[Mod 16] RDeviant’s DPS / Tank / Universal PVE Builds V2.5

by RDeviant on October 3, 2016
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[Mod 16] RDeviant’s DPS / Tank / Universal PVE Builds V2.5

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    • Mod 16 testing period is now over. I am releasing multiple builds for all Barbarians to satisfy the DPS and Tank roles. From here on out, all builds will come for both roles. (Use tabs below to see Mod 15 / Mod 16 builds).
    • Mod 15 update brings about new BIS Masterwork III weapons with multiple versions and upgrades. If you plan on buying / making them go for +1 versions and exalt them as Mod 16 will introduce new weapons equivalent to +1 exalted version. You may also choose to opt out of upgrading and wait till Mod 16 and get new weapons for free.
    • Mod 14 update complete. This build is capable of soloing most T2 dungeons available in Neverwinter. This will be useful for those that want to make AD in the next mod.



It has been a long road building my character up to the point where I could finally write this build and release it to the public for anyone who is interested in a different playstyle to play their GWF. With this build you will be able to play your GWF as a hybrid between DPS/Tank/Healer that also has outstanding utility, control immunity, and party buffs/debuffs. The following is a breakdown of everything that you can achieve with this build given my experience of over 2 year of testing the build.
  • Permanent 100% Critical Chance (Buffed with Bonding Stones. 72% unbuffed)
  • Over 80% Damage Resistance (Buffed with Bonding Stones. 60% unbuffed)
  • Over 90% Action Point Gain (Buffed with Unstoppable + Battle Fury)
  • Over 90% Recharge Speed (Buffed with Battle Fury)
  • Average 95 – 100k Power, top end Power goes to 115k without Potions.
  • Stand in red areas in most dungeons/zones and live through hard hitters that would normally one shot anyone else other than a tank.
  • Be the first to the scene (Getting to a group of mobs first means you are the first person to do damage, get hit, and get agro. You mitigate party damage by taking all of the heat on yourself rather than the party)
  • Passively buff party and debuff any mobs you encounter.
  • No more dependency on Indomitable Battle Strike as you will no longer use or need to prepare everything else just to use this skill. This provides you with more opportunities to do as much damage as you can through other means.
  • Be on top of Paingiver chart nearly 100% of the time and either double or quad-ripple the second highest dps.
  • Be able to solo most 5 man dungeons and bosses. This means that party composition no longer matters to you as you can carry a party of any composition and any iLVL.
  • This build accounts for a possible nerf to some of the GWF powers up to 35% loss in overall class effectiveness. This means that if the future nerf was to reduce total effectiveness of our class by 35%, this build would still be viable as there is no dependency on any one skill or combination.



Picking a race in Neverwinter can definitely influence your character’s build and how effective you are in running dungeons so it is important to choose a race that fits your character well. The most popular choices for the GWF is going with either an Orc for +2 STR/DEX and +5% Critical Severity, a Human for +2 to any ability, +3% defense, and 3 heroic feats, or Dragonborn for +2 to any two stats, +5% incoming healing, and + 3% to both Power and Critical Chance stats. For this build I chose to go with the Dragonborn because of the bonuses provided. However, going with any of the above choice would be a good idea with Human being either the first or second choice to go with. The three additional heroic feats provided by the Human can push this build further on the tankier side and provide more defense. Given the state of current content, I haven’t really found the need for more defense than I currently have, but if you feel that you are struggling with staying alive, going with the Human would definitely be the go to choice.





For this build the recommended rolls are as follows if chosen race is Dragonborn:

  • STR: 18 (+2 Racial Bonus)
  • CON: 13
  • DEX: 17 (+2 Racial bonus)
  • INT:   11
  • WIS:  9
  • CHA: 11

If going with a Human the recommended rolls are as follows:

  • STR: 16
  • CON: ??
  • DEX: 18 (+2 Racial bonus)
  • INT:   ??
  • WIS:  ??
  • CHA: ??

If going with an Orc the recommended rolls are as follows:

  • STR: 18 (+2 Racial Bonus)
  • CON: ??
  • DEX: 18 (+2 Racial bonus)
  • INT:   ??
  • WIS:  ??
  • CHA: ??


Regardless of which race you have chosen, you would want to invest 1 Point into STR and 1 Point into DEX every 10 levels all the way to level 70. Doing so will provide you with additional bonuses to your Critical Chance and outgoing Damage, which is what we need.



For this build you will be using the following powers for majority of situations in the game:

  • At Will: Sure Strike (Used majority of the time when fighting single targets.)
  • At Will: Weapon Master’s Strike (Used majority of the time when fighting multiple targets.)
  • Encounter: Hidden Daggers (The only attack encounter that you will have in this build. Used to attack multiple targets in front of you to cause heavy damage and buff “all” of your attacks for a 6 sec duration. This encounter can be used up to 3 times and essentially expands GWF’s encounter bar to 5 total skills instead of 3.)
  • Encounter: Battle Fury (This is your main utility skill that provides 25% more Action Point Gain, bonus damage to your encounters and at-wills, full Stamina refill, and 25% of it’s bonus is also applied to teammates in your party.)
  • Encounter: Daring Shout (This is your primary buff and debuff skill that will allow you to gain Determination quickly, mark targets for an increased bonus damage (20% from skill + 15% from feats), and provide you with an additional layer of defense based on how powerful your targets are. This ability is key to maintaining your Damage Resistance as well as doing increased damage. This skills also provides you Combat Advantage against targets that you effect and an additional 8% damage bonus that applies to party members.)
  • Daily: Slam (This is a very powerful daily that when feated will provide you with 25% more power for 8 sec based on the power that you currently have without certain buffs. Slam will help you generate threat, slow targets down, skill cancel all surrounding targets, and reduce target damage by about 10%. In addition to the above, Slam does additional damage which is fairly small, but the activation of this skill is extremely short which allows you to use other skills while it’s active. On average you will gain about 25% Action Points before the skill ends)
  • Daily: Savage Advance (You will almost never use this ability unless you encounter a situation where you may need to reduce your cooldowns. If you feel a need to do so, slotting this Daily will reduce all of your cooldowns by 25% for 15 sec.)
  • Passive: Destroyer (This is a pinnacle features of the Destroyer GWF and should never leave your passive slot. It provides a heavy bonus to your damage.)
  • Passive: Wrathful Determination (This is a secondary passive that should only be used on bosses and in the presence of high powered party members. This passive power tops Steel Blitz only in the case that you use IBS at maximum Determination. Wrathful Determination provides you with variable damage that scales upto 12.5% damage and the effect is doubled when your Determination is full.)
  • Passive: Steel Blitz (This is a secondary passive that will serve you well most of the time. Steel Blitz provides you with 25% chance on each hit to do an additional hit for upto 75% weapon damage. When you equip an offhand power that affects Steel Blitz, you will have a separate 2.5% chance to do an additional hit. Steel Blitz can crit as well as activate lightning procs.)
  • Passive: Weapon Master (This secondary passive provides you with upto 15% Critical Chance when feated with Offhand power. This will be the recommended passive to use until character stats balance out to where you have 95% Critical Chance without this passive. In such case, using Steel Blitz will result in more damage.)



For this build you will be using the following Heroic Feats:

  • Unstoppable Action (4/5): This feat provides you with additional Action Point gain whenever you go Unstoppable to help you activate dailies quicker and promote Slam Daily further. The faster you gain AP the more often you can activate dailies and in our case, the more you receive +25% to Power when feated properly. For our purposes +20% extra AP gain when going Unstoppable is more than enough boost for the duration of Unstoppable.
  • Toughness (3/3): This feat provides you with upto 9% more HP to your character. The increase is noticeable and further helps you to take on harder hits. Since with this build the point is to be a hybrid between tanking and DPS as well as the fact that our only encounter damage skill is Hidden Daggers, it makes more sense to gain more HP vs. extra damage to encounters.
  • Disciple of Strength (3/3): The usefulness of this feat is uncertain as it isn’t clear if this feat gives you additional +6% Strength which some people claim that it does, or if it provides 6% of your Strength stat to what you currently have. In any case, this feat increases your damage, but the exact benefit of this feat vs. Armor Specialization is to be determined through more testing.
  • Steely Defense (5/5): This feat provides an additional 20% of your Defense as power to your main stat. At high Defense stat values this is a very worthwhile stat to have.
  • Weapon Mastery (2/3): Depending on how much Critical Chance you currently have you may or may not need all 3 points in this. Since this build is focused around a Dragonborn Race, the extra 3% to Critical Chance more than makes up for a loss of one point that could be better used elsewhere.
  • Devastating Critical (3/3): This is a must have feat no matter to build that you are going with. The extra +15% critical severity is simply too good of a bonus to pass.


For this build you will be using the following Paragon Feats:

  • Great Weapon Focus (5/5): Increases your At-Will damage by additional 10%, which is a must for this build.
  • Disciple of War (5/5): Grants you Power equal to 25% of Recovery and Armor Penetration. This is a great bonus that will be responsible for providing you with additional Power especially when your Bonding Stones activate on your Companion.
  • Mighty Blade (5/5): Increases your AOE damage by 12.5%, which is a huge bonus especially when your At-Wills will be the primary sources of doing damage.
  • Executioner’s Style (5/5): This feat provides you with up to 30% more damage to Sure Strike and Indomitable Battle Strike skills, which is a huge bonus especially when combined with the Orcus Set. However, this build does not use Indomitable Battle Strike, but still benefits heavily from this feat due to considerable use of Sure Strike.
  • Focused Destroyer (5/5): This feat provides you with an additional 3.5% bonus damage per stack and has a 25% chance of activating with any number of enemies. This is a must have feat for any build.
  • Battle Awareness (5/5): This feat provides you with 25% more Power whenever you activate Slam Daily and 25% shorter cooldowns for 15 sec whenever you activate Savage Advance. This is a very controversial feat that most builds do not recommend. However, since this build is focused on creating a self-sustained hybrid tank GWF, you will be building AP really fast and as such the 8 sec duration of this buff is more than enough to deal serious damage. Comparatively speaking, this feat is equivalent to wearing 2 – 3 Brutality + 4 rings with about 30 sec cooldown. On average, you will be activating dailies between 20 – 35 sec. In the case of this build, I am gaining about 15k Power whenever I activate Slam.
  • Destroyer’s Purpose (1/1): This is the pinnacle feat in the Destroyer paragon path that provides you a significant boost to your overall damage whenever you go Unstoppable. You get 5% more damage for each stack of this buff that stacks up to 10 and stays on you for 25 sec. Additionally, you gain extra 20% damage to your encounter powers that really only apply to Hidden Daggers in our case. Ideally, you would not want to use Hidden Daggers when you are Unstoppable as your At-Will attacks will be twice as fast and deal much more damage than the Hidden Daggers would even with the 20% damage bonus.
    EXCEPTION: If you are surrounded by mobs and they are unreachable with Weapon Master’s Strike, only in this case should you expand all of your Hidden Daggers while Unstoppable.
  • Scale Agility (5/5): With the release of Mod 10’s new boons, it now makes more sense to have a decent amount of Deflection Chance. This feat provides you with an additional 5% Deflect Chance that when stacked with Boons, DEX, and Orcus Set, you should be around 20% Deflect Chance. This is important because not only will this provide you additional layer of resistance once every five hits that hit you but you will also deal additional 5000 damage to your attacker with each deflect (Frozen Reflection Boon).
  • Powerful Challenge (5/5): This feat is a must have for any build and goes hand in hand with the Daring Shout encounter power. Whenever you mark a target, you get additional 15% damage against marked targets. For the purpose of this build you must use Daring Shout to benefit from this feat.



The following is a list of all of the boons that I have chosen for this build. Please feel free to ask me questions about boons that you have questions about as for the most part these boons are straight forward.



Dread Ring

Icewind Dale


Tyranny of Dragons

Maze Engine

Elemental Evil

Storm King's Thunder

The Cloaked Ascendancy

The Jungles of Chult



With the release of Stronghold came new boons that unlock a whole new perspective for customizing your character to different situations. The boons offered in Stronghold enable you to change available boons at any time during your play and at no cost when compared to all other boons that are permanent once you have made a selection. This opens a whole new spectrum of character customization that allows you to spec for PVP, PVE, or Hardcore PVE.
In the case of this build, reasoning for building up your base defense as high as possible is so that if you encounter extremely difficult situations where you still need lots of defense but you also need as much healing as possible, you have a sort of fallback option which we can refer to as “Overdrive”.
The three main Stronghold Boons that this guide focuses on are 8k Power (Offensive), 8k Defense (Defensive), and 8k Life Steal (Defensive). It is important to note that you can only have one of each, so one Defensive and one Offensive boon active at any time. For majority of dungeons you will likely not need any extra Life Steal as 12% is what I would recommend to be your base Life Steal. However, starting with Mod 10 the new Heroic Encounters as well as the new Stormbreaker dungeon will be causing quite a few one-shot attacks.
With the extra layer of damage that you will now receive from Everfrost Damage, you will almost certainly need healing much more often than what is currently required for other dungeons. In this case you will want to give up the 8k Defense boon for 8k Life Steal boon in Stronghold. This will place you at around 13.8k Life Steal and 12k Defense. When your companions activate bonding stones, you will still end up with about 20k Defense which is around 65% Damage Resistance. Overall, you will have about 40% Life Steal Chance and 65% Damage Resistance. This is more than enough for you to sustain extreme damage and still be able to do heavy damage. As some have said before, better to be alive and do some damage than to be dead and do none.


Mount Main

Primary Mount Choice

As the primary mount choice I would highly recommend to go with the Legendary or Legacy Axe Beak if you can afford it. You can also choose to go with a cheaper epic version, but in general for this build to work properly go with a mount that provides Armor Penetration bonus as either 2k or 4k version. Do keep in-mind that adding 4000 Armor Penetration will also grant you an additional 1000 Power to your character due to getting 25% of Armor Penetration as Power.

Mount Stable Setup

Through testing different mount configurations it has been determined that the best setup for consistent Damage and Defense boost would be to go with four mounts that have Protector’s Camaraderie as their Insignia Bonus and one mount with Protector’s Friendship.
  • Protector’s Camaraderie: whenever your summoned companions attacks you gain 3% of your Power and Defense that stacks 4 times. The general rule is that the first mount of its kind gives 100% of its bonus and 25% of its stats for each additional mount up to 5 total. In the case of this Insignia Bonus, you gain 3% damage for the first mount and 0.50% damage for each additional mount for a total of 4.5% damage stacking 4 times.
  • Protector’s Friendship: whenever your summoned companions attacks you gain 1% of your Power and Defense that stacks 4 times. In the case of this Insignia Bonus, you gain 1% damage for a total of 1% damage stacking 4 times.
Once everything is said and done, you should get 22% bonus to both Power and Defense, which is a considerable buff. As far as Insignia’s go, you will be using Regal Insignia of Courage and Barbed Insignia of Skill. These two will provide a significant bonus to your Critical Strike and Defense.


List of Recommended Mounts:

  • Guard Drake
  • White Tiger
  • Giant Crab
  • Medium Black Horse
  • Bay Zakharan Horse
  • Emperor Beetle
  • Magic Carpet
  • Axe Beak




As far as companions go I’ve chosen to go with the Fire Archon as my primary companion. I’ve reviewed many great companions and have decided to go with this companion primarily due to gear that I already had. Between all of the losses and gains, the tipping point was the announcement by Cryptic that the bonuses for having multiple Archons was getting fixed. What this means for those that do not see the significance is that with having 3 Archons, you actually get an extra 1.5% damage from each for a total of 4.5% damage increase. So equipping a Fire Archon was a no brainer since you now get 7% (situational) and 1.5% permanent.
NOTE: With Mod 13 release, you can now buy a new BIS companion from the ZEN store, Chultan Tiger. If you have the required gear for this companion than feel free to retire Fire Archon and use Chultan Tiger as your primary active companion.


Current Companion Setup:

  • Fire Archon (Primary Summoned): Provides 7% bonus damage against targets who are below 50% health and additional 0.5% damage for each additional active Archon. This companion activates attacks very fast and as such activates both Protector’s Camaraderie and Protector’s Friendship quickly. Additional benefits, which I’m sure aren’t intended include activation of upto 6 total stacks instead of 4. This is a very rare occurrence, but it does happen in situations where a companion gets wiped nearly instantly on revival.
  • Erinyes of Belial: Provides +10% Critical Severity at Epic grade.
  • Air Archon: Provides  5% damage bonus vs. targets not at full health and additional 0.5% damage for each additional active Archon.
  • Earth Archon: Provides 6% damage bonus when you are at full health and additional 0.5% damage for each additional active Archon.
  • Razorwood: Provides 25% Combat Advantage and 2.5% Critical Severity bonus. This is the new BIS companion to have as passive.

Companion Gear Setup:

  • Talisman of the Loyal Avenger x 1
  • Rinng of the Gravestriker + 5 x 1
  • Ring of the Gravestriker + 4 x 1
  • Rank 14 Black Ice Enchantment (Defense Slot) x 1
  • Rank 14 Black Ice Enchantment (Offense Slot) x 4
  • Rank 14 Gigantic Enchantment (Offense Slot) x 1
  • Rank 14 Bonding Runestone x 3



For the most part the gear usage suggested for this build is the same across all builds, with the difference being that you will want to focus more on HP, Defense, and Life Steal stats.The following is a breakdown of my gear.


  • Bladelord’s Raid helm
    • Major Armor Penetration Armor Kit (+200 Armor Penetration) x 1
    • Lesser Corrupted Black Ice Enchantment x 1
    • Rank 12 Dark Enchantment x 1
  • Bladelord’s Raid Breastplate
    • Unparalleled Negation Enchantment x 1
    • Rank 14 Black Ice Enchantment (Defensive Slot) x 1
    • Major Critical Strike Armor Kit (+200 Critical Strike) x 1
  • Vivified Primal Raid Bangili
    • Major Critical Strike Armor Kit (+200 Critical Strike) x 1
    • Lesser Corrupted Black Ice Enchantment x 1
    • Rank 12 Dark Enchantment x 1
    • Multiplies Base Power by 5%. More Power will give bigger bonus.
  • Bladelord’s Raid Sabatons
    • Major Armor Penetration Armor Kit (+200 Armor Penetration) x 1
    • Rank 12 Dark Enchantment x 1
  • Exalted Primal Huitzauhqui
    • Unparalleled Lightning Enchantment x 1
    • Rank 14 Black Ice Enchantment (Offensive Slot) x 2
  • Exalted Primal Mecatica
    • Rank 14 Black Ice Enchantment (Offensive Slot) x 1
    • Rank 14 Black Ice Enchantment (Defensive Slot) x 1
  • Baphomet’s Infernal Talisman 
    • Rank 14 Black Ice Enchantment (Offensive Slot) x 1
    • Major Action Point Gain Kit (+100 Action Point Gain) x 1
  • Ring of the Gravestriker + 4
    • Rank 14 Black Ice Enchantment (Offensive Slot) x 1
    • Rank 14 Black Ice Enchantment (Offensive Slot) x 1
    • Major Action Point Gain Kit (+100 Action Point Gain) x 1
  • Ring of the Shadowstalker + 4
    • Rank 14 Black Ice Enchantment (Offensive Slot) x 2
    • Major Action Point Gain Kit (+100 Action Point Gain) x 1
  • Demogorgon’s Girdle of Might
    • Rank 14 Black Ice Enchantment (Defensive Slot) x 1
    • Major Action Point Gain Kit (+100 Action Point Gain) x 1
  • Bloodstained Shirt
    • Rank 14 Black Ice Enchantment (Offensive Slot) x 1
    • Everfrost Resistance Armor Kit (+5% Everfrost Damage resistance) x 1
  • Pants of the Chultan Merchant
    • Rank 14 Black Ice Enchantment (Defensive Slot) x 1
    • Everfrost Resistance Armor Kit (+5% Everfrost Damage resistance) x 1


  • Wheel of Elements (Primary): Activate and get Fire buff to gain 30% bonus fire damage for 28 sec
  • Soul Sight Crystal (Alternative): Activate and get 50% bonus Damage for 10 sec. This is to be used vs. bosses that are not moving. You must be fully powered and ready to dish out some damage before using this artifact. 
  • Orcus Artifact
  • Eye of the Giant
  • Tome of Ascendance


Set Bonuses:

  • Bladelord’s Raid Helm: Gain 1500 Critical Strike when over 50% HP. Gain 2000 Life Steal when below 50% HP.
  • Bladelord’s Raid Breastplate: Gain 1500 Power when over 50% HP. Gain 2000 Defense when below 50% HP.
  • Vivified Primal Raid Bangili: When you damage or heal your target for more than 15% of your Maximum Hit Points in a single blow, you gain 1% Power for 10 seconds. (Max stack 5)
  • Bladelord’s Raid Sabatons: Gain 1500 Recovery when over 50% HP. Gain 2000 Movement when below 50% HP.
  • Primal Weapon Bonus: If you are hit or healed for more than 10% of your Maximum Hit Points in a single blow, your Damage and Outgoing Healing will be increased by 10% for 10 seconds.
  • Bloodstained Shirt: Gain 20 Power for each percent of health missing.
  • Pants of the Chultan Merchant: Gain 15 Life Steal for each percent of health missing.
  • Ring of the Gravestriker + 5: Gain 1000 Power when over 50% HP.
  • Ring of the Shadowstalker + 4: All damage increase by 2%.
  • Orcus Set Bonus: Do upto 20% more damage as targets’ health diminishes (Outgoing damage increases).



The above image shows a breakdown of my character stats when standing (unbuffed left side) and attacking (buffed with companion gift). Both versions do not include additional buffs from boons to Power and Recovery based on how much stamina I have.
The above stats should serve as a guide for determining what stats you need and in which categories. How you hit these numbers is entirely upto you, meaning that what gear you wear, or what enchants you use is really your call as long as you get a good amount of stats in Power, Critical Strike, Defense, and Life Steal. Everything else is manageable and serves as an added bonus but is not an absolute necessity to get exactly the same.
The other factor I would stress is getting a good amount of HP to your character. I would highly recommend getting VIP as it provides an additional +2k HP and extra bonuses. You should also aim at getting about 160k HP. I’d say that by endgame this is nearly a requirements to get by. With more HP you will have a much easier time in some of the harder end game dungeons.



Now that the setup of your character is complete, it is only a part of what is required to make this build viable. The following is a closer look at class fundamental features.



This is likely the most powerful class ability in the game that makes GWF high power damage dealers as well as semi-tanks. The way unstoppable works is it requires the character to either take lots of damage or do lots of damage and both cases can happen at the same time. For you to be able to gain Determination from dealing damage you must follow the Destroyer tree and have “Destroyer’s Purpose” as your final capstone feat.
Through heavy testing of this ability it seems that the game keeps track of both the “average” damage you take and “average” damage you deal and based on those numbers it determines the rate at which your Determination builds up. What this means is that regardless if you are a 4k or a 1K iLVL GWF, you will essentially gain Determination at about the same rate for each hit you take or each hit you deal to your enemy. The variable that increases your Determination gains are “spikes” both in damage taken and damage dealt. So whenever you deal or take a higher damage than an “average” number, you gain more determination than you would otherwise.
This is very important to understand, because when you are tanking and attacking enemies you will be taking and dealing “spike” damage very often which would result in more Unstoppable that you can activate without requiring you to do any kind of build up.
The other aspect of Determination to note are the benefits that you gain from activating it. For starters, you become completely immune to “most” control effects, which already places you above all other classes with just that one factor. Immunity to control effects enables you to stand in “most” red areas and continue to do damage while most other classes have to avoid red zones and unavoidably lose out on damage that they would’ve been doing had they been immune as well. Immunity by itself isn’t everything, you also need high resistance, which if activated when Determination is at max, you should also gain upto 30% damage resistance and 16% or more temporary HP. The extra damage resistance and temporary HP adds an extra layer of buffer zones that helps you resist much harder attacks. It is also important to note that the more HP you have the more temporary HP you will get as a result, which could mean the difference between getting one shot or surviving.
Now, the most important part about this ability that really seals the deal is the increased attack speed of your At-Will attacks. This is the bread and butter of this build, which is extremely important to understand. Through testing, it seems that the increase to your attack speed on At-Wills is about 1.8 times the original speed. While Unstoppable, you are doing nearly two attacks per second, which is a huge boost to your overall DPS. The trade to such boost is that you are losing about 20% of your At-Will damage while unstoppable as a result. This is not a big issue as one of the boons in the Destroyer tree counteracts this effect and provides you with additional 12.5% damage to AOE attacks.
In the most ideal situation, you will want to activate Unstoppable as much as possible and to do that often you will want to do both take and deal lots of damage.


Destroyer’s Purpose:


This capstone feat gives you the capability to gain Unstoppable by doing damage and also substantially increases your overall damage by 50% as long as you keep moving. While most fights don’t last 20 sec, you will likely never run out of Destroyer’s Purpose stacks. Combined with Battle Fury encounter, you will almost certainly have this on 100% of the time. The other aspect of this capstone feat is that it boosts your encounter powers by 20% more damage while Unstoppable is active. You will utilize this bonus through Hidden Daggers.




Sprint is likely the most overlooked GWF class feature that most people who play the class take for granted without realizing what this feature can do at full potential. Sprint not only allows you to get to places faster and be immune to slowing effects, but it also allows you to cancel ability animations. This may not be such a secret to longtime players who have played the class for a long time, but it is extremely important to the functionality of this build. Sprint enables you to quickly cast your encounters without getting rooted to the ground or waiting for animation to end. This works well with Daring Shout, Battle Fury, and many other skills.



Jumping in Neverwinter is rarely talked about because for the most part it seems common sense and supposed to be a function of the game that most people understand. Unfortunately this is not the case as you must first understand how the game really works to take full advantage of this function of your character. First, lets look at the following:
  • An object in motion will stay in motion unless another force acts upon it. This means that if you are riding a mount,  moving in one direction and jump while activating your artifact causes your character to continue to move forward even though you are no longer on your mount. The speed of your mount, the jump height, and the momentum you have gained on your character while activating any skill during flight determines if your skill will actually activate and how many skills you can activate during flight. This is especially important when trying to perform multiple actions at the same time. If you are not jumping and decide to activate a skill or an artifact, your character will be pinned to the ground for about 1.5 sec. You can basically consider this as being stunned. Jumping is good, so the more often you do it the more cool things you will be able to accomplish in shorter amount of time.
  • Jump is a prerequisite for some abilities such as Slam, Daring Shout, and Battle Fury. For anyone using this build to fully utilize everything you must be able to add Jump + Anything to your rotations. It does not mean that every cast you do has to have Jump in it, but there are situations that I will talk about later on which will increase your ability to use skills quicker and more efficiently. As mentioned, casting Slam, Daring Shout, and Battle Fury while jumping will remove any disadvantages that these abilities come with.
Mastering Jump functionality and when to jump will be something that will come to you the more you use it. By end game, you should have no problem using your Artifact, Slam, and Encounters within 3 sec.



The following is a closer look at character powers, and how certain abilities influence this particular build.

Destroyer (Class Feature):


This class feature is already great by default and should never leave your feature slot no matter what. By default you get up to 36% more damage whenever you are at full stacks, but there is a catch. Without the “Focused Destroyer” you would have to hit at least three targets with a single attack to get 1 stack. By having the “Focused Destroyer” feat you can essentially get a stack no matter how many targets you hit or what attacking ability you use. This is important as it doesn’t just lock you in to using AOE based abilities, but you can now use any ability with 25% chance of getting a stack and up to 46.5% more damage.

Wrathful Determination (Class Feature):

Wrathful Determination

This class feature provides you with an additional 12.5% more damage as your Determination bar fills up and doubles when you are at full Determination. The idea behind this class feature is that you aim to activate Unstoppable whenever your Determination is full. Once activated, your Determination and damage bonus will start to diminish from this class feature. Additionally, Wrathful Determination seems to provide you with more damage bonus to all of your abilities. The damage difference can be noticed to be around 20% increase.
It is unknown if this is intended functionality but simply not documented in the tooltip or if this is a bug. For all intentions and purposes, you get a total of 45% damage increase just by slotting this class feature.



Sure Strike (At-Will):

Sure Strike

Sure Strike is the most powerful attacking At-Will that a GWF has and will be used as our main damage dealing power in majority of cases. Sure Strike by itself is not that powerful, but when you consider all of the buffs that you get from various abilities, you end up doing tons of damage in a very short amount of time. Sure Strike is empowered further with the feat “Executioner’s Style,” which increases your damage by up to 30% based on how much HP your opponent has. In general, you will be allocating about 6 sec of time to this skill whenever you are either Unstoppable or fighting a single target enemy.
Additionally, whenever you go Unstoppable, your Sure Strike and Weapon Master’s Strike At-Will’s will be buffed to attack nearly twice as fast, but less effective in terms of damage. Given all of the buffs, debuffs, and critical severity, you will almost certainly deal much more damage than you would with any other encounters. In our case, Unstoppable basically supercharges our At-Wills to do as much damage per swing as you would with a single Indomitable Battle Strike encounter in a half second!



Weapon Master’s Strike (At-Will):

Weapon Master

Weapon Master’s Strike is the secondary At-Will ability that we will be utilizing in order to deal damage to enemies around you in AOE and also debuffing everything to take about 10% more damage from your At-Wills. Weapon Master’s Strike also increases attacking speed of this ability based on how many targets you are attacking. Hitting more than three targets is faster than hitting one or two targets and so it is recommended that you use this At-Will sparingly. Whenever you go Unstoppable, Weapon Master’s Strike also gains increased attacking speed, but the increase is not as high as Sure Strike. Through testing, it seems that the increase is 1.5 attacks per second whenever you go Unstoppable and further increases to 1.8 attacks per second at max whenever you are attacking more than five targets.
You will likely not use Weapon Master’s Strike as your primary attack in a single target setting whenever you go Unstoppable, but do consider using it a few times just to debuff your targets to take 10% more damage from you. Do keep in-mind that this ability has an inverse relationship between increasing attack speed and decreasing damage per hit. As you hit more targets, you attack faster but you also end up doing proportionally less damage. This particular loss is offset by the skill’s bonus which increases the damage affected enemies take. Additionally, the feat “Mighty Blade” provides you with 12.5% more damage when dealing AOE damage. So overall your damage output is still positive even though there is a negative effect attached to this skill.



Daring Shout (Encounter):

Daring Shout

Daring Shout has an important role to play in this build in that it provides you a number of benefits that really make this encounter ability a must have. Given that this is a hybrid build, this choice benefits you in many ways such as providing you with about 35% more damage, temporary damage resistance, combat advantage, and helps you gain determination based on how many targets you affect. You also reduce target resistance to your attacks which further increases party damage as a result. The range on this ability is far enough to provide a good bonus most of the time. Additionally, using this ability also helps to quickly activate your Destroyer class feature as well as other proc based features that increase your performance.



Battle Fury (Encounter):

Battle Fury

Battle Fury is another ability that I would call a hidden gem in that most people don’t see the potential this ability provides. There is a lot more to the ability than meets the eye. Lets start with the basics:
  • You can activate this ability while moving, which is a huge deal in our case. It’s one less ability to worry about when trying to skill cancel through Sprint or Jump.
  • You refill your Stamina all the way when you use this ability and.your party refills 25% of their Stamina. This means that you can run double the distance with this ability and get ahead of everyone else.
  • At rank 4, you get a bonus of 26% more AP Gain and your party gains 6.5% of this bonus.
  • At rank 4, you get a bonus of 26% more Damage and your party gains 6.5% of this bonus.
  • Very high utility to manipulate the Stamina based bonuses such as “Cold Resolve (0 – 2k Power)” and “Chill Determination (0 – 2k Recovery)”
  • At rank 4, this ability lasts about 8 sec and has an average of 17 sec cooldown.
  • This is the bread and butter for providing you with enough stamina to skill cancel most of your abilities and improve your mobility significantly.
Now that all of the bonuses from this encounter are laid out, it is a difficult encounter to pass by lightly. Having a long cooldown of about 17 sec is actually not a bad thing. You want to have some time in between abilities to deal damage with your At-Wills and Hidden Daggers.
Given that the buff lasts about 8 sec, you are basically only waiting for about 9 sec, which is perfect. With 8 sec of time while this ability is active, you can dish out way more damage than if you were using Indomitable Battle Strike, which requires a specific rotation and perfect timing to really be significant. The extra bonus from AP gain is actually enough for you to get at least 25 / 100 AP Points within the 8 sec duration.
Secondly, if you use Battle Fury right before activating Unstoppable, you will gain about 46% (20% from Capstone + 26% from Battle Fury) damage bonus to your Hidden Daggers. This is a huge buff to Hidden Daggers, which will be covered in the next section.



Hidden Daggers (Encounter):

Hidden Daggers

Hidden Daggers is an interesting Encounter in that most builds use it mostly for the 40% damage buff that it provides and not the actual damage that it does. This build changes that assumption and turns this ability into a full-blown encounter that does massive damage not only to a single target but to any targets in a cone in front of your character. It is important to understand the difference between a lateral attack type ability like Indomitable Battle Strike and a cone based attack like Hidden Daggers. Hidden Daggers have a long-range attack that allows you to reach far away targets without having to move an inch. Just to put things into perspective:
  • Hidden Daggers have 40′ ft range distance and a 90 degree cone in front of your character.
  • Indomitable Battle Strike has 12′ ft range distance and a 3′ ft diameter cylinder in front of your character
What this ultimately does for you is provide you with an encounter that not only buffs you, but also does damage to targets that are either close to you or far away. In other words you become a GWF with a total of five encounters instead of three since daggers stack up to 3 charges. How you use these charges is entirely up to you, but given that these charges can be used one after the other consecutively without a cooldown opens up your outgoing damage potential to a whole new level. You gain the flexibility to use the encounter at any given time and do more overall damage.
Additionally, Hidden Daggers take about 11 sec to refill a charge. The interesting thing about this is that the refill timer does not reset whenever you cast Hidden Daggers so if you expand all 3 charges at once, you will have about 8 sec cooldown before a new charge becomes ready. Well, this is awesome because Hidden Dagger buff lasts 8 sec as well and so with 8 sec cooldown, you basically cannot run out of the buff. In other words, not only are you constantly doing massive AOE damage, but you are also constantly buffing yourself with nearly 0 downtime between having the buff and not having it.



Slam (Daily):


Slam is an interesting Daily in that it has many uses that are easily overseen. In this build, you will be using Slam in 95% of all situations and Savage Advance as your secondary Daily for the 25% cooldown reduction on all abilities while it is active. The reason Slam is a the primary Daily we choose is because there is no delay in casting it other than the initial activation, which we can skill cancel. In comparison to a Daily like Crescendo, which locks you in for the duration of the attack, Slam does not lock you into skill casting duration like Crescendo does. What this means is that while Slam is active, you can continue using Encounters and At-Wills and build up your AP, which is extremely important to this build. Casting Dailies do not build your AP.

In the case of Slam, you get the following benefits:

  • Cancels any skills that an enemy is casting around you in a huge area of about 60′ ft radius (First Pulse)
  • Builds threat while this ability is active for 8 sec, and double the threat on initial activation (Helps to agro enemies to attack you instead of your party. Partially acts as “Come And Get It” Encounter)
  • Debuffs all surrounding targets to deal about 10% less damage to you and your party for a duration of 8 sec
  • Deals basic AOE damage to all surrounding enemies that cannot deal Critical Damage
  • Slows targets down for a duration of 8 sec (You apply Control Effects to targets that provide benefiting effects to party members that benefit from Controlled Effects)
  • Provides you with 25% more Power for the duration of 8 sec (You must have Battle Awareness feat to receive this benefit)
  • Enables you to continue to gain AP from Encounters and At-Will’s while this Daily is active
  • Very cool ground effect while it is active and also zooms out your character to see more of the battlefield (This is more of a cosmetics bonus, but at the end of the day if we are not having fun, what’s the point of playing right?)
On average, you will be gaining about 25% of your AP while Slam is active. This is a huge deal to consider as there is no other Daily that will allow you to continue to gain AP while it is active. You can look at this daily as something that reduces your daily activation point requirement to 75 / 75 vs.100 / 100, which is a huge deal. Coupled with Battle Fury and constant Unstoppable activation, your AP gain is constantly jumping between 10% / 35% / 60% depending on when and how you activate your abilities. Keep in-mind that each cast of Hidden Daggers also gives you AP and even more if you hit more than one target. When all is said and done, Slam will be coming up very often.



This section is more about theoretical thinking and common sense than anything else. It has nothing to do with how you build your character, but more to do with how you perceive the environment around you, which in our case is either a Dungeon or Open World areas. Many times you see guides that are all about delivering that perfect hit after building it up for a duration of time. In a real gameplay scenario this is not as easily to pull off as it is in a theory where all variables are constant and not moving. In the case of Dungeons, you are no longer the only person on the battlefield, nor are you the only DPS in the party. This means that other variables come into play that may abruptly end whatever it is that you are doing to deliver that perfect hit or rotation.

Consider the following in terms of time:

  • More HP -> Take More Hits -> More Time
  • More Defense -> Take Less Damage -> Take More Hits -> More Time
  • More Time -> Deal More Hits -> Higher % to Life Steal -> More Sustainability -> Deal More Overall Damage
  • More Overall Damage -> Less Available Enemy Time -> Less Damage Left to be Done by Party
What this means is that the more HP or Defense you have the more likely you will have the time to sustain the damage that is dealt to you when compared to other classes. The more damage you can sustain that is dealt to you the more time you have to continue doing damage to everything else around you. Sustainability also means that you can live through controlling effects or hard hitters that would normally either one shot you or cause you to take severe damage, which you normally try to avoid, which results in a time lost. The time lost is an opportunity gained by someone else to deal damage.
This guide is all about taking advantage of time and using any open opportunity of time to your advantage by using utility that enable you to get to your targets faster than anyone else, sustaining more damage than anyone else, healing yourself through damage taken, dealing more overall damage by casting abilities faster than other GWF’s, expanding your abilities as fast as possible, and constantly being on your feet at all times.
This particular playstyle is not for everyone as you take on a leading role in your party, always running into the pack of enemies first and taking on everything all by yourself. You must be able to use all of your abilities quickly to really see the true potential of this build. This guide is more about saving time and using time gained to deal damage very quickly. No matter what class you play, if you grasp the concept of time and the fact that enemies have a certain number of HP than you will come to understand that it’s not about who does the most damage, but more about who can get to the target location first and deal damage the fastest. As been said at the beginning of this guide, with this build you have a different mindset that is focused more on dealing consistent damage very fast vs. doing one big hit that does a lot of damage.
Comparatively speaking, if you master moving quickly and dealing lots of damage quickly, you can essentially screw over anyone who has a build up based playstyle. In other words, by the time others get to the location and only then start building their chain of attacks, you should be able to clear the target enemy group before they even finish. At the heart of this build, this really is it. It’s more about how you adopt this playstyle than getting the exact gear and stats.



This is the final section in this guide that will provide you with case by case scenarios for when to use which abilities and in which order. Keep in-mind that this is not an end be all guide, but more a basic guide to get you started with using this build. It is important to note that the functionality of this build was built-in such a way to make mistakes very forgiving and provide maximum flexibility. This is not a cookie cutter build that has just one rotation that you do over and over. With this guide you should be able to create various number of chains that will keep you up on your feet, and engaged.
Many times on forums and in the game you see claims that a GWF is a faceroll easy to play class. This is true if you play with only one kind of party setup that places all of your damage well above what it is supposed to be and you just blow through the dungeon because other people in your party are protecting you. Honestly, with a supper buffing party any decent DPS character can do very well, no matter if you are a GWF, TR, SW, TR, or really anyone. This is something that causes many people to get a skewed perception of a certain class without realizing that the “only” reason those classes are doing as well as they do is because they are protected by a certain group setup and really do not take the damage that they should be taking.
With this build and playstyle you are completely independent of dependency on others for buffs, protection, healing, or even damage. You are self-sustained and don’t really give a crap if the people in your party are 2k, 3k, or 4k iLVL. At the end of the day it does not matter to you as you are a one man army. With this type of setup and mindset you no longer need to waste time looking for people who are geared all because you need someone else to compensate for your lack of skill and gear.
The following is a breakdown of how to play this class with this build given the situations provided.


Entering Battle with Mount (General):

  1. Ride towards target location with enemy group
  2. Jump + Activate Artifact (If Available) + Use Slam (If Available)
  3. Daring Shout + Sprint + Battle Fury + Sprint
  4. Use Hidden Daggers (1) + Unstoppable
  5. Hidden Daggers (2) + Sure Strike or Weapon Master’s Strike


Entering Battle with No Mount (General):

  1. Sprint and expand all Stamina running towards target location with enemy group
  2. Jump + Activate Artifact (if Available) + Use Slam (If Available) + Daring Shout
  3. Sprint + Battle Fury + Sprint
  4. Use Hidden Daggers (1) + Unstoppable
  5. Hidden Daggers (2) + Sure Strike or Weapon Master’s Strike


When Activating Unstoppable at Full and Multiple Targets Present:

  1. Unstoppable + Hidden Daggers (3) + Weapon Master’s Strike + Battle Fury + Jump/Sprint + Sure Strike


When Activating Unstoppable at Full and Single Target Present:

  1. Unstoppable + Hidden Daggers (1) + Sure Strike/Weapon Master’s Strike + Jump + Battle Fury + Sure Strike


When Activating Unstoppable at Half and Multiple Targets Present:

  1. Unstoppable + Hidden Daggers (1) + Weapon Master’s Strike + Battle Fury + Jump/Sprint + Sure Strike


When Activating Unstoppable at Half and Single Target Present:

  1. Unstoppable + Sure Strike/Weapon Master’s Strike
  2. Unstoppable + Hidden Daggers (1) + Sure Strike


When Determination is 0% and Multiple Targets Present:

  1. Hidden Daggers (1) + Sprint + Daring Shout + Sprint + Battle Fury +  Weapon Master’s Strike / Sure Strike
  2. Hidden Daggers (3) + Daring Shout + Sprint + Battle Fury + Weapon Master’s Strike / Sure Strike


When Determination is 0% and Single Target Present:

  1. Hidden Daggers (1) + Daring Shout + Sprint + Battle Fury + Sprint +  Weapon Master’s Strike / Sure Strike


When Determination is 50% and Multiple Targets Present:

  1. Hidden Daggers (1) + Daring Shout + Sprint  +  Weapon Master’s Strike / Sure Strike


When Determination is 50% and Single Target Present:

  1. Jump + Daring Shout + Sprint + Battle Fury +  Weapon Master’s Strike / Sure Strike


When Encounters on Cooldown and Multiple Targets Present:

  1. Weapon Master’s Strike (3) + Sure Strike (Target Highest Threat) + Weapon Master’s Strike / Sure Strike


When Encounters on Cooldown and Single Target Present:

  1. Sure Strike (3) + Weapon Master’s Strike (1) + Sure Strike (3) + Weapon Master’s Strike (1) + Sure Strike (3) + Weapon Master’s Strike / Sure Strike


When Encounters on Cooldown and Daily Available:

  1. Jump + Slam + Sure Strike / Weapon Master’s Strike


When Encounters on Cooldown and No Daily Available:

  1. Sure Strike / Weapon Master’s Strike


When Encounters and Daily Available (No Unstoppable):

  1. Jump + Slam + Sprint + Daring Shout + Sprint + Hidden Daggers (3)
  2. Jump + Slam + Sprint + Daring Shout + Sprint + Battle Furry + Hidden Daggers (3)


When Encounters and Daily Available (Unstoppable):

  1. Jump + Slam + Daring Shout + Unstoppable + Hidden Daggers (3) + Battle Fury + Sure Strike / Weapon Master’s Strike
  2. Jump + Slam + Daring Shout + Unstoppable + Hidden Daggers (1) + Sure Strike / Weapon Master’s Strike


The above mentioned use cases should be more than enough to cover majority of scenarios in Neverwinter. I will be updating this section in the future should I feel that I missed a few cases or if people ask for more examples. Please feel free to suggest other cases and I will update this guide accordingly.



While using this build, you will come to find that whenever you play with other GWF’s in a party some will try to take advantage of you by using abilities counter to yours to maximize their “DPS”. You will also meet people running a variety of other builds that will certainly interfere with your playstyle. I have identified these particular players into groups with suggestions on how to counter their motives.
  • Leech GWF: Generally, these players are going to try to ask any other GWF in the party what abilities they are using so that they can equip other abilities to do more damage. If they don’t ask you for your rotation, they will assume that you are using the standard IBS/Daring Shout/Daggers model. What they’ll use instead will be Battlefury/IBS/Daggers. This means that if you are running Battlefury/Daring Shout/Daggers, they will take advantage of your Daring Shout as well as Battlefury. This particular setup enables the other GWF to deal much higher damage on IBS strikes as well as have more damage and run further distance. If you notice that the other GWF is exceeding your DPS by a larger than expected margin this is one of the reasons why that is the case.
    Strategy: To beat this type of GWF on DPS charts or mess with them, you must perform all abilities faster and always expand everything at your disposal. Sometimes, depending on situation focus on dealing damage with At-Wills vs. doing damage with encounters. If a GF, OP, DC, or HR present in party, you will certainly do more damage overall.
  • Standard IBS GWF: This is the most common type GWF in Neverwinter that runs IBS/Daring Shout/Daggers setup. This particular GWF is focused primarily on doing very high DPS that revolved around timing IBS when everything is just right. Their weakness is that they do not run Battlefury and as such lack mobility needed to get to mobs faster. However, they shine during boss fights or any fights that take longer to kill stationary targets such as FBI or MSVA. It is normal to see this particular GWF to do more damage overall.
    Strategy: To beat this type of GWF on DPS charts or at least get very close to them, you must utilize Battlefury and Wheel of Elements very well. Keep moving forward, and use attacks that attack as many mobs as you can and as often as you can. Focus on groups rather than single targets.
  • Buff GWF: You will come to find many players in general using a variety of potions. Some of these potions will really give a nice advantage over other players in the party. These particular players tend to rush content especially when a healer is present in the party. Sometimes this doesn’t interfere with your playstyle and other times it tends to make the Dungeon run longer because they rush ahead, die, mobs reset and attack everything else in the back. This eventually results in more than one person dying in the party.
    Strategy: To play with this type of GWF, you have several options. You can either stay back and attack his trail, which will result in your party stopping including the healer to support you while that GWF runs ahead and dies. You can than pickup his trail and keep moving forward with a lead that the other GWF would never be able to catch up to. The other option is to exceed the mobility of that GWF by running ahead of him and taking everything on all by yourself. Since you are following this build, you should not die regardless of healer is present or not.



While playing Neverwinter you will come to find that some dungeons may feel like they require more of your energy than others when running with a variety of party compositions. I have identified particular ratings for each class that you party with to determine how much more energy you need to expand to stay at the top of DPS charts. The following is a list of classes and their influence on you and your GWF character.
  • GWF: Adds 50% more effort needed per character in a party
  • CW: Adds 25-45% more effort needed per character in a party
  • HR: Adds 35-75% more effort needed per character in a party
  • TR: Adds 35-45% more effort needed per character in a party
  • OP: Adds 5-25% more effort needed per character in a party
  • GF: Adds 15-40% more effort needed per character in a party
  • DC: Adds 5-25% more effort needed per character in a party
Now you are probably wondering what does this mean? Suppose you are soloing outside content and you are completely laid back, hitting encounters whenever you choose and however you choose with virtually no effort whatsoever. At this point you are doing things at your normal rate which you can either count as 100% or a rating of 1. For every member that you add to your party, you now have to try that much harder to deal the same amount of damage as when you were alone. Basically, the more people you add to your party the less of the pie (Enemy HP Pool) you have leftover to take. In order to take a certain percentage of that pie to be your contribution (DPS) you need to put certain amount of effort more than when you are soloing content.
So let’s say your party composition is DC (5%), GF (25%), CW (35%), TR (35%), and You (100%). Your total effort in this case is 200% or a rating of 2.0. This means that in this particular party you will have to do all actions 2x faster than when you are normally used to when soloing content.
Now things get interesting when you run with a more high powered party such as DC (25%), GWF (50%), HR (65%), GWF (50%), and You (100%). Your total effort in this case is 290% or a rating of 2.9. This means that you will have to be nearly 3x faster than normal content. With this much effort you are more likely to get fatigued or exhausted after a dungeon run. This may seem of little value to some, but at the end of the day, you can control your experience in every dungeon that you run based on the setup introduced in this section.



As has been mentioned before, this guide is not fully complete and still has room for improvement primarily in updating my companions, mounts and character gear.
Given that I still have much work to do, I still manage to do very well in most dungeons. This build is perfectly suitable for all Mod 11 content. However, for min / max there are still things left that need improvement.
If you find any issues with the build or have questions, please feel free to contact me on Reddit at r/RDeviant or post a comment in the comments section. I frequent the Neverwinter subthread often and should be able to answer most of your questions.
Thank you for reading this guide and I hope that you enjoy this build as much as I do!



Optimal Stats:

The fundamental change in Mod 16 is that most stats now have a “counter-stat”:
  • Armor Penetration opposes Defense, need 60,000 – 66,000
  • Accuracy opposes Deflection need 60,000 – 66,000
  • Critical Strike opposes Critical Resist need 55,000 – 61,500, max 50%
  • Combat Advantage opposes Awareness need 100,000 – 106,000, max 100%


Defensive Stats:

  • Defense, need 60,000 – 66,000, max 50%
  • Deflection need 60,000 – 66,000, max 50%
  • Critical Resist need 65,000 – 71,000 (mostly irrelevant)
  • Awareness need 70,000 – 76,000 (mostly irrelevant)
The above list shows optimal stats that you should have to do well in all content, however there are more stats required than there are available with a fully maxed out character, which means you will have to make some choices in how you allocate your stats. The following list breaks down priorities of stats that you should focus on.


Stats are shown in order of importance:

1% of Stat = 1000 (This is a very big deal)
Critical Strike Base Value = 5% (5,000 Stat given to you automatically)
Critical Strike Cap = 50%
Deflect Cap = 50%
Defense Cap = 50%
Combat Advantage Base Value = 10% (10,000 Stat given to you automatically)
Combat Advantage Cap = 100%
Priority 0: reach mid to max stats on deflect (Most important)
Priority 1: reach mid to max stats for defense or HP, or split 50 / 50 on each (Most important)
Priority 2: reach max stats for Armor Penetration
Priority 3: reach max stats for Accuracy
Priority 4: reach max stats for Combat Advantage or Critical Strike
Priority 5: reach 100k+ stats for Power


Ability Scores:

Ability Scores in Mod 16 have been dumbed down to a point where the choices left for the player to make are very straight forward. Stats such as AP Gain, Recharge, Stamina Gain, and Companion Influence do not get affected by scaling of content and as such they are constant. This means that investing in anything other than CON and CHA is completely pointless.
So, all you do is add 1 point to CHA and 1 point to CON on every level upto level 80 and any character that you play. Doing this will result in the most HP you can get and most Companion Influence you can get.



Augment companions have been identified as the best choice to use in Mod 16 due to the sheer number of stats that they now give to your character.
The best active augment companion right now is Quasit. This companion gives the biggest stat transfer for HP, Defense, and Deflect which as I mentioned are extremely important this mod.
The other great active companions to have are Black Dragon Ioun Stone, Ioun Stone of the Feywild, and Ioun Stone of Allure.
The best non-active companions are Staldorf, Black Dragon Ioun Stone, Energon, Makos, Ioun Stone of Allure, Iron Golem, Mini Apparatus of Gond, Deepcrow Hatchling, and Rust Monster.




This section is the bread and butter that will change your Mod 16 gameplay completely. The idea behind this setup is to regain the lost life steal that was removed. With the following setup, you will now receive passive heals by taking damage and doing damage. HP is the most important stat you should have in the game as it supersedes everything else. All heals gained will be calculated based on the HP you have. Ex: My DPS GWF has 350k HP at end game and when defense is successful, he will receive 1.5% of my HP every second for 5 seconds. This is huge when coupled with other mount powers.


Primary Mounts:

Primary mount doesn’t really matter as it depends on your needs, however I recommend Legendary Giant Beatle or Legendary Axe Beak. HP and Power mounts are currently BIS. Power (10k) for DPS and HP (50k) for Tank setup. These are expensive options if you’re willing to spend some AD.


Mount Setup:

  • Twilight Yeti
  • Legendary Giant Beatle
  • Apparatus of Kwalish
  • Medium Pharoah Steed
  • Royal Winter Sled
  • Winter Wolf


Mount Powers:

The following is a list of mount powers that you should be slotting:
  • Knight’s Rebuke: Whenever you receive Combat Advantage damage from an attack, you are healed for 1.5% of your maximum hit points. (Make sure to not cap Awareness completely so this power can activate.)
  • Barbarian Revelry: Whenever you perform a Critical Strike, you are healed for 1% of your maximum hit points.
  • Survivor’s Blessing: Whenever you Deflect an attack, you are healed for 1% of your maximum hit points over 5 seconds.


Ideal Setup:

The preferred mount setting would be Knight’s Rebuke x 1, Barbarian Revelry x 2, and Survivor’s Blessing x 2. Since I do not have all the required mounts, I am using lower ranking 2 slot mounts instead of three slotted mounts. Both cases still work, but for maximum result, use the ideal setup as mount power do stack. You get 25% of the original mount you have slotted.




This is the trickiest section as there is a lot of controversy over this, however I believe the following setup should yield you the best outcome given how stats have been devalued heavily.


Boons (Bottom to Top):

  • Cultist Bulwark (5/5)
  • Cultist Power (5/5)
  • Demonic Bulwark (5/5)
  • Demonic Mastery (5/5)
  • Marathon Runner (5/5)
  • Dino Bulwark (5/5)
  • Dino Power (5/5)
  • Simple Support (5/5)
  • Accuracy (1/5): doesn’t matter if you place point here or not, this one is freebie.
  • Deflect (5/5)
  • Necrotic Bulwark (5/5)
  • Necrotic Mastery (5/5)
  • Call of Power (4/4)
  • Quick Turnaround (4/4)
  • Focused Retaliation (3/3)




  • Edged Helm
  • Edged Chest
  • Bound Arms
  • Bound Feet


Armor Enchant (Pick One):

  • Bloodtheft (BIS choice)
  • Soulforged (Alternate Choice)
  • Elven (Alternate Choice)


Offensive Enchants:

  • Radiants (BIS Option)
  • Black Ice (Alternative)
  • Tactical / Radiant Mix (Alternative)


Defensive Enchants:

  • Draconic (BIS Option)
  • Demonic (Alternative)
  • Radiants (Alternative)


Weapon Set:

  • Golden Greataxe of the Watcher Set (Boss Killer) or Alabaster Set (Dungeon Clearer)
  • Modification: Enhanced Relentless Slash (Power < 145k) / Sure Strike (Power > 145k)
  • Modification: Companion Stat Bonus (Stats Not Capped) / Critical Severity Bonus (Stats Capped)
  • Modification: Enhanced Power


Weapon Enchant (Pick One):

  • Vorpal (BIS choice)
  • Lightning (Alternate Choice for Mob Clearance)
  • Holy Avenger (Alternate Choice)


Artifact Set:

  • Mirror-Plated Belt
  • Reflective Collar
  • Erratic Drift Globe
  • Orcus Set (Currently BIS)


Shirt / Pants:

  • Any fitting 950 Shirt
  • Any fitting 950 Pants



  • Not So Fast
  • Indomitable Battle Strike
  • Axestorm / Roar
  • Steel Blitz (Primary)
  • Barbed Strikes / Trample of the Fallen (Secondary)
  • Sure Strike
  • Relentless Slash



  • Relentless Speed
  • Indomitable Rage
  • Overpenetration
  • Steel Slam
  • Relentless Battlerage



  • Avalanche of Steel (Most devastating daily in the game when paired with Steel Slam)
  • Spinning Strike




  • Edged Helm
  • Edged Chest
  • Bound Arms
  • Bound Feet


Armor Enchant (Pick One):

  • Bloodtheft (BIS choice)
  • Soulforged (Alternate Choice)
  • Elven (Alternate Choice)


Offensive Enchants:

  • Radiants (BIS Option)
  • Black Ice (Alternative)
  • Tactical / Radiant Mix (Alternative)


Defensive Enchants:

  • Draconic (BIS Option)
  • Demonic (Alternative)
  • Radiants (Alternative)


Weapon Set:

  • Golden Greataxe of the Watcher Set (Boss Killer) or Alabaster Set (Dungeon Clearer)
  • Modification: Enhanced Sure Strike
  • Modification: Companion Stat Bonus (Stats Not Capped) / Recharge Speed (Stats Capped)
  • Modification: Enhanced Health


Weapon Enchant (Pick One):

  • Holy Avenger (BIS choice)
  • Lifedrinker (Alternate Choice)
  • Lightning (Alternate Choice)


Artifact Set:

  • Mirror-Plated Belt
  • Reflective Collar
  • Erratic Drift Globe


Shirt / Pants:

  • Any fitting 950 Shirt
  • Any fitting 950 Pants



  • Not So Fast
  • Indomitable Battle Strike
  • Not So Fast / Takedown (Pick one based on character intent)
  • Sure Strike
  • Challenger’s Slash
  • Mighty Vitality
  • Raging Bladeturn



  • Frustrating Slash (Useless)
  • Indomitable Might
  • On The Move / Disarming Takedown (Pick one based on character intent)
  • Crushing Advance
  • Extended Unstoppable



  • Crescendo
  • Spinning Strike


Important Notice:

You will need close to 140k Power to run the latest 20k dungeon release. This is harder to reach with Barbarians than other classes due to 1 Offense Companion slot. When selecting enchants and gear, be weary of this limitation. This is a very elitist requirement set by the game developers. Hopefully in the future this will get nerfed to a more reasonable requirement. With this build and gear, you should be able to reach close to 120k Power.
Another DPS build is in the works for the latest dungeon, which will include changes needed to hit 145k Power. This particular build would sacrifice survivability for more offensive power which would require a competent healer in your party.
Leave a reply
  • The great k
    October 11, 2016 at 2:14 am

    Hi I thought earth archon is when you ARE at full health?

  • James
    October 18, 2016 at 8:56 pm

    Which is more prevalent now, armpen or power for GWF? Awesome read by the way.

    • October 21, 2016 at 6:24 pm

      Power is still more prevalent now, but you still need a decent amount of armor pen of about 60%. If you have less than 60% armor pen than you start losing DPS. Basically armor pen is greater than power up to 60% and then anything over this amount not so much. The exception to the rule is likely the dungeon bosses and maybe Fangbreaker Island as I think mobs and bosses possibly have more armor than standard dungeons. The damage difference is very noticeable. For a class like GWF, we get the advantage of making use of armor pen and power more than other classes because of that 25% feat that gives us 25% of recovery and armor pen as power. On another note, I just had a duo run with another GWF duoing ETOS/ELOL and ESOT within 25 min, all 4 runs. I am making a video of this to demonstrate just how powerful this build is without any outside buffing.

  • Carlos Araiza
    October 18, 2016 at 9:47 pm

    Hello, I have been working on a tank build gwf but my muscle-head friends keep laughing at the idea. I recently came across your build and it seems i was on the right track except for some encounters. I have two questions.

    1: at the begining I used a feat to improve my deflection chance, and the two passive to improve my deflection chance(it should have added to around 8% deflect. Everytime I checked the stat though It stayed at 2% so i tried to enter combat but it only went up to 6% (because of my ring of rising deflect, not my boons or powers). So my question is, are the powers broken?

    2: im not always fighting 3 enemies, sometimes its less or sometimes my team melts some too or its a single boss, wouldnt it be better to have warriors courage for the extra deflect and resistance? Unless the feat that you mentioned existed makes it so you dont have to hit three (if so whats the name of that feat?). And this comes back to if the power is broken or not and i actually do get the deflect.

    • October 21, 2016 at 6:56 pm

      So to start this off, you are playing likely the most powerful class in the game that not only is a complete beast when it comes to DPS but is also an amazing tank. The reason your friends are saying that is because they don’t really know any other build that focuses on tanking as upto this point there was none. Lazalia was likely the first one to start figuring out creative ways to experiment with GWF tank, but it cost him damage loss and significant changes to his playstyle. This build focuses on what I learned during my time that I played this class as well as what Lazalia has tried, and combined several ideas into a build that excels in both tanking and DPS ability.

      The reason this build is so powerful is because you are still using nearly the same feats, boons, and abilities as a full DPS GWF would, but the exception is that you have a totally different play-style that focuses on doing damage as quickly as possible vs. “winding up” to one single hit, which is what Lia Knowle’s build is focused around. The problem with the one single hit like Indomitable Battle Strike is that it has a short and lateral attack. It also roots you in-place for the duration of the attack. Although the damage is awesome, you have only one attack that you can do with likely a cooldown of 12 sec. If you miss for whatever reason, or your indomitable doesn’t crit than your rotation is screwed as 12 sec is about how long a mob group lasts and you just lost DPS. (One argument here may be that yeah you can have 100% critical chance, but the problem is that a companion can die and for that duration of downtime you are out of luck since you have a high chance that you won’t crit. This build works regardless if your companion is dead or alive, there is no true dependency on anything.)

      This build completely ignores the need and use of Indomitable Battle Strike, and takes you out of that dependency allowing you do more attacks overall. Your encounter attacks also expand to 5 instead of three. I did a comparison to a CW in terms of damage per encounter that each attack of Daggers does and it basically doubles any three attacks of a CW. Daggers also don’t have a casting delay other than recharge timer which makes this an amazing ability. Additionally, I did state that this build will defy some of the things that both Lazalia and Lia Knowles preach not to do and many will find a conflict in some recommendations that I have in the build. It is understood that this is a new take on a GWF and will take awhile before people really see the significance.

      Now to answer your questions:

      1.) I’m guessing you are referring to Bravery passive which is great in PVP and does provide the right numbers at least when I run it. I personally, do not recommend using Bravery for PVE, you just don’t need it. You will end up having the maximum amount of defense that this game allows which is around 85% and that should be more than enough to keep you alive. If anything, you may want to run Weapon Master passive and Destroyer together if you don’t have at least 85% Critical Chance after companion activation. Use Wrathful Determination and Destroyer for PVE when you have over 90% Critical Chance with companion activation.

      2.) You are referring to Destroyer’s Purpose, which allows you to have a 25% to get a stack of Destroyer with any number of enemies. This is a must have passive to have.You don’t need any other passives than the ones I’m suggesting. These are fairly standard and tested options suggested by other builds as well.

      • Xzyr
        December 26, 2018 at 5:12 pm

        I’ve been using this build since start. Since I never used my free 2nd load-out I decided to use it trying WD’s and LK’s builds. Just as a side note, I am no where near end game content however, at least on the lower end It. Lvl (about 9k currently) on Dread Legion skirmishes I went from doing 15-18m ish to about 9-11m ish on average. I can’t wait to see my DPS once I have a better It Lvl with this build!

  • October 19, 2016 at 9:46 am

    Hey dude just wanted to say great mod 10 build this has really helped me balsa through the first 32 levels in just 3 days! I mean I’ve gotten so far so quick it’s unreal. Again great build and thanks ?

    • October 21, 2016 at 7:15 pm

      Glad you are liking it as this build’s full potential really starts to shine once you are 70 and geared. I tried my build on different iLVL’s like 350, 1.2k, 2.6k, and 4.2k. Performance increase is exponential. Between 0.3 and 2.6k iLVL you will still be susceptible to insta deaths and general red areas that you watch out for. Between 2.6k and 4.2k iLVL is when you start to really go towards doing massive DPS and taking heavy hits. You start superseding other geared GWF’s after 3.0k iLVL. Getting your mount, companions, and guild configurations is extremely important. The sooner you can get that goal set the better off you’ll be.

  • MIKE Bacon
    October 25, 2016 at 8:09 am

    Are you using Sword master or Iron Vangaurd? Thank you so much for the build and very detailed guide. Amazing!

    • October 27, 2016 at 12:21 am

      This build is primarily for Swordmaster, but I have yet to try it out myself as Iron Vanguard. In general, Swordmaster has been the path to go for PVE and Iron Vanguard for PVP. Thanks for your feedback, I have updated the title and description.

  • Bregmar
    October 29, 2016 at 11:13 pm

    Why wicked strike and not weapon master strike?

    • November 1, 2016 at 11:01 pm

      It’s a typo. Weapon Master Strike is correct. Both Weapon Master and Wicked Strike have very similar animation, so I guess I got those two switched. Thanks for catching it.

  • Mrs Tracey Pearson
    October 31, 2016 at 8:43 pm

    Was going to ask the same, isn’t weapon master strike more viable???

  • Anderson
    November 7, 2016 at 2:45 pm

    Are you sure that WMS count as AOE?

  • Eben
    November 11, 2016 at 1:15 pm

    More then the build itself i loved the clarfication on the at-wills, encounters etc. very well researched and detailed and very informative. The info on rotation boosted my DPS to an incredible amount. Thank you for taking so much time.

    • November 12, 2016 at 9:48 pm

      Thanks for the feedback! This type of playstyle I started looking into once the population started to dwindle at least on the PC version. Often times, you would spend quite a bit of time searching for GF/OP/DC and just have no luck finding the classes you would normally need. Nowadays, I just grab whatever is available and run with it. With all the events going on and such it’s even difficult at times to find a full party. I am working on a video as we speak that addresses these issues and how I handle them. Many times, I purposely structure my team to not have GF/OP/DC to see how well others do. I will tell you one thing for sure, if there is any fun left in this game, it would be seeing the rage quits from the party. It’s almost like seeing that person’s reality shattered right in-front of you. If I can’t bring about change and perception of oneself directly, I do it indirectly, which works well.

      Stay tuned for a video that I will put up soon.

  • November 14, 2016 at 4:28 pm

    Hello and thanks for putting up this great information. I have yet to see a more clearly researched and explained build. I have read so many of these with crazy ideas and no research and this one should change the paradigm of build posts. But I digress.. I wanted to ask if you had decided yet on your race preference for this build. Would a human build take away from the crazy DPS to increase survivability? Is the increase in defense using the extra feats worth that decrease in DPS?

    Thank you.

    • November 15, 2016 at 2:17 am

      Thanks for reading and thanks for your feedback! At the end of the day it all comes down to the limits that the devs have set within the game. From everything that I’ve read so far and what the common consensus is currently, it looks like there is a hard cap on Damage Resistance %, and it is 85%. With my current setup, I am averaging anywhere from 83-87% DR. This means that taking additional defensive Heroic Feats doesn’t really benefit me as much do to sheer amount of defense I already have. Additionally, companions were recently buffed by about 20% on stats and it is very noticeable on the character sheet. I am currently reaching 80k+ Power and 34k+ Defense. I also have 1 more mount to add with Camaraderie bonus which should buff my stats even more. So to answer your question, I don’t think I will be going Human. I think I will stay Dragonborn for now. I was considering going Half-Orc more than going human because of the Critical Severity bonus, but then some people who have done the math said that Damage % > Critical Severity if your Critical Chance is at 100%. I guess at the end of the day both are reasonable good, but my personal preference is with Dragonborn because the stats just keep on growing with each Mod release. The value of the % increases from the race are getting better and better.

      Another thing to think about for the future are the new weapons. Currently most people are wearing Twisted weapons and forgetting the fact that they are receiving a free 2-4k boost to Defense or Power. The defense part is important because it does add a bit of a buffer when taking damage. Currently the gap between my companion and an Archon is 2394 Defense or 2394 Power. This equates to about 6% Defense or 6% Damage. Now consider that people will be switching to new weapons which do not give boost to DR. That’s a 2-4k Defense loss which is same as 5% or 10% Defense / Damage loss. When you put it together, anyone who uses an Archon and switches to new weapons will have about 11% – 16% DR loss total, which is alot. I think damage will be more than made up by the new weapons, but the DR will be a problem considering how much damage FBI and likely the new instance do. There needs to be a balance between DR and Damage, and so you must always watch this balance or you’re gonna start lacking in one or the other.

      • November 15, 2016 at 3:01 pm

        That is excellent information, again. Thank you for the reply.
        I am currently using the half-orc for my GWF and I have always been able to run into the fray and start hacking away at a group of enemies. But this new mod has me pulling back a bit and treading a little more carefully. I am taking tons more damage than earlier mods. I think you have convinced me to switch to dragonborn. Keep up the awesome work!

  • November 17, 2016 at 6:56 pm

    Hello im a lvl 54 gf tank. I was wondering if gwf could be a viable tank atleast around my level? If not do you think it will get buffed soon? Cause i really want to tank with it.

    • November 25, 2016 at 9:10 pm

      You can tank as a GWF but only for the dungeons ranging between 1600 – 2000 ilvl. A dungeon like CN, you can tank but you need at least a DC in party that can lay down defensive buffs for you. With this build you are essentially a mediocre tank/dps for higher ranking dungeons aka off-tank. Those who play with me know that it can be done, it’s just not very viable or dependable on bosses that do 1 shots. I’ve done all I can do to play by the rules of mitigation that have been consistently the same for dungeons upto 2000 ilvl. Starting with CN and newer dungeons, having a ton of defense seems kind of useless for tanking when every mob basically ignores all of your DR and requires secondary layer of defense to even offer any kind of protection. For this reason a GF / OP / DC are still relevant because they offer that secondary layer of protection that you simply cannot stack or obtain through stats. It is possible to tank bosses with a tank pet, but as I said before, that’s not really tanking. So my recommendation is if you really want to play as a tank, than make yourself either a GF or OP, otherwise GWF is primarily a DPS class, but a tanky build allows you to be in the heat of battle a take on a much heavier beating that most other classes.

  • cheap thrill
    November 21, 2016 at 5:19 pm

    hello sir, may i know how did u get 4k reg n 6k lifesteal? what buff it is? ty

  • Gwen
    November 23, 2016 at 7:11 pm

    Hi RDeviant,
    I started playing about one month ago, and I hit level 70 about 3 weeks ago. Now, as this is my first char, and I barely have any AD (BTW, I wasted quite a bit of them doing the wrong things, of course I know a bit better now), I’m slowly building my stats, one piece a time. I just hit 2100 ilev. So far, I have about 30% of the stats shown here, and I’m actively trying to balance them out the same way. Say, I have about 11k power, 4700 crit, 2900 AP, 4300 defence, and so on. But I have a feeling this might not be the best idea.

    So my question: are some stats more important than others at my level? should I focus more on power? AP? are there any stats that may be important at my level, that you ignored in your build because they’re no longer useful at higher levels?

    Just to name one, when I was levelling and now that I’m still working on my campaigns (for boons, mostly, and I have a LONG way to go there), I find regen quite useful. You have to do a lot of running in missions and there’s a lot of time for regen. In epic dungeons, everything is more fast-paced, and you move from one fight to the next, and regen is kinda useless. So now I’m trading it for other stats now (it used to be higher than yours).

    Anyway, I’m really enjoying your build so far… I still die one-shot in epic dungeons, I do PUGs only, so sometimes it’s my fault, sometimes maybe it’s just a bad mixup. I still need to be carried a bit, but I have plenty of room for improvement.

    • November 30, 2016 at 4:14 am

      Hey Gwen, thanks for following this build.

      To answer some of your questions, I would say yes, some stats are more important to invest into than others when you are just starting out. The three most influential stats that you have which contribute to damage are Power, Armor Penetration, and Critical Strike Chance. Since you are playing a GWF, and following this guide, you will be getting 25% extra stats to Power from Armor Penetration and Recovery. You will also be getting 20% of Defense as Power. The balancing thought that goes into this is that you want to invest about 50% of Power into Critical Chance and 33% of Power into Armor Penetration directly. The cap for Armor Penetration is 60% or 6,000 Points. Once you hit this cap, as a leveling character you can stop investing into it. So, looking at the stats you mentioned, they are almost perfectly balanced with the exception of AP and Regeneration. For AP, you don’t want to have more than 1000 points as the stats have severe diminishing returns after 1000 points. Regen is mainly a useless stat in GWF because you will be recieving decent heals from Life Steal.

      Additionally, I would recommend getting VIP that gives you keys, which you can use to open lockboxes that give you Trade Bars to buy the Dusk Set. You just need 2 pieces for the bonus. The set can last you for a good while and it helps alot when solo or in group.

      • Gwen
        December 4, 2016 at 11:02 am

        Hi, thanks a lot for your reply. Very useful info. Unfortunately last weekend I bought a White Tiger as my first better-than-green mount, and my Armor Pen just went out of the roof 😛 last time I checked I was over 5000. Well, I guess I’ll have to live with having less then a perfect balance. As for VIP I’m thinking about it… I just quit Eve Online, so I might spend a bit on neverwinter. I get the Dusk set is available only via lockboxes. I have Alliance armor now, thinking of upgrading to Drowcraft with ichors.

      • April 4, 2017 at 9:58 pm


        This is my current loadout:
        But I’m considering the dusk chest armor and arms… I’ve thought about bot the dragonflight and Elemental Elven chest and Elemental Drow Arms… But I’m not able to decide. going for dusk I lose about 800 crit but gain 1800 power. going for Dragonflight I’m not able to get setbunus without either dropping bloodlords or Headsman’s…

        do you have pointer for me? 😛

        • April 6, 2017 at 11:52 pm

          Go for 3 piece Dragonflight and 1 piece Drowcraft. If you decide that you want a different head piece than go for 3 piece Dragonflight and 2 piece of your choice for helm.

  • November 30, 2016 at 10:08 pm

    What about a yeti for a companion? I am a newb and don’t totally understand the mechanics of how pets work. Or is it’s attack speed too slow?

    • December 11, 2016 at 4:12 am

      From what I gathered so far Yeti seems to be bugged and doesn’t actually give you the damage boost that it says it does. However, it is still the best tank pet around and also make you grow. I was considering on getting it, but I guess I’ll wait till they fix it or until another pet comes around.

  • December 3, 2016 at 7:18 am

    Hello Rdeviant. Thank you for this build! I am fairly new to NW (Started in September on PS4) and my GWF is my first character. I currently have an ilvl of 2712, have my twisted set (Epic), all items are epic, all artifacts are legendary, and i just got an emperor beetle today (12/2/16 but the rest of my mounts are not so good…) based on your recommendations. I have a wheel of time, but have been using my symbol of water as a primary artifact. My guild is only rank 5 atm, and we have a def. Boon of 1600 (nothing else yet) My companions are (all epic) a Fire Archon, Air Archon, Mercenary, and Erinyes of Belial (sp?) Most of my enchantments are rank 8,9, or 10. I have a greater vorpal on weapon. As I have been following your build fairly extensively, I would love to optimize my build but I am not sure what I should focus on first, My goal is to be able to “solo” most 5-man dungeons, as you described. I am 95% focused on PVE. Is there any way you can help me with my optimization priorities? Please let me know what info you need (i.e. Stats, screenshots, etc.) or what I can do to assist you in your efforts to help me.

    • December 11, 2016 at 4:52 am

      I would look at your character as a machine that is split into four parts; gear, build, companions and mounts. All parts contribute a certain amount of benefit to your character that make it the final product of your contributions. The two areas that you want to focus more than others are companions and mounts.

      The primary active companion enables you to get upto 285% of its’ stats as well as +15% more as a legendary bonus. So looking at that alone, your active companion is the single highest contributor to your performance in comparison to everything else. So what this means is that you should start there and see if you can get yourself 3 bonding stones between rank 10 – 12. This will likely be your 2nd most expensive buy next to the Beatle mount, and most worthwhile investment in the game. As far as companion gear, ideally you want loyal gear, preferably what I have listed, but likely it will either be too expensive or unobtainable at this point in time. So what you may want to do is focus on going for burst buffs and maybe try out sudden rings. You can also go for adorable bites gear, or the new Svaborg rings once you get into that dungeon. Ideally, static stats would serve you better for companion because of the stat tripling effects. For companions to use, you can use Fire Archon, Siege Master, Erines, Air Archon, and Earth Archon. This setup should give you a decent boost.

      As far as mounts, your goal is to get as much power and defense as you can so if you can get yourself on any 4 mounts with Protectors Camraderie and one mount with Protector’s Friendship, I think that will likely be the best setup you can get for mounts. The bonus damage that you get is an increase to yout base stats before bonding stones activate. So if your resting Power is 29k than you get about 6,380 Power added to your character and with 20k Defense about 4,400 Defense added. From that 4,400 Defense you also get additional 880 Power for a grand total of 7,260 Power or 18.15% Damage increase at all times during battle. This is a significant bonus that only grows as you improve your character.

      As for hitting the soft numbers to start tanking, you want to try to hit following base stats:

      HP: 115k+
      Power: 25k+
      Critical Strike: 10k+
      Defense: 10k+
      Armor penetration: 2.5k+
      Life Steal: 6k+

      Keep inmind that Life Steal amount is proportional to the amount of defense you have. The more defense you are stacking the less Life Steal you need for most cases. Life Steal is relevant in cases where the frequency of attacks taken is higher than the frequency of Life Steal activated. If that is the case than you are going to die. As a GWF, you hit very hard in general, a single attack is enough to likely heal you to full health on Life Steal activation.For this reason you can get away with lower Life Steal rate for general purposes. The other factor to keep inmind is what At-Will you use and when as well as encounters. Your Sure Strike is the fastest attacking At-Will that rolls the dice on Life Steal the fastest. However, when you are surrounded by multiple mobs the frequency if damage taken exceeds the frequency of Life Steal activated, which will lead you to die if you keep using Sure Strike. When surrounded, always use up Daggers followed by Weapon master’s Strike. Adjusting your skill use based on situation will keep you alive for a very long time.

      The above is the general idea, and should help you to get to where you want to be. I’d recommend finding a guild that is around the range 15 – 20 ranking, but ultimately it is your call. The guild stronghold plays a huge role in building your character for current modules with upto 16k stat points at play.

      • Hujaxa
        December 11, 2016 at 6:38 pm

        Awesome! Thanks for the tips and advice! I have really done nothing with Life steal. I am close or over on the rest of the soft numbers (Power is only 19700) but I have the rest of the numbers except life steal. I will start working on that. I have never heard of the adorable bites or Svaborg gear. Is that PC only or is in the Fangbreaker area? I obviously am not there yet. Thanks again!

        • December 11, 2016 at 8:25 pm

          Ya, definitely start investing into Life Steal, it is a huge boost to your survivability. As for Adorable Bites and Svaborg Rings they are PC only item currently. The Adorable Bites items, I don’t think you can get them anymore. They may have been a gateway only item, so on PC they are very expensive. The svaborg rings come with the new dungeon in Mod 10.5 that just released. The rings aren’t the best, but better than most rings that are obtainable in the world. Most people still prefer to use Sudden or Rising on companions which works too. Rising rings might actually be great too, but I haven’t tested them on a companion yet to see if they give you the tripling effect.

          • Jason
            April 20, 2017 at 2:56 pm

            i do believe you can get the adorable gear from the legendary new life companion pack, as i have pulled 4 adorable talismans from it

  • Graunarim
    December 11, 2016 at 8:01 pm

    Great guide! I was running Lia´s guide before, but it didn´t fit into my playstyle and I died too often. Now my survivability and damage increased a lot. Thanks a lot RDeviant.

    • December 11, 2016 at 8:35 pm

      Her build is more focused on doing DPS and having other classes covering other stats that she may be missing. She runs with geared players likely very often that basically create a sense of invincibility because of always having a DC, OP, or GF in a party. I don’t run premades not for PVP and not for PVE. The only reason I still run dungeons is for the sense of unpredictability from your party composition. Running with different people on daily basis helps with understanding styles and knowing what works and what doesn’t. In the game I am now considered a Tank as well as High DPS even though I don’t have new gear or new weapons. This build is all about utility and what you can bring to the party. I never ask for GS because I can compensate for other people’s shortcomings and that is fun for me and doesn’t keep other people out if a dungeon just because they are lower GS. These people learn the dungeons, gear up by next event and start running their own parties, etc. There is no needs to push people out and this is what I like the most about the build, the flexibility to run with almost any party composition without dependency on DC or OP or GF.

  • Kalevanji
    December 12, 2016 at 11:09 pm

    Just started playing NW and wanting to make a GWF. Great guide BTW! Question a out the starting stats for a human. Why more Dex then str when they have the following
    Def bonus?

    • December 15, 2016 at 8:05 am

      Dex gives you more Critical Chance and other beneficial stats that are harder to get through other sources. The more Critical Chance you get the more slots you will have available later on to increase damage through other means.

  • Blue
    December 14, 2016 at 1:37 am

    I like this build but is there a way to alter it abit (first time player) i wanna pick human and make Str (more focused) , con (second focused), and decent dex . what do you recommend

    • December 17, 2016 at 11:34 pm

      I think you can make those changes just keep in-mind that between STR and CON, STR will be a much more beneficial stat for you than CON. I think that if you are focusing on PVP, you could make it work, but you will likely want to switch to Iron Vanguard and change out a few feats. For PVE, any points placed in CON that are placed after base rolls is basically a huge waste. Most of the HP bonuses are gained through boons and a mix and match of gear. Theoretically, I could have more power and damage but I would lose survivability, which would basically make tanking no longer possible. But like I said, a few points probably won’t make a huge difference, but anything more than a couple will be noticeable.

  • Anderson
    December 15, 2016 at 10:15 am

    Which sigil would you recommend other then the controller? I Have the devoted, warlock, paladin and gwf

    • December 16, 2016 at 2:06 am

      I used to have the GWF Sigil, but I later switched it to the CW Sigil because I had too much Armor Penetration and not enough Critical Chance at the time. Depending on your stats, pick the one that would balance out your stats. For primary, I definitely recommend using Waters artifact, but you can also use the DC Sigil as well.

  • Furyfeet
    December 15, 2016 at 10:41 am

    Which companion is viable instead of zhentarim because it seems like you cant get him anymore or am i wrong?

  • Furyfeet
    December 17, 2016 at 11:19 am

    Which companion is viable with your guide instead of the zhentarim warlock? I am a new player and it seems like it isnt possible to get the zhentarim anymore or am i wrong?

    • December 17, 2016 at 11:26 pm

      I got my Zhentarim Warlock from the Auction House and leveled him up from green to legendary. I don’t remember where he comes from, but at the current state of the game I would look for a different companion to use as a primary. Ideally, you want a companion with 2 rings and 2 offense / 1 defense type of setup. You could go for the Fire Archon if you wish, but his current passive kicks in only after you attack something that is under 50% HP. Additionally, Fire Archon seems to be bugged hence why it is so rampant. I am going to change out my Dancing Sword for Seige Master to get that flat 4% damage bonus. As an alternative primary companion I am currently looking into others, but until I get my full endgame gear it will be difficult to guess. For now, warlock works for me even at a loss, but I will be changing him at some point.

  • cFROSTYscriv
    December 20, 2016 at 10:51 pm

    Everything I have read has stated than running more than 1 Protector’s Camaraderie gives diminishing returns.

    • December 23, 2016 at 8:51 pm

      That’s true, it does have diminishing returns, but when you add everything together including the defense / crit insignia’s into the mix it adds quite a bit. With a single protector’s camaraderie you are getting a full 3% buff that stacks upto 4 times for a total of 12%. With protector’s friendship, you get another 1% for a total of 4%. Together these two would give you 16% Power / Defense. However, you could go further with this and take that number to 22%, which is a significant increase considering that everything else offered is temporary and isn’t up at all times. I am however looking into this and exploring other options like Assassins Covenant and Shepard’s Devotion. Assassin’s Covenant is a decent choice, but it comes at a cost of you losing out some of your other stats. With the new gear released in Mod 10.5, defense is quite a commodity to have. I’m already topping DPS charts without at least extra 15% damage that most people have and losing out on a few thousand of Power doesn’t really make much difference.

  • suari
    December 22, 2016 at 11:07 pm

    I read in Lia’s build that mighty blade ‘ Only works with powers that have the ‘burst’ tag on them,’ so there is no bonus damage when Weapon Master Strike is used. What is your opinion on this?

  • Furyfeet
    December 26, 2016 at 1:05 am

    I have a question i cant Figure out which one are the Best artifact weapons at the Moment because i saw a few people Who used the artifact weapons from the heroic missions and now im Not sure if I should take the twisted ones or the ones from the heroic and if I should the heroic ones which one would you recommend? Thx for the help you are awesome!

    • December 26, 2016 at 9:53 am

      I am currently using the new weapons and the Orcus set, but be warned that the grind is real with the new weapons and armor. The devs made sure to make you waste a ton of time to obtain the new gear.

  • Furyfeet
    December 26, 2016 at 3:53 pm

    And which artifact weapon Set are you using? Fire earth air or water?

  • grease
    December 27, 2016 at 6:43 am

    do you put r12 bonding on all your companions, or just the active? just asking cuz it looks like you only have your active companion stoned.. great build btw

  • December 29, 2016 at 8:26 am

    The rings on your companion where do you get them? If they are unobtainable what should i use instead?

    • December 30, 2016 at 2:24 am

      They were only available on the PC since they come from the Sword Coast Adventures that is not currently available. On PC, you can still buy them but they will be very expensive, around 1 mill AD or more. For PS4 / Xbox, you should aim to get the new Svaborg rings from the newest dungeons like FBI and MSVA. If you are looking for something right away than go for the Sudden rings +4 / 5 from EDEMO, which should be available to you.

  • mr.J
    January 1, 2017 at 5:03 pm

    Ae you sure about this comaraderie stack thing ? Cause if it gives you 22% dmg then why would ppl go for any other insignias ? Of all the guides out here you’re the only one I saw that uses the same one stacking it on 4 mounts. Cause if this is legit I’ll drop all I have on my wizard and just get 3 of camaraderie, 1 friendship and 1 assassins covenant.

    • January 1, 2017 at 9:09 pm

      Protector’s Camaraderie (1st is 100%) = 3% x 4 stacks is 12%.
      Protector’s Camaraderie (2nd, 3rd, and 4th is 25%) = 0.50% x 4 stacks is 2% x 3, or 6%.
      Protector’s Friendship (100%) = 1% x 4 stacks is 4%

      Total Sum = 22% Power and 22% Defense.

      I’ve been retesting the 4th Protector’s Camaraderie and it does not seem like it works as it should. One of the reasons I use this setup is because of a nice synergy between Critical Strike and Defense stats that you get from Barbed and Regal Insignia’s. When you add all stats together it’s a good bonus. However, since the new weapons and armors add a good amount of Critical Strike and Defense, I am testing out a few variations. One of my considerations is using Assassin\s Covenant instead of one of the Protector’s Camaraderie’s because the bonus from that is about 3700 Power to my character.

      As for CW, your route is a good choice to go with, but I would consider doing something like this:

      1 Protector’s Camaraderie (12% Power / Defense)
      1 Protector’s Friendship (4% Power / Defense)
      1 Shepard’s Devotion (5% of Power to Defense, Deflect, Movement)
      1 Assassin’s Covenant (Convert 10% of Defense, Life Steal, and Deflect to Power)
      1 Gile or 1 Barbarian’s Revelry (This one is really your choice)

      That is the setup I would use on a CW because of how quickly you can spam dailies. This is about the same setup I am also using on my DC.

      • mr.J
        January 2, 2017 at 4:34 am

        Thats my setup. Except I use gladiator guile. I just cant handle being slow. Also artificer persuasion instead of devotion. I dont want deflect or movement in combat cause its 1 hit kill anyway so its a waste

        • January 2, 2017 at 5:42 am

          I tried out Guile and I am mostly undecided in it’s effectiveness. The reason Shepard’s Devotion is great is because you can get your movement to around 13k or so which is a huge boost to your mobility. Additionally, Assassin’s Covenant converts 10% of Defense and Deflect back to Power. There is a synergy between the two options.

          • mr.J
            January 2, 2017 at 1:11 pm

            How can u be sure that covenant takes from devotion ? What if its like bondings effect where ur cleric power share does not include power coming from bondings. Its probably this. Just like when negation only increases by 1.5% of ur gear defense not the overall buffs u get. Im inclined to believe that covenant works the same way. Unless u can prove something else.

  • January 19, 2017 at 9:56 pm

    I enjoyed the build and I am going to test it with the one of the many respec tokens I got from the holiday festival. I am a 2.9K on the 4 and the current AA craze has reached the point where Alliance members are requesting no tanks on High End content just AA/AC/DC. Do you think Cryptic is going to allow this to continue? Because it definitely impacts the usefulness of the build.

    • January 21, 2017 at 12:54 am

      This build has been useful way before the the AA craze became a thing. Just see the video I posted and you will see what I’m talking about. I have been working towards pushing the limits of this build as a tank and have so far succeed tanking CN, MSVA, and FBI as the endgame content. MSVA and FBI most certainly require several DC’s to do them right, but as a GWF, you are more than capable of running them as a tank with the right build. This build is extremity viable and will be even more popular in Mod 11 due to certain bonus from weapon sets in Mod 11. I however will likely not be going for those weapons as I just obtained the new weapons, but if I just started over, I would most certainly go for them. I will be updating this guide with some new findings based on new gear and where to go next as far as setup goes.

  • ScorZa
    January 22, 2017 at 11:28 am

    Hi i like your build and it is going really well so far but i wanted to ask about wrathful determination since i have only 7k crit right now should i use weapon master class feature at least for now ? (about to buy t.vorpal) btw does that 45% dmg buff still works ?

    • January 29, 2017 at 11:55 am

      If you are sitting at about 85% Critical Chance without Weapon Master than you are set. Anything lower than this and you may want to use Weapon Master / Destroyer combo instead. Wrathful Determination still apply the said bonus.

  • January 23, 2017 at 10:10 am

    Hi i’m gonna buy t.vorpal in few days i’ve been wondering would it worth with 41.1 chance of critical strike ? (if so should i use weapon master class feature instead of wrathful determination for bit more dps with crits when i get t.vorpal? )

    • January 23, 2017 at 10:14 am

      made a mistake by commenting similar things in 2 slots sry for it i’m newbie in site so i don’t know how to delete the other comment

    • January 29, 2017 at 11:57 am

      With 41%, you may want to hold off on Wrathful and use Weapon Master / Destroyer passives instead. You will get more out that setup until you get your crit higher.

  • jsinesiobh
    January 29, 2017 at 7:51 am

    Hello, I stopped playing in 2014 and now I will return, I have seen that the game has changed a lot. I would like to know the best compilation for PVP with GWF and the best incantations, so I buy the correct ones. I’m raising my character to level 70. I have a Human GWF. Congratulations for your work

    I’ll be waiting, thanks!

    • February 4, 2017 at 5:43 am

      This build is not really a PVP build and hasn’t really been tested in the PVP scene. However, given that you have the right amount of Tenacity and proper team setup, you can still do decently well. Don’t expect to ROFL stomp everybody, but you’ll dd OK vs. decently geared players. A Vanguard paragon GWF will still perform better in PVP.

  • January 30, 2017 at 7:14 pm

    Switched to the build and I am enjoying it. I am 2.8K on PlayStation 4. I am still using the Fire Archon companion. My question is since we don’t have Loyal Avenger on 4, has anyone tried Will-O-Wisp companion? It has 2 Off and 1 Def for Bondings, and 3 rings. Active bonus is control and control resist and it stuns. It looks like a PVP companion, but has good slots.

    • February 4, 2017 at 5:40 am

      Interesting that you mention Wisp. It’s been on my radar for awhile, but from the sounds of it, it can be a very useful companion. I haven used it yet, so is it a melee or range type companion?

  • Jahdr
    February 2, 2017 at 9:39 am

    Hey im following the guide step by step. Is doing great damage and is amazing, my question is: im currently using the dusk set (chest and feet) dowcraft clothes, and the sellet and arms, and ive got plenty of dragonflight fangs wirh me and in this guide u dont mention which one could be useful, i was trying to go for the dragonflight arms but it would break my set bonus. And the ones u mentioned above are the elemental ones which i cant craft yet. Which one u suggest i should change? Try to get two pieces of normal dragonflight or just keep using mine till i can craft the elemental?

    • February 4, 2017 at 5:36 am

      The reason I have been using the three set Elemental Dragonflight and 1 piece Elemental Drowcraft is primarily because of the total stats that you get for running this particular setup. Many people that go for the Dusk set go for multiple reasons mainly because it is very cheap to get and offers a decent bonus. If you were to compare the setup I have vs. the Dusk set you would find that the Dusk set actually has less HP and less stats overall. One factor that is usually being missed by most is the conversion of Armor Penetration to Power. Never forget that as a GWF you have a unique advantage over other classes in that you receive 25% of Recovery and Armor Penetration as Power. In other words, an armor piece with 1k Armor Penetration gives you an extra 250 Power for free. While the common reasoning for Armor Penetration is that you should not have more than 60%, you should always think ahead and consider the extra free bonus that you get. One of the reason I am able to do what I do is because I take advantage of the bonuses that the class gets from Power, Recovery, and Armor Penetration.

      Given the situation you are in, I would still recommend getting the 3 piece Dragonflight and 1 piece Drowcraft until you can get yourself 3 pieces of Headman’s Vivified armor. and 1 piece of helm as Bloodsage Helm. This is the next meta build for this setup that will do well. Additionally, I’ve recently received the Bloodstained shirt from EGWD that is the new 150 ilvl shirt with an interesting bonus. I haven’t updated the guide with this info yet, but you know now what you will need to get next. Farming for the new armor will take you a month or more to get it and likely just as much to get it all upgraded.

      • Jahdr
        February 4, 2017 at 2:40 pm

        Okay thank you for letting me know. But bfw where do i get the other equipment that u mentioned? I know the headman axe i get then from the relics but are the other new ones? Sorry just wondering

        • February 4, 2017 at 7:19 pm

          You get the armor from FBI dungeon. May take a good while for the right gear to drop, but you are looking for 3 pieces of Raid armor (Arms, Chest, Legs) and 1 piece Assault armor (Helm).

      • Gwen
        February 6, 2017 at 6:58 pm

        Hello again, I’m kind of in the same spot as Jahdr, thinking on how to upgrade armor, while grinding for ADs, which I need to upgrade companion, stones, enchantments. It’s a very slow process. But thanks to this build features, you almost can’t go wrong with armor. Currently I have 2 pieces of Dusk set and 2 of Drow set.

        For now, I think I’m low on crit (~40% crit chance). So I get all pieces that give me crit first. ArPen I got plenty from the mount bonus, so I tend to avoid it. Guild offense bonus is power (the other being defence). Armors have 2 stats, one primary, one secondary. So I choose the option that gives me crit, possibly primary. DF Assault Scalemail, for example (even if it has ArPen as secondary). Then I choose power. So it’s power + crit possibly. DF Raid Greaves are just perfect (pow primary, crit secondary). These are my first two upgrades. For head and arm gear, I have Drow (both crit primary, ArPen secondary). I’m not hard pressed in upgrading those. When I get another purple mount (possibly +2k defence) to replace the white tiger (-2k ArPen), I’ll switch to DF Assault Sallet (ArPen primary, crit secondary).

        Jahdr, your miliage may vary. But since almost all armor pieces come with bonuses in power, recovery, crit, or ArPen, and this build benefits from any of them, you hardly can go wrong if you upgrade. More stats is always good. Just keep an eye on what you need the most, when choosing among different sets (Assault or Raid). Also, if you’re around my item level (~2450), I think even recovery isn’t bad to have, ap gain and shorter rotations would help too (I chose crit over recovery, but again I don’t think there’s a “bad” choice here).

        BTW thanks again RDeviant for this build. Listening to veterans in my guild going thru combat logs with ACT after I came out first in damage in dgn run just to figure out “how” was just priceless. 🙂 That doesn’t happen often (of course there’s not magical way I can beat guys with 3500+ gear), but still. BTW, I scored 36% damage from sure strike, 36% from weapon master’s strike, 18% from hidden daggers. Not that it means anything, just a fun fact.

        • Jahdr
          February 6, 2017 at 11:22 pm

          Hehe yeah that have happened fo me already, been doing more damage than warlocks on my guild and other players too! I feel very confident with this build and also what i have those arw my stats with 2570 ilv:
          14k power
          9k crit strike (crit chance 44%, severity %100)
          6.6k ArPen
          2.2k recovery
          4.2k defense
          -64% resistance ignored
          +20.2% damage resis
          15% deflect

          Still work in progrss and looking forward to get my lostmauth set in epic (waist + neck)

          • Gwen
            February 14, 2017 at 6:55 pm

            I gave up on that (Lost set). It seems it has been obsoleted by Orcus’. I won’t spend a single AD in upgrading the set, I’d rather upgrade something else. Or buy and upgrade the wheel for example. Or the third bonding stone. Or all enchantments up one rank. 🙂

            2529 ilv

            95k HPs
            23k pow
            6,9k crit (41.3% – 92%sev)
            6.3k ArPen (-61%)
            723 recovery
            11.5k defence (38.3%)
            1717 deflect (20.8%)
            1500 LS

            w no buffs.
            Next on my list: upgrade the DC Sigil, then upgrade and replace def. enchantments from azure rank 7 to radiants rank 8. Offence slots from azure r7 to azure r8.

            BTW thanks RDeviant for the update.

        • February 8, 2017 at 12:48 am

          I am glad that you are enjoying the build. I’ve finally obtained and vivified my three pieces of Raid Headsman gear and the results are great so far. It has been an expensive upgrade, but I think it is worth it in the long run. I’ve also obtained Bloodstained Shirt, which gives nearly 1k Life Steal and has an interesting equip power. Even though I don’t benefit much from the bonus, I do gain huge benefit from Life Steal, which is very hard to obtain without major loses. The new gear plus Bloodsage helm has given me an additional 10k HP and has rendered Crit at near max. This means that I will need to swift a few gear pieces to add extra power and other stats. I’ve also reached a point where I can do backwards stacking, which will provide me with an additional 3k Power through Assassins Covenant. I have alot of work cut out for me now, but the next big item to get is the Historian Regalia, which is basically the best chest piece in the game for GWF sitting at ilvl 160.

  • February 5, 2017 at 1:52 pm

    why you choosed in maze engine stamina instead of AP?

    • February 12, 2017 at 1:25 am

      The stamina offers 10% faster regen while in battle, while the AP offers 3% overall. The extra 3% won’t make much of an impact to getting AP while the 10% more stamina offers more utility to move from pack to pack. Many forget that a GWF that uses Sprint will be immune to control effects and receive less damage from hard hitters. Fighting bosses or mobs that are fast will require you to move often and use up Sprint. This is one of the reasons Battlefury is so beneficial and extra stamina is always great.

  • February 5, 2017 at 7:59 pm

    Hey RD, Thank you very much for your guide! It has helped me alot but im still a fresh 70 at 1784 IL and wanted to ask where you think I should focus to build up faster. Campaigns? Dungeon Runs? I’m trying to get to 2-2.5k so I can start doing demogorgon and such. Can you help?

    • February 12, 2017 at 1:35 am

      I know that running dungeons for 2-2.5k ilvl is not very pleasant so I’d recommend upgrading artifacts, enchants, and doing campaigns as much as possible. Campaigns are long-term investments that add alot to your character. Definitely get Dread Ring and Sharandar out of the way first as those seem to be the quickest. As for enchants, look for cheap R8’s that you can get a hold off and slot where you can. At the end of the day, a good companion and mounts will provide you with about 50% more stats and performance to your character. Run edemo when you can, but my recommendation is to run 2 dungeons and 2 skirmishes a day at least. For dungeons, run ETOS x2 as it guarantees you will get at least 1 epic at the end of the run worth about 6k AD. For skirmish, timewise run ESOT x2, that will provide you with extra AD as well as salvage and will not consume your keys. With recent changes, ESOT will provide you farm-able AD if you got the time. Forget about running every other dungeon unless you specifically need something from it like running EGWD for a new shirt or VT for Energon, etc.

      • February 17, 2017 at 6:51 pm

        TYVM, yeah I auction housed some stuff but mostly have draconic enchants but im slowly getting the savage and brutal ones. The Boons have helped alot, I just need the boons from Sharandar, finish Maze Engine, Dread Ring, and Underdark then I can take on Icewind Dale without getting roflstomped by the mobs.
        Here’s what I got currently, https://gyazo.com/33fbb60642526a8d59187ffbf1d9fb0a

        • February 19, 2017 at 2:18 am

          Don’t forget to stack Life Steal where you can. You will notice quickly enough the kind of difference it makes to your survivability. For outside of dungeons look into getting 2 piece Dusk set, it will make your life so much easier. You can buy the pieces on AH or you can get VIP and get it through lockboxes. The set heals you about 3k every sec when you are outside running content. It’s a huge booster.

          • February 22, 2017 at 6:15 am

            Everything except Icewind & Storm Thunder is easy and i’m unkillable. Half the dungeons im unkillable in too. Then it goes to instant dead LOL odd but funny. Yeah now that nDemo is always available ill be runnin that non-stop Maybe some Tiamet too idk. That will help with the set pieces quicker.

          • Gwen
            February 22, 2017 at 11:58 am

            I don’t think you can get Dusk pieces from AH. It’s tarmalune shop only.

            My current setup is:
            Drow Sallet (+10% res. vs Demon type)
            Dragonflight Assault Scalemail (no bonus)
            Dusk Assault Vambraces (regen bonus)
            Dusk Raid Greaves (+5000 HP, +1000 power, +1000 defence bonus)

            I have also a spare Drowcraft Scalemail (I thinking of using it for demogorgon only).

            Since recently I started running ndemo and CN, and plan running edemo, I find I’m not compelled to upgrade. Actually I feel kinda stuck. +10% res is equivalent to more than 4k defence. I’m not sure but looks like many mobs are of the demon type in n/edemo and CN. The 2x dusk bonus is damn good, IMHO. At just short of 100k HP, +5k HP is more than +5%. That alone is a bonus hard to pass on.

            Upgrading everything to DF would give me better stats, but bonus-wise, I’d get -10% res vs. Demons, -500 power, -1000 defence, -3000 HP, which kinda nullifies the stats increase.

            So, getting the gear RDeviant mentioned is the plan in the long run, but on short term I’m not sure.

  • February 9, 2017 at 10:50 pm

    What reinforcements do you use on your armor and jewelry?

    • February 12, 2017 at 1:40 am

      For jewelry I use Major Action point Gain kits. For Armor I use Major Critical Strike on all parts. With new armor, there is no more crit stacking required once Mod 11 drops.

  • Jesuss
    February 11, 2017 at 10:39 pm

    Any news on a new companion? I’m struggling to choose which one to use!?

    • February 16, 2017 at 3:59 am

      At this point in time I will say that you should aim for a companion that is ranged and has 2 Offensive and 1 defensive slot. What stats the companion has or what active bonus it has also don’t really matter much. I have Loyal Avenger gear on my Warlock and he has it in Talisman x 2, and 1 Ring setup. There are very few alternatives with that setup that are actually better than what I have and so I will wait till more companions are introduced or new companion gear comes out. I will not settle for anything less than Loyal Avenger gear so for now I’m sticking with my Zhenthim Warlock even though the bonus sucks.

  • Fighter
    February 12, 2017 at 6:11 am

    Which companion should I use? I’m on PS4 and struggling to choose? Please help!

    • February 16, 2017 at 4:02 am

      Pick any companion that is ranged and has 2 Offensive and 1 Defensive slot. I’ve narrowed down at least that the ranged proc your bonding much better overall especially if you are melee. I’ve tested Con Artist on my DC and lets just say that other than Bosses, the proc rate is horrible.

  • February 17, 2017 at 1:42 am

    Hi RDeviant, loving the guide but have 2 small questions regarding Companions and Mounts…
    Out of the mounts you list (the ones easiest for me to get) Guard Drake (Power), White Tiger (Armour) and the Giant Crab (Defense), would I select the Drake if I want to be a bit more offensive and the Tiger or Crab if I wanted to be more tanky?
    As for companions your summary is basically as long as they are ranged with 2 offense and 1 defensive slots whatever other bonuses they have comes down to what I prefer personally?

    • February 19, 2017 at 2:04 am

      Hey Matt,

      The mounts that I have listed are ones that have Protector’s Camaraderie or Protector’s Friendship as their insignia bonus. Which one you choose as your primary mount is completely upto you. If you are seeking to achieve the mount bonuses for getting extra 20+% Power and Defense than you will want to obtain some or all of the mounts that I have in my setup. If you are just starting out and looking for something temporary than any of the mounts will work for you.

      As for companions, a ranged companion with 2 Offense and 1 Defense will do just fine. Keep in-mind that most enemies in Neverwinter have 15% armor penetration. This is partially why stacking defense is so important as a way to counter this debuff.

  • ScorZa
    February 17, 2017 at 6:46 pm

    I have to ask one more thing for mod 11. Which enchant you would prefer with the buffs other than vorpal ? cause i just personally don’t like it and if you can tell me an alternative i would be appreciated.

    • February 18, 2017 at 1:10 am

      I tested out both Trans Flaming and Trans Lighting while I was on a test server. Both do significant damage after update, but I think Flaming might be more overall damage because it does a DOT and critical damage. Lightning on the other hand does not crit but it has a ridiculously far range for hitting targets. I think Lightning enchant is bugged so likely it will do more damage than Flaming. However, my Flaming ticks were about 6-10k DOT ticks per target. I should’ve run ACT to really test things, but I was testing something else at the time. With that said, Feytouched got a buff too, which can actually be much better than it currently is.

      • ScorZa
        February 18, 2017 at 9:41 am

        ok so i do have lightning atm i can look for fey and flame too after mod 11 patch thanks for answering 🙂

  • Graunarim
    February 17, 2017 at 8:32 pm

    Hi RDeviant, I am running with my twisted weapon and Orcus set, I was too lazy to farm for the Storm Kings set.
    In mod.11 new weapon sets are comming, Which one do you recommend?

    • February 18, 2017 at 1:12 am

      Relic weapons are still BIS, but I would look into the illusionist weapons as those seems very interesting to me. Usually stuff that is the weirdest or unknown is the one that’s most broken, so we’ll see.

  • February 28, 2017 at 5:54 am

    RDeviant, great build, I was working off of Lia Knowles build, but I feel like my character is too spongey and loses health too quickly, I like the sound of your profile, so I was wondering, on one screenshot it says you have Bravery active, but then you mention Wrathful Determination.. what should I go for?

    Cheers for all your help and thanks in advance for any help you can give me.

    • March 1, 2017 at 5:03 am

      At endgame you want to use Destroyer and Wrathful Determination, but if you have less than 85% Critical Chance after full procs of bondings than you will benefit more from using Weapon Master and Destroyer actives.

  • March 3, 2017 at 8:22 am

    Hi, I’m a really new player (couple weeks, just made my first 100K AD,) with a lvl 65 GWF. I was origionally working off a IBS build, but it’s too squishy and too slow (as in, long wind-up time, like you said) for my liking. I’m going to reset and aim more for your build. If you have a moment, I had a few questions.

    On stats as I level:
    I know you’ve already said to emphasize power, crit, and ArmPen in another reply, which fits my current build, but to what extent should I emphasize life steal, defense, and hit points as I level? And good rules of thumb so I can re-balance properly and don’t become unbalanced as I improve?

    On companions:
    I know you said on another post that Zhentarim Warlock isn’t ideal, and that starting now you’d pick another. The criteria you’ve mentioned so far is Ranged, 2 offence 1 defense, short cool down, and ring equipment slots. Problem is, since I’m so new, I’m not sure what companions fit that description. As you said, it’s expensive to level a companion up, so I want to chose right. Any suggestions? Any word on if Willow ‘o Wisp is ranged?

    On mounts:
    To clarify, I can use any mounts in my stable as long as they can gain the insignia bonus? So I can get a beetle for my main and cheaper ones for my stable?

    Finally, any advice I’m not thinking to ask?

    Thanks for your time, and the build; the whole thing as been very informative.

    • Gwen
      March 7, 2017 at 12:37 am

      Beware that on mod 11 underdark rings no longer work on companions.

      On mounts: you can choose the mount you want as your current one, and still activate bonuses from another active one. For example I use a winter wolf w ArP and speed bonus from a white tiger I have in my stables. Of course blue+ ones provide 3 slots instead of 2. BTW, there are quite a few bonuses that are useful. The 2nd Protector’s Camaraderie gives you only +0.5% power, that depends on how much power you have to be useful. At low levels, I’d choose another bonus. E.g. I have 23k power cold. 0.5% is just 115 power. I find Assassin’s Covenant might be better for me.

    • March 9, 2017 at 3:16 am

      For stats balances, I would refer to the images I have in my guide to see the “target” stats you want to get. With that said, I played majority of my time with about 3k Life Steal. That’s basically around 11.2%, which is very little and is on the boundary between life and death. The only reason that amount os viable is because of how much DR and HP I have as well as how quickly I attack. In addition to that, your Incoming Healing Bonus also plays a huge role here as it provides you an increased amount of heal from Life Steal heals. I get around 30% more Life Steal healing added to the damage I deal. So if I hit something for 100k and Life Steal activates, I heal myself for 130k instead of 100k. Majority of the player base in Neverwinter undervalue the importance and benefit of Incoming Healing Bonus. This means that my Life Steal has to activate only once to completely heal me as compared to other classes that need multiple activation to heal to max.

      For companions, I would just go with any ranged companion based on criteria that I listed to Russell’s comment. However, the most common companion right now is Fire Archon. I personally currently use Zhentrim Warlock. I do caution you that Fire Archon may see a nerf coming at some point, but otherwise it is not bad.

      For mounts, you can use any mount you want for visual appearance and choose different powers to use if you got multiple. I’d say get to 3k however you want, but once you get to a point where things start to get more expensive than pay closer attention to this guide. The most important part in this guide is not the gear, but the playstyle and how you utilize your character.

  • ScorZa
    March 5, 2017 at 7:41 pm

    RDeviant i gotta ask something about negation i bought the t.negation few days ago it says 3% res in 1 stack but it give 0.3 which means i get 3% res 10% incoming heal 10% recovery at 10 stack so is it bugged and what would you use if it wasn’t negation cause of that

    • March 8, 2017 at 3:09 pm

      As far as I know, Negation gives 30% DR on a secondary resistance layer. You don’t see the difference in DR on your character sheet, but it does affect it just like Vorpal does. However, the effects to 10% Incoming Healing and 10% to Recovery do apply.

  • March 5, 2017 at 10:12 pm

    Hi, this is a great layout and have been following. The only problem is i dont know how to get to the armour you are using. My ILVL is low so i cannot do FBI and get the vivified stuff, and am unsure of what steps i should take to get there. MOD 10 is pretty hard and im finding it hard to play solo, any advice on what i should do to make my life easier in bryn sharander etc and to reach your gear would help so much

    • March 8, 2017 at 3:12 pm

      I would recommend you use 2 piece Dusk Armor and 2 piece Drowcraft Armor in your case. You can get Dusk Armor very easy either through Trade Bar Store or but Dusk parts from AH. As for Drowcraft Armor, you can get them in the Underdark map by farming Edemo. This should be a quick ride for you to get this setup.

  • March 8, 2017 at 8:04 am

    I have been following this build since I started my GWF and am now at 2760 ilvl. I am stuck with which summoned companion to use. I have been using Lillend for awhile up until I got some mounts which can have protectors camaraderie. I am not looking for a better companion and was going to use Con Artist but want ranged rather than melee. Would Renegade Illusionist be suitable? It has 2 x offence and 1 x defence and also has 2 ring slots and a neck slot. Its main attack has a cooldown of 1.5 seconds. Should I level this companion up and use it or look for something else?

    • March 9, 2017 at 3:00 am

      I would look into a different companion that has an attack speed of 1 sec. At the end of the day, the important factors on a companion that you want to aim for are several things:

      – HP: Make sure that the companion you are getting has 29k+ HP as you will transfer 15% of that amount to yourself when you upgrade it to Legendary. I am not sure if all companions have 29k at Legendary, but it is something I would look into.
      – STATS: You need to pick your battles with this aspect of the companion and see what is valued more to you that your companion has between Stats, Slots, Active Ability, and Companion Attack Ability. Ideally, you want to have Power, Critical Strike, and Armor Penetration as companion stats that increase as you level. You can also go with Power, Critical Strike, and Recovery.
      – ACTIVE ABILITY: This is the most controversial aspect of a companion that is make or break for most people. However, it is not the most important aspect as there is more to the companion than just what it offers as an active. A good chunk of your power depends on how fast your companion activates bondings. So if it is slow, or takes a long time to get to target you are losing more DPS than what most active abilities offer. Consider active ability as a bonus and not the sole deciding factor in choosing your companion. It’s one of the reasons why I still run Zhentrim Warlock and not something else as losing in one areas of the companion does not cripple it’s overall performance.
      – COMPANION ATTACK SPEED: The most important aspect of a companion that determines how quickly you can get your bonding buffs. I would aim for a companion that has attack speed no slower than 1 sec.
      – COMPANION TYPE: Recommended type would be range because you have about 60-80m range that a range companion has on you before you can attack. This means that a range companion can spot an enemy far away and start attacking early on without having the need to get close to enemies and then activate bondings. On average battles lasts 7-10 sec, so every second counts. Melee companion such as Con Artists are great mostly on melee characters or a DC that is not concerned with DPS, but does want the party to gain significant debuffs. Ex: I run Con Artist on my DC as I don’t really care for DPS on DC, but I do provide crazy debuffs.
      – COMPANION RUNE SLOTS: Ideally, you want 2 Offensive and 1 Defensive slot. However, you are free to choose to go with all Offensive if you feel that you don’t need all that defense. I currently get close to 90k Power without any potions or additional buffs and it is definitely enough for me. I generally aim to cover all bases before considering to invest into a single stat even though it looks great on paper.

      • Russell O'Keefe
        March 9, 2017 at 3:08 am

        Thanks for the info. I dont know much about companions so I had better start researching. Any suggestions on what you would pick now if you had to choose another companion?

        • March 9, 2017 at 3:23 am

          I would say either Air Archon or Fire Archon. Even though Air Archon is melee, I see many GWF’s use as primary. I haven’t tested it out to place a verdict, but it’s on my list to look into. As for Fire Archon, it’s a sure thing that it does well. At that point it’s a matter of preference between Damage or Defense. I’d say that Zhentrim Warlock and Fire Archon are decent options with Air Archon in the “maybe” zone.

          • Russell O'Keefe
            March 9, 2017 at 3:36 am

            Cool I might just go with the Zhentarim Warlock for now as I managed to pull a few out of starlight parcels during the winter festival. With the Fire Archon from what I can see its attack cooldown is 2 seconds. The Zhentarim Warlock seems to have no cooldown at all on one of its attacks.

  • Russell O'Keefe
    March 9, 2017 at 9:25 am

    So aftee having a second look the Renegade Illusionist has a 1 second cooldown on main attack and an 80′ range. It has over 25k HP at green so it should have over 29k at legendary. Active is crappy with life steal and deflect but I like the idea of 2 rings and a neck. Now to level it up and see how it goes.

  • Trent
    March 9, 2017 at 8:31 pm

    Back to the mighty blade comment again. As someone above pointed out the fabricant did post that most of the abilities do not count as aoe, the only one in this build that counts would be Slam. Has this changed, or if this is correct would you change those five points?

  • Russell O'Keefe
    March 10, 2017 at 1:15 pm

    RDeviant, I have one more question. I am currently working towards getting higher level enchants, bondings, and farming lanolin to get my relic boots to begin running FBI for the rest of the relic set. My Armor Pen unbuffed is currently around 3700 and when buffed with bondings etc it is only going up to around 5500. Where is all your ArPen coming from in your buffed stats? I have noticed now that I am regularly running CN that especially on the second boss I am only hitting for 10-20K damage and lucky to crit over 40K with a couple of crits going as high as 200K. On other bosses and mobs its not uncommon for my crits to get up to around 600-900K. Do you think this might be an issue with my resistance ignored?

    • March 10, 2017 at 5:52 pm

      I am sitting around 3k Armor Penetration on my GWF as base stat. I am getting the rest through Loyal Avenger companion gear, which gives me about 4k more Armor Penetration. Since you only need 6k, in your case having 5.5k is not an issue, so I think your problem might just be the amount of Power you have as well as what buffs your team is using. In a dungeon like CN or FBI, buffs matter alot to really improve your performance, especially if you have close to 100% Critical Chance.

      • Russell O'Keefe
        March 10, 2017 at 10:23 pm

        Thanks for the reply. My unbuffed power is at around 15K and crit is around 10K. When buffed by my own buffs/bondings power is around 27-30K and crit is around 15-17K. I did notice that the CN runs where I was hitting a lot softer the whole run seemed to take a lot longer than normal also so maybe it was an issue with the DC we had. Going from 2.5K ilvl to 2.8K ilvl I have noticed I am now a lot less squishy (except for when a tank cant hold aggro and Orcus smacks me on the head). Now I think I need to work on leveling another companion and getting rid of Lillend as it is bugged and wont proc either of the protectors mount buffs. I need to keep wanderers fortune as the RP is greatly needed at the moment but I ideally want 3xprotectors camaraderie and 1 protectors friendship. I must say the last week or so in game has been great and allowed me to show alliance members that this build does do well. I am finally getting into CN groups and STK HE farming groups easily. Now to grind out that shard of orcus wand. In the last 10 CN runs I have managed to bag 3 legendary rings including a ring of sudden lifesteal +5 and I also managed to get the bloodlords visage helm. I have seen at least 7 orcus shards drop over those 10 runs but none for me yet.

        • March 11, 2017 at 12:23 am

          From the information you have provided it seems that the issues you are having is more than just your gear. I am not sure what rank you guild is or how connected you are to the members, but having a guild that is as high as possible is quite a big advantage and a serious boost to your character. Secondly, I think you can get better use of your time by farming a ETOS x 2 and ESOT/KR x 2 as it is more efficient time-wise and provides consistent AD for you. The shard tends to drop when you least expect it. I’ve gotten 2 Shards over all my run in CN and I would’ve bought it had it not been 3.7 Mill at the time. Nowadays, the price tag on it is much smaller, closer to 1 Mill or less. I’d say use your time efficiently and make AD to buy the things you need vs. run dungeons based on luck. The RNG in Neverwinter is the shitiest I’ve ever seen in any game to a point that it is not really worth farming any dungeon for a drop, but instead farm items for speed. If you got the time, I’d recommend making a few more characters and instead of running CN just do the dailies on them for salvage and run Non Epic Dungeons. As for the set, Orcus is endgame, which gives the highest benefit to you when everything else works as it should. If you feel that it is expensive, go for Lostmoth Set first as that is the set I had before. It is comparable to Orcus Set especially if you are no BIS just yet. It’s cheap and effective. Save AD and obtain the gear as you go along without spend much to obtain it.

          • Russell O'Keefe
            March 11, 2017 at 2:22 am

            Cool thanks again for the info. My guild isnt the greatest but my alliance is awesome. We only have one guild boon and it is the level 1 hp boon. Changing guilds is something I have been thinking about quite a bit. As for the shard of orcus, I am on PS4 and it was sitting at around 1.2 million ad for about a month. I farmed the ad in 5 days and the price instantly jumped to 1.6 million ad and hasnt dropped again. I used my ad to buy negation and vorpal enchants and also to upgrade some enchants during 2xRP. I guess I need to spend another week avoiding dailies and farming ad. I am working on SKT, DR and ME campaigns at the moment so I dont have heaps of campaign boons either. Progress has been slow for me with this build but its definitely starting to pay off. Today I was critting for 1.2 million whilst unstoppable and thats a lot better than the 700k I was managing a week ago. Brutal and savage enchants have also been chewing up my ad quickly.

          • Russell O'Keefe
            March 28, 2017 at 1:53 pm

            So just a quick update with how my character is now going. Today the orcus shard dropped in CN for me. I have leveled the renegade illusionist up to blue and so far he is much better than my purple Lillend. I got the orcus shard to purple today and over the last few weeks I concentrated on buying feeder artifacts and leveling up my other artifacts too. I have noticed a huge improvement in damage and survivability and i am sitting at 2850 ilvl. Now I need to grind out some more RP and get ready for fangbreaker island. I have one question for you though. I am using twisted set and for the main hand I am using the sure strike artifact weapon power but I have no idea what to use for my 2 offhand powers. What would you suggest? I am still getting stomped in SoMi so svardborg trials and relic weapons are going to be a fair way off for me.

  • March 12, 2017 at 12:57 am

    Hi i have a GWF 2,4k gs and I buy Zhentarim Warlock today actually I use Goat on Epic lvl but Blue lvl Warlock cost 8k of AD you use a Warlock so I buy him Gateway is closed What items I must buy for him I’m not rich so I looking for someting cheap from Gateway items I have only Belt (On Goat)
    I have a Water Archon on Epic lvl I can use him?

  • ScorZa
    March 19, 2017 at 6:00 pm

    I didn’t see the off-hand artifact bonus which one do we use for this build ?

  • Blob
    March 20, 2017 at 4:38 pm

    Hello RDeviant, thank you very much for this guide. I just have a question, I can almost buy the mod 11 weapons, in the meantime I get the SKT one, which set would you recommand? Aboleth or Lifeforge?

    • March 21, 2017 at 4:05 am

      I would say Mirage or Aboleth seems interesting, but since I got neither it’s hard to say how good they are in practice. Lifeforged on the other hand is not bad, but hard to utilize it since it was nerfed already from what it was before. In it’s current state, it only makes sense to go for it if you got 30k Defense or more already since that will give you about 7.5% more damage every 20 sec. So someone like me can actually benefit from it, but I honestly have no reason to switch now from the Relic that I got. True that with the gameplay style of this guide you will rarely utilize the Damage bonus, but the added speed and healing that the Relic provides does make up for it somewhat. So, if you don’t have Relic weapons at legendary, or simply want to switch, make sure you got lots of Defense, otherwise go for the others I mentioned.

  • Gwen
    March 20, 2017 at 9:50 pm

    Hi RDeviant, what do you think of Makos as summoned companion?

    • March 21, 2017 at 4:08 am

      I took a look at it and I think it’s an ok companion to use, but not really that efficient. The 300 Defense bonus on it is just as bad as Zhentim Warlock, so I would likely go with either Fire Archon or Air Archon. I’m currently still testing the Air Archon as my concern is the proc rate when I’m moving.

      • Gwen
        March 21, 2017 at 4:10 pm

        Thank you for your answer! I dropped one (account-bound, purple) so i think i will use it instead of the blue warlock is have currently (saving one upgrade – basicly he’s the male version of the warlock). But isn’t proc rate no longer an issue? I thought that companions now proc all stones together no matter what they do as long as they do something in battle. Or is it for Protector’s Comradarie and Friendship?

        How’s the 3-offence slots setup on the archon doing compared to 2-off/1-def you have on the warlock?

        BTW, I believe a lot will change with the availability of loadouts. Expecially if you don’t have a fully developed char yet. By switching gear sets and SH bonuses you’ll have a lot of flexibility, and you can adapt to the content you’re going to face. I have no idea how they’ll implement it, but it looks great (fingers crossed).

        • March 21, 2017 at 11:59 pm

          As I was saying before, you want a companion that is ranged because you as GWF will be rushing to mobs and attacking them first. Having Ranged companion means that your companion does not have to be in close proximity to attack mobs resulting in faster activation of bonding stones. With melee companions, it’s difference since they have to physically touch or attack enemies to activate your bonding stones. There are some exceptions to melee companions where some tend to teleport or warp closer to enemies. It seems that Air Archon is one of those melee companions that tends to appear at mob location. This particular functionality is rare and doesn’t happen with all melee companions, which is why it is a commonly used companion next to Fire Archon. Since this build is all about speed and movement I’m testing how Air Archon performs with my particular playstyle.

          The extra offense provides about 6.3% more Damage or 6.3% more Defense depending on which option you choose. Keep in-mind that going with defense, you will gain 6.3% DR and 1.26% Damage.

          I wouldn’t have high hopes for loadouts if I were you. I already saw what they planned on doing on the test server and it seems you will have to pay for most of it like everything else. I do like the ability to change preset skills in your bar and also having multiple profiles for Powers and Feats but beyond that, you will still need proper gear and playstyle.

  • March 22, 2017 at 3:12 am

    Guide has been updated with two additional sections added at the bottom of the guide.

  • ScorZa
    March 25, 2017 at 9:19 am

    Have you heard the news in new mod 11b we will have boons,mounts,insignias (bonus as well),companions and bondings will give ilvl like enchantments do

    • March 27, 2017 at 11:44 pm

      Yes, I have and I am in the process of testing some stuff on test server. The new armor seems superior to the current armor as it is ilvl 160 and does not require empowerment.

  • Tricask
    March 27, 2017 at 9:55 pm

    Hi RDeviant, I’ve been using your build for the longest time and it’s really out perfoming others(Just beat a 3k HR in damage today). Wondering, are my stats good for my ilvl( 2505). These are my stats buffed:

    Power: 23000-27000
    Crit: 8000-10000
    Armor Penetration: 61.7%
    Defense: 9000

    Oh, and, should I save up for R10 Bondings, or get the Wheel of Elements( Have all other artifacts).

    Thanks for youtime

    • March 27, 2017 at 11:42 pm

      You have decent stats overall for a 2.5k iLVL GWF. Well rounded overall. Between the Wheel of Elements and R10 Bondings, I’d say go for bondings 1st and consider making them instead of buying them as they will be cheaper. Wheel of Elements is nice, but it won’t give you as big of a boost as the bondings would.

  • Tricask
    April 1, 2017 at 6:18 am

    Just wondering, why are you using Mighty Blade. Currently it is broken(according to TheFabricant) and only works for one ability that you are currently using in this build,Slam. Since Slam isn’t used for the damage it does, I really see no point in Mighty Blade. Why change put the 5 feat points in Deep Gash instead. It’ll do more damage then the useless Mighty Blade. Sorry if that seemed a little rude. Kinda get that way when I’m curious.


  • tschmus
    April 7, 2017 at 4:19 pm

    my question is u didnt list all the enchantments on all ur gear like what enchantments do u have on ur bloodlords visage

  • Armaro Dravick
    April 15, 2017 at 4:00 am

    About the boons you have chosen regarding the elemental evil boons. Why did you choose blazing resilience instead of searing aggression? Don’t ou want that critical strike?

    • April 18, 2017 at 9:12 am

      With the addition of new Artifacts in Mod 11, I am currently re-balancing my character to gain additional stats. I look to the future and in the near future I will be replacing all my armor with masterwork armor in Mod 11b. The new armor adds a significant amount of Crit. What this means is that I can now start dropping Crit for something else and gain additional benefits. So far I have chosen Eye of the Giant as a replacement for my Lantern. I will be replacing Control Wizard Segil with either Book of Ascendance or Orb of Tiamat.

      At the time when I chose recovery, I was sitting at 99+% Crit Chance. However, with the knowledge of new Mod 11b, I’m making necessary changes now. I am now also focusing more on backwards stacking from Armor Pen, Defense, and Recovery.

  • Jay
    April 15, 2017 at 5:41 pm

    Just started to reconfigure my GWF to this build two weeks ago, and it helped a lot. Thanks for the great info!

    Now for the ugly part: I just pulled a Glorious Resurgence Legendary Pack from my VIP daily. I am torn between being true to the build and grabbing an Emperor Beetle and getting Tensor’s Floating Disk because it seems like it would be so much fun. I’m leaning toward “be true to the build” but would value any input from others who have used either or both. How much would I be shooting myself in the foot by getting the Disk?

    Any thoughts?

    • April 18, 2017 at 9:03 am

      I would say you got several choices here with one option where you can make some serious money and still come out a winner. The active on the Tenser is appealing. but I would say that you will likely not be able to utilize it well enough for it to be worth your while. With this particular build as with any high tier characters, you will be facing people who have mastered their class in such a way that every single second counts. Your primary counter to anyone else regardless of what mount or build they use is survivability and speed. Giving up 4k Defense or 10% DR is a huge loss overall. It is significant enough to say that the value of 4k Defense = 8k Power. The reason for this is because you can work with defense easily and manipulate it in a way you want given how this build is structured. In other words, you can use a 3 Offense pet like a Fire Archon to make up the difference / loss in power. You can also reconfigure gear, enchants, and other attributes to your liking.

      Now what I would do if I was in your place is open the most expensive mount that you have in the pack and sell it. Buy the Beatle and use the rest on whatever else you need. Consider yourself more fortunate than most. You cannot go wrong with DR no matter how you look at it, because you actually get 4k Defense and 800 Power (free).

  • April 19, 2017 at 9:00 am

    Hello, i appreciate your guide. I am a returning player ( [email protected]) , been playing the class since 2013. Much seems to be changed and your build helped me cut through many of the changes easily.

    I have some questions thou:

    Is not using a t. negation as armor enchantment a waste since damage reduction cap is %95’ish and you already hit %85.9 damage resistance(buffed) ?
    You could go for a +4000 power mount instead of Empereror beetle for a sweet %10 increased damage. Or you could use silvery or dark enchantments in companion defensive slots to increase either your deflection or life steal chance. Mine is %30 for deflection, %14 for life steal.

    I see your critical chance is at %113, does that work the same with critical severity? I mean should not %100 chance be (1.) in multipler variable, thus making excess %13 waste? Additionaly after playing with my critical chance between the ranges of %85 – 100 I found %90-95 range no different than %100. Even while I am single, testing with training dummies every swing of my sword hitted critical. Not to mention groups, there are hell of a buffs in parties.

    I tested 4 mounts with Protector’s camaraderie and 1 mount with friendship only to find out the tooltip faulty. From what i see; 1 camaraderie + 1 friendship is good, thou stacking anymore is a waste. However i found Magistrate’s patience to be a good alternative. Gives %10 power as physical damage [2.433 dmg in my case; is like 2.4/45 = %5 damage increase since i am hitting 45k with every swing or so )
    And assasisn’s covenant : huge increase to power for exchangable defense and life steal.

    For companions fire + earth + air works wonders for me. I tried some other alternatives but %10 from cambion magus + %10 from erinyes of belial is a trustable, straight-forward buff which i could not fault.

    I think after hitting %60 resistance ignored ( yours is %95) every stat used in armor penetration is a waste so loyal avenger rings and stuff would be a waste. Instead i recommend farming those new companion equipment in illusionist’ gambit. New companion gear is just like the ” adorable bites” with 2 offensive slots.

    • April 22, 2017 at 10:36 pm

      1.) DR cap is 80% and is what I refer to as Layer 1. There is also a secondary layer of DR that accounts for the remaining 20% of DR and it is referred to as Layer 2. The secondary layer goes from 0 – 100% which includes buffs that come from all sources such as Holy Ground, Negation, and any additional DR buffs. It is very important to understand that Negation buff cannot be negated by any source or any circumstance as it is a temporary buff that does not come from stats. This is the reason why it works so well in PVP. With that said, Negation’s true DR value is actually (30/100) * 20 = 6% DR on Layer 2. This means my total DR that I get a benefit from is Layer 1 (80%) + Layer 2 (6%) which comes to a grand total of 86% DR on my character. Now my current Layer 1 DR in the game is 89%, which means that when all is said and done, I have 95% total DR. The interesting part about this is that we must assume that enemies have about -15% DR reduction whenever they hit you. Some enemies may have even more, but on average I’d say you can expect to have your DR reduced. So the way the reduction works is like this, Layer 1 (89% – 15%) = 74%. Now you add Layer 2 (6%) to that and you get your final DR of 80% after reduction. This means that the maximum amount of damage that I can take can be no more than 20% of whatever I get hit for so in my case where I have 140k HP, this means that the only way to kill me in a single shot is if something hits me for exactly 700k damage in a single hit. Damage that high is fairly uncommon, not even Orcus hits for such amount. So with that said, I basically do not need deflection as I mitigate a huge portion of my incoming damage. I am considering of starting to stack some deflection and recovery, but in terms of survivability, I find 5k Life Steal to be the sweet spot for me. Also don’t forget that both Defense and Recovery give you additional 20-25% as Power. So a 4k Beatle gives you 4k Defense and 800 Power which translates to 10% DR and 2% Damage.

      2.) I no longer have constant 100% Critical Chance currently as I am starting to invest in other areas such as Power, Recovery, Deflection. With bondings, I sit at about 95% Critical Chance and expect this number to go up with Mod 11b Masterwork gear. As you said, 90 – 95% is where you want to be.

      3.) I currently have 4 Camaraderie and 1 Friendship. I will be swapping on Camaraderie with either Assassins Covenant or Shepards Devotion. What is concerning with Assassins Covenant is the fact that you lose stats in several cases. You lose Power from lost Defense and also additional Defense from the Camraderie / Friendship stacks. At the end of the day, you gain about 3k Power, but at significant losses to other stats. I am considering this route as an alternative to a 3 Offensive Slot Companion in a case that I don’t obtain the gear I’m looking for. If you are using Fire Archon already and plan on using Assassins Covenant than you are getting some significant loses overall.

      4.) Cambion Magus is a great companion to have, however not many can get it freely. I’d say use it if you have it and for those that do not use Seige Master or any other companion of your choice.

      • April 24, 2017 at 10:29 am

        You have made some good points. I did not know how damage reduction worked, been informed that some monsters can reduce your dr by %15, so that’s true.

        Your deffensive approach is interesting, I am also a player who likes to stand inside the fire zone and watch my life steal resurrect me from %10 health everytime i lose and re-activate my determination, i think this is they way how gwf should be played, we are not asasins, we are madman.

        Anyhow i find your interest in damage mitigation overwhelming 🙂 Yes defense gives %20 as power, it’s a nice bargain. But there’s always a tank while I run FBI or mSva so the honor of tanking is his, not mine, we can’t tank properly even if we try to do. We make great off tanks; alert, agile, fast, mobile… If anybody goes down unconscious we are there like the wind, Is it the tank who is down? No problem just take 1 hit from the boss, activate unstoppable and revive him, but not 2nd hit, oh I can’t take that much 🙂

        Instead of rising up in unmovable object list, we can rise and contribute our party better by paingiver list. This is my personal approach, sure we are 2nd or 3rd in unmovable, but not 1st, right? Still I understand your approach; get into the fray first, mitigate the damage, and exchange outgoing damage, it’s fun, it’s nice: The more you can take damge, the more you can deal.

        There are those T. Dread using Hunter Rangers, theres no questioning their damage potential, their bis version are doubling, if not quad-ripling my damage with almost no exception. I understand Hr is the flavour of current mod. Some dread-sw and lighning-cws can also beat me in outgoing damage.

        But hey I have a question, there have been several runs in which gwfs doubled my damage… I Inspected them in different occasions, they seemed to use transcendentvorpal (and sometimes even perfect or pure) enchantmenst on headman’s weapon set, with some vivified armor pieces. It’s the same set-up with me. Actually their buffed power made a litte difference like 4-5. Can 75k and 80k in power make such a huge difference ? I mean Other gwf ended up like 400M damage when i lasted 240m. And he used several rank 10-11 enchantments instead of 12. Be it they are superior than me in gameplay but how does several missing marks and ibs generate such huge gap in damage? I almost believe there’s something fishy going on, is there some kind of glitch with them?

        • April 25, 2017 at 11:16 pm

          You’ve brought up some good points, which is great since most just follow the guide and that is all. One of the reasons why I love this particular class is the amount of customization that you have here to build the way you want. Additionally, this is one of the few classes that allows you to gain additional stats from the stats you already have such as Recovery, Armor Penetration, and Defense. Majority of the player base does not really care about this as all they focus on is Power. Keep in mind that Power is important, but not on it’s own since it truly shines in a situation where you receive additional multiplicative buffs as well as having your defensive stats covered by other classes such as DC / OP / GF.

          This guide was created to enable you to be both a “personal” Tank and DPS at the same time aka a hybrid build spec. This is no joke as it really does make you be able to do both at full potential not half way, quarter of the way, but a true hybrid that can do it all without intervention of any other class. To accomplish this, you obviously would need to follow the guide exactly as presented as well as play the class as advised. In the guide, I basically explain just about everything you need to know to do very well as both a DPS and a Tank.

          Note that I said “personal” Tank and not a full tank. This means that yes, you can Tank just as good as a GF or OP could. This means that yes, you can survive hits from bosses or group of mobs without the need of a DC or a OP / GF. This is an individual build that is meant to make you a fully self sustained hybrid between a Tank and DPS.

          What this build does not do well is it does not really protect anyone else other than yourself. You do offer some utility to party, you can’t really replace other tanks for exactly two features that really makes them useful. The main attraction of both OP / GF are their buffs as well as decent agro control in comparison to a GWF Tank. This is cruelly the only distinction between you and them. With that said, I’d done plenty of FBI and MSVA runs where I literally tanked bosses and mobs. My composition that I run with at least for FBI is 2 DC, 1 GWF (Tank), 1 GWF (Full DPS), 1 (Any Debuff Class). This the comp I run and it has been great so far. Even in this setup, I still end up top DPS, and you can probably guess why.

          Now to full answer your last question I would need more information on the run that you probably would not be able to answer at this point, but I can tell you a few things that can clear some things up.

          1.) Do not use FBI / MSVA / NSVA as measuring tools for your performance vs. others as there are too many variables that play that heavily influence some characters. Some of these examples include the 10% Outgoing Damage bonus from your 3 set FBI gear, Jarl’s Helm which further increases damage based on Everfrost Resistance, and finally the most influential aspect is the Overload enchants that add additional 20% damage when slotted together. That’s about 50% Damage increase before we even get to the more important part. You also have to factor in the buff from a DC, OP, and GF which can increase performance of DPS even further. You also have to account for a passive that OP’s and DC’s run that reduce CD on skills. This means that someone can be landing more IBS or Smoke Bombs than normally expected. All of these factors when placed together can really set certain people way ahead.

          2.) The most important aspect in this game is positioning, and for some classes like TRs’ and HRs’ it’s a make or break in their performance. When you compare other 2k dungeons vs. 3k dungeons you’ll notice that the primary difference between the two dungeons is the sheer amount of HP that mobs have in the 3k dungeons. This means that mobs can take alot more damage as well as do more damage. Ultimately, mobs live longer and therefor stand in the same position longer which favors any class class has either stacking DOT’s or any other type of tick damage such as TRs’, SWs’, HRs’, or CWs’. You simply cannot compare yourself to these classes given this specific situation as they will always do more damage than you can swing your sword. Your rate of attack simply cannot match the rate of their ticks and this is why they are superior in this particular circumstance. Now going back to MSVA, you can see exactly what’s going on here likely don’t need further explanation.

          3.) One of the other reasons is how often you die. In FBI and MSVA death is very common. If for whatever reason you die, but the other DPS players in your party do not, well they get ahead. Simply put.

          4.) Lastly, movement is something that you utilize a lot as a GWF. In comparison to a SW, CW, or HR in FBI, you have a much higher chance of getting killed than they do and to avoid such faith, you have to move constant. Unlike other dungeons like ETOS where you don’t really care about red spots, in FBI or MSVA you do. This means that you are losing DPS while anyone who is ranged or has tick based damage is constantly attacking in the gaps that you are not.

          I think all of these reasons apply to your case that go beyond just gear or skill. Some of these things you really can’t do much about.

  • April 19, 2017 at 11:21 am

    ” Through heavy testing of this ability it seems that the game keeps track of both the “average” damage you take and “average” damage you deal and based on those numbers it determines the rate at which your Determination builds up. What this means is that regardless if you are a 4k or a 1K iLVL GWF, you will essentially gain Determination at about the same rate for each hit you take or each hit you deal to your enemy. The variable that increases your Determination gains are “spikes” both in damage taken and damage dealt. So whenever you deal or take a higher damage than an “average” number, you gain more determination than you would otherwise.

    This is very important to understand, because when you are tanking and attacking enemies you will be taking and dealing “spike” damage very often which would result in more Unstoppable that you can activate without requiring you to do any kind of build up.”

    – So does not stacking %100 crit chance make the process of building determination a little more difficult? I tested and my determination builds seemingly quicker when i am not buffed with companion gift compared to my buffed state ( which is %94 ish critical chance )

    Can you confirm this?

    If this is true, idea of stacking huge amounts of critical chance will recieve a fatal blow and this will provide a whole new concept of building a high power/recovery) gwf build.

    • April 22, 2017 at 10:50 pm

      Determination is based of damage received as well as damage done (Outgoing Damage). If you have 100% Critical Chance it means that you will have higher spikes in damage between low critical damage and high critical damage. Such is evident whenever you use Sure Strike. When you hit the 3rd strike, you will notice significantly higher damage that is considered a spike at that point. However, you are correct on one part, the damage difference between critical and non-critical damage is also significant whenever you have low Critical Chance. So for example, lets say you have 40% Critical Strike and you use Weapon Masters Strike and you don’t crit the first time, but you crit the second time. In such a scenario since more than one target was hit and the spike damage happened between non-crit and crit, you will gain more determination overall. In a case of 100% Critical Chance and using Weapon Master Strike, you will not see many spike in damage and it will do about same damage with each strike.

      So as you said, building Determination becomes more difficult with At-Will, but if you utilize your abilities such as Hidden Daggers and Daring Shout, you will have no problem with gaining Determination. Keep in mind that first cast of hidden Daggers applies 40% damage buff, which means that the second cast will do about 40% more damage as a spike. If you hit multiple targets than you gain alot more Determination.

  • Didi
    April 20, 2017 at 3:15 pm

    Hi man, thank you for this awesome build. I have been using it for bout 3 month or so. I love the survivability of this build. Currently still min max the gear im a very slow progress still using 2 dusk, 1 df, bloodlord visage. Just today manage to get greater bonding for companion, i use renegade illusionist as this guy is ranged, and have 1s attack, 2offence and 1 defence slot. But i have blue air archon but never summon it. U said air archon could teleport im gonna try it.

  • April 21, 2017 at 10:23 am

    been using your guide for 2 month or so, very great build. Still a long way to go compare to your gear. been using zhentarim (blue) as per guide but yesterday i decide to try renegade illusionist (green) because the absence of lord avenger gear for companion and i have air archon (green) that i never summon.
    these couple days i have been confuse as to what to wear currently using bloodlord visage, DF chest, dusk arm and headsman raid greave. im still used to wear dusk set for the bonus it provide, so im not sure whether the setup im using right now is good. i think there are couple combination viable : 2 dusk and 2 150 ilvl. 2 DF and 2 150 ilvl. 3 DF and 1 150 ilvl. 2 DF and 2 Dusk.
    Could you give me a pointer which one is most beneficial. im at 2.9k ilvl maybe later i could write my current stat, im not login at the moment.
    TYVM in advance

    • April 22, 2017 at 10:57 pm

      I’d go with 3 DF parts and 1 iLVL 150 Helm. Dusk is mostly popular because of how easily you can access it. When you do the math, you’ll find that 3 piece DF and 1 iLVL 150 gives you more stats overall. If you’ve been following this build, you should have no problem with having enough HP.

      • April 26, 2017 at 7:36 am

        as you suggest i have been using 3 DF set and i kinda not miss the (at least 1 set ) bonus from dusk.
        My stat using 3 DF and 1 Bloodlord :
        power 21.004
        crit 8.679
        armpen 4.216
        recovery 1.705
        Defense 9.131
        life steal 2.043

        Currently trying to get the Mod 11 weapon to replace my old Burning Greataxe

        As progression go, what do you advice, buy shard of orcus (have the neck (blue) and waist (purple) or buy mount Giant Beetle? Both sitting almost @ not far in price point beetle 870k and shard 980k.

        • April 29, 2017 at 10:13 pm

          Get yourself the Orcus Shard as that is the BIS artifact for you. The mount is something that you can obtain at another time.

          • May 2, 2017 at 2:41 am

            Tyvm for your reply. I will buy the shard as u suggested and it turn out that at the end of may there are 2xRP event (ps4). So its the right moment to buy the shard.

  • Thomas Smith
    April 22, 2017 at 3:58 am

    First i want to say awsome build, very strong and sustainable but im haveing issues finding your main companion do you suggest any otgers that may be gound on action house?

  • Richie
    April 25, 2017 at 12:46 pm

    Do you receive better items if you top the rankings in dungeons.

  • Joe
    May 1, 2017 at 12:29 am

    Hello… I have been using this buid as a guide for a leveling build for my new GWF and it has been amazing. The problem I have is I don’t know what points to spend first?. You have 4 points in so many of them it’s impossible to figure out what to use first as I aquire my points. I wish you had listed what was necessary in order to level 70 then what points to spend 4 in first there after in order.. Can you please list out what points in order to use for a new player? I don’t want to choose anything that I don’t need for now. Thank you for a a very well written build. I learned much from reading this and decided on the gwf after reading this as my main… Looking forward to hitting level 70 and hearing from you soon…

    • May 3, 2017 at 2:16 am

      Refer to “GWF Class” section on the left side menu and make sure you max out all of the abilities that I’ve listed. In addition to that list, you should also put points in Indomitable Battle Strike, Bravery, and Weapon Master class feature as you level. Keep in-mind that this guide was not intended to be a guide for beginners, but more of an advanced outline for engame players to try something different. As a level guide, it might be a bit difficult to follow as some stuff mentioned here is expensive. You will no doubt need to respec multiple times as you level to your maximum potential so go into this with some experimentation and expectation that things change often in Neverwinter.

  • EddySoulo
    May 2, 2017 at 10:16 am

    Hey thanks for the awesome.guide. ive been following it since last August and now its about companions again. I know it is a topic that has been talked about a lot already.
    I use the blink dog as my active companion. It has a fairly low cooldown on its attacks (1.2sec) and has one defensive and two offensive slots. So far so good. Now you mentioned that a ranged, like the warlock is superior because it can activate the bondings without being in close combat. You mentioned that there are some meelee companions that can somehow teleport to the enemies. The blink dog does have a ability like that. Should i still swith to the warlock or is the blink dog okay, since he gives 5% combat advantage damage and enters combat quick due to his teleport skill? This descision determines whether i upgrade the dog or warlock to legendary. I know its not THAT much money but still considerable since im still at 2850and not the richest player

    • May 4, 2017 at 7:59 am

      I’ve been taking a different companion for a ride each day. I basically buy one and test it out. My most recent test so far was on Air Archon, and I must say, I was very disappointed with the performance. Nearly 60% of my runs had either no bonding procs or 50% of stats. Only about 15% of my runs had full stacks of Camaraderie. Given that this build depends on having Camaraderie buffs for the 22% bonus to defense and Power, it is a huge huge deal. I will check out Blink Dog next and see how well it performs.

  • May 2, 2017 at 3:03 pm

    Lovely build there. I am looking forward to trying it out, but I have some concerns about it.

    1; Is it do able on a low budget, IE not many AD’s to run around with.

    2; If no, do you have some suggestions what one should prioritize over when browsing the market. I see an emphasis on DEF, LS, and Armapen. Is that correct?

    Overall I am still VERY impressed with it, GWF have always been a favorit of mine, but never did I quite get to grips with it. This seems to be one of the, if not THE best guide out there, you’re very good at explaining the ins and outs of the class and I hope I can do it justice when I try and make one (again) 😀

    • May 4, 2017 at 8:09 am

      1.) Very doable on low budget players. Infact I tested it on 1.7k iLVL alts I have and it still works very well. As long as you stack a little bit of defense, life steal, and HP, you should be good for the most party. It is mostly a playstyle that makes the bigger difference rather than the gear.

      2.) I wouldn’t place too much concern on offensive stats too much if you are still leveling or in the 2.5k iLVL range. Once you break the 3k barrier, at that point you can start considering Min / Max stats. Keep inmind that you can also do ratios against the stats I got so like 4.2k iLVL / 2.5k iLVL = 37k Power / 22k Power.

  • coldbeer
    May 3, 2017 at 2:03 pm

    Hey, i started a gwf based on your build and so far so good. I suggest you take a look to the black ice prospector, a good striker that has no cooldown on his main attack.

    • May 3, 2017 at 2:40 pm

      I think he focused on the Zentarim mage for his(hers?) AoE skills and the resulting better chance to proc the Bonding stones it has equipped. I have never tried the prospector so I chould be wrong of course.

    • May 4, 2017 at 7:53 am

      I will check it out. At this point I’m buying various companions and testing it out. My current consensus right now is Range > Melee companions by a longshot specifically with this playstyle. Melee may work better for others, but there is no amount of damage bonus that can makeup the kind of loss you are facing with running Melee companion.

      • Gwen
        May 8, 2017 at 9:41 am

        A small update on Makos. He’s not that good. I’d rate him lower than the Warlock.

        – he doesn’t seem as fast… we’re talking small differences here, but still it seems that it takes longer to reach full proc.

        – some of his attacks are … annoying. He casts fire meteors that create small dark orange areas on the ground, which don’t help at all when you’re trying to stay out of red areas. Now I got used to them, but it’s a bad choice to represent friendly fire (pun intended) with dark orange;

        – my warlock is blue, I dropped Makos purple; definitely he survives a lot more. He is more effective overall, mind you, but I think it’s due to him being purple vs. blue.

        Bottom line, in my situation, I think I’ll keep Makos, until I make up my mind on a companion to upgrade to legendary. Had I infinite AD, I’d upgrade the warlock to leg. right now (instead of Makos). But atm, spending 1.5kk AD on the warlock (which is not BIS) or 1kk on Makos (even further away from BIS) feels not worth it.

        But not even the 500k AD for a purple warlock is worth it. They are very similar in the end. If you need a purple companion and drop Makos (bound to account), like me, he’s ok. Otherwise, don’t spend AD on him.

        TL;DR If you think Makos is an improved Warlock, he’s not (in my experience).

        The search for the Holy Grail of the BIS companion continues, I guess.

        • May 10, 2017 at 7:34 am

          I’ve tested quite a few companions so far and top companions are Con Artist, Air Archon, Fire Archon, and Slaad. The thing with Slaad is you have to keep it at blue to keep staking DOT. However, the AOE damage that Slaad drops can crit and does significant DPS for a companion. Something around 20k AOE for 10 sec at 1 tick per 0.5 sec. The problem with Slaad is that it’s fairly slow in proc’s on camaraderie buff. Procing bondings is no problem. He is also hard to kill and that is the main attraction. I will do more testing.

  • tucupi
    May 4, 2017 at 1:01 am

    Vorpal for aoe dmg? I think Lighting it`s better for this build.

  • coldbeer
    May 4, 2017 at 3:05 am

    Thanks. His main attack is AoE, but he is melee. Nevertheless, i noticed the fire archon tendency on my tr to get closer to enemies instead of shooting from afar and many ranged companions have this bad behavior.

    • May 8, 2017 at 11:52 pm

      I tested Fire Archon recently as well. It seems he is both melee and range. So that means he will need to be reasonably close to target to cast skills, which also makes him melee because of the close proximity. I noticed that he dies alot and takes awhile to respawn.

      • coldbeer
        May 9, 2017 at 12:03 pm

        Yes. I bought Zhentarim Warlock for now and she does her job, but those talisman slots are a problem without loyal gear or lucky shots in Ilusionist Gambit. My plan is to try the Greenscale Bowman, another companion with a zero cooldown on his main attack, plus a 5% increase of damage received, for 6 sec, from all sources. One note – in Tyranny you got the 1600 hp increase boon instead of the 400 power. Its a mistake or hp is better for the build?

        • coldbeer
          May 9, 2017 at 4:59 pm

          Sorry, after checking in game, not wiki, his attack have 1.2 sec cooldown. Still, both arrow attack have a 50 feet range, so far enough

        • May 10, 2017 at 7:24 am

          At a time I needed the HP, but now I am re configuring some boons for more Power. 140k+ HP is about the optimal you want to be. Also, where does this companion come from? What slots and equipment does he use?

          • coldbeer
            May 10, 2017 at 2:46 pm

            He is found in Trickster Rogue Booster Pack or AH for 36k. 2 offense and 1 defense bonding runestones, 2 waist and 1 neck slots. At lvl 61 he proc bonds quite fast (i have 2 perfect and 1 greater loaned from my tr), he is resilient and deal quite a dmg for a companion. No idea yet how he will do on ED.

  • May 8, 2017 at 7:19 am

    The new artifact, Tome of Ascendance any good for this build?

  • coldbeer
    May 8, 2017 at 9:10 am

    In my opinion, no. Wheel is giving 30% dmg as fire while the Aboleth *spell* from the Tome will require around 20 enemies to match the same damage. The people testing weapon enchantments on arc forum put vorpal in the middle with lightning better for mobs and bilethorn for bosses. Still, better doesnt mean much more damage than vorpal, except when you go into the hassle of changing the enchantments according with whom you fight in different stages of the dungeon.

  • Savitar
    May 10, 2017 at 8:47 pm

    Hey hope this isn’t a bother but I’m confused on the “Daily: Savage Advance”. It says Release a war cry that Pushes nervy enemies away, and then charge your target, slamming them Prone from the impact. When close to your to your target, the war cry will knock them away from you then charge and stab them as they lay prone.

    Which is completely different from what was stated above. Just curious if I can use a different daily other than this Savage Advance. Thank you for your time.

    • May 14, 2017 at 5:39 am

      You should use Slam daily at least for PVP to gain that extra power when you use it. Savage Advance is actually not a bad PVP skill that can be useful to lower the CD of your skills such as IBS, Battle Fury and Daring Shout. In an instance where you actually use IBS, you can consider using Savage Advance as an option as that is likely where you’d get most benefit.

  • May 11, 2017 at 3:42 pm

    Having tried, and enjoying it, a small kernel of doubt has crept in to my mind, I can not find the talisman and ring of the loyal avenger now, I know how to search on the AH, but alas I am not in the possession of several million AD’s needed to buy them. And from a google search I could see and recall that it only dropped in Sword Coast Adventures, which now have sadly been shut down *mutters oaths and other profanity at the boters that caused this to happen* Anyhoo, back on track.

    My question simply put is, what would you or any others recommend I put in my active companions slots?

    I was lucky some generous soul provided me with some lesser bonding stones, now I just need some jewelry to kit out my comp, and I am happy 🙂

    • coldbeer
      May 11, 2017 at 6:59 pm

      Greenscale Bowman is good

    • May 12, 2017 at 9:19 am

      The cheapest and probably most optimal solution would be to get yourself the Con Artist as he has 3 ring slots. From there either use the Ring of Dod epic or legendary versions. I don’t know if you are on PC or Console, but if you are on PC, the new Masterwork Rings aren’t to bad either. The best of course would be to get the Ring of Loyal Avenger, but you can get by with suggested. Also, if you go this route, the proc rate of your Camaraderie will be alot slower. So what you’ll need to do is use a different setup for mounts:

      – 1 Protector’s Camaraderie
      – 1 Protectors Friendship
      – 1 Artificers Persuasion
      – 1 Shepard’s Devotion
      – 1 Assassin’s Covenant

      This is basically the setup I’m going for in the near future as I’m about to add another 10k HP and so that will call for some stat re-balance once again.

  • coldbeer
    May 12, 2017 at 9:40 am

    Thank You for being helpful. I just want to make another small note – mighty blade work, apparently, only with Slam from your build. There is a thread in arc forum, gwf clase, where they explain, în drepth, about this.

    • May 13, 2017 at 2:04 am

      Your definition of in depth explanation and mine might be different. If you are referring to this thread: https://www.arcgames.com/en/forums/neverwinter#/discussion/1229997/mighty-blade-feat-and-aoe than I’d like to see some real numbers and ACT test logs to make my own conclusion. I personally think that it works simply going based on the output damage and not what the tool tip says. We all know how misrepresented some thing are in Neverwinter such as the Critical Severity bonus you get from Vorpal, something that doesn’t show anywhere, but it works based on the numbers. You also have Wrathful Determination that apparently affects tool tip damage, but says nothing about it in the description. The list goes on for stuff like this. So when someone comes about and claims that it doesn’t work, I sure as hell want to see some sort of prof or reasoning behind it. It is a bug? Is it intended? What do devs say about it?

      So yes, I am fully aware of this issue, and people keep asking and bring it up looking for an answer that I’m not sure anyone can really provide other than the devs. It is likely that Mighty Blade doesn’t work, but it is also likely that it doesn’t work due to a bug and not intentional. My personal preference is to stay with it, but it is upto to the player to choose what they wish to do with it.

  • Trent
    May 12, 2017 at 10:52 pm

    You are the fourth person to bring this up and so far it seems he will not acknowledge the question. Make a decision whether you believe this to be true and do whatever you want with those five points. Every thing else is great. I sometimes will swap in IBS so I chose to use staying power. I sure wish relentless battle fury was in the third row to give it a try. Great build Rdeviant!! Keep up the great work.

    • May 13, 2017 at 2:08 am

      It’s been brought up many times, and will likely not have a concrete consensus until the devs address the issue. You have people on both sides of the spectrum saying it either works or it doesn’t. Take a side and go with that.

  • Grey
    May 13, 2017 at 8:17 pm

    the guide is awesome but is there any alternative for companion n artifacts ? or it must be constant because i still in low/mid game , got pretty decent gear and is there any gear i can use when getting the endgame gear (im using elven gear right now). Thanks

    • May 13, 2017 at 9:54 pm

      For artifact, you can use any other artifact that provides you with Power, Critical, Armor penetration, or Defense stats. Like you can swap Lantern for Eye of the Giant due to it giving more stats overall. For companions, you can use any other fast attacking pet, but recommended would be ranges pet if possible.

  • coldbeer
    May 15, 2017 at 2:43 pm

    I toyed with Black Ice Enchantments for offense and Draconic for defense with my rogue and got good results. I think they can replace Brutal and Savage for a more rounded approach. To update my info on companions Greenscale Bowman is procing bonding fast and reliable at lvl 70 and Death Slaad could be a a good active since his poison kick in often with at wills. No matter what, I enjoy the power of your build and the fact that I die less compared with my TR. Congrats!

  • Richie
    May 15, 2017 at 4:29 pm

    I currently have a wheel of element, kessells spheres, eye of the giant and time of ascendance all at legendary. My question is with the double refine coming up in 2 weeks I could upgrade them all to mythical but want to make sure I have the best setup before I do.

  • Josh
    May 21, 2017 at 4:36 pm

    Hey is this build still viable

  • Eagle
    May 27, 2017 at 10:58 pm

    Hey man, great build! I wanted to know if there’s an artifact that can replace sigil of the controller? Thank you

  • Russell O'Keefe
    June 1, 2017 at 1:40 pm

    RDeviant, how has the testing been going with companions? Have you managed to test Renegade Illusionist yet? I would be interested in knowing how it compares to Zhentarim Warlock as I have just upgraded my Renegade Illusionist to purple but dont want to fork out the 1 mil AD for legendary if there are better options. He has good range when attacking and stays alive most of the time but even with a 1 second cooldown on his main attack he only seems to get 4 attacks in 10 seconds due to his attack pattern. I dont know how this compares to Zhentarim Warlock in regards to proccing bondings and mount bonuses.
    I am still only Ilvl 2880 as I spent a fair amount of time upgrading bondings and brutal/savage enchants rather than going for big ilvl upgrades but I am at a point where survivability has finally improved greatly to a point where I am not afraid of running ahead of the tank in dungeons and attacking first. I really need to find a way to boost my crit though as even buffed it is still only around 13-14K. And unbuffed it is around 11.5k. My unbuffed power is 25k and defence is 14k. I cant seem to think of a quick fix which will increase my crit whilst not harming my other stats to the point I may not perform as well. How important is it to get crit higher right now? Is it something I should slowly work towards on my way to 3500ilvl or should I sacrifice some power now to boost crit? (Buffed my power is 55k). I also dont have any mounts yet which give protectors comraderie so am using one mount with protectors friendship, one with shepherds devotion, one with wanderers fortune and the other 2 I cant remember but they arent too helpful. Would it be worth dumping 700k AD into a mount which gives protectors comraderie and then go for purple insignias to try and boost crit?
    One more question. I still havent got enough reputation to start doing the SOMI campaign tasks so I am still a long way off getting relic weapons. Would you recommend I push to get my twisted set from purple to legendary and wait it out until relic weapons or should I go for a mod 11 weapon?

    • June 2, 2017 at 3:41 am

      I’ve concluded my companion testing to using Air Archon, Con Artist, Mercenary, Cambion Magus, or Slaad as Primary. My primary testing guidelines focused on companion survivability, speed of attack, movement speed, passive, and skill bonuses. Recommended companion for personal use is Air Archon and for party benefit either Con Artist or Mercenary.

      Additional findings concluded that with my particular playstyle nothing survives long enough for me to reach 4 stacks of Camaraderie or Protector’s Friendship. This means that I will be dropping several mount bonuses in favor of Assassin’s Covenant and Shepard’s Devotion.

      From what you described, you seem to be in a good place right now where all you need is time to get completely maxed out. From the numbers that you provided, I’d say you are reasonably well rounded overall. Having 55k Power and 14k Crit is perfect and should be enough for you to deal with most content. I would say that if you are not Dragonborn than you are missing 3% Power/Crit from your total amount. So we’re talking about 345 – 420 Crit gain and 750 – 1,650 Power gain just for being Dragonborn based on your stats. From recent discoveries on forums in discussions of Half Orc vs. Dragonborn, the Critical Severity bonus provided by Half Orc is not too significant once you break 140% total Critical Severity. The more you have it, the less it translates as Damage when you apply it as part of the whole equation. In-fact, even Combat Advantage is valued at a higher damage conversion. So looking forward given that your stats will only increase, it makes more and more sense to go Dragonborn.

      As far as stats go, you want your Crit Chance to be around 95% with an occasional buff from one of the boons that bumps it to about 100%. While Power is important, it should not take priority over other stats such as Life Steal, HP, and Defense. Leave Power as a passive stat that you stack just because you are a GWF attitude because of how much synergy you have between Defense, Recovery, and Armor Penetration. I started to minimize Armor Penetration to about 2k unbuffed and 8k when everything activates. You want to have around 8k Armor Pen, but no more than that. You can gain additional Power, Critical Strike, and Defense by stacking mount insignia’s with Epic grade versions of Barbed Skill and Regal Courage. When all said and done, this will give you about 2k Defense and around 2k Critical Strike. You can gain additional stats from armor kits and artifacts. You basically only need 2 mounts with Camaraderie bonuses and maybe another one if you choose. The other two will be Shepard’s Devotion and Assassin’s Covenant.

      As far as getting a weapon, consider looking into getting the new Masterwork Stronghold weapons. They are going to be the new BIS standard as more and more people transition to them. Their bonus is on all the time and cannot be beat currently. The cost for these weapons is high, something around 3 Mill or more, but I predict this cost to fall fairly rapidly as more people start crafting gear. Your free option would be to go for the Aboleth Weapons in the new campaign and forget about Relic Armor and Relic Weapons like a dream that never came to be.

      • Russell O'Keefe
        June 2, 2017 at 11:21 am

        Thanks for the info. Today was a luck day for me and I had bloodstained shirt drop so that has given me just under 1k extra life steal. Before that dropped I attempted to solo VT to see how the build is going. The entire dungeon was easy except I could not defeat the boss due to being grabbed by the hand. As for actual gear I am very close to what you have now minus the weapons and relic armor. I have relic boots but not the chest or arms, and as for the rings I have a rising lifesteal +5 and brutality +4. If your advice is to skip relic armor then what would you suggest I use instead? And how would I go about getting everfrost resist for FBI and MSVA when I hit 3100? Currently I have the frostborn chest and that with relic boots and shirt plus pants everfrost kits gets me close enough that a potion would get me well over 28% everfrost resist.

        I do have a con artist but was reluctant to use it due to your earlier comments stating it took too long to enter into battle and you were going a few seconds without buffs due to that. Is that still an issue?

        Oh and due to a few alliance buddies watching me solo vt at 2885 ilvl they were all asking for build info so you will have a few more people checking out your guide today 🙂

        • Russell O'Keefe
          June 2, 2017 at 11:24 am

          Also forgot to mention my character is a human. I am fairly happy with that at the moment so I dont think I will be race rerolling any time soon.

        • June 3, 2017 at 1:26 am

          I wouldn’t use VT as a measuring tool for anything. The mechanics of the last boss are tricky, it just requires perfect timing to get it right. The amount of time that will take is simply not worth it. Now the dungeons that you should be able to solo are ESOT, KR, ETOS, ELOL, and EGWD. With the recent update to CN, I believe that is possible now as well.

          As far as gear goes, it depends on how much time you want to spend getting the gear vs. how much AD you are willing to spend to get the gear faster. With the new mod coming out soon there will no doubt be some new gear. Realistically, armor in general provides significant stat boosts in comparison to everything else so if I were you, I’d either grind for several pieces of Vivified Gear or straight buy 3 pieces of Masterwork armor. You do not need the helm as you will be using Bloodlords helm that drops in CN.

          • Russell O'Keefe
            June 3, 2017 at 7:54 am

            I am still a fair way off being able to solo ETOS. ELOL might be possible if it werent for those scorpions. I think I could maybe manage KR (the beholders suck though) and possibly ESOT at this stage. I am on PS4 so the new masterwork stuff isnt available for another few weeks. I might use that time to get the current masterwork mailsmithing quests done so I could then look at crafting my own titansteel gear. AD shouldnt be an issue for me soon as I have nearly completed masterwork alchemy so can start making decent profits on the ah. Ranking up brutal enchants is what is burning through all my AD currently but I am about to start crafting some crit armor kits and will also buy all epic insignias as they have finally dropped below 50k, previously up around 200K+. I guess another option for chest armor would be to try and grind NSVA for the historians regalia. I have come to terms with the fact it is going to be slow progress for me from here out as I finally ticked over 2900 ilvl today. In the past few weeks I have made some huge improvements with stats which has massively boosted survivability and damage output with a very minimal increase in ilvl. I think once we get mod 11.5 on PS4 in a few weeks, even if I make no improvements, the new ilvl system should make me eligible for the current 3100 dungeons.

  • TheSnassinator
    June 2, 2017 at 8:35 pm

    Great build, hope more people will read this. I was 2.2k ilvl for a long time, out-dpsing 2.5-2.8k GWF’s, while also being more tanky. Defense and HP is an underestimated offensive stat for GWFs.

    One thing i would love to see, and a lot of other people too i imagine, if you could post a video of soloing temple of spider, instead of the current video. Would be an effective way of showing how good the build is.

    • June 5, 2017 at 5:48 am

      Neverwinter being a DnD game is more about party than solo play in general. That video is more of a demonstration of how the build functions vs. everyone else who are either same class or different class under certain circumstances such as no GF / OP / DC in a party. The idea is that you play the character the way you want to play without changing a thing to do so. Often times you’ll see people wasting time by either switching out skills, using potions, or even changing their loadouts per boss or dungeon. Non of that is required and that is kind of I wanted to show. The people who are posting themselves soloing a particular boss can only do so by making significant changes to themselves and their build just to record it and post it online. I don’t want people coming in with unrealistic expectations thinking they could just blast through a dungeon when they haven’t met minimum requirements to do. As people get comfortable with their character, they will likely be able to reach their own conclusions and take on new challenges.

      On a side note, I don’t advertise this build as it is not for everyone. I know how powerful this build is and so do the people that use it. It’s one of those things that if too many people were to do, something like this would quickly get nerfed to the ground as that usually happens. So if someone happened to stumble upon this build, and go through the trouble of reading the whole guide than they’ve earned it I guess. If anything, I generally just direct people to Lia’s build as I already know what will get nerfed next.

  • Russell O'Keefe
    June 3, 2017 at 12:15 pm

    Another question I forgot to ask is do you think that vorpal is still the best weapon enchant for this build after the mod 11 changes to some weapon enchants?

    • June 3, 2017 at 5:57 pm

      Vorpal is the middleman enchant currently that is good for both single target and multi-target DPS. However, lightning is definitely better for clearing many mobs at once and not so good when it comes to single target DPS like bosses. Both are good, but it’s more of a preference I’d say. In some dungeons Lightning would be better like ETOS for example, while in others like FBI you’d prefer Vorpal. The interesting thing is that if you are sustainable and always ahead of the pack than the person with lightning will not be able to keep up. Similar can be said with lightning, but you start losing DPS on bosses.

      As far as upgrading enchants past R10, the increase in stats is not as significant as in other places, like insignia’s armor kits, etc. I’d leave those as long term investments, like when you are completely maxed out on everything that’s when investment to enchants should happen. The only exception to this would be companion enchantments due to trippling factor of bondings. So if anything, companion should have better gear than your character. It should be first to have R12’s.

  • June 28, 2017 at 9:55 pm

    Well constructed, written guide that stands out from “yet *another* Destroyer GWF guide”. Not that that’s your fault, because, well, it’s not like Sentinel and Instigator are useful anyways.

    All the questions I was going to ask were already answered (you were going to swap the Dancing Blade for a Siege Master, although I don’t see that change in the guide) or have a good justification as to why you chose them (for Mighty Blade, you prefer cold hard numbers and ACT logs and until then, no change).

    The “classification of GWFs” section is worth a few laughs but is also pretty informational. I really think you should change “potion GWF” to “overly cocky GWF”, especially the ones who love to run ahead and need to stack every potion in the world.

    • June 29, 2017 at 3:22 am

      I added that section after the fact as there were way too many people bringing up DPS and how well this build does in comparison to others. It’s important to know that sometimes others are doing better than you because of factors that are outside base performance. It can be compared to athletes that do drugs and how it is generally taken as bad sportsmanship. As sad as it may sound these people cause others to think that the issue is them and that they are simply not good enough. So I just wanted to bring out all cards on the table and lay it out how it really is. This is applicable to any character, not just GWF’s, but surely most dominant with GWF’s.

    • June 29, 2017 at 3:23 am

      As far as dancing blade goes, ya it would be nice to change it out, and it is what I’d recommended but the difference in performance currently is not that noticeable when I tested it out on the test server. However, I am now using Trans Lightning enchantment as it is basically the best thing that I have ever seen so far, especially with this build and play-style. My DPS and clear rate has increased by at least 25 – 50% in comparison to Trans Vorpal and here is why. The primary limitation of being melee is your limitation of reaching targets. You are powerful, but power can only reach so far. Lightning enchant completely changes the playing field and basically makes you agile burst aoe DPS. This alone is a game changer as now your reach is 50m radius instead of like 5m or less. Combine this with crazy buff you get from Slam, additional buffs from party, and dominant use of WMS and you become the fastest killing machine in the game. As mention before, the drawback of GWF is the attack rate in comparison to HR/SW/CW. By default we simply do not have many things that keep on ticking on targets while we run around or dodge. Having access to the same tools available to HR/SW/CW, let’s just say it is simply over on the DPS race. I have done some testing on WMS and lightning and found some interesting and yet ridiculous results that were unexpected.

      Apparently for every cast WMS on 2 targets or more, your lightning surges multiply exponentially that leave a sort of ghosting trail effect that also procs stuff like LS and boons when after you stopped attacking. What this means is that when you are in FBI, you basically cannot die as easily now as whatever LS % you have gets multiplied exponentially. There is just a massive synergy between everything that has improved the overall fun of the character.

      • June 29, 2017 at 9:53 pm

        Yeah, almost all the proc weapon enchantments are good on GWF because of the low base (emphasis on base) damage on at-wills and how high the GWF’s weapon damage is.

        Poor Vorpal is left in the dust in all situations except for IBS, but I don’t think it’s worth giving up the high damage enchant procs to make that 20 mil IBS hit for extra couple of million.

      • Cthulhu
        August 3, 2017 at 11:13 am

        Hey, I am just beginning to build my G W F and your guide is my roadmap. I’ve heard somewhere that Lightning is going to be nerfed. Do you know anything about it?

        • August 7, 2017 at 2:58 am

          Right now, they are rumors. However, it is likely that it will see a revision at some point in the future. As it stands, Lightning is somewhat inline with other enchants, but what makes it more powerful is the AOE aspect that makes melee characters do quite a bit more damage in an wider area than before. A comparable enchant would be Holy Avenger minus the AOE aspect.

  • Tristan
    June 29, 2017 at 6:01 pm


    I’ve really enjoyed using your build and am new to Neverwinter. I have a question, if you were playing a human where would you put your 3 extra heroic feats? Thanks.

    • Tristan
      July 3, 2017 at 2:47 am

      Also why would you pick those feats? thanks.

    • July 3, 2017 at 6:38 am

      I’d place them into Unstoppable Action and Weapon Mastery. The last point can be any place of your choosing as it won’t really make any difference where you place it once you reach this point. Dragonborn in general offers a decent benefit for the GWF class and it is the race I prefer to play given that the Power and Crit stats are always growing. Critical Severity loses it’s worth past a certain point and so you are better off stacking more power or damage as it is guaranteed if you crit or not. The three extra points from Human is an OK bonus, but I still feel that the bonus you get from Dragonborn is greatest in comparison to other races.

      • Gwen
        July 6, 2017 at 4:17 pm

        OTOH, if you’re new to Neverwinter, and don’t plan to spend too much money on it, Tristan, it may take a while before your crit severity reaches its soft cap compared to power. I mean quite a few months before you start thinking “I care more about power than crit sev.” At least that’s my experience.

        This build works very well even at low item levels. This doesn’t mean that you cannot adjust it if you plan to spend a long time before you reach BIS (or close) status. Given that you have 2 free slots you basicly have one free respec. Unless you plan to go down the PvP route, you want to stick with one role on the GWF. Now you may want to try an IBS-based build at some point, but if you don’t, I suggest you run a slightly modified version of this build for low levels and then switch to the real thing when your level is adequate.

        You really need to read carefully what RDeviant wrote about how this build works, and its purpose. For example, you can see that if you are lucky enough to join a big, very mature guild, it might not be the right build for you unless you really want to show off (“look, i don’t use IBS and i still top the dps chart”) at some point. Expect to hear many GWF brag about six figures damage of their IBSs tho.

        If you constantly play in a very well organized party, with solid players in their roles, a squishier, more dps oriented build might even be better than this one. That’s a big if tho. If you PUG a lot, then a weak tank or a bad cleric may have you killed. This build is meant not to rely too much on the party. Thus it gains a lot in weak parties, it lossed a bit in strong parties.

  • July 6, 2017 at 5:23 pm

    hello , is a good build n i have been using for awhile , it really help me on campaign specially in RD or SKT due to the sustainbility it have , but is there any alternative companion for secondary companion ( that is not summon but for active stats ). Thanks

    • Gwen
      July 7, 2017 at 10:26 am

      Hello, I suggest you read all the comments. There has been a lot of discussion on companions in the comment section.

  • Matt
    July 7, 2017 at 11:17 pm

    What about tenser’s floating disk? I keep hearing the combat power is good for GWF and that it’s much easier to get more power/crit than recovery.

    • July 12, 2017 at 8:29 am

      Tenser is technically considered to be the best mount all around especially for GWF, but the problem with it is the activation time of the mount power. If you take the mount insignia and use the mount mount, you end up losing some time when you activate it. This basically sets you back since your character is rooted to the ground during the animation while everyone else is moving forward. The only place it actually works is in locations where you are sitting in one area for longer periods of time such as fighting bosses or running something like FBI/MSVA. With that said, it can be utilized, just a bit more difficult to master.

  • Russell O'Keefe
    July 11, 2017 at 7:45 am

    Do you still recommend Historians Regalia as BiS for this build? I ran my first NSVA today and got it in the secone chest I opened. Now all I need to grind for is relic hands as I already have relic boots, bloodstained shirt, bloodlords visage, and orcus set.

    • July 12, 2017 at 8:24 am

      If you got the Historian Regalia, hold on to it, otherwise it’s no longer recommended since I changed a few things in the build. I will be adding an update once I have more free time to cover target gear for Mod 12. I have replaced some of my artifacts with my current setup of Wheel (Primary), Orcus Shard, Eye of the Giant, and Tome of Ascendance. The value of Crit and Power has also increased by quite a bit especially with the upcoming mod.

  • matt smith
    July 12, 2017 at 11:14 am

    this build is freakin awesome.i love it.i was barley putting out any damage now im rockin heads off.thanks alot..

  • Γιώργος Μάγκος
    July 31, 2017 at 2:11 am

    Upgrade this build as soon as you can for mod12. I love it.

  • August 3, 2017 at 1:19 pm

    Will this be updated to mod 12 ?

    • August 7, 2017 at 2:49 am

      I am currently waiting to unlock the new dungeon and get the gear. In the meantime, I have placed recent changes to the build at the top of the page in the Updates section. It’s basically a short version of the changes I made recently. I will be writing a full analysis for why I did those changes accompanied with some ACT tests I’ve already run. The new armor and rings are a bit tricky, so I need to obtain them first, test, and then report what I find. At the current state of this build, I am able to do all T1 and T2 dungeons in a reasonable time with zero pots. I did lose some defense, so I am taking stronger hits, but that will be fixed with the new armor and the perks that come with it.

      Just another note on the dungeons. Damage done by bosses has noticeably increased, which leads me to believe that Damage values for AOE damage and regular damage is significant higher in Mod 12 than it was before. The Spider in ETOS for example has a 3 tick KO DOT damage. Whereas before, it had to tick for quite a bit more before it could kill you. I’m sure other bosses have seen similar changes.

      • Gwen
        August 7, 2017 at 11:48 am

        Hi RDeviant, I noticed that too. Lately I used to run with the guild bonus to LS instead of defence. Despite the loss in power, I found it easier to run both campaign missions and esot/etos (where most of my farming happens these days). 4.5k defence used to be enough not to be one-shotted. And with 10k (SH + mount) lifesteal, the health bar was back to full almost at once. That allowed me to basicly outrun the tank most of the time (and run shoulder to shoulder with other GWFs).

        Since mod 12, I had to switch back to 8k defence (12.5k total), otherwise I’m one-shotted too often. BTW, I have also a CW with a MoF support build, and does she die a lot more now in etos! I don’t think it’s just the bosses.

        As for the updates, I noticed those. I’m quite interested in hearing about Wrathful Determination vs. Steel Blitz (still running weaponmaster here, since my crit is only about 80% w bonding), and the Air Archon stacking bug(?). Fire archon has been on the buy list for a while, but never a priority.

        Anyway no pressure, I undestand you need to acquire first, then test the gear from the new dg. So far I’ve made some adjustments and I’m doing good.

      • Mrflibble
        August 7, 2017 at 3:20 pm

        I noticed in the comments that you changed mounts to get a different setup but couldn’t see it reflected in your update at the top. What are you currently running with?

      • August 10, 2017 at 7:21 am

        Thank you very much buddy, I see from the updates you have changed from the vorpal to the lightning i myself used to run the lightning but i have changed to the holy avenger.

        What do you think about the holy.

        • August 11, 2017 at 1:25 am

          Holy Avenger will benefit you more if you use IBS in your rotation since you will see much higher increase to Spike damage. You’ll also get more benefit from Holy Avenger if you are in a burn party that is setup for clearing bosses quickly. The “getting” to those bosses can be shorter if you use Lightning enchant, which benefits all attacks. So if you want to do more damage on “just” bosses than Holy Avenger is more beneficial for you.

          If you want to be good “overall” than go Lightning. If you run this build and you play exactly as I explain in this guide than Lightning will supersede Holy Avenger even on bosses. I know people have done mathematical equations and comparisons for both enchants, but at the end of the day it’s all about how you play your character.

          • August 11, 2017 at 5:04 pm

            Thx for the advice bro 😛

          • DaftAF
            September 8, 2017 at 2:04 pm

            Also, with the additional hit of steel blitz, would it be better to change to the Golden Belt of Puissance set that would give ANOTHER hit on crit, and since we’re always criting basically we’d always be doing another hit, or is the blanket 20% increase, dependent on health, still better?

      • DaftAF
        September 8, 2017 at 6:12 am

        PLEASE PLEASE Respond to this, are you taking into account the update to the way bonding stones are going to work(and all runestones) in the upcoming changes?

        • September 10, 2017 at 4:34 am

          Lostmoth Set does not compare to Orcus Set. Orcus Set is superior in every way. The damage bonus is on the output, which means that as you get stronger, your output damage hits harder as well. In the upcoming Mod 12b release, You will be switching out Steel Blitz or Wrathful Determination for Weapon Master. This will give you 15% crit chance that you would otherwise lose with the new bonding changes. Even after you upgrade everything to R14, the loss to critical chance is just too significant. Given that GWF comes with the perfect remedy to fix the issue, GWF’s will not be as affected by the change as will others.

  • August 8, 2017 at 6:15 pm

    Can u please explain the most significant difference between ur build and Lia Knowles’s build

  • MrClEaNnDiRTy
    August 12, 2017 at 3:57 pm

    Good afternoon RDeviant, I have been using this build since I came back to NW a few months ago. This build is amazing and I want to thank you for sharing this with all of us GWF’s. It has been a while since I have checked on this build and I noticed today there are some updates. My question to you is if their is a way you could update this page or message me the exact build now. I just want to make sure that I am following this build to a T and haven’t missed any changes. Thank you once again and superb work. MrClEaNnDiRTy

  • August 16, 2017 at 7:10 am

    Great build, but why didn’t you use the Lostmauth set?

  • NosBru
    August 17, 2017 at 11:21 am

    Hi ,R deviant , i played as a SW for most of my time in the game, and I couldn’t to much damage. now I have been playing around a moth with this build and I’m Really enjoying it.. I could see in one of your comments above that the iron vanguard is best for PVP..Could u please send me some good PVP build for mod 11 please?…thank u

    • August 18, 2017 at 8:23 am

      I don’t know if a good build. Most of the proper PVP builds are private within guilds. I’m looking for a decent build myself, but havent gotten around to running any PVP.

  • August 29, 2017 at 11:54 am

    what you do you think about build that focus more to ability score rather than bonus set? Golden Belt of Puissance that give +2 str & +2 dex and Company Executioner Cloak that give +2 dex & +2 cha..is it worth?

    • September 16, 2017 at 6:38 pm

      Going this route it’s a decent alternative but not the best option. Reason for that is because of how the Orcus Set bonus works. Wearing Orcus Set you do sacrifice alot of good stats, but the damage of upto 20% extra makes up for it by a long-shot. The damage output increase is on the outgoing damage, which means that it only gets better and better as you improve your character. So if you did 100k damage without the set, you would do upto 120k damage with the set per hit and pet target.

  • SHAWNA GREIM Shawna Greim
    September 15, 2017 at 1:41 pm

    On Storm King Thunder Campaign I have a boon that I need to add, you don’t have the last point added. I was wondering where to put it. I have been using your build for a year now and love it.

    • September 20, 2017 at 1:42 am

      I actually still haven’t added it as there really isn’t anything worthwhile to add it to. However, you may consider adding to Healing Warmth or any other boon.

  • DaftAF
    September 18, 2017 at 3:16 pm

    Will you switch out the loyal avenger stuff or give an alternative since it’s so expensive?

    • September 20, 2017 at 1:41 am

      Alternative rings come from Mod 12. You can run hunts to get new legendary or regular rings or you can run the new dungeon, TONG to get 400 / 700 stat split rings. Loyal Avenger rings are still BIS, and given the rate at which stats increase for current rings, they will be overtaken in either Mod 14 or Mod 15, So that’s at least 1 year or more.

  • DaftAF
    September 19, 2017 at 12:51 am

    How badly will the temporary up time of bonding stones affect the build? Will we switch to augmenter type to have 100% up time?

    • September 20, 2017 at 1:37 am

      You won’t have to switch to augments. Bonding Pet is still BIS. The fix to the upcoming issue requires 0 AD investment. GWF already comes with something that will partially cover the upcoming losses in stats.

  • September 19, 2017 at 5:42 pm

    Hi RDeviant, thanks for writing up such a careful and thorough analysis. At first I wasn’t convinced by your guide simply because it’s not what I’ve seen so far from many guides out there (I like to cross check info, being a noob in GWF). However, judging by how you can explain all the tiny details why you choose this or that, I’m starting to take a careful look on your guide and getting convinced 🙂

    I was a 14k SW Hellbringer Fury on PC until I’m fed up with how much I couldn’t do as much dmg as other “glass cannon” dps classes (12-13k) could outdps-ed me (mainly HR Trapper and CW SS with their nasty mobs clearing). So I’m now still learning about the path my GWF should take. I just hit lv 60 last night but already moving around my stuff from my SW to this GWF.

    In this transition, I’d appreciate if you could help me answer these 2 questions:
    1. I’m still not sure mainly what companions and artifacts to get. Right now I’m using Sellsword as my active, but if you think Fire Archon is BiS for GWF of this build, then better to swap now while my Sellsword is still new 😛

    2. Why do you pick tome of ascendance and eye of the giant? With the 85% RI in mod 12, aren’t you worried about your RI? Not sure what stats relic armors give for GWF but back for SW, they dont have any armpen so we had to accommodate it from artis and insignias.

    Thanks and please let me know if there is a faster way for me to get in touch with you. Curious to hear where you’re going with this 🙂

    • September 20, 2017 at 1:26 am

      Hey there Morthos, thanks for reading the guide.

      In the coming months there will be a huge surge of people looking for new guides and what to do with the upcoming Mod 12b. Luckily for GWF that issue is somewhat solved. I have already hinted at what the solution is, but will be doing a full write-up once I get the “time” to do so. With the recent changes to SW’s and other classes, I wouldn’t be surprised to see more people switching. I will however will give you a fair warning that GWF’s haven’t had a balance in a long while and as such will likely get nerfed as well. As per guide, I am expecting a 35% loss in performance, which is alot but not enough to break the build. I have a suspicion on what the devs will likely do so I try to already prepare for it. Now that’s out the way, back to your questions.

      1.) BIS is strictly an opinion of a single individual that becomes an opinion of many due to the spread of word of mouth for most people. This particular opinion works for that person because of how they play their character and may not necessarily work the same way for someone else. The problem with all of the debuff companions is that they are slow in attacking as well as actually getting to that 3rd hit for getting you that 10% debuff. Also consider that these companions are melee, meaning that there is “time” required to reach target before starting any attacks. When you add all of this “time” you find that you get neither the proper amount of stacks nor do you really benefit from the debuff. There is one and only one scenario where debuff companions beat other companions and that is when fighting bosses because there is no real movement required, the companion can safely and easily stack debuffs and camaraderie buffs. Using the above as the basis, you can now remove quite a few candidates and consider something that will work better for you personally. Fire Archon is definitely not the best companion, but it is the best option available for most because of several reasons; it is an Archon (damage +0.5%), it has a very fast attack speed, it has DOT which can trigger stacks even if it dies, 3 offensive slots, and provides a decent damage bonus to you. Compared to Zhentim Warlock that didn’t provide any real bonus, Fire Archon offers a decent amount of positives to make the switch. Leave the debuffing to DC’s, OP’s, and GF’s.

      2.) I have completed my character for Mod 12 and Mod 12b. What I wear now is not what is shown in the guide primarily because it took some time to get the gear I got as well as testing and making final decisions. For me particularly, I’ve chosen to go with Bloodlord’s Visage, and three pieces of Primal gear all focused on Power. Ultimately, I narrowed down the helm to two best pieces in the game; Guise of the Wolf Clan and Bloodlord’s Visage. Rex Corona is nice on paper, but when you kill stuff in under 10 sec, it’s not really that great. Guise of the Wolf Clan helm takes the cake for being the best for just about all classes. I missed the opportunity to get it initially because I didn’t consider the bonus from the defense and the fact that the 2k Power and 2k defense count as base stats. This means that they get further multiplied by camaraderie as well as your 20% bonus to defense. Regardless of that, defense has always been undervalued simply because majority of population is actually scared to run dungeons without a tank or a DC. Many underestimate the power of Life Steal and Defense. Basically, you want to stack defense to convert it to Power and also to be able to handle stronger mobs and almost never die. I replied to one of the comments above about DR and Negation, that will basically explain the reasoning for high defense. The irony in all of this, is that I end up doing highest damage damage in 90% of my runs even with not so high investment of Power. I can reach about 96k Power currently without potions or any other player buffing me. I run about 75k on regular basis, this is basically the minimum for me. Currently rolling with 30k+ Crit, and about 30k Defense. On top of that I got 30% Life Steal that can reach 40% from Rampaging Madness. I also am running 27% Deflect, which is a recent thing that I have been investing in. So all of this should explain why I use the artifacts I use. I have capped nearly every important stat to a point that I have ventured as far as investing into Deflect. My armor pen is currently at around 82% or so and my HP is 161k.

      Getting to this point has been my goal since the beginning hence the guide name reference of “Game Complete”. If you have any other questions, let me know.

      SIDE NOTE: I went to PVP expecting to be completely destroyed. Unexpectedly, I dominated with full PVE gear. I can’t say the build works perfectly in PVP, but the fact that you can do PVP in PVE gear is already a big factor. This is going to be an even bigger deal with Mod 12b since tenacity is going away…

      • September 20, 2017 at 5:31 pm

        Wow! Thanks a lot for explaining everything in details, RDeviant! I do appreciate it 🙂 At this point I think it wouldn’t be wise for me to use your arti set then. However, I’m willing to be patient and go your way for a longer term investment, especially that I’m currently limited on AD and not online much. So better invest it from now and suits it well with this build.

        Btw, I saw on the youtube video that you’re also playing on PC. Are you comfortable with sharing your handle for further consultation or not? Regardless, thank you for your help 🙂

  • September 20, 2017 at 7:42 pm

    Enjoyable build – which Chult boons did you go for?

    • September 26, 2017 at 4:33 am

      I went for Power, Defense, Deflect, and Soul Siphon. Currently, Soul Siphon is broken in that it only gives you the damage and not the healing. Looking at just the damage alone it’s still a better option than all the others. For the last boon I originally wanted to go for the one that does 30k damage on death, so I tested it and was deeply disappointed by it. There is a 60 sec cooldown and when the damage does actually spread, you end up killing the targets all at once, so it’s basically useless. Soul Siphon on the other hand is quite great especially for a build that can take lots of hits. Basically, everything that hits you builds stacks on themselves and as soon as just one of the enemies dies “all” stacks on everything release. When that happens, your screen lights up with a shitload of 2k hits procing on everything. There is no cooldown and you can keep activating it as long as something dies around you. Now add the healing portion to it that is currently broken and we are talking about another form of healing that while useless in general, it can be useful in some cases.

      I believe that once the healing portion gets fixed, we will finally be able to use healing warmth boon.

  • September 20, 2017 at 10:27 pm

    Hi again, regarding defense enchantments, why did you go for Savage instead of Dark? Do you think it’s really worth getting the HP stats rather than stacking LS? Thanks 🙂

    • September 20, 2017 at 10:42 pm

      Sorry, 2 questions:
      1. Until you get the relic armor set, what are your thoughts on the arm piece: pilgrim assault (pwr, armpen, def), survivor’s wrap, and hullsnapper? Currently, I’m thinking of slotting hullsnapper for its defense stat.
      2. Atm, which armor do you think I should slot: Historian Regalia or Pilgrim Raid?

      Much appreciated 🙂

    • September 24, 2017 at 6:04 pm

      Extra HP means you can take more hits and also have more temporary HP when you go unstoppable. You get less 1 hit deaths and have more time to gain your health back through Life Steal. HP / Defense / Life Steal are all related to each other. If you have more of one stat than you can have less of the other. In my case, I have more Defense and HP than I do Life Steal, so I can get away with a fairly low Life Steal number.

      The new Pilgrim gear is better than the previous relic gear for sure. I would skip relic gear and go for Mod 12 gear. Look for good bonuses and a proper stat distribution. Which pieces you use is entirely upto you.

      • September 24, 2017 at 6:32 pm

        Thank you 🙂

        I think I’m getting used to the rotation that you’ve beautifully elaborated above. However, I’m wondering if it’s even possible to outDPS GWF that has IBS on a long, boss fight such as MSVA, FBI, or Tomb of the NIne Gods? I tried your rotation but somehow, I fell way behind. Also wondering if you swap your lightning with Vorpal for instance for boss fights?

        Much appreciated.

        • September 24, 2017 at 10:03 pm

          For MSVA / FBI / TONG I use IBS primarily because you end up having an OP and either single DC or two DC’s. When you have such combination, IBS gets cooled off very quickly and you end up using it very often. Considering the buffs and major cooldown reduction, IBS is a sure winner. Battlefury wins for areas where you need to move alot or things die quickly. For FBI I do use Battlefury for the climb up the mountain right before first boss. At boss I switch to IBS and keep it like that till the end of the run. For MSVA and TONG IBS is always slotted for reasons mentioned above. It is possible to out DPS even with Battlefury, but it requires you to basically stop using encounters and keep using Sure Strike (90%) and Weapon Master (10%) of time. Somewhere in-between you can fire off encounters dailies and maybe an artifact. It’s too much stress to do it this way, so might as well use IBS in a party where it gets a boost.

  • DaftAF
    September 28, 2017 at 1:16 pm

    When will you be partially or fully revamping the main guide to include all your updated findings?

    • October 8, 2017 at 10:49 pm

      Guide has been updated with latest information. There are still some stuff left to add, but that will come later.

    • DaftAF
      October 9, 2017 at 11:04 pm

      Is ring of sudden precision really the right/only/best answer??? Is there really no better alternative?

      • October 13, 2017 at 4:50 am

        Any dual offense slotted ring will do, but my personal preference is Brutal and Sudden combo especially for next mod when crit will be at all time low for just about everyone. I personally think this is a BIS setup now and will be BIS next mod.

    • DaftAF
      October 11, 2017 at 4:49 am

      What is the difference between BiS and Optimal? Which is better for the build over all?

      • October 13, 2017 at 4:55 am

        I generally update the guide based on now, but since Mod 12b information dropped early, I added it as future reference. The BIS is for the now, and will change accordingly based on the current mod. Both Armor Penetration and Critical Strike stats will be lacking for everyone next mod. This is why the value of Power will not be as important as these two stats. So the Primal headgear will likely be the BIS of Mod 12b as I know this will be the case for me.

  • Matt
    October 16, 2017 at 1:15 pm

    Any suggestions on what powers to equip for the relic weapons?

    • Dowden
      October 16, 2017 at 8:20 pm

      I have chosen..
      sure strike for main.
      Steel blitz and combat advantage for offhand.

      Hope that right XD

    • October 16, 2017 at 8:31 pm

      Before Mod 12b, you should have Destroyer and Steel Blitz slotted and use Steel Blitz weapon passive. After Mod 12b releases, you will be lacking crit so you will want to use Weapon Master and Destroyer with Weapon Master as weapon passive. Eventually, when we return to our former glory, we will go back to using Steel Blitz.

      • DaftAF
        October 16, 2017 at 11:00 pm

        When do you expect us to get back to our former glory approx?

        • Gwen
          October 17, 2017 at 5:37 pm

          DaftAT that depends on the money you have. To get back to BIS in mod 12b you’ll need to have R13 weapon enchant and R14 stones/enchants everywhere. That’s a lot of ADs.

          Thanks to the Mod 12 gear ArPen doesn’t seem to be much of a problem tho, e.g. if you manage to get the new rings from the hunts that’s 815 ap each. Primal gear will be much harder to get for non BIS players tho. So if you missed the opportunity to farm TONG now, (and I did miss it), it will be harder to catch up. Running TONG w/o Mod 12 gear won’t be easy with nerfed bondings.

        • October 18, 2017 at 4:23 am

          At least a year from now, and that is being generous. I will more than likely be looking at alternatives if they do what they said they will do with Random dungeons.

      • DaftAF
        October 17, 2017 at 5:15 am

        are the everfrost resistance kits on the shirt and pants changing?

  • November 2, 2017 at 1:27 am

    “Honestly, with a supper buffing party any decent DPS character can do very well, no matter if you are a GWF, TR, SW, TR, or really anyone.”

  • Gwen
    November 3, 2017 at 1:11 pm

    Hi RDeviant, this is minor issue, but I just got the Pants of the Chultan Merchant (1146HP, 430ArPen, 104Def), what do you think?

    I think they’re a bit better than Berserker’s Gemmed Exquisite Elemental Chausses. Now, with good amount of Life Steal already you don’t really need their bonus, but it’s a nice addendum… if you’re down to 30% of your HPs, you get 70*15 = 1050 extra LS. Not a lifesaver, not a bad bonus for pants.

    • November 4, 2017 at 11:54 am

      Yes, I switched to those pants as well, and they will be playing a much bigger role with the upcoming changes that I have. I am working out the changes for my next update, which will include moving to all R13’s 3 stat enchants for Offense / Defense as well as the changes in armor and mount. So far, I have switched to Guise of the Wolf Clan helm, but depending on how I work out the maths for everything, my options currently include switching to 4000 Critical Strike mount and possibly using the Primal helm. Right now I’m sitting at 100% Critical Chance, but I lose about 20% damage from not using Steel Blitz. The goal is to cap Armor Penetration, Critical Strike, and Defense without major changes.

      • Gwen
        November 7, 2017 at 7:08 pm

        Ahh… that was my following question… I have planned to move towards a mix of Gigantic and Black Ice enchantments. My initial idea was to have all ArPen I need on me w/o any (or minimal) from the pet. Pet would provide power and crit.

        Then I started playing (on paper) with Black Ices, to get more crit (700 vs 600 from a Brutal at rank 14), those on pet. I’d have a mix of Gigantic and Black Ice on me. And playing a bit w armor kits to reach an ideal balance. For defense, I was looking at Draconics (on me mostly), as I’m a fan of HPs. (I know that stacking defense means adding to power too – but still). I do believe that below 150k HPs investing on them is still more effective.

        At full r14 I’ll be trading power for something like 14k recovery, which is a bit too much. But I don’t dislike it. Anyway it will take a long time before I reach full r14, that means I have time to adjust along the way, initially for sure I’ll have some azures around to cap crit and some ArPen on the pet to cap it too.

        The reason why I don’t like the idea of having crit on mounts, is that mount bonuses are easily swapped, and I like the flexibility. To name one, I feel that having constantly 85% dr ignored is a waste, since there’s only few mobs in only one place with that requirement. Switching mount bonus to the White Tiger one, I can easily manage to get that on demand extra ArPen I need temporarily. So, ideally I’d rather have a mount with defense or power, which one entirely depends on how many pieces of equipment I manage to drop w double attack enchant slot. As far as most of them are att/def at the moment, a defense mount doesn’t look necessary.

        Of course, now with the flying carpet you have a very cheap option (compared to other legendary mounts). Saving 5mil is not bad considering the amount we have to spend now to reach BIS. So I might go defense anyway.

        The next biggest adjustment will be related to the upcoming Lighting nerf. It was expected, but of course it was announced the day after I got a Pure one. Oh well. BTW that makes really a big big difference compared to my old r8 Vorpal.

        • November 10, 2017 at 3:18 am

          You’re on the right track so far, doing basically what I’m doing currently. I would suggest not stacking that much recovery, but go more for a balance of stats. You definitely want a good amount of crit and armor pen nowadays. The difference in damage it makes is very noticeable and significant. I currently have everything mostly balanced, but I am unable to run Steel Blitz because I am lacking crit, but I have too much defense. Because this is the case, I can afford taking some losses and go for the mount with crit on it. I am missing exactly 4000 critical strike and it comes down to using the crit mount as that the only thing that will not cause me to take serious losses.

      • April 1, 2018 at 6:52 pm

        Hey, any hints on your new 3 stat enchants setup. I suspect you are still working on the best possible formula but could you suggest a good layout for companion offense/defense and main offense/defense? I am trying to switch to 3 stats myself but I am not confident that what I have so far is close to optimal.


        • April 5, 2018 at 5:50 am

          I have upgraded my Brutals on the character to R13 and have decided to keep them until better gear comes out to push the stats further. On my companion I have switched to all Black Ice R13 enchants. I have recently gotten lucky with Gravedigger +4 drops and have equipped one on my character replacing Brutality + 5 and 1 on my companion replacing my Loyal Avenger ring. I am also still using my Fire Companion due to gear. Ultimately, the goal is to use get 2 Gravediggers +5 and use one on character and one on companion, but that may never happen. I am sitting on 93% Critical Chance without potions, 98% with Baphomet Critical buff and over 100% when one of my rings activates. On average I basically have 95%+ Critical Chance. Once I start hitting higher numbers, I will than start to remove my Brutals and change them to Black Ice Enchants, which is the final end game setup for a GWF.

          A cheaper and quicker route to take for double offensive is to buy the new Mod 13 crafted rings. You won’t get the bonus, but you will get the offense slots.

  • Chuck Haag
    November 5, 2017 at 10:48 pm

    Forgive my ingnorance, but you mentioned having 60% ArmPen in an earlier post. I don’t see that in the list of “%” stats. Do you mean 60% of Power stat? Thanks.

    • November 10, 2017 at 3:01 am

      Armor Penetration stat translates to Resistance ignored stat that is expressed in % of enemy resistance ignored / removed. You want to have 60% for general content and 85% in Chult. So Chult Map, TONG, and Prince’s Folly all require 85% Resistance ignored. Dungeons like MSP, MSVA and FBI need 75% Resistance ignored. Keep inmind that GWF’s get 25% of Armor Penetration as Power, so even if you over stack it, you still get benefit from it.

  • Wes
    November 6, 2017 at 10:46 pm

    Hi RDeviant,

    Thanks for this build! Quick question: is the fire archon still best if you don’t have a 2 slot talisman?

    • November 10, 2017 at 3:05 am

      Fire Archon is still BIS for non premade PVE groups. If you happen to have group of friends that run premade PVE groups all the time than only in that case running Air Archon or Con Artist makes sense. The greatest benefit from them is the increase in DPS during Boss fight only. In any other situation other than Bosses, Fire Archon wins. Given that I run with whomever as do most people, I get bigger global benefit in that I personally make runs faster.

  • Alvaro Ferreira
    November 8, 2017 at 7:43 pm

    Hi RDeviant;
    Thank you for the extensive text.
    I would like to know if there is any update from this since it has been a long time. Also the nerf that you said might happen of 35% has occurred or not? I am a new player and dont have this background.
    Have a great day!

    • November 10, 2017 at 3:11 am

      Mod 12b did a 25% serverwide nerf to stats that affected anyone who was using Bonding Pet, which is basically everyone. The upto 35% class nerf hasn’t happened yet, but it is very likely to happen as some point. Build is updated to Mod 12 and will work find in Mod 12b given minor changes that I have suggested to make in the gear section. However, I’m still working out the kinks hoping to get where I was before the nerf which is actually possible now but will require some expensive changes. I’m hoping I can make the buys I need during thanksgiving week.

      • Alvaro Ferreira
        November 10, 2017 at 5:10 pm

        Thank you for the reply. On the non expensive side of the build have you changed anything from the powers and perks set up?

  • mikegwf
    November 10, 2017 at 12:54 am

    you mentioned in one of the more recent replies you have suspicions as to what, if any, possible nerfs to the class may occur. with the understanding that at this time it’s merely hearsay and speculation – even if it’s coming from an informed place – could you please elaborate a bit on that?

    i’ve been fearing a gwf nerf for a long time. as a ps4 player, i’ve witnessed literally every other class receive at least one (if not multiple) “rebalancing” of their core mechanics/feats/abilities/powers. yet all the while gwf have remained untouched. obviously this can’t remain the case forever. i’ve invested far too much time and effort to have my build & class totally thrown out of balance, and honestly if they do severely change something to i feel as though i’ll be leaving – which may not be that bad of a thing, lol.

    anyway, i’d appreciate your 2cents on the matter. thx.

    • November 12, 2017 at 7:36 pm

      GWF’s actually had a re-balance already around Mod 6 when I think Deep Gash was nerfed as well as a few PVP skills that were very powerful back then. GWF’s were top dogs in PVP until knockdowns and stuns got nerfed. I left PVP myself when GF’s received GWF’s Vanguard tree, which came with some very powerful abilities like Threatening Rush and Weapon Master Strike. What came out of that is a complete screw-over on Cryptic part that caused many GWF’s to either leave the game or make GF’s as their mains. So what ended up happening was a global movement of GF’s being the new top dogs in PVP with their new abilities and a three attack rotation that if u time it right you basically kill anybody in three moves. That’s likely not the case for some classes, but if you were a CW with under 120k, you were as good as dead when facing a GF.

      This whole PVP fiasco resulted in many PVP oriented GWF’s to focus more on PVE as gear was getting significant improvements as well as our weapons were getting very high damage increases. Overtime, the outcasts of PVP (GWF’s) became the ruling kings of PVE as it is still the case today. When you fuck over a whole class, they will always find a home somewhere else and prosper, such is the story of GWF’s. This is basically the reason why you see so many GWF’s nowadays in PVE. It wasn’t because they were a favorite of so many people, but more of the fact that they were once very good in PVP. Nowadays you also have a shift of rogues coming to PVE, which tells you just how broken PVP currently is.

      Anyways, to answer your question. A re-balance is surely coming our way there is no doubt about it, but it will likely come later maybe around Mod 13 or 14 because we just had a global nerf to everyone and that’s causing alot of people to make necessary changes to be good again. The specific skills that I think will see a nerf would likely be Indomitable Battle Strike as well as Hidden Daggers. Both of these abilities are extremely powerful given the right circumstances. IBS can easily hit 3 – 9 Mill in a dungeon with heavy buffs from the party, and I’ve seen my Hidden Daggers hit for a 1 Mill each shot. Right now it’s just a speculation, but I have been preparing for this for a long time and the way I stack my stats gives me that room to make up for losses. When you build around the Owlbear Cub like most people had and it gets nerfed and breaks your build that’s when you know you f’d big time.

      Never build around bugs, it never plays out in the end. What’s broken that is giving a boost will always get fixed. Unfortunately most people don’t think like that and play around bugs and than complain when their class is no longer performing as it used to. This is what happened with SW’s and CW’s primarily.

  • babwvb
    November 12, 2017 at 3:14 am

    Love this build. What would be best way to gear up for fresh 70 like armor and what not? I’m going to get drow shirt and pants first and get chultan crafted but not sure after that. Is the 420 chultan gear worth it?

    • Gwen
      November 12, 2017 at 3:46 pm

      It all depends if you have VIP or not. If you do, and managed to get some tarmalune trade bars, the Pilgrim armor and bracers from the shop are awesome. Combine them with dusk helmet and boots (same vendor), drow shirt and pants you mentioned, rings from the protector seal vendor, and a super cheap set (Lantern, Cloak of the Protector, Greater Twined Rope of Dexterity) and you’re read to go. All my secondary chars are equipped like that. Oh, and the cheap Chult weapon set you get from the AH (and you get double enchant slot at purple).

      If you don’t have vip, or if you don’t have enough bars, go for the Relic set at the protector seal vendor. Relic has the option to become stronger if you take the time and farm voninblod, which is time consuming but doesn’t need much combat (if you’re careful, you can get most relics w/o engaging mobs). At 465, the Vivified Relic is the best set you can get w/o entering Chult, which is most likely is too hard for a fresh 70.

      To be honest I haven’t tried the League set. If you struggle to cap armor penetration, then it may be worth it, the Relic set doesn’t contribute much to ArPen, while the League Assault set is a smaller version the the Pilgrim one.

      I do advise to consider VIP if you haven’t, and then get the Pilgrim Assault Korazin asap, not only it’s 460 (just a bit less than Vivified Relic) but the stats are awesome for starters, +1824 crit and +1216 arpen are extremely good. The Pilgrim Assault Panahs with +1174 power and +782 ArPen are solid too.

      • babwvb
        November 13, 2017 at 5:17 am

        Awesome and what about single stat enchants till I can get brutals and Savage?

        • Gwen
          November 15, 2017 at 1:09 am

          Frankly, the current state of the market is messed up. I’ve seen azures almost at the same price of brutals, same rank.

          In the past brutals used to be 3x o 4x the price of an azure. It was rarely an hard call, 2 x r11 brutals used to be in the same price range of 1 r12 azure and 1 r12 radiant, and gave less combined stats. So only r12 brutals made sense.

          Now really it’s all about what stat(s) you’re after and the stat/AD ratio of that day. My personal advice, RDeviant might not agree here, is not to care about power at all, until you cap armor pen. and critical. So do use darks and azures, just make sure they’re actually cheaper than savages.

          The usual advice would be to spend on bonding runes first. Buy then as high as you can afford them. Then, you should be able to buy companion equip with decent stats, and 1 attack slot, that should be cheap from the AH. Buy good enchantments to put on the companion.

  • November 20, 2017 at 2:23 pm

    hey, great build… in your opinion what would be the best alternative for SKT weapon set as farming MSVA is getting kinda hard… would SH2 weapon set be good enough or is RD’s Aboleth set be better?

    • November 25, 2017 at 5:07 am

      The SH2 weapon set is actually the best choice to go with, but since they came about after the Relic set was introduced and the the fact that many people have already upgraded their weapons, switching to it is kind of pointless. In your case going for Sh2 would be best option and Aboleth as an alternative. Given some accidental comment from one of the devs, I would suspect that were are going to get new and improved gear sometime in Mod 13 or 14. Hence why I don’t really care for the new rings or the new weapon upgrades. If you already have a legendary weapon set that has the current highest weapon damage, I would stay with it as the weapon set bonus is largely irrelevant in the grand scheme of things.

  • Gwen
    November 29, 2017 at 12:20 pm

    Hi again, another quick question. I read you use IBS more often now (you mentioned MSVA / FBI / TONG), how do you feel about the Endless Assault feat? I’m thinking of a respec (and a race/reroll change) and I’m willing to spend some points there, expecially if I give up (in the short run) on Steel Blitz and keep Weapon Master, which allows me to trade a few % points on crit.

    So I was thinking of getting rid of 2/3 Weapon Mastery and nick one point maybe from Disciple of Strength to get 3/3 Endless Assault for 6% more damage on IBS and hidden daggers.

    To elaborate a bit more, now I’m between 95 and 99 crit while in combat (oscillation due to various stuff, boons, overloads, etc.). That’s with Weapon Mastery, but wrong artifact bonus on the Off-Hand. If I decide to keep WM for now, I can take a -2% hit on crit chance. I can use some Superior Flasks of Potency I guess for now (which most likely I would use anyway for the crit. sev. bonus).

    • November 30, 2017 at 6:43 am

      I’ve done many ACT tests and from all of my testing, most of the DPS comes from using At-Wills as our primary source of damage. Considering that IBS on average with OP in party has about 9 sec CD and your average boss fight is about 2-3 minutes, you are looking at about 6.69 IBS hits per minute assuming everything is in perfect harmony and the boss never moves. Now you also want to account for the maximum possible buffs that you receive from the party and assume that you have uptime of these spikes lasting 10 sec and downtime of 5 sec. This gives you 4 spikes or uptime of 40 sec of buffs per minute with 20 sec of no spike buffs.

      Now lets assume the following:

      IBS MIN HIT (NO SPIKES): 4,500,000 / 4,770,000
      IBS MAX HIT (INCLUDES SPIKES): 8,000,000 / 8,480,000

      IBS per Minute (Assumes No Endless Assault):

      IBS MIN HIT (NO SPIKES): 10,000,000
      IBS MAX HIT (INCLUDES SPIKES): 35,555,556
      IBS TOTAL PER MINUTE: 45,555,556
      FINAL IBS HIT ESTIMATE: 36,444,444

      IBS per Minute (Assumes Endless Assault):

      IBS MIN HIT (NO SPIKES): 10,600,000
      IBS MAX HIT (INCLUDES SPIKES): 37,688,889
      IBS TOTAL PER MINUTE: 48,288,889
      FINAL IBS HIT ESTIMATE: 38,631,111

      Your final Endless Assault damage per minute estimate is 2,186,667, but this number isn’t exactly accurate as I did a damage multiplier on the final output number, while Endless Assault feat affects Encounter skill damage, which will yield much smaller damage increase in the full damage formula which I don’t have on hand. If you want something more accurate, find the damage formula on Reddit or Neverwinter forums and apply 6% multiplier to the skill damage of IBS. What you will come to see is that the actual damage increase will be fairly minimal, something along the lines of 1.5-2% of your total damage done by Encounters.

      I personally have no points invested in this as I invested into Unstoppable Action and Disciple of Strength instead, but I personally am not sure how good Disciple of Strength really is. This is one feat that has me confused as it is not very clear what exactly it does. More than one way to interpret how it actually works with some people claiming that it gives additional % added to your stats, while others say it’s a multiplier of your stats. My personal suggestion to you is to keep floating between 95 – 100% Critical Chance and use the extra investment to focus on other stats like Armor Penetration, Recovery, Power, Deflect, and Defense. If you are seeking any amount of damage increase than go with your original plan.

      • Gwen
        December 1, 2017 at 6:48 pm

        Hi, thanks for your answer. I wish I could run ACT in T9G to collect some data on my pc, unfortunately T9G is very laggy already and ACT makes it worse.

        As for what you wrote, I think that Daggers account for a fair share of damage, but that depends on the dungeon. Endless Assault should buff those too. And my question was more EA vs. Weapon Mastery, when like me, you’re reaching crit cap. with some room to grow still.

        Basicly soon I feel I’ll be in no man’s land as for Weapon Master / Steel Blitz. Overcapping crit w Weapon Master and too low w/o. Based on the figures you kindly provided tho, maybe I’m just overthinking it. 2% isn’t much of a difference. Being a bit lazy with the rotation or just taking it a bit easy most likely accounts for much more than that.

        • December 1, 2017 at 7:49 pm

          I’ve been doing some additional testing of other factors that can improve DPS and have come to some interesting results. Going into Mod 12b, I knew that I would have to give up Steel Blitz to stay competitive, but then I had to come up with some way to nullify that loss somehow. I started to experiment with Armor Penetration stat as that is the biggest contributor to our damage due to how it works and noticed that the more base Armor Penetration I had before bondings the better DPS I had. I currently have 6600 Armor Penetration standing and around 10k Armor Penetration when bondings activate. This is definitely more than what I need, but I have seen major improvement in DPS from when I had 1600 Armor Penetration standing and 7800 after bondings.

          I think that having a good amount of Armor Penetration on your character as well as have 95% Critical Chance has a huge impact on the initial DPS that you do. The biggest weakness of a GWF is the building or stacks of buffs at every start of battle. If you enter battle with an already high DPS starting point than you basically have no disadvantage when compared to other classes that don’t have to build as many stacks as we do. You also have to account of the pet to attack, get bonding buff and then transfer it to you. All of this takes time. Armor Penetration is another form of a damage buff that you get right away without needing to build stacks, which is basically a buffer zone for us. Given how fast GWF’s move as well as attack, you gain a massive advantage.

          I’ve run countless TONG runs and other dungeon, and I generally play with 16k+ players, some who are even more geared than I am. Ever since I went this route, I continue to double, or triple the DPS of 2nd top player in the group and that is saying something considering that I am still using Rank 12’s, and no Unparallel enchantments.

          Going forward, we know that we will have new gear coming our way with increased stats. I’ve calculated that Weapon Master passive including the Of Hand power is worth 6000 Critical Chance. Ultimately, I want to switch it out for Steel Blitz as it will give the biggest improvement to my damage, but I also know that I need to stay at 95% Critical Chance to make that switch. With some tweaking to my gear, I can make up 4000 Critical Chance, but I would still need 2000 from somewhere without major losses in my stats. I was contemplating of getting the 4000 Critical Chance mount, but decided not to a it wasn’t really worth the effort.

          So for this mod I will likely stay with my current setup and wait for next gear improvement to get back to our former glory with Steel Blitz. This will likely happen whenever we get new gear, which may be in Mod 13b.

          • Gwen
            December 3, 2017 at 3:22 am

            I’m running with about 100% R.I., overcapping it a bit but that’s part of the plan. My pet is 3 off / 2 def slots, with 3 x r13 gigantic and 2 x r12 azures. R12 azures are leftovers, I’ve decided that instead of refining them to R13, I’m replacing them with gigantics, moving the old ones to defence slots (eventually they’ll get replaced there too, but that’s low prio).

            On me I have 1x R13 brutal, 4 x R12 azures offense and the rest are a mix of R10/12 azures. Definitely there’s room for improvement as you can see. The extra arpen is a byproduct of using gigantics as main souce of crit on the pet.

            Should I get a 2 x off. slots piece for the pet, the idea is to rotate enchants, moving one R12 to a defence slot, one R13 gigantic on me, and put 2 x R13 black ice on the pet, taking a small hit on arpen, but gaining power. Meanwhile, crit remains the same.

            The beauty of triple stat enchants is that you can fine-tune by swapping them, making small adjustments. Add that with 3 x R13 bonding and 1 leg. pet, you get almost exactly 2x stats from the companion, making adjustments even easier. With R13 enchants the basic unit is 300. You get a combination of 600/300/300 if you put the enchant on you, and roughly 1200/600/600 if you put it on the pet. So not only you can replace one R13 with another of a different kind, but you can also swap them between character slots and pet slots with a similar effect.

            Considering Draconic/Demonic/Gigantic/Black Ice, each one has a different mix of power/crit/arpen/recovery. It’s relatively easy to trade 300 pt in one stat from 300 pt in another, while keeping the rest unaltered.

            In my example, replacing one R13 gigantic with 2xR13 black ice on pet, the result is +2400 power, -600 arpen, +600 recovery, crit unaltered. But since I’m moving the gigantic on the character, replacing one R12 azure, the result is: +2400 power, -300 arpen, +900 recovery, -100 crit. That doesn’t take into account the change in stats of the item itself. If I manage to replace a Ring of the Beast Slayer +4 (which I have atm) with the +5 version, the end result is not a loss but a small gain in crit too.

  • November 29, 2017 at 3:24 pm

    I have looked over this build several times and see there your everfrost resistance is 50%, can you explain what you are using to get that much without changing armor.

    • December 1, 2017 at 3:27 am

      I get 30% EF Resist from Periphriet or whatever you call it that you get from a the main quest in Bryn before unlocking Lonelywood. Main Hand and Off Hand give 3% each. Shirt and Pants have Major Everfrost Resistance Kits that give 5% each. Last 4% are from boons that give 2% each.

  • Trollpatro1
    December 2, 2017 at 4:55 am

    Hey deviant,

    I just made a GWF and I’m following your guide. I have a few questions though about the guild. So it’s designed to be tanky while still being at top or close to top of charts in dps? And also, for feats just to get it straight we use weapon master until our crit is 90-95+ then switch to steel blitz?

    Thanks in advance (:

    • December 5, 2017 at 3:41 am

      Yes, that’s correct. Sometime in Mod 13 or Mod 13b we will have new gear. Supposedly, this gear should be far superior than what is currently available. It is possible to optimize this build and manage to use Steel Blitz instead of Weapon Master but at the cost of other stats that we need. The to making this happen is getting a Legendary Rage Drake and then moving some items around on the character to makeup an additional 2k Critical Strike. The cost to such a move is paying around 12 Mill for the Rage Drake, which I find to be absurd. You’re better off with getting the Magic Carpet for 2 characters paying that kind of money. So essentially, I am now building up a DC as well as an OP, which are fun too.

  • December 5, 2017 at 6:20 pm

    i been using ur build for past year on xbox one and its working amazing for me i did what u just said and went to weapon master because im no where near where u are on gear im just under 13k gear score but i have all the companions and mounts setup like u did my question is for ur active companion the fire icon we dont have loyal avenger set on xbox was wondering if there is something that comes close to that ud recommend i was thinking ring of hunter + 4 or 5s with armor pen kits on them but i wanted to ask u if u knew of something

    • December 6, 2017 at 5:02 am

      There are a variety of rings you can use as substitutes for Loyal Avenger gear. Your first option would be to grind IG and hope for getting 3 +4 companion items with the stats that you need. Your second option would be a bit more expensive, but may be doable since it works just fine for my DC, getting a Con Artist. This companion is slow and not a recommended choice, but it enables you to use 3 rings, which makes things way easier. The rings I would recommend you use come from the new dungeon, TONG in Mod 12b. I don’t know if this mod is out for you yet, but the rings it drops are great. You can use the rings you suggested as well, but it’s a matter of RNG. You can also use the ilvl 500 Primal rings as well. You have plenty of options here, hyst a matter of what you plan to do to achieve your goals.

  • December 6, 2017 at 11:29 am

    thank you for this build!!! it’s very beatiful and usefull, i hope that you keep that update! excuse my bad english 😉

    • December 17, 2017 at 8:12 pm

      Your English is perfectly fine 🙂 I will continue to update the build as I test more stuff. If you have any specific questions, feel free to ask here.

  • Jerrad
    December 13, 2017 at 9:16 pm

    Wow this page is amazing. I just started the game about a month ago. I was hoping someone could answer questions that would help improve my leveling. I plan on creating this class on Christmas. I’m still deciding between orc or dragon born. I plan on buying packs to make leveling easier. What companion would you suggest starting out with and looking for any tips to make my leveling process smoother. I know many people have done without buying anything but I have the opportunity to do so. Any certain packs I can buy? I want to have everything ready or be prepared before I start. This will be my Christmas present lol. Thank you for for taking the time to create this.

    • December 17, 2017 at 8:50 pm

      One of the primary reasons why people were choosing Orc over Dragonborn was due to a belief that the 5% Critical Severity was a significant enough damage boost that it was worth the investment. Sometime during this year a redditor, JanneMoonmist along with a few other people has done mathematical comparisons for various aspects of the game. Things like weapon enchants, critical severity, combat advantage, critical chance, etc. Basically, the conclusion was that a 5% critical severity amount will be equivalent to about 5% damage at 100% total critical severity, but as you exceed 100% critical severity, you start getting less and less return. As time goes by, people get more and more critical severity through different means and so the value that it used to hold is somewhat diminished. This is where the decision between going with Orc or Dragonborn becomes really simple since the value of the Dragonborn benefits have always been around exponential growth of your stats. 3% to Critical Strike and Power may seem insignificant to some, but when you start adding up the benefits it’s definitely worth it. Ultimately, a Human would probably be the best choice, but since there is a feat that is still broken to this day it makes no sense going Human as we can’t invest into this feat so the alternative is Dragonborn.

      As far as packs go, there are certainly things that you should get, and this applies to anyone really. Here’s the list:

      – Dragonborn Pack (This is the best buy in game. Nothing else can compare to the value that this pack brings.)
      – Warlock Pack (This pack provides any character on your account with starting warlock gear as well as a Critical Severity companion that gives 10% at Epic grade. This pack has multiple purposes.)
      – Mounts (I’ve listed various mounts that you will want for this build in the mount section.)
      – Character Unlocks (This is optional depending on your continued interest in the game, you can gain significant benefits with this especially since this is discounted right now.)
      – Campaign Unlock (This is in reference to the 10000 (8000 right now) ZEN pack that gives you quite a significant boost to your performance as well as iLVL. This unlock alone will save you months and months of playtime doing boring quests that don’t give any AD for your time. This investment will more than pay for itself in much less time.)
      – VIP (This is probably the second best buy in the game that once you start buying, you should be buying it every year. I recommend getting the 6 month packs as they give you the greatest value for the cost. There’s too many benefits that this provides to pass this up.)

      The list above should be enough of a head start to start playing and having some fun.

      As far as getting other companions, I would review the companion list I provided in the build. It’s what I currently have.

  • PVu
    December 16, 2017 at 7:11 pm

    Thank you for continuing to test and update your build. Assuming a GWF with 100% crit without using Weapon Master: 1. Is there any scenario where you would run Wrathful Determination instead of Steel Blitz? 2. Is there any scenario where you would swap out an unparalleled lightning enchant for an unparalleled holy avenger/terror/other, e.g. boss fights? Thank you again.

    • December 17, 2017 at 9:15 pm

      1.) There is a lot of debate centered around Wrathful Determination passive as no one really knows the full extent of the benefits that this passive provides. However, looking just at the fact that it requires a full Determination bar to gain full benefit is a big disadvantage at least for this build. IBS and Hidden Daggers are the skills that would gain the biggest benefit using this ability, but become highly dependent on getting your Determination to max before activating. This means that to get the most out of this passive, you actually have to wait before using an ability. Waiting is time, which is also DPS since the faster you use your abilities the faster they go on CD and then you can use again. So on paper, since time is usually excluded, yes Wrathful Determination would probably be the best option to go. In practice, things die too quickly anyway, so a passive like Steel Blitz would be better. I guess that if we are talking about just bosses alone than I can see how Wrathful Determination can be ideal if you are using IBS. I personally don’t switch enchants or passives in any occasion. I have one build and that’s all I run for all occasions unless it is PVP.

      2.) As far as enchants go, Holy Avenger has a big disadvantage over other enchants in that it has a cooldown. Compared to Feytouched, which also has a cooldown, but resets almost instantly, I’d go with Feytouched any day between the two enchants. The mechanics of Lightning enchant is too good to pass for anything else since it has a built in function for both AOE and Single Target, which is exactly what you’d want in an enchant. The damage scaling on Lightning enchant is actually really nice too and has no cooldown. The DR / Healing component of Holy Avenger is completely unneeded with this build as you are practically unkillable here. To my understanding, people that use Holy Avenger use it as a crutch to cover lack of DR and Life Steal. If that is the case, than maybe it works well for them. Personally, I’ve tried out every enchant, and Lightning beats everything else hands down. Keep inmind also that a calculation that is done on paper is theoretical. In practice, actual values may differ drastically depending on situation.

      • PVu
        December 18, 2017 at 6:56 am

        Thank you. Would you mind sharing your rotation for Orcus in tong, assuming Steel Blitz and Lightning, please? I’m very curious about IBS vs DS in combination with HD and BF, especially given the your choice of the Powerful Challenge feat versus the Relentless Battle Fury feat. I assume you still run the Battle Awareness and Slam combination. Thanks again.

        • December 18, 2017 at 9:34 pm

          There are Certain exceptions where it makes sense to use IBS over Battle Fury. I use IBS if an OP is present in the party that uses Wisdom passive. Also a DC that is able to use Hastening Light, but not required. These two factors help a lot with spamming IBS and so in this case the damage you do with IBS is higher than if you use Battlefury. You also must be fighting a non-moving target, so that would be the case for TONG, MSVA, and FBI. This is the only scenario where I would use IBS.

          As far as rotation, DS and HD never leave my bar. They are the bread and butter of any GWF. I know with two GWF’s some tend to switch it out for a IBS, BF, HD setup. My personal preference is to keep HD and DS in any scenario because it provides you with 100% certainty of CA and CS uptime as well as personal DR buff. It’s a matter of preference really.

          • Gwen
            December 21, 2017 at 9:38 pm

            I use HD/BF/DS most of the times, in tong/msva/fbi it’s HD/IBS/DS (it’s almost always a pre-made, with 2 DCs and 1 OP at least), sometimes HD/BF/IBS if a GF is in the party and marks targets.

            You need a co-operating GF for DS to leave your bar, IMHO. Or another GWF, which is rare nowadays, since premade parties are usually 1 DPS 1 TANK 3 BUFF/DEBUFF. In PUGs I’d simply rather not use IBS, and stick to the standard rotation. I have to say tho that usually I don’t run tong/msva or fbi with PUGs. I’m not strong enough to carry a weak party there.

  • Jerrad
    December 17, 2017 at 4:54 pm

    Thank you for taking the time to make this very detailed build. I’m very new to the game. Are u still using the same build?

  • December 20, 2017 at 1:43 pm

    i have another question i read that people are considerimg going to ion stone companions and using eldrich over bonding because of the nerf is this true or a better option is the fire archon and bondings still bis

    • Gwen
      December 21, 2017 at 9:47 pm

      That’s old. Bondings are still BIS, nothing changed. I think the only class that may think of a ion today is the OP. You can boost your HP a lot with an augment, and I know OPs that are all about that. I’m not saying they are right in doing so, BTW.

      Other classes, it’s still bonding runestones.

  • Michael Carter
    December 22, 2017 at 12:33 pm

    Yes i was wondering what enhancements do you use?

  • Jerrad
    January 1, 2018 at 4:51 pm

    I was trying to see if anyone else posted this but I see there nerfing the weapon lighting enchant. Would you still suggest using it? I haven’t purchased a enchant yet

    • January 2, 2018 at 5:04 am

      As far as I know there isn’t an official statement explaining what the devs are planning to do to the enchant as of now. However, there are rumors that it will be more of a fix to existing issues rather than an nerf. As I tell everyone else who is abusing something that is broken will always get fixed. You should never build around a bug such as Owlbear Cub and Lightning Enchant.

      The supposed fix to lightning will primarily hit CW’s and anyone else who is able to proc multiple ‘ticks” that cause additional attacks. By now you may have come across some CW’s that top the DPS charts, even exceeding GWF’s damage. The Lightning Enchantment currently allows CW’s to activate Storm Spell and other benefits excessively, causing massive damage in a short amount of time. This has been common knowledge in closed circles for those that play CW. After such fix gets released, you will see CW’s damage get back to where it was supposed to be.

      As far as GWF’s, you are going to be unaffected unless you use Steel Blitz. There are rumors that Steel Blitz multiprocs Lightning Enchantment. I personally haven’t been able to confirm this but, some claim it is so. However, what I can confirm is that Steel Blitz makes up about 10 – 17% of your damage at 95% Critical Chance. When and if Lightning Enchantment is to be fixed, you can expect a loss of damage between 5-7% due to Steel Blitz extra procs of Lightning Enchantment.

  • Jimmii Nguyen
    January 14, 2018 at 5:30 pm

    Hey RDeviant I was wondering if you’ve seen the new weapon sets for Mod 13 and what’s your opinion on them? I also would like to ask should I stop using my stronghold 2 weapon set and use the Headsman set because they are adding a new stronghold set in Mod 13

    • Gwen
      January 22, 2018 at 12:22 pm

      Hi Jimmii, I think we should wait until mod 13 is finalized, nothing is set in stone atm. I guess RDeviant is doing some preliminary tests on the preview server, but I don’t think it’s worth to spend too much time there yet, unless of course you want to contribute to the testing itself. Too many things may change before release.

      Personally, I’d recommend to do absolutely nothing with weapons now, expecially based on assumptions from what we see on the preview. Of course, it’s very likely some if not all of the new sets of weapons will make it for mod 13, and it’s clear the devs aim at bringing us potentially new BIS weapons.

      My advice would be not to waste time and ADs in acquiring the Relic set (or any other current set). It’s possible or even likely that all sets will be superseeded by the new sets, including the Relic one. Having acquired it myself not too long ago, I can say it costed me about 800k ADs for the rare HE drops, and quite some grind for mSVA marks. It may be worst today since few people have interest in running mSVA.

      I think the set itself is barely superior to the masterwork II one, depending on party composition and the content you’re running. In 1/4 parties (1 DPS, 4 support), Relic does have an advantage, since there’s no point in you buffing other people’s damage, but in more traditional 3/1/1 parties (3 DPS’s, tank, healer), you may prefer 3% stable buff vs 10% burst one, not to mention that I hate when as a GWF I can’t sprint or I’d activate the defence buff of the Relic set, and/or I have to waste an Encounter power just to trigger the offence buff.

      And while the current meta is to run with 2 sets, one with lightning of trash mobs and one with your choice of single target enchantment (but I think RDeviant doesn’t even bother to switch and just uses lighting for the bosses as well), we still don’t know whether still it will be the case in mod 13.

      Last but not least I’ve heard rumors, unconfirment atm for me, that there will be means of upgrading the masterwork II set. So IMHO for the moment I’d say keep it, you have very few reasons to grind and pay for the Relic set atm.

    • January 22, 2018 at 11:42 pm

      I haven’t had the chance to test any of the new weapons in Mod 13, but I am working on getting enough seals of the brave to test the new Primal Weapon Set. There are 5 new weapon sets and each has their own advantage, so you can see why it’s difficult to pick one. I’ve narrowed down 3 sets that interest me and Primal Set of there three with the highest potential depending if my theory is correct. As Gwen said, hold off upgrading any weapons as you will 100% be replacing them with the new ones. The easiest set to obtain will be the Primal Weapon Set with a cost of 750 Brave Seals each piece. All Primal Armor and all new weapons will have the capability to be further upgraded, this is a new feature to be added in Mod 13. The Primal Armor you will be able to vivify just like in Mod 11. New weapons at full upgrade will add 250 damage and nearly 2k stats more.

      • Gwen
        January 24, 2018 at 9:04 am

        I haven’t tried it myself but I heard from some guildmates, the Primal set should be BtA on pickup, so you need only 750 seals then you copy your char 2 times on the test server, get the main hand with one char, and the off-hand with the other, you should have both pieces of the set. I expect them to be BtC on refine or equip tho.