you need to reach 68k cap if you need it, if you don’t need it then go and take something useful. For trash the first Master Boon works great, I was using Focused Retaliation but Devs changed it so I am using this one instead now for my AoE build.

Companion

Companion

For Companion’s slots use them to fill whatever you need to cap, if you’re capped already then go for full Power and Critical Severity; Combat advantage as well, 130k is more than enough for all content. The one you most have as a companion is Deepcrow, 8k Power and you can also use it as your summoned main. If you don’t have AD to buy a Bullette pup or Polar Bear use Empowered Runestones in Companion gear, change your companion’s gear to fit your needs. If you want to deal more damage than what your IL tells the rest, then invest in upgrading your Bondings and Empowered Runestones first. Then upgrade your weapon enchantment (Vorpal or Bile, also Lightning works great for trash but not so much vs Bosses) and finally focus on upgrading your Radiants (Full Radiants on offensive slots). There are so many choices for Companions and gear you choose what you need.

Minstrels discipline 3k power, 1.5k awareness, Baby Deepcrow 8k power, Mercenary discipline 3k power and 1.5 combat advantage. Erinyes 3% crit sev and 1.5k defence, Shaman 3k combat and 1.5 power. These are just suggestions.

Mounts (no legendary as yet sadly)

5000k power is good

Mounts Bonus and Insignias… well all Dominance blues and the one that give you Accuracy… 5k Power and bonus that can help me to move faster and also the one with reduce cooldowns and the one that give defensive stats to your teammates

Buffs

Alternative gear

Use 2 Tactical enchants in Utility slots and 3 Dark enchantments in the rest to boost your stats a little bit thanks to Companion’s influence

Use Radiants on all offensive slots (I need to get my Radiants from Alabaster set and use them)

For pants there are a lot of good ones that gave you Defense go and use those.

Single Target Build vs Bosses

If there are other Wizards in your party use Imprisonment on tab or just swap RoE and EF

Boons ST Build vs BossesRight now I’m using Blood Lust as a Master Boon with the change to Focused retaliation.

Radiants on offesive slots and Draconics in Defensive slots, Empowered in Companion gear, Bondings and a good companion summon who can give you a share of power and something else

Thanks Eragon for sharing and if you need any more information, he will be happy to give it to us to share.

Warlock build (dps)

Immy from Legendary Chaos has kindly shared his dps Warlock build he is using in Tomm Training.

Hellbringer powers
Boons for hellbringer
Immys look and gear
Pets

Wizard Build for Mod 16 + Level 80 Build

Thanks to the hard work of our alliance member, Lord Willow. Make sure you check out his M18 Wizard build video.

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.

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

Basic Fighter Build for Mod 16 + level 80

Note about Basic Builds: These guides are not meant to be comprehensive “bibles” on how you must build your class, but offer solid alternatives to get started in this 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.

DPS Fighter: This build is intended as a starter build based on the dps build to get you through levelling to 80. (Thanks Hastur)

For Level 80 Fighter information, RJC has mod 16 Fighter build information in two documents:

https://docs.google.com/document/d/e/2PACX-1vRhAx3mohUKIGkz4osvDP0HVIlC97AClBo6okqlF-OVRR-X6l828zNhCCrimKhZnQgYRBMZyoTc0Ccg/pub

https://docs.google.com/document/d/e/2PACX-1vQerljT25qzzA1U-RNRG1zF46pJogJN2tArmCJqMDx8Hjm4a0JRE7CS6-4YwkNd_niDFMigp79vl4FP/pub

Stats to aim for Mod 16

Stats

This is a vague overview of stats to aim for to help get started, but apart from what is written above we have some more footnotes for you:

* You get a natural 5% Armor Penetration, so the Armor Penetration can aim to be 5k less

*Defense only applies to non tanks, tanks get a natural 10% that goes to cap.. so non tanks 66k to cap LMM, 56k to cap for tank

*Aim for power being 50% higher number than crit or CA (for optimal cost benefit ratio)

*If your crit is 61k, you should aim for 91,000 power. If your CA is higher at say 90,000 then you should be aiming for 135,000 power… so if you have 85k CA and less than 127,000 power then you are better off spending points in power till you hit 127k

*The level 70 stats are for starters and may not be reflective of down scaling down from Level 80

Down-scaling: Its important to recognised that any stats you have at level 80 will be down-scaled at level 70. First priority is to work on getting that armor pen back to 52k for a level 70 area. This can be done quickly by turning on the armor pen boon, changing pet or mount bonuses (or by having a load out for level 70 areas). Do your own self test by getting your arm pen to around 86k at level 80 and then jump into Barovia to see how much it is affected by the downscaling.

Basic Build for Warlock Mod 16 + Level 80 Build

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.

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