One Above All GWF Mod 13 Destroyer – PVE Build
I’ve wanted to make a guide for a very long time but wanted to experience everything about the class that I could before I posted this build for others to see. I’m making this build on the grounds that I have attempted to help people in the past; and either the information and tips that I give to them are forgotten by the time they can fully utilise them, or the higher item level players are too arrogant to listen to improvements. The information will be fully displayed and updated where needed to allow anybody who wishes to make improvements do so at any given time.
When reading this build please utilise everything in this build including how to build feats and perform correct rotations, but when you feel knowledgeable enough; try to make your own play style when running through dungeons. I always advise this because someone who has a personal play style will always have more skill and beat anyone who is using someone else’s play style. Always keep this in mind when using a GWF I only say this because nobody ever talks about it and it is an essential part of being at the top of the damage board as much as possible.
Temporary T9G Last Boss Glitch Fix – When fighting the last boss i personally encounter to major issue, one of the is my companion being pulled off the side when the spirit comes up to pull the group, the other bug is at the end when the boss is pulled off the platform the dungeon does not register the kill and you have to wipe and do the boss again. The fixes to these that personally work for me are simple when fighting the boss when the spirit comes up to pull the group do not damage the boss and run to the other side of the platform then it will teleport to you from there sparing your companions from falling off. The second bug can be mitigated if you leave the boss with minimal health instead of running its health down until you hit zero’s it will die; if you run the health down until you hit zero’s it will die before it gets pulled off and it will not count.
There is a fresh level 70 guide at the bottom of the page.
In this picture I run a Dragon Born race as I feel that for maximum output this is the best race to go, however if i was to choose another race it would be the Half Orc; mainly for the 5% crit severity. Be warned that crit severity is not as good as many people think if it can be traded up for consistent damage do so.
- Dragon Born 18 STR/DEX for max results (Until recommended crit chance is achieved)
- Half Orc 18 STR/DEX for max results (Until recommended crit chance is achieved)
On the GWF the main stats are Strength Dexterity and Charisma, But the best thing to do it to apply the plus two bonuses at the character creation screen to Strength and Dexterity at the beginning; i wuld recommend only switching to Charisma after you can achieve 85-90% crit chance when loosing the +2 bonus from the dragon born race and all of the ability points in Dexterity. I have not mentioned human as it is not one of the superior races for the GWF and i will only be featuring feats for these two races.
- Rex Corona – Dark Enchantment Rank 13
- Fured Kiuno of the Bear – Unparalleled Negation – Dark Enchantment Rank 13
- FearBringers Gloves – Dark Enchantment Rank 13
- Boots of the Willed – Dark Enchantment Rank 13
- Primal Huitzauhqui & BloodSpiller – Unparalleled Lightning Enchantment/Feytouched – Brutal Enchantment Rank 13 (x2)
- Primal Mecatica & Bloodcatcher – Offense Slot (Radiant Enchantment Rank 13) – Defense Slot (Dark Enchantment Rank 13)
- Lord Roy’s Shirt (Obtained from Mystery Merchant) & Trousers – Offense Slot (Demonic Enchantment Rank 13) – Defense slot (Dark Enchantment Rank 13)
- Demogorgon’s Girdle of Might – Dark Enchantment Rank 13 – Savage Enchantment Rank 13
- Greater Ostorian Ring of Dod or Undead Slayer Ring/Yuan-Ti – Radiant Enchantment Rank 13 (x2) Mod 13 (Ring of the Shadow Stalker +5) (x2)
- Greater Ostorian Ring of Hellig – Radiant Enchantment rank 13 (x2)
- Baphomet’s Infernal Talisman – Utility Slot (Dark Enchantment Rank 12) – Offense Slot (Brutal Enchantment Rank 13)
Rex Corona – I use this head piece as it gives 2150 extra power and 1050 defense, it is less than the Guise of the World Clan; since 100 power is gained every 5 seconds it quickly becomes the best head piece for straight power. In mod 12b i know armour penetration can now be tough with the nerf so it is possible to use the primal head piece for extra armour penetration although it is not recommended.
Pure Negation or Unparalleled Negation – This enchantment is still broken but fell free to upgrade it from pure to unparalleled and it should be fine just make sure if you are going to upgrade it go straight from pure to unparalleled. I now have an Unparalleled Negation and it works as intended and is very good in my opinion it is worth the upgrade after your weapon enchantments and companion.
The reason I do not run the transcendent negation is that i like survivability on my GWF the character does automatically acquire it but it does have the means for it if you can do it. The negation is meant to give you damage resistance the more hits your character takes and this stacks up to a maximum of 10 stacks, however the transcendent is only ever stacks to 3 stacks and does not go past it. I discovered this issue and ever since I started using a pure it goes all the way to ten stacks. I would recommend this if you’re looking to tank partially with this class.
Primal Huitzauhqui & BloodSpiller (Primal & Pilgrim Weapon Sets) – I use the pilgrim set for mobs as the bonus counts towards how many enemies you enter combat with which makes this a very effective set for groups. I use the Primal set on bosses only since its 10% damage bonus consistently refreshes so it can keep the 10% buff permanently; especially if a Cleric uses Divine Glow as it procs the weapon bonus every time.
Utility Slots – I run all dark enchantments for extra movement to allow me to beat other DPS to groups since the objective is to get there first which allows us to build stacks first and do more damage overall to the groups the only dungeon i recommend staying with the group is FBI but this varies depending on item level.
Rings – I chose the Greater Ostorian Ring of Dod and the Greater Ostorian Ring of Hellig based on the fact that as a GWF to increase damage output we need to build stacks for our class one of these is Destroyer’s Purpose to achieve this we must stack effectively since this only stacks during determination, with this in mind you start to understand that maybe running underdark sudden rings is not the best idea. As the buffs take a little while to build up the effect that last only ten seconds is minimised to a low percentage, however, they can be used on groups of enemies that do not have large pools of health. Do not count them out but at end game, i would remove them if possible for some more stable stat rings, for example, the rings i am running. For now run the Undead Slayer and Yuan-Ti for the extra 5% damage in T9G and for the extra HP to help with the Aura of Courage buff from the Paladin.
Defense Slots – I mostly run dark enchantments in defensive slots to give me more lifesteal, since the introduction of the lightning enchantment it makes us god like at staying alive through the groups in a dungeon and even on certain bosses. you will only ever need between 12% and 18% life steal chance this is the recommended amount for it to be most effective without reducing your stats a whole lot. I gain life steal also from using one of the three end boons in the tyranny of dragons campaign to give me 3%more so i do not have to use more defensive slots. I sacrifice little crit severity for this and it makes it much easier to stack. I can then run the defense boon from my guild giving me 8000 defense which if you follow my feats then 20% of 8000 at least will return to your overall standing power.
Lightning Enchantment/Feytouched Enchantment – This was a very nice addition to the GWF for mod 12b it did increase overall damage in dungeons but I have been noticing a few issues with this enchantment, the issue is that it has severely reduced damage on bosses. I propose for the more financially well of players that you have a lightning for the mobs and swap it out to the Feytouch enchantment.
The feytouched enchantment is best in slot for almost every scenario, i say almost as i have found that a holy avenger or terror is capable of doing slightly more damage in low tier groups; there are not many of these gorups left in the game but i have been in some of them and i have found the feytouch is not best in slot for those groups, however, it is best in slot in any mediocre gorup and higher so it should be used by every GWF based on the chance of that low group very minimal.
Critical Chance – This can be a pretty tricky matter to get in to, some people say that 100% crit chance is better but if you’re already using the lightning you do not need it i only run around 85% on proc and I crit almost every hit and this doesn’t vary between dungeons, however you could run in to an issue as i have noticed the Vorpal somewhat kills your crit chance so either swap out a little power for crit and use the Vorpal or just rely souly on your buff group being very good. But you can also swap out the Vorpal for a Feytouch and keep your crit chance the same and still put out the same if not slightly more damage for this build.
Swapping Weapons – If you’re reading this build and are financially well off in game or just have a lot of time i would recommend ranking up a second weapon of the ascended variety; doesn’t matter which since you will not be acquiring the set bonus and just rank that sword up and out the second weapon enchantment on to it with either place holder enchantment in the offense slots or high ranking enchantments, this will save you a lot of gold because switching every dungeon is just impractical for everyone.
Main Hand/ Off Hand Powers – on your main hand always use Sure Strike for best DPS output on the off hand you can use wrathful determination for more run speed if you finish a fight with a near full determination bar it will give you 20% more run speed to stay ahead of the other DPS.
*Hint – If you are swapping weapons from trash mobs to bosses then i recommend you switch the main hand power for the trash mobs to Weapon Master Strike as that will give you an extra 8% damage through an at will that will be used more than Sure Strike on the trash mobs. You should switch the off hand power to steel blitz; even though it’s a separate bonus it will still help since you’ll always run steel blitz on groups.
Artifacts – As far as artifacts go the wheel and SSC (Soul Sight Crystal) are always your main artifact and you will always want to take fire from the wheel and use the SSC when you see all the buffs go down to gain maximum effectiveness from the 50% damage. The lantern purely for stats along with the Key of Stars and the Orcus shard; i also run the Orcus neck and belt to complete the set as this is the best set bonus for the GWF.
Powerful Challenge – This allows any marked target to take 15% more damage from you, I would highly recommend this skill for all GWF it is necessary for when we get around to explaining the encounter powers. I would recommend the deflect chance for the recovery feat, when I was a low item level it never saved me that often but if absolutely necessary run it temporarily until you’re a bit tougher.
Slam – This is the feat that we remove student of the sword for, it allows the daily slam to give you 25% of your power back to you for a short time, I would recommend this as it plays a role from beginning to end for more damage in a dungeon for the GWF.
Alternate Loadout – This is the second build I have been working on to allow us to clear groups of enemies faster therefor allowing us more damage, this build does not use Slam but does feature relentless battle fury, now that Might Blade had been reworked this build will still outperform slam in certain scenarios. This new build allows the GWF to use battle fury on groups and daring shout on the bosses. This feat allows a 25% increase in the uptime of battle fury which is long enough for you to kill most groups. The downfall to this skill is it is meant to have a 50% cooldown reduction on battle fury but this does not work, unfortunately.
I would spec into Student of the Sword but i find it almost useless even at the best of times; if you really do not want to use battle fury then you can spec in to this feat and still use the same rotation stated below.
Everything else on the build stays the same as the original build so you can continue to follow this guide for your second load out slot, i can not find a reason to have a third for the GWF yet i’ll update the build if i find one.
Daring Shout – This power will mark targets within a small radius around you, this gives you combat advantage to the target marked and it increased your damage resistance depending on the strength of the enemy, another skill that allows us to tank better This is a recommended skill to be used until bosses but for all groups clearing through dungeons use this skill.
There is a potential scenario where this is better than Battle Fury and it could come to fruition if you was to use the boar (targets take 5% more damage if marked) and then in the second build for trash mobs swap the feat points back to Battle Awareness.
Hidden Daggers – This power is very handy for a couple of reasons the main reason for it is to give a 40% increase in damage for 8 seconds to the GWF and it can be used multiple time but the buff does not stack, however the alternate use for this power is to do damage. One example would be castle never in the first hallway inside the castle I run to the last group of rotters in that hallway kill them and quickly turn around and use 2 hidden daggers this will clear out the rest of the rotters for more damage. This skill does a very nice amount of damage nothing phenomenal but good enough to use on groups. This skill will always be slotted in every dungeon.
Indomitable Battle Strike (IBS) – This is our heavy hitting move if you get your buffs correct with some rotations i will explain further down the page then this skill is the main source of chunks coming away from the bosses health bar, it should always be slotted and should only be used inside determination and never any other time.
Battle Fury – This skill is useful in the correct scenarios; one example of this would be for the alternate build in this guide; I recommend this power because it does allow you to gain a full stamina bar again once it is reduced. This skill will come in especially handy for new people trying this style of play; relentless battle fury will allow 25% extra up-time for battle fury making it easier to use.
Sure Strike – This is the GWFs most damage At-will power and it will certainly give you the most damage, you use this skill once you reach the maximum determination bar it can be used before but you’re just losing damage for yourself and this build is not about that. This move when fully buffed will create a lot of issue for other counterpart DPS in the dungeon because of the high damage output, it also scaled your class very nicely with high buff/debuff groups.
Weapon Master’s Strike – This At-will allows you to hit multiple enemies and spawn a clone of yourself behind that enemy granting you combat advantage and the damage that comes with it, this is a must have At-will power and is used for quick feat stacking to output high damage, it is probably the best group clearing the move GWF has as of this point.
Class Feature: Destroyer – This active goes very nicely with WMS since it gives you extra damage for every 3 targets hit by hit and this stacks a lot of damage for a class feature and helps with mod clearing especially this is needed in every scenario at any item level.
Class Feature : Wrathful Determination/Weapon Master – I say to different class features now I would always recommend wrathful determination for the simple fact that it gives you damage percentage depending on how full your determination bar is but it then doubles that percentage when determination is used giving mass damage output for you and it is consistent. Sometimes it is harder for lower item level GWFs to have very high crit chance so Weapon master I would recommend I use this myself from around 10000-12000/13000, and I found it easier to beat higher level GWFs with this than wrathful determination so I would definitely recommend it if you’re around this item level.
Daily: Slam – This daily power allows is a good daily to use even on groups but it does have a somewhat long cast time so it can interrupt your battle slightly so you need to be careful when tanking groups of enemies at a time it could be fatal.
Daily: Crescendo – I have this daily slotted but never use it unless it is by accident because the cast time takes way to long and it is no that beneficial to use as a daily I would only recommend it to fill the slot but nothing more than that. on the flip side, it does have high damage so you may be able to get it to work in a high buff group but it would still be obsolete to Slam.
Class Feature : Steel Blitz – This is a new edition since the introduction of the lightning in mod 11, I have used steel blitz and have even attempted to use a Death Slaadi to get those extra hits from steel blitz; but I find it to give me less damage, this may vary because I am the maximum item level so I thought I would put in in this build as an optional thing to run on the groups in a dungeon but never run this on the bosses. you would swap out Wrathful Determination/Weapon Master for this class feature. The Slaadi will add poison to your weapon allowing you to proc steel blitz more often but only upgrade the Slaadi to blue as at purple it becomes an AOE and not attached to the weapon so it will not proc steel blitz. I don’t use this personally because I can build my determination max very efficiently even on low health pool groups but for lower levels, you could consider it, do not run this skill at all in FBI/MSVA/SVA.
Daring Shout – when you first go up to a group you will use Daring Shout to mark all of the enemies this will build a lot of determination for you and it will give you more damage resistance to help tank the enemies and this will also give you more buff stacks and you would proceed to annihilate this group because of the extra damage the mark gives you.
Hidden Daggers – You will use this skill for two reasons one for the buff it gives you and two for the amount of damage it deals out depending on the item level of your GWF this moves is more effective but it will still work none the less, Higher level GWFs can acquire more damage at a convenient rate making it better but this rotation will still work all the same. You will then use hidden daggers on the group for extra damage and buff.
Weapon Master Strike – You will then go closer to the enemies and prepare to obliterate them with WMS this should take a few swings but your damage will build up with this, i would recommend this skill for also building stacks in boss fights because it does a double hit making ti faster at stacking the feats you need quicker so incorporate this immediately in the boss killing portion of the dungeon. One thing i never see anyone mention is what to do if you die in the boss fight because when you die you stacks which contribute to your damage so to start back up again the fastest method is WMS to start then Daring Shout to Hidden Daggers and then Indomitable Battle Strike.
Indomitable Battle Strike – This encounter power is to only be used when you use determination and use IBS after you use determination if you have done the rotation correctly you will have ample stacks for a nice IBS hit. For groups i would recommend if you need to use IBS if you are a lower item level attempt to line up as many target as possible this is your highest damaging encounter you want to hit as many target as possible with it.
Sure Strike – This At-Will need to be used in determination after you use IBS once you have used your first determination if it is a group it will usually be dead but in a boss fight you will use your first determination with the rotation and you will then have 10 stacks of Destroyer’s Purpose this grants you a lot of extra damage at this point you can incorporate Sure Strike as a usable At-Will since you have max stacks and charge your determination to full and re-use.
Dailies: Slam – This is a daily power that you will always use over Crescendo because the build is based around Slam this power will boost your power by 25% but bare in mind that all targets affected by this will have double aggro towards you so you could pull some enemies if you’re doing good damage also, so beware of that when tanking as well.
Battle Fury – i have started using this skill more now since using relentless battle fury on my alternate group clearing build; the cooldown reduction on the skill doe snot work yet but the 25% extra uptime does. This allows the GWF to still take advantage of this during groups because of the extra uptime. You will be able to retain more stamina throughout the dungeon because of this skill and will be able to do more damage on the groups. Be Warned doing this means the tank is not responsible for you dying; also this should not be done in FBI/MSVA/SVA/MSP/T9G. Temple of the spider could dangerous because the spiders can hit you in the back as you are running and if not in the sprint animation can actually kill you at a lower item level so just head the cautions when using this skill for this purpose.
Tips- If you are using Weapon master then the method of stacking determination to the max bar before using it doesn’t do anything for you so you can use it below a full bar and still get full effectiveness out of it. The full rotation with everything at max would be Wheel of elements and grab fire then use IBS sprint forward and then stop before it uses the move to proc Overcharge attack for 10% more damage then use the Tenser’s Disk and then Slam and begin the rotation above.
Rotation Videos – I am displaying my rotation(s) necessary to cover all types of enemies in a dungeon ranging from groups to single target, I am showing this because some people find it easier to learn from watching rather than just reading and improvising in game.
This is a new group rotation since I found that this build would suffer more during the groups and excel on bosses; whilst there is no IBS the full rotation does a lot more on groups and will benefit you far greater than IBS. If you have two weapon sets then using WMS on your main hand artifact hand power for the extra 8% damage will give you maximum damage using this rotation. Everyone is different so even if you didn’t notice this issue with this build this new rotation will make you even stronger from where you are.
This is my single target rotation it could vary on some enemies where I need more stacks at a more efficient rate; but I would usually use this rotation, feel free to adapt this as the objective is to gain a full determination bar as this will give us the damage that we are looking for. (Only adapt this as long as you feel you’re gaining the necessary stacks for maximum damage output)
I’m not going to specifically say how to do the first part of Tomb of the Nine Gods because the speed run can be found on youtube in 30 seconds, but it will explain how to cover the loss of not being capable of cancelling your daily power in mod 13 and how to speed the run-up still. So you can just use your daily to proc shepherd’s but i recommend a different solution. In mod 13 it is possible to switch mount with loadouts meaning in order to help speed up the run; when jumping the 2nd and 3rd staircase yo should be running 5 Gladiator’s Guile; then in the insignia slots run movement for extra speed and then on that specific loadout run the GWF passive Bravery, This drastically improves mobility and movement speed using this will allow you to jump the staircase in T9G and speed your run up for the group. You can also use a horn if necessary to speed you up even more but it won’t be necessary to jump the staircase and open the door for your team. You must switch back from that loadout to fight mobs if you want to do any damage to them.
You should also buy a cheap offhand if you do not run 2 sets as you can then use wrathful determination to gain a maximum of 20% more base speed either after mob groups or bosses. Since the mount power can now change with build feel free to run 4000 movement to make yourself even faster but you can also run 2000 movement and that will be more than fast enough. The boots of drafting is good to run in speed run groups and can be acquired from ‘Eku’ in the Lost City of Omu area.
I respect the tanks of the game but in some cases they just are not fast enough for me so i am telling you to run ahead of the group but the issue is that some of the lower item level players could die doing this and would then be forced to stick with the group until they are strong enough to do otherwise. One way to help tank is to sprint just before the enemy hits you it is not commonly heard in builds but this gives you extra damage resistance and allows you to tank stronger enemies if needed. Obviously get a Negation this is essential even if it is low level it will help you none the less. Apply the guild HP boon now I can tank but I still only have 200k standing hit points around the 230k area in a dungeon so i can still die. I just want to make lower item level players have slightly better tanking capabilities because support gets annoyed when their DPS die it takes longer to do the dungeon. The most effective way to take the hit is sprint and then stop just after they hit you, you do not want to continue sprinting you just want to be in that sprint mode long enough to take the hit, this tanking does need life steal though obviously do not do this without life steal as explained above. Tanking for the GWF is still by chance because each hit needs to give life steal so it all bases on chance remember that.
Orcus Update 20/6/2017 – Shroud of Souls
With this update Orcus’ damage has been greatly reduced, there now should be no reason that a tank would have a problem tanking Orcus. However, if there is for any reason the GWF does have the potential very easily to tank Orcus if needed. After tests with my negation on and using my Tenser’s Disk for the damage resistance Orcus was hitting me for 15000 per hit and 40000 on a crit, most GWFs with decent life steal can heal through this just use the above information on how to tank groups of enemies and it will work just fine. Orcus does swing faster now but even reducing some damage on only a couple of the hits will easily allow you to regain health.
Companions – In this screenshot, i am displaying the chultan tiger as it is the best in slot companion. The reason for that is first because of its active bonus; and its ability to be able to make an enemy take 10% more damage from all sources. This is more overpowered than people realise because there is a lot of damage that is not affected by normal debuffs compared to a target(s) taking more damage from all sources. the other bonuses are 5% more damage and run speed 5% more damage for 25 seconds is enough to kill any group and bosses for some groups as well; the run speed helps for speed runs or just being faster in general.
- Chultan Tiger Gear(Fierce Ring +4 – (Brutal Enchantment Rank 14 (x2)), Bold Necklace +4 – Brutal Enchantment Rank 14 (x2)),Fierce Ring +4 – Brutal Enchantment Rank 14 (x2)).
- Erinyes of Belial or Earth Archon
- Fire Archon
- Siege Master
- Air Archon
This companion setup using the Earth Archon instead of the Erinyes of Belial give more steady DPS assuming your health stays at full most of the time; this is dependent on the ability to keep full health as much as possible which is dependent on groups, so this is a recommendation, but you can use potions to buff critical severity I recommend wild storm elixir and squash soup, even without these buffs it will still allow for more damage; but since it is group dependent the companions could be switched out easily depending on groups.
- Rank 14 Bonding Stone (x3) absolutely necessary a must have for the GWF before almost anything.
- Bronzewood Raid Ring (x2) Brutal Enchantment Rank 14 (x4)
- Fierce Talisman +4 – Brutal Enchantment Rank 14 (x2)
Guild Boons – Max power boon (8000), Max defense boon (8000), Revive sickness boon for T9G or mount speed in other dungeons. For now, run HP boon since Aura of Courage on a Paladin works from our HP and not the Paladin’s; you will notice a large increase in damage if you equip the HP over defense, for now, don’t worry about the power loss the damage will more than make up for it.
Boons – The boons all revolve around self-stability as well as the maximising of stats, the guild boons I run are Power and defense I would encourage all GWFs to do the same these are the two most important ones.
Mounts – I use the T-Rex, the reason I use this mount is because it provides a 10% debuff to all enemies hit within its cast radius, you cannot beat this combat power with any mount on the game so I would strongly recommend trying to attain one as soon as you can it will only benefit you and the people you run with.
Insignias – The reason I do not run any armour penetration on my character is because it is all run through my mounts and artifacts I did this because I wanted to be able to switch around armour or most enchantments without a restriction so this was an option but it is an expensive one so bare that in mind.
Cavalry’s Warning is basically another 10% on every important stat that you need, this can be used with any legendary mount and I would recommend it but it does work with any legendary mount, however always buy a Tenser’s Disk first because that is the one that you will find gives you the biggest benefit of damage.
Shepherd’s Devotion – For the players that speed run switch Gladiator’s Guile, from this then animation cancel your daily and it will apply the bonus from Shepherd’s devotion for 10 seconds applying this with a GF and high power will increase the speed from group to group or allow you to skip parts of the dungeon. This is mandatory in a speed run and should be utilised whenever possible.
This is a huge thing for this build, stamina for this build equals to damage because getting to the groups first is what matters the faster you can build those stacks on groups the more damage you will get compared to the other DPS. Things that can help with stamina gain our as follows:
- Stamina regeneration jewels
- Mount Insignia Bonuses
Stats – These are my stats for right now standing with the Chultan Tiger; my stats have taken a drop since i have taken my defense boon away for HP because i always run with a Paladin, and i just lost another 2k power applying mighht blade to my builds. Don’t worry about standing stats since the incease in flat damage buffs on the class far outwiegh the powr i used to have.
These are my statistics for the full buff proc, my armour pen is a little over 85% but I don’t consider it wasted stats since it is an addition of the heroic sword knot from my companion.
These are my procced stats with the Sell Sword on with nothing but the buff from protectors camaraderie.
These are the stats when I am full buffed using my Tenser’s Disk, Cavalry’s Warning, Wheel of elements, and Slam.
These are my procced stats they vary slightly since I am testing these stats on a training dummy, however, they are very close to the actual stats in a dungeon. My critical severity is a little low and that is because I have re-distributed some of the tyranny of dragons campaign boons to more suit to my survivability but you can apply them all to crit severity if you wish to.
These are my stats fully procced with the alternate build for the second loadout, the power is less than the original build, however, the increase in damage with the encounters and at-wills almost covers this power loss.
Fresh Level 70 guide
I’m making this just based on the fact that I still want people to be able to maximise their damage throughout the transition from starting a GWF to maxing a GWF. I know that people have already done this so some of this will not be new but each person did it differently and has different opinions on the subject and I want to make sure that people want to use this build from the start.
Levelling Experience – When levelling people like to know when the skills are unlocked and when they can use them; there is a list below that shows when you unlock and can use the skill. Using these skills through levelling will help you level up faster and allow you to get used part of the rotation for the GWF
Sure Strike – Level 1 (Minimum)
Destroyer – Level 1 (Minimum)
Slam – Level 10 (Minimum)
Weapon Master – Level 20 (Minimum)
Daring Shout – Level 30 (Minimum)
Steel Blitz – Level 30 (Minimum)
Weapon Master’s Strike – Level 35 (Minimum)
Battle Fury – Level 45 (Minimum)
Indomitable Battle Strike – Level 50 (Minimum)
Crescendo – Level 50 (Minimum)
Hidden Daggers – Level 65 (Minimum)
Wrathful Determination – Level 65 (Minimum)
Credit to (The Editor) for listing these powers and levels in the comments.
Volume 1 (Armour)
When the character is first starting out it can be tricky to gather armour for the GWF as well as weapons. The way to start would be to attempt to run a dungeon (Tier 1) this will be the base for collecting rough salvage each day to be able to then buy VIP. Most people will say that VIP is good just for the extra key and enchanted key benefits but that is not all. VIP will be used later on to be able to use trade bars so that we can buy two pieces of dusk armour later down the line; the other two pieces are elven so working towards running Tier 2 dungeons is a natural process of ranking up any character so there is no issue there.
Dusk raid scail mail, Dusk raid greaves, Elven ward vambraces and Elemental alliance assault sallet; these are the pieces of armour we are trying to acquire and are also the armour that can be used throughout the class until you acquire relic armour which as of mod 12 will be available from the seal vendor, I would suggest waiting until then and use the 4 armour pieces described above. The reason we do not use dragon flight is that it sucks, that is the easiest way to put it and should never be used; it does help with armour penetration but that can be gained by using darks on the class if necessary or from the artifacts that you run. You will upgrade to Primal gear from relic but that is a long way away yet.
The rings used can be acquired from regular Demogorgon which is unlocked already when you start the Underdark campaign but as of mod 12 you will be able to buy Ostorian rings so if you’re looking for more consistent stats then you can use those. The offense/defense slots will allow you to build more defense if needed and that will add to power overall; not a bad trade-off. The neck and belt will need to complete an Orcus set. The neck can be acquired from the end of the Maze Engine campaign or you could buy it if you get any drops from dungeons, the belt can be acquired from Demogorgon and epic Demogorgon.
Volume 2 (Weapons)
When it comes to weapons there are two paths the first one is that since you will be running Demogorgon to progress through the Underdark campaigns you can unlock epic Demogorgon and begin to farm for twisted weapons; you can then use these weapons to progress towards the ascended weapon sets. The second path is that if you have an already high Item level friend they could help you through the Cloaked Ascendancy and then you could acquire the Ascended weapons that then you’re done for the weapons.
Enchantments for the class are a split between Radiants and Azures all the way through even at max this is the best way to get the best stats overall. Weapon enchantments vary between mods but for the time being, you can rock a low end vorpal or lightning you will not have to worry about transitioning between single and multi-target you can use class features for that since Astral Diamonds are limited.
Volume 3 (Artifacts)
Artifacts can be a pain if you do not know the correct ones to run; the artifacts i would recommend if Wheel of Elements, Lantern of Revelation, Orcus’ Shard (to complete set), Key of the stars. However, these are expensive you can swap the key of the stars for a Sigil of the Controller but you will need a level 60 control wizard for that; You can also use Kessell’s Sphere of Annihilation; this would also help with armour penetration.
From now on just use the refining points you apply to the pouch to upgrade artifacts it’s less efficient, but it is the only way, unfortunately.
Volume 3 (Companions)
I have already gone over the companions to use but it is hard to start with a good companion and bonding stones are the second most key thing besides weapons for doing damage, when you’re building your character if you wan to maximise your DPS for where you’re at you need a companion from the start you can just find any cheap companion that has three offense slots for three low-level bonding stones. any gear you would like to acquire for the companion can be done by farming illusionist’ gambit; which is available for people at 70 ranging from a very low item level. The companion if you have any Astral diamond at this point is the Mercenary companion it is very efficient for proccing protector’s camaraderie and it is a great companion overall (can be obtained form pack on zen market or auction house, even though at the moment of writing this fire archons are only 300k it is not the best companion without the correct gear and that can be hard to get. Now you can acquire a con artist form white and use that but you will need to rank it up to the point of blue so that it can have the debuff skill for that extra 10% damage; this is good because its slots consist of 3 rings which can be bought from the vendor in mod 12 or you can get Fierce rings from illusionist’ gambit.
Volume 4 (Routine Dailies)
This is the part where I tell you how to gain the refinement you need so that when the double refinement comes around you will be prepared for it; one of the first things you will need is Wanderer’s Fortune
This ability only needs to be equipped once per day and only needs to require green insignias which cost almost nothing in astral diamonds, this power allows you to gain refinement for around 10 minutes once per day at an efficient rate I found it be around an 18 hour cooldown. This method is outdated but still worth doing if it only takes 10 minutes, the new method is using Quartermaster’s Enchantments and collecting bags from killing enemies and then open them on the double enchantments events, this will give you a lot of refinement; however the higher rank of quartermaster the better enchantment drops you’ll get from the bags.
One of the routine dailies you will be doing by habit is Sharandar; once you have completed the boons in this area still go back each day and do all three areas to gain Thaumaturgic stones; this will greatly help in the process of upgrading enchantments. If you keep repeating these processes each day then you will be able to stack up a lot of refinement to allow you to accelerate your class and companion even faster than normal.
Since each day you will open your free enchanted box to acquire the trade bars to get two pieces of the armour we will need, some times profession packs come from those boxes and these profession masters will allow you to start professions if needed; I could make an entire volume on it but the one I would recommend starting from the beginning is Leadership; you can create resonance bags and thaumaturgic bags that will give you more refinement for weapons and enchantments; along with enchantments but it does take a long time to rank up so I would start it each day and come back to it whenever you finish a task. The aim if you have not noticed is to stack up more refinement because doing this process faster and on a larger scale will rank your GWF up faster and more efficiently.
You are now an above mediocre weapon fighter and you have everything on your class lined up; what now?
There is still more that can be done to the class, don’t get me wrong the hard part is out of the way the rest of the journey is running dungeons having fun with your class and upgrading until you eventually get to max.
There are other things that can be bought for the more fortunate people in the game or the people who always get good drops and annoy me ;). You can buy and upgrade using the refinement methods Quartermaster Enchantments; These will have a chance to stack small bags in your inventory (they stack) when you kill an enemy, these bags have all sorts of items from enchantments to armour even up to campaign currency, i would recommend opening then on a double enchantments so that you get double the amount from each bag; The enchantments from these bags can be used to feed in to the enchantments on your class. (More refinement)
This is the part of doing what I have said above and assuming you have kept repeating it you will have a class that is almost to the point of rank 12/13 enchantments and Mythic artifacts Your weapons should be on the way to Legendary or already there and the last thing is a legendary mount; these are not easy to acquire; personally I have never pulled a legendary mount from a box but since you would have been using your free key each day you may have pulled one by chance. If so that is the class almost finished but always choose a 4k power or crit mount before the T-Rex because these are constant values and will aid you in doing more damage than the tenser’s disk will.
The guide, in the end, is pretty simple to do and anyone can do this but it does take a while to do this even though it sounds simple class balancing with stat balancing can take a little while and be building up companions can be difficult, but stay at it repeat refining tips and you’ll be done in no time.
Xbox Gamertag: I Tev I