Death and Taxes DPS CW guide Mod 8
There are really only two choices for the race of a DPS oriented CW: Tieflings and Dragonborn. Each has its own racial traits that add to your DPS
+2 Charisma – worth a mention even though as a CW we are not too concerned with this stat.
+2 Con or +2 Intelligence – Intelligence is our main stat so we want as much as possible.
Bloodhunt – Deal an additional 5% damage to targets below half health. Since more DPS is what we are going for here this is important.
Infernal Wrath – Since we are concerned with DPS this is just a secondary bonus.
+2 to any stat – as mentioned above this would probably go toward intelligence.
Dragonborn Fury – power and critical strike are increased by 3%. This is good since as a DPS we are focused on power and crit as our main stats
Draconic Heritage – receive 5% more healing. This is a secondary stat bonus but it helps with being able to survive.
That being said I went with Tiefling because of two reasons. Its free and it seems like the bloodhunt ability is better for DPS.
– Intelligence contributes to damage bonus
– Charisma contributes to critical chance and combat advantage
The stats breakdown to 13/13/14/25/15/24
Toughness – Gain 3/6/9% more hp. This helps our cw stay alive. After all a dead CW does no DPS. 2/5
Weapon Mastery – Increases your Critical Chance by 1/2/3%. This build focuses on crit chance. 3/3
Wizard’s Wrath – Your AoE powers deal 1/2/3% more damage. Most of our powers are aoe so this buffs a bit. 2/3
Fight On – Encounter cooldowns reduced by 10%. This is great when used with spell twisting as it equals a 40% faster cooldown rate for our encounters. That means we can use them faster and more often, which means more dps. 5/5
Blighting Power – Cold powers deal 6% more damage to targets that are affected by chill. All targets are affected by chill so this means 6% dps boost. 3/3
Learned Spellcaster – Increases the amount of bonus damage Intelligence gives you by 1/2/3/4/5%. Our main stat is Intelligence so we want all that this can give. 5/5
Paragon Feats Thaumaturge
Malevolent Surge – When you kill a foe you gain 1/2/3/4/5% more damage. This helps since you will be clearing a ton of trash mobs. 5/5
Tempest Magic – When your target is below 30% max Hit Points you deal an additional 1/2/3/4/5% damage. Helps get that final little amount to kill your targets. 5/5
Elemental Reinforcement – When you cast a Fire, Arcane, Cold or Lightning power you gain 1/2/3/4/5% increased damage. This is all of our powers so you gain 5% dps. 5/5
Elemental Empowerment – 15% chance to apply creeping frost and deal 85% of weapon damage every 2 seconds. This is much better than frozen power transfer. You will never really reach the third strike of chilling cloud because you will be using the first or second strike in combination with spell twisting to cooldown your encounters faster. Most times frozen power transfer will only ever result in a 5% dps boost which is not enough to make this a reliable skill. 5/5
Spell Twisting – Reduces cooldown rate of encounter powers by a full 30%. Combined with Fight on we have a full 40% reduction in cooldown. This means we can use our encounters more often and that means more dps. 5/5
Assailing Force – More dps for us. 1/1
Paragon Feats Opressor
Bitter Cold – Targets take 1/2/3/4/5% more damage for 6 seconds after being affected by chill. Everything is affected by chill so more damage. 5/5
Chilling Control – Sudden Storm now applies 1/2/3/4/5 stacks of chill. If you are using icy veins all the targets around you will already have 5 stacks of chill so this skill doesnt really help us much, but we need something to get to the next level so we can have icy veins. This is simple the best out of the 3 terrible choices. I suppose you could go for stamina gain if you wanted. I tend to stay away from things that repel enemies because many times it makes control and actually killing them difficult if everything is always bouncing around the dungeons. 5/5
Icy Veins – When you use an encounter power automatically apply 5 stacks of chill to all targets within 15 feet of you. This with almost any other chill power means instant freeze. 5/5
This build revolves around freezing/ immobilizing/ stunning things and then killing them! As a CW its important to also keep mobs stunned and dazed while burning down the enemies. Your encounters should look like this: Conduit of Ice in tab, followed by Icy Terrain, followed by Sudden Storm, followed by Steal Time. Why you ask?
Conduit of Ice – Damage is increased by 5% for every stack of Chill on the target. Since you are always refreshing the stacks this comes out to a nice dps boost
Icy Terrain – Freeze the ground your enemies stand on! The best part? Adding Chill to enemies while who stand on it! Enemies who are at 6 chill stacks or who reach 6 chill stacks will freeze. This is great for immobalizing groups of dungeon trash as you burn the targets down with no resistence.
Sudden Storm – Applies 5 more stacks of chill on every target it hits. Quick, easy, and increases DPS
Steal Time – Adds arcane mastery stacks, slows your enemies and adds a stun at the end. Great for keeping mobs dazed while they are burned down.
Now onto Dailies!!
Icy Knife – Nothing personifies a wizard of destruction more than summoning a giant knife made of ice and slamming it into your enemy! This leaves them prone for a brief second, and adds 3 stacks of Chill. In addition once this power reaches level 3 or even 4 (GASP!!) it does devastating amounts of dps. I have personally crit hit with this for well over 200k!
Oppressive Force – Builds stacks of arcane, as well as dazing surrounding enemies and then dazing them more when it explodes. Unlike singularity this does not have a mob cap size. With singualrity you are limited to 8 targets. No such limit exists with this daily though!
And lets not forget our At-Wills!
Chilling Cloud – This is your go to at-will. It adds stacks of chill and the third hit adds a stack of chill to enemies surrounding your target. It also briefly reduces their attack damage so that their attacks are not as effective.
Ray of Frost – Continuously adds chills stacks and freezes target once they get to 6 chill stacks. This is only important if you need to add chill stacks fast!
Chiling Presence – Adds additional .5% damage per stack of chill. On a target with 6 stacks this is an extra 3% damage added straight to the top.
Storm Spell – Shock your target 30% of the time on critical attacks. This adds pure dps.
For best results the way you activate your powers should be Conduit of Ice, Icy Terrain, Sudden Storm, and Steal Time except for when you have your daily, which you would just stick in the sequence directly before Steal Time. During recharge time use Chilling Cloud.
Gear is one of the most fun parts of the game and being properly geared is certainly a challenge. But, for those that are up for the challenge the road to the 4k ilevel is just around the corner! Lets get started.
How do you get gear? Well the first thing you should do when you reach level 70 is go directly to the aution house and buy the level 143 Exquisite Elemental shirt and pants. These are only about 14k AD each and if will give you a substancial boost in ilevel. If you have the AD to spare go for the Gemmed Exquisite Elemental shirt and pants. These run about 90k AD each and are ilevel 145 along with providing a gem slot to further raise your ilevel.
Next step? Welcome to the grind. You start by grinding the tier 1 dungeons. These are any dungeon or skirmish with a 1600 ilevel required to play. From these drop the level 130 blue Alliance gear. You also have the option of buying these with Elemental Seals, which you get from defeating bosses and opening end chests in tier 1 dungeons. once you are fully geared the Alliance gear you should be right at or just over 2k ilevel which is good because you need to grind the tier 2 dungeons in order to get the next level of gear.
The next level of gear is the Elemental Alliance gear with an ilevel of 132. This gear drops off bosses in tier 2s as well as in the chests at the end of each dungeon.
The next level of gear, the Elven gear is ilevel 135 and can only be purchased with seals of elements that you get from completing tier 2s and only from the seal vendor in Protector’s Enclave.
All of this seems like a long journey but I promise it goes fast once you get to 2k ilevel. Before you know you it you will have all the tier 3 gear and have maxed out the seals and not know what to do anymore!
Throughout the tiers of gear you will have two main choices as far as the type of gear. Either raid or assault. Generally assault is for more recovery and health along with armor pen while Raid is more for power and crit. For our DPS build I have chosen the best of the two types going with Raid Cap for head and Raid Armlets for arms and mixed that with Assault Shoes and Assault Rings.
There does exist a tier 3.5 level of gear that is ilevel 137. The Elemental Elven gear. You can get this by crafting only and only if you get alchemy and black ice shaping to level 25 and 3 respectively. This can take awhile and doesnt really provide much of a stat change or an ilevel raise, so to me its not really that worth pursuing unless you have a lot of free time and a penchant for self inflicted torture.
The current top tier gear is the tier 4 ilevel 140 Dragonflight or Lionsmane Stronghold gear. This gear can only be bought using guild marks earning from contributing to the guild coffer, as well as Fangs of the Dragonflight earned by killing dragons as a group in stronghold. In addition you will need Seals of Protector from the tier 2 dungeons.
Of particular interest is the new Underdark Drowcraft gear. In general I have found that getting the main armor is worth it for our DPS build but, generally speaking a CW that is fully geared in the drowcraft armor will have a less power and crit than a CW geared in the Eleven gear. They do have more utitlity slots so I guess if you wanted to only find refining stones to upgrade your artifact items it may be worth it, but other than that I have found that it doesnt really add much to our build.
If you are a bit more financially motivated you can get the Dusk Raid Shoes from the Dusk Boots Pack on the zen market. These add recovery and power and by themselves are not entirely worth it. However, if you were to also get the Dusk Raid Robes from the tarmulune trade bar merchant it then becomes worth it. As a set of two when you are in a party you automatically gain +1000 power and +1000 defense. Combined with the ring of rising power and ring of brutality we are talking about a nearly 7k increase in power!
There exists the Personalized Adamant Ring of Piercing and Personalized Ring of Revitalization but you have to have level 25 jewel crafting to even make these. Are they worth it? For the Ring of piercing I’d say yes, but only because it offers you two gem slots which can potentially raise your ilevel, and offer you a bit more of whatever enchantment you choose to slot it with.
I get a lot of question concerning the new underdark rings. Are they worth it? In general for our DPS build I say YES!! There are 3 rings in particular that show some potential. The Ring of Brutality+5, the Ring of Rising Power+5, and the Ring of Rising Precision+5
The Ring of Brutalityis interesting because every 30 seconds in battle you gain 4000 power. They are also ilevel 145. If you can get a level 4 or 5 of one of these its definitely worth it. But thats the problem. Actually getting these badboys will require hours of grinding and even then they may not drop. I personally have done about 150 edemo runs and gotten gold and I’ve never seen a legendary ring drop.
The rings of Rising Power and Rising Precision are also great! It gives you two offensive gem slots which will raise ilevel. It is the equivalent of 1350 power or crit gained and combined with a brutality ring we are talking about a 5k or more gain in power. Absolutely worth having…if you can get one.
There are a bunch of artifacts to choose from. Each artifact you equip will give you a character bonus. So, in general some stat bonus increase is better than no stat bonus increase. If you want the most out of your DPS build I’d stick with the four that I chose because they offer things that will make our DPS build better. I chose the Lantern of Revalation, Sigil of the Controller,Sigil of the Great Weapon, and of course Lostmauth’s Horn of Blasting.
How do you get sigil artifacts you say? Well get two characters to level 70 and then go speak to the Lord of Neverwinter. He will tell you to go speak to the tavern keep in Icewind Dale and you will get the quest activated. Once you beat the final boss you will open a chest containing the sigil artifact of whatever character you beat the Vault of Nine quest with. It is worthwhile to note that the artifacts are then available to every character on the account. So in my case I beat the vault of nine with both a CW and a GWF. That means that the sigil of the controller and sigil of the great weapon are available for both my characters.
The sigil of the devoted is great for action point gain. For me, the playstyle is just too slow to take a cleric to level 70. If you have the patience to do it and can get the artifact go for it.
The Wheel of Elements is great because if you run over the fire symbol we are talking about a 30% increase in DPS for 28 seconds. This roughly translates to a full 15% boost to damage. 28 seconds of this boost is well worth it because any smaller mob will be dead by then and you can take a huge chunk out of bosses in that time.
As far as the Lostmauth’s Horn of Blasting you can grind Epic Lair of Lostmauth and hope it drops or just buy it from the AH. I have gotten 3 horns from grinding epic lair of lostmauth so the drop rate isnt that low.
The Lantern of Revalation drops from the Artifact Recovery quest early on in the game. I actually have this slotted as my main artifact because when activated it makes your targets take 16% more damage and buffs the entire party. And I’m too lazy to get a wheel of elements and level it to mythic. Maybe in the near future i’ll make the move and get one.
All of these offer great bonuses to your character in the form of power, crititcal strike, combat advantage, armor penatration, and control resist that will all benefit your character.
It goes without saying that you want all of these as high a level as you can get them. Generally if you can get them to orange you are doing well, and of course if you max it out and get them all to blue it will not only substantially increase your ilevel but also give you the maximum amount of bonuses.
Concerning artifact equipment, I currently have the Orb of Elemental Fire and the Elemental Fire Talismen for my main hand and offhand. As a complete set they offer bonuses to recovery and critical strike. Once you have obtained the currency to unlock the artifact powers you will want to unlock chilling cloud and chilling presence for both. Why? Because chilling presence with the fire talisman adds another .5 % damage per stack of chill which means that on a target with a full 6 stacks you are doing 3% more damage. Combined with the 6% more damage from your class feature you are doing 9% more damage to targets with a full stack.
I do have the twisted set and once double rp weekend hits I will be using my orb and fire talisman as feeder artifacts to get the twisted set to orange. You keep 80% of the refinement on an artifact when you use it as a feeder. This means it will take the level 1 green Twisted weapons to level 57. Then during double rp you will 187 more lesser resonance stonesto get it to level 60.
For your neck and waist pieces you will want the Lostmauth’s Hoard Necklace and the Golden Belt of Puissance. Why you ask? To try and take over the world of course (queue pinky and the brain music for those of you old enough to remember). Its simple these two artifacts items combined with the lostmauth’s horn of blasting make a three piece set that allow you to DO AN ADDITIONAL WEAPON STRIKE ON CRITICAL HITS!!! You saw that right. What this translates to is more damage on crit hits and since crit is something we focus on in this build it only means a blissful sleep for your target. In addition to that each piece gives a bonus to power, critical strike, and armor penatration, all of which are great for the DPS minded CW.
It should be noted that you obviously want these at the maximum level which is orange. That unlocks the full bonuses for your character as well as unlocking an additional gem slot for all of them which will again go towards raising your ilevel as well as whatever static bonuses the gem gives you.
This is the boons section. I will try to explain each campaign.
Tier 1 – Dark Fey Hunter. You gain 400 Power. This is pretty straight forward since power and crit are the main stats we are concerned with
Tier 2 – Fey Precision. You gain 400 Critical Strike. Again, Straight forward.
Tier 3 – Elven Haste. You now gain Action Points 3% faster. This is important since we want to make extensive use of our dailies.
Tier 4 – Elven Ferocity. When striking a foe you have a chance to deal up to 20000 Arcane damage. This is essential. This can mean the difference between killing a foe and dying. Besides who doesnt like 20k more damage?
Tier 5 – Elvish Fury. When you kill a foe you gain 135 Power for 45 seconds. This stacks up to 30 times! This can potentially add another 4000 to your power pool.
Tranny of the Dragons
Tier 1 – Dragon’s Claws. Grants 400 Power.
Tier 2 – Dragon’s Gaze. Grants 400 Critical Strike.
Tier 3 – Draconic Armorbreaker grants 400 Armor Penetration. Cant go wrong here.
Tier 4 – Dragon’s Greed Grants 400 Life Steal Rating. Very important right here.
Tier 5 – Dragon’s Fury. Grants 5/6.5/8% increased Critical Severity. Very important! Determines how hard your crits are!
If your lifesteal is low you could opt for Dragon’s Thirst which gives you up to 5% more lifesteal.
Tier 1 – Either one is good at the first level. Just depends on if you need power or crit. I took the power one because in general you want as much power as possible
Tier 2 – Evoker’s Thirst You gain 400 Life Steal. This is important.
Tier 3 – Forbidden Piercing. You gain 3% Resistance Ignored.
Tier 4 – Shadowtouch. When dealing damage you have a chance to deal 20000 Necrotic damage over 4 seconds. Um yes?! combine this with a terror enchant and you are dealing massive amount of necrotic damage which also slow and enfeeble your enemy.
Tier 5 – I use Endless Consumption. Because I use lifesteal. Another good choice would be Rampaging Madness, but this would only be good in boss fights, as most mob fights will not last an entire minute (the amount of time needed to get the buff bonus)
Tier 1 – Enchroaching Tactics. You gain 400 combat advantage. Yep means more dps.
Tier 2 – Appreciation of Warmth. You gain 400 Incoming Healing Bonus. Because who cares about stamina gain.
Tier 3 – Sleet Skills. You gain 2% Crit Severity. Good stuff right here. Again determines how hard your crits are.
Tier 4 – Cool Resolve. You gain up to 2000 Power. This is good stuff right here and it almost always results in a power buff
Tier 5 – Winter’s Bounty. Chance to gain bonus 10% Action Points when killing a target. This is great! We love our dailies for max dps!
Tier 1 – Primordial Might. You gain 400 Power and 1600 Maximum Hit Points. Power and health?? This is what dreams are made of!
Tier 2 – Primordial Focus/Primoridial Regenesis. Gain crit or life steal. If your lifesteal is low take this. If its already about 10% of your power take the crit.
Tier 3 – Drow Ambush Tactics. To increase combat advantage
Tier 4 – Dwarven Footing. Control Effects will now have a 5% shorter duration when applied to you. Because who cares about stamina.
Tier 5 – Abyssal Strikes. Gain +10% Damage versus Demons. I really only did this one for the demonic HEs that are available….and of course for grinding edemo for the rings.
Plenty of people will tell you that enchantments boil down to personal preference and playstyle. Well they are only half right. Enchantments can boost your stats in unimaginable ways. There are 3 main types of gem slot and thus gems are broken down into 3 main catagories. Offensive, Defensive, and Utility. In addition to that, there are armor enchantments and weapon enchantments.
In our DPS build for offensive you want Brutal Enchantments
At rank 12 they add 420 crit and power. Now normally you have 7-9 offensive slots which means that if you have all rank 12s you can add between 2940 (7 slots) to 3780 (9 slots) crit and power.
For defensive I always use Dark because it adds lifesteal and when you are doing tons of DPS some of that DPS will be stolen from your target and added to your own life. No disadvantages there.
For utility I always use Dragon Hoard Enchantments that way you can find tons of refining stones and upgrade your artifact equipment.
It should go without saying but, obviously you want the highest level gems you can get. Currently I have all rank 11s but if you can get rank 12s obviously thats what you want to shoot for.
In your armor enchantment slot there’s really only one option; Lesser Soulforged Enchantment
The Soulforged Enchantment will get you back up should you fall in battle.
For weapon enchantment again there are really only three options Lesser Vorpal or Lesser Terror or lesser feytouched. My personal choice here is the vorpal because it allows you to attack with an additional amount of critical severity which determines how hard your crit strikes hit. But the vorpal is only good if you have a full 53% crit. If you have less than that you will want to go with the feytouched, because it adds dps to your output while allowing you to take less damage. The terror is also a great choice because you deal more DPS as necrotic damage.
Again, this should go without saying but I will say it anyway. You want the highest level enchants you can get or craft. Lesser is the first rank, but you want to shoot for transcendent or pure or perfect.