MuteSnacks Devotion Paladin guide – Mod 10.5 – XboxOne
Hello everyone and welcome to my very first guide on… well, anything really.
My reasons behind creating this guide were simply lack of information on the subject.
Whether it was World of Warcraft, League of Legends, FIFA, etc. I have always strived to perfect my virtual characters across all gaming platforms. And therefore always explored various guides to make sure my characters were built to maximize damage / tanking / healing.
And seeing as I have always enjoyed healing and supporting my allies. The devotion path seemed like the way to go.
But in Neverwinter the build path possibilities are vast and deep, which can make it rather confusing in choosing the “right” build path. Especially because the retraining tokens come with a price, so you will want to get it right the first time around.
So naturally before I started creating the character, I search the internet for information on building a healing paladin. But everything I found was either inadequate, or for an outdated module.
Therefore, I decided to create this guide, explaining my build paths and thoughts behind them. Not because I consider them superior or the only correct way to build a devotion paladin. But more in hope of starting a creative discussion among other devotion paladin players. And then, maybe, in the end once we have gathered enough input and comments on the subject. We, as a devotion paladin community, can come up with a more final solution as to how to optimize the healing build.
On a quick note. I play on Xbox-One and have a Devotion Paladin, (duh!), named Venustra and a Trickster Rogue named Castorius. I am a proud member of the guild Poison Clan in the alliance of the same.
I live in Denmark and aren’t English born. I therefore apologies in advance if my grammar or spelling is a bit off. I also haven’t had any experience posting anything with WordPress. So, I am hoping it won’t mess up the composition of my entire text once I upload it. I would also like apologies for the lack of visual aids throughout my guide. I didn’t dare dabble with pictures and such. A technical wizard I am not.
Dragonborn / Human / Moon Elf – All three I would consider viable choices. For the most damage I would go with the Dragonborn. If you go with the Human race, as I did, you will get 3 extra feat points. Which will allow you to max both divine wisdom and force of will. Moon Elf’s also have a usable racial trait which grants you both 1 % action point gain and 1 % stamina regeneration.
Which of the above is best in pure healing output I do not know. Common sense dictates Dragonborn with the increase in power / critical strike chance. However, I am not smart enough, (read: lazy), to sit down and do the math.
Wisdom is the primary stat to roll for, as this grants an increase in both damage and healing done. It also increases our critical strike chance. As a healer, you can in fact have critical strikes with healing spells. We are also affected by critical severity. The second stat to roll high in is charisma in order to increase our stamina and action point regain. I rolled a little into Constitution as well. I tend to get close to the enemies often, and the extra survivability suits me well.
As previously stated I have chosen to go with the human race. This grants me 3 extra heroic feat points to distribute. In the 1st tier I have maxed out Divine Action and Weapon Mastery. In the first tier these seemed like the best choice. In the 2nd tier I have only maxed out Exemplar’s Haste. This might not seem like the best way to distribute the points. But some of them are used to advance the tree. And the cd on encounter powers might only be of small use when healing. But when doing dailies, it comes in handy.
In the 3rd tier I maxed out Impassioned Pleas and used Dominating Presence as filler. I didn’t see any reason to put points into more self-healing as we already excel at that. In the 4th tier I have maxed both Divine Wisdom and Force of Will. These are really the best heroic feats as I see it. As it should quickly grant you at least an extra 20 % critical strike chance and healing output. I can max both because I chose the human race.
Tier 1 – Gifts of Light –
Personally I think we already heal for quite a substantial amount. So this may be overdoing it. But you must advance the tree and having 10 % increased healing all the time, as supposed to Seraphim which grants you 15 % extra when damaged for 8 seconds, just seemed like the better option.
Tier 2 – Light Touched & Restorative Haste –
More Action Point gain = more dailies so definitely a yes. And Restorative Haste grants us an even higher amount of AP gain indirectly, due to the fact, that cooldown reduction on our encounters equals more uses of our encounter powers. Which, when used more, builds more AP.
Tier 3 – Aura Gifts –
All allies within 30 yards gains 25% of your power.
Now this is only your power from gear, enchants, armor kits etc. that is shared. But it’s not affected by Bonding Stones going off, or other buffs such as a DC’s powershare, food or potions. Meaning if you have 20.000 power as standard, then you will share 5.000 with you allies. Regardless of any other things affecting your character during a battle. I have around 31.000 power unbuffed at the moment. But can reach over 55.000 while fighting. But I will still only buff my allies from the original 31.000 power.
Tier 4 – Healers Touch –
I have taken this because I often heal by going in with Sanctuary on. Thus, rapidly healing my allies whilst providing a small damage reducing buff as well. When I do this I basically stand on top of them. And I mostly use it when the situation is dire and expect people to take the most damage. Therefore, it felt natural to go with this paragon skill.
Tier 5 – Holy Bonds & Deific Intervention –
Holy Bonds should be straight forward. At maximum, you will get an increase in your recovery of 100%.
Deific Intervention is one of those skills you take for those “oh shit” situations. You don’t wish for it to proc. but no matter how good we are, we will die at some point. This should help ensure that you’re the only one who goes down.
Tier 6 – Redemption –
This helps boost our healing tremendously when we need to help our teammates in trouble. This is great for when you are out of stamina but need to heal a lot in a short amount of time.
Tier 1 – Holy Resurgence –
This is taken from the Bulwark tree.
As previously mentioned I do a lot of healing using our Sanctuary skill. Therefore, I try to have a high amount of stamina regeneration. This helps get it back up quickly once drained.
I won’t explain all my choices, because some should be clear. But whenever there are 2 choices, and both of which, are just as viable / just as poor. I will go a little deeper into detail concerning why I went the way I did.
- Dark Fey Hunter – 400 Power
- Fey Precision – 400 Critical Strike
- Elven Haste – Gain action points 3 % faster
- Elven Ferocity – Chance to deal 20.000 arcane damage when striking a foe
Honestly both Elven Ferocity and Elven Tranquillity offers very little for a boon so deep into the campaign. They have an internal cooldown on 60 seconds which makes them rather useless in my opinion. However, if I must choose I would pick the VERY small damage increase over a minuscule heal, which is randomly thrown by the way. You might not even need it when its ready.
- Elvish Fury – When you kill a foe you gain 135 Power for 45 seconds. This buff stacks up to 30 times
You could also go with Elven Resolve for the increased stamina regeneration. But the power buff works as long as you have “tagged” a foe. Meaning it synergizes well with another boon. I will get to that in a bit. But in dungeon runs you would normally have an uptime of 100 % for this boon. Thus, granting you 4050 more power. I prefer this as I normally don’t struggle juggling my stamina.
Dread Ring Campaign
- Reliquary Keeper’s Strength – You gain 250 Power and 250 Movement
- Illusory Regeneration – You gain 400 Regeneration
Both the lifesteal and regeneration is rather useless for us. Again, you must pick something.
- Forbidden Piercing – You gain 3% Resistance Ignored
Again 2 boons which aren’t the most beneficial. However, the resistance ignored will increase our damage output by a small amount.
- Shadowtouch – When dealing damage, you have a chance to deal 20000 Necrotic damage over a few (4) seconds. After this effect ends the target receives 25% less healing from spells for 10 seconds. (80s Internal Cooldown) (This ability has ~1% chance to proc on any attack, and can proc on any tick of a damage over time effect).
Just like it was the case with Elven Ferocity / Elven Tranquility, we have another set of useless boons. Their 80 seconds’ internal cooldown makes them of little matter. Seems like some of these boons haven’t been updated from back when people were max level 60. And thus, haven’t been patched to match a level 70 toons strength. 20.000 damage over 4 seconds every 80 seconds is damage on such a minuscule scale. This must have been meant for level 60 toons.
- Burning Guidance – Your healing spells have a chance to burn enemies near the target for up to 2000 Radiant damage
This is fantastic! It seems like it’s a completely useless boon when first glancing over. But this boon has a great synergy with a lot of our others spells. I should state though, I don’t know if it is supposed to work this way, or if it is just by a happy accident.
Firstly, it states “have a chance” to proc. Forget that part, it will light your screen up all the time. Whenever you heal someone, you deal damage. And here is the “broken” part. If paired with our spell – Vow of Enmity, it goes bananas! It should only work when people are in fact healed. But that is not the case. Every time someone from your party strikes you target of Vow of Enmity, they activate the boon. Now imagine having all 5 members hitting the big foe / boss, while all the small foes are standing close by. Fun, right? ^^
Also, after they added the SOMI boons, which have the same effect, we can do a lot more damage. I have done several VT / ETOS runs where I came in 1st on damage. Whenever there are lots of foes, just mark one of them with Vow of Enmity, and then either sit back, or join in. Regardless of your choice, your screen will light up with both healing and damage dealing numbers.
This boon is also the reason why you chose the Elvish Fury boon from the Sharandar campaign.
I can’t stress this enough. You need to pick this boon over the others.
Icewind Dale Campaign
- Encroaching Tactics – You gain 400 Combat Advantage Bonus
If you want to go for the extra survivability instead, feel free. Both are viable choices.
- Refreshing Chill – You gain 400 Stamina/Guard Gain
- Sleet Skills – You gain 2% Critical Severity
At this point I already have so much recovery. And seeing as I mostly use Bond of Virtue, Bane and Vow Enmity, I don’t see how stacking more recovery would benefit me further.
The 2 % extra critical severity benefit both our healing and damage dealing spells.
- Cool Resolve – You gain up to 2000 Power based on how much Stamina or Guard you are missing
- Winter’s Bounty – Chance to gain bonus 10% Action Points when killing a target
I am running this one. But have been thinking of trying out Rousing Warmth. If it works with Vow of Enmity, it should mean a significant rise in dps. If anyone have tried this out and can offer any insight. Please don’t hesitate to leave a comment.
Tyranny of Dragons Campaign
- Dragon Claws – Grants 400 Power
- Dragon’s Gaze – Grants 400 Critical Strike
- Dragon’s Defense – Grants 400 Defense
Again, I prefer survivability over 1 % more armor penetration.
- Dragon’s Blood – Grants 400 Regen
Another useless tier. Annoying how they pair these.
- Dragon’s Fury – Grants 5 % increased Critical Severity
- Dragon’s Grip – Grants 10 % increased Control Strength
I have 2 out of the last 3 boons currently from Tyranny. I took 1 point in Dragon’s Fury and 1 point in Dragon’s Grip. None of the last 4 boons are insanely beneficial to us as a class. But the critical severity works when both healing and doing damage. The reason for taking 1 point in Dragon’s Grip is that after the first point in each boon, the scaling falls off significantly. The 10% increase in control strength benefits me a when doing my dailies. I weighed that higher than extra critical severity. My last point will also go into Dragon’s Fury.
- Primordial Might – You gain 400 Power and 1600 hit points
- Primordial Focus – You gain 400 Critical Strike and 1600 hit points
- Drow Ambush Tactics – Combat Advantage Bonus damage is increased by 10%
Whenever it’s a rather easy boss fight. My healing is enough by having Bond active and Vow up on the main target. This allows me to join the fight and dps the boss with my Oath Strike. I always place myself of opposite side of the tank. Therefore, I feel I benefit more from the extra dps than I would from 1200 regeneration.
- Dwarven Stamina – You now regain Stamina 5% faster
- Abyssal Strikes – You gain 10% Damage versus Demons
I choose this boon for the extra dps. If you feel the need then Abyssal Tenacity is also a viable choice.
The Maze Engine Campaign
- Abyssal Regeneration – You gain 400 Incoming Healing Bonus
Should we go with the useless lifesteal or should I should pick the indifferent bonus to incoming healing? Decisions, decisions… Again, I would have to commend the developers on a fantastic job pairing the boons…
- Demonic Resilience – Control effects will now have 5% shorter duration when applied to you
- Demonic Endurance – Your stamina regenerates 10% faster in combat
I can keep my daily skill Shield of Faith up 100 % of the time if I want to do so. By utilizing my skill rotation, sigil and Divine Call points. Therefore, I saw no need for more action point gain. At least not if I have a great alternative.
- Baphomet’s Might – When striking a foe, you have a chance to gain 2000 Critical Strike bonus for 6 seconds
I don’t know if this boon also has an internal cooldown. But the only alternative in my eyes was Displace Fate. And that boon is very situational. If I ever go below 30 % HP its either because I have been one shot. Or because I am being controlled and can’t react.
Elemental Evil Campaign
- Wave of Force – You gain 300 Power and 2000 Maximum Hit Points
- Earth’s Renewal – You gain 400 Regeneration and 2000 Maximum Hit Points
- Searing Aggression: You gain 400 Critical Strike and 2000 Maximum Hit Points
- Bolstering Storm – Chance to gain bonus 10% Stamina Gain for 10 seconds when killing a target
You could also go for Gale of Retribution for the small dps boost.
Storm King’s Thunder Campaign
- Frosty Demeanor – You gain 2% Control Resistance and 1000 Maximum Hit Points
- Hardy Constitution – You gain 400 Stamina Gain and 2% Everfrost Damage Resistance
Finally, a usable alternative! Thank you, Perfect World!!!
- Chill Determination – You gain up to 2000 Recovery based on how much Stamina or Guard you are missing
- Glacial Strength – Your Max HP is increased by 3200 and 2% Everfrost Damage Resistance
- Healing Warmth – When healing allies, your healing spells have a chance to damage up to 5 enemies near the target for up to 4000/5000/6000 damage
Yes, yes and utter yes. Take it! TAKE IT! (If you are confused about my sudden written outburst you should go back and read the section about Burning Guidance in the Dread Ring campaign. And shame on you for not reading my guide thoroughly!)
The Cloaked Ascendancy Campaign
- Aura of Hope – When you kill an enemy, you have a chance to emit an aura of hope that boosts AP gain for all allies within 25 feet for 10 seconds
- Fiery Frenzy – You gain 2% critical strike severity and 1000 maximum hit points
- Soothing Zephyr – You gain 500 recovery and 2000 maximum hit points
- Vision of Beyond – When you land a critical strike, your stamina regenerates 10% faster for 10 second
No reason to go deeply into details here.
I use power, defence boons as standards. Sometimes when grouped I use the Group Stat Buff. But mostly with guild buddies, as I know they will use it too. As utility, I mostly use Mount Speed. However, when doing FBI or MSVA I switch it to Resurrection Sickness.
At-Will Main – Oath Strike –
The damage is rather miniscule but the heal procs are nice.
At-Will Offhand – Close Wounds –
Encounter 1 – Bond of Virtue –
Combined with Close Wounds this is our bread and butter for healing. Make sure the Bond is active and just spam Close Wounds in those tight spots. With the Bond of Virtue active you don’t even need to target any team members. (Which can be rather tricky). Just make sure your team members are within range and heal yourself to heal them as well. It doesn’t seem to work that well if you are in a raid. Your own group will get the heals, but people in other groups doesn’t seem to receive the healing. So whenever I am doing Dragonflight, Edemo or MSVA. I mostly heal using sanctuary, divine call and healing font. Combined with Vow of Enmity it seems to be more than sufficient.
Encounter 2 – Vow of Enmity –
Whenever an ally hits the target of your Vow they are healed for a substantial amount of hitpoints. On trash I just try and target the larger mobs. But in boss fights I find it useable. Especially, because of a nice symbiosis with the final boon from the Dread Ring tree called Burning Radiance. But I will talk more about later.
Encounter 3 – Bane / Absolution –
I mostly run with Bane and almost always place it on mobs. You do not only debuff the mob, you also boost your entire teams damage. However, if I am running with a protection paladin they often use it as well. If that is the case I switch to Absolution. I try and place it on the tank but sometimes its’ hard to target a specific individual in a stressed environment. So often I just target whomever I can find. If you have a lot of recovery as I do, you can keep Bane up on both a boss / main target, as well as a dps player.
Daily 1 – Healing Font –
I deploy it in almost all boss encounters, and a lot in Tiamat when running to Poison, Fire and Lightning dragons. It provides some freedom when you have fights where you have to move a lot. In Edemo I often place it next to the tank who is assigned Demogorgon during the first phase. Thus allowing me the freedom to go keep the dps healthy while they take down the trash.
Daily 2 – Shield of Faith –
I use this when I know things are about to get rough.
Aura 1 – Aura of Wisdom –
Buffing yourself and your allies with 25 % cooldown reduction / recharge speed seems pretty overpowered. Don’t tell the developers at Perfect World though. I really enjoy it. It does not affect Action Point gain though. Just CD on encounters.
Aura 2 – Aura of Life –
I think a lot of auras are viable to run as a 2nd choice. I like this one because no matter how good you are at healing. Dps will always find a way to get one-shot. This saves me time because I just have to be within 36 yards to instantly pop them back up.
“Update” I have been told that this affects people’s ability to pop scrolls of life. Therefore, I no longer use it in MSVA. By using scrolls people can choose when to resurrect rather than me having them pop up at an inconvenient time.
Combat / Dailies
At Will Main – Valorous Strike –
Seems to me like the highest damage dealing At Will Power. Using it as filler while my encounter powers are on cooldown.
At Will Off Hand – Radiant Strike –
Provides as a nice gap closer and buff ability.
Encounter 1 – Smite –
It is a single target damage spell. But has a low cooldown and nice numbers. If anyone has a more suitable alternative, please share. I am thinking that Sacred Weapon might be better following the buff on 50% increase in damage. Going to have to try it out.
Encounter 2 – Templar’s Wrath –
When entering combat, I always open with Radiant Strike followed by this encounter. It stuns them while I am channelling up Burning Light for its full duration. This chain-cc most mobs for a great deal of the fight.
Encounter 3 – Burning Light –
Almost all enemies we face comes in groups. Therefore, I prefer to use aoe spells. Besides the damage and small healing it provides, it offers a little cc on top of it.
Daily 1 – Divine Judgement –
If I am correct then this is our ONLY damaging Daily power???
Daily 2 – Healing Font –
Had to slot something.
Aura 1 – Aura of Wisdom –
As previously mentioned you reduce your encounter powers by a forth of their cooldown duration. Encounters power being available more often = more damage.
Aura 2 – Aura of Solitude –
I have currently slotted this to increase outgoing damage. Remember to dismiss your companion. Otherwise it won’t work. Also, people in your party also removes this. So, say you’re doing HE encounters in the River District. Then the aura won’t have any effect on you.
Artifacts and enchantments
I am using Sigil of the Devoted in my active slot. The activation power is just too good to pass up. In my 2nd and 3rd slot I am using Sigil of the Controller and Sigil of the Hunter. In my final slot I am using Tiamat’s Orb to complete the set bonus. It can be difficult to find 4 artifacts where all 3 stats provided are beneficial to your class. The Hunter Sigil seems to be one of few for our build.
Offensive I feel is a no brainer in form of the Radiant. (Power). It increases both healing output as well as damage done. If you want the slightly better but more expensive solution you could go Brutal.
In regards to defensive enchantments I will let it be up to the individual. I myself am using Azure enchantments to increase my damage reduction. I often experience having to go close quarters to provide sanctuary zone to my fellow players. In doing so I position myself in the line of fire. Being able to not get one or two shot weighs higher in my priorities than other alternatives. I do not feel that the Dark ones, providing lifesteal, offer us anything. If you choose to go with Radiant’s for hit points or Silver for deflection instead, I won’t deny it might be equally as good or maybe even better. I haven’t tested it out.
As far as utility goes, I have tried them all. For a long time, I ran a mix of Dragon Hoards in 3 slots and Fey in 2 slots. But after the Quartermasters made its appearance I have been using the rank 9 of those in all slots. Granting me a total of 10 % chance to find a bag. I haven’t done any intensive research, but in 3 days I collected 46 bags of one kind, and 8 of another kind. They seem to contain the same loot, and even if they are green or white bags, they still contain high end loot. Meaning that the colours doesn’t seem to be representing the content of the bags. But rather the level of the bad guy that it dropped from. They do seem to drop more frequently from mobs within your experience range than from low level mobs. I have tried to farm the zombies in Ebon Downs, and there does seem to be some sort of internal cooldown. But I do not know what it is. If anyone can clarify this, I would be grateful.
I started off with two rank 9’s which most often yielded 1 or 2 rank 5 enchantments and a lot of profession material. When I ran with three rank 9’s I mostly got rank 6 and once in a while a rank 7. After I switch to 5 rank 9’s I haven’t opened any because I am waiting for the next double enchantment period. But I would expect a healthy mix of 2 rank 6 enchantments and 1 rank 7 enchantment. I will let you know once I get there.
“Update” I opened a total of over 400 bags. Due to double enchantments I either got them in stacks of 2’s or 4’s. I got almost exclusively rank 6’s. Only 1 bag contained rank 7’s. So even with 5 pcs. of rank 9 quartermasters they are a rare sight. Campaign currency also seem like a rare occurrence. Though they still appear more frequently than rank 7 enchantments.
“Update” I have now tried opening bags with the Makos ring from Cold Run equipped, which has a utility slot. Thus, giving me a total of 11,5 %. This ensures you only get rank 6’s or rank 7’s.
Soulforge. This is Neverwinters equality to a basic games extra life. And since the team most likely dies, if we die. I consider this enchantment to take priority over what they others provide us.
I myself am running Holy Avenger. But there are many viable ones. Mostly they just provide us with a little more damage. I just like the Holy Avenger for the damage reduction procs. However, going for a damaging one might also be a viable option. This is something I am currently considering myself.
Here I am quite unsure as to what will be the BiS. I am currently using 2 x sprites (ice and fire) to increase my action gain by 1 % by each. (Will increase as I level them up). The Pseudodragon for 20% chance to restore stamina when attacking. Lilend as my active. She is ranged and therefore rarely dies. She also has 3 ring slots + 3 offensive, meaning I can slot 3 rings with 3 x double enchantments.
Mount bonuses and insignia’s
Arkaiun Courser – Protector’s Camaraderie
Protector’s Camaraderie – Whenever your summoned Companion attacks, you gain 3% of your Power and Defense for 10 seconds. This effect can stack up to 4 times
Tuigan Courser – Artificer’s Persuasion
Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds
Apparatus of Gond – Assassin’s Covenant
You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power
Guard Drake – Shepherd’s Devotion
Whenever you use a Daily power, your teammates Defense, Deflection, and Movement are increased by 5% of your Power for 10 seconds
Winter Wolf – Protector’s Friendship
Whenever your summoned Companion attacks, you gain 1% of your Power and Defense for 10 seconds. This effect can stack up to 4 times
Concerning the above choices.
The protector’s friendship stacks with protector’s camaraderie. You therefore get a nice bonus to your power and defence. As for the rest of them I just chose what I deemed most beneficial to either me or my party members.
I don’t have a legendary mount but if I did I would swap out Shepherd’s Devotion with Cavalry’s Warning. (Whenever you activate a Mount Combat Power, you gain an increase of 10% to your Power, Recovery, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal)
I have gone with a mix of Dominance (200 power and 100 companion influence). And Vigor (200 movement and 100 stamina / guard gain). However, both Prosperity and Skill also offers some beneficial stats.
If you only focus on the green insignia’s. I can understand why people don’t give them much credit. However they do offer quite a bit once you start stacking them. With only 3 slotted mounts equipped and purple insignia’s in all of them you gain a whooping 3000 points in main stats and 1500 points as secondary stats.
Helpful tips for new players
This section is just some helpful tips based on my experience of the game. Some stuff is VERY basic and some is less common knowledge. But it’s all something I would have liked to know when I first started playing the game.
- Press the down arrow on the keypad while holding LB1 to go chat with others. (Very basic I know, but the first few weeks I had no idea. And I couldn’t ask for help because I couldn’t chat…)
- You do not need to keep tapping the LB2 and RB2 buttons to spam the “At Will” powers. You can just hold in the button. (again something I would have loved to know before punishing my fingers…)
- Buy yourself a mount from the ZEN store. Once bought from the ZEN store all characters, both current and future, will be able to claim it.
- Get VIP asap. Can’t stress this enough. You will get 1 daily key for the enchanted coffers. If you sell everything that you get from it, VIP pays for itself. You also get extra epic dungeon keys as well as increasing better benefits as you rank up every month.
- The main currency in this game is Astral Diamonds and Zen. We can only refine 36.000 Astral Diamonds per day, per character. Therefore you need to make sure to at least do 2 dungeons and 2 skirmishes per day. It will award the most Astral Diamonds.
- Join a guild. Outside of having a great community of friends that can help you. The Stronghold also offers some boons which strengths increases as your Stronghold level up.
- Start doing your dailies as soon as you are able too. At level 26 you can start and by getting a head start while leveling towards level 70. You will make it a lot more time efficient once you hit max level and want to gear up for end game.
- Green level 70 gear can be used to refine artifact equipment, once identified.
- All active companions grants you their active bonus.
- Bonding stones are VERY important. You can have 3 on your summoned companion, and they stack. Meaning if your companion has 1000 power and you have 3 bonding stones which grants you 50% of its stats. Then you will gain 1500 power. And it is, as far as I have seen, always up in combat. For the same reason a ranged summoned companion is often preferred. As they don’t die as often. Unless your trying to reach a certain item level you should therefore also place your best enchantments on your companion. I have seen people with item level 2500 beat a person with an item level on 3700. All because the 2500 had bonding stones and the other guy / girl didn’t.
I as wrote at the start of the guide this might not be the most optimal build. I still think that our healing output is so massive that we could focus some of those stats elsewhere. I often throw heals for over 200.000 points. And these heals are through shared healing. No players other than the tanks has such a large health pool. So a lot of healing is basically overhealing, and thus wasted. If we could somehow change some of this into more combat stats, I would see it as being more beneficial. So… if anyone can offer any input / insight as to how we can obtain this, I am all ears. Share you experience guys.
I would like to thank everyone who took the time to read my guide. If anyone even made it through all that text… You are welcome to comment, I will check regularly.