War’s DC PvP Build Mod 11B
I recently started playing pvp on my cleric and honestly I have really enjoyed it. The option for multiple loadouts made this gameplay finally viable for me. I searched for a decent cleric pvp build and then thought, I would share what I have learned. This build will be based on assuming that you are comfortable playing your DC, and are familiar with your powers, etc. Additionally, I suspect that this will be a living document. One that I can update with the help of others as well as from my own experience as I continue to pvp. I look forward to the critique of this build as I am still learning. I figured this is the best way to show what I have learned and what I haven’t. When you are done reading this, look at the comments as they will help clarify issues that I have wrong, or have explained poorly.
PvP can be equally exciting and frustrating. Hopefully this build will help someone who hasn’t done a lot of pvp but is interested. In addition to tweaking your build, get a team of players that you can have fun with. It will help when you run across those matches that really suck.
Please note: Both of these builds (DO/AC) are based on keeping myself and my group alive. I have played around with another build that lets me do much more damage and will continue working on it. In fact, it works well in Icewind Dale but for GG and Dom it is far less effective.
Update 8/28/17: Changes to armor set. Changes to mount information.
Update: 8/30/17: Pvp overload slot changes: Starmina drain to Rogue Wards I, and II.
For the purposes of this build I am running a human. The additional feats in the heroic tree I have found to be helpful.
This table comes directly off the Neverwinter Gamepedia.
|Statistic||Effect of Ability Score on stat per point over 10|
|Combat Advantage damage||1%|
|Damage Over Time (DoT) resistance||1%|
|Area of Effect damage resistance||1%|
|Action Points gain||1%|
|Companion stat bonus||1%|
I have played with the WIS/STR, WIS/CHA, and WIS/DEX builds I have found that the WIS/DEX and WIS CHA allow for a “tankier” build. The WIS/STR would be ideal for a more dps focused build. My pvp build has a healthy dose of Defense and Deflect. You are only gaining .5% bonus to deflect for every point above 10 in DEX but it helps.
Healing Action: (5/5) This enhances your action point gain whenever healing. No brainer.
Greater Fortune: (3/3) Wisdom now grants more healing up to 3%.
Toughness: (3/3) Increase HP up to 9%
Holy Resolve: (3/3) Grants temp HP when you drop below 30. (15% of your max HP in temp HP when you drop below 30%)
Domain Synergy: (5/5) Gain up to 5% recovery.
Weapon Mastery: (0/3) Gain up to 3% Crit Chance
Initiate of the Faith: (0/5) You crit stat is increase by up to 1% of your Power. So that mean 20k Power = 200 Crit. (Not worth it IMO).
Repurpose Soul: (1/3) Allows for a spell AoE heal to proc when healing up to 15% of the initial heal. Always nice to have heals casting without having to work any additionally encounters. I have 1 point here to ensure the proc.
Battlewise: (0/3) You create up to 6% less threat. Pointless in pvp.
Cleanse: (3/3) Up to a 30% chance to cleanse a debuff from an ally. Cleanse procs constantly especially when going against those throwing DoTs.
Templar’s Domain: (0/5) Allows for up to a 25% chance to gain 30% more armor pen for 5 seconds.
Bountiful Fortune: (0/5) Allows up to 15% more divine power gain
Faithful Path (Primary)
Resounding Beliefs: (5/5) Your non-heal over time powers heal for 10% more.
Benefit of Foresight: (5/5) Defense bonus from Foresight is increased by 5%.
Gift of Gods: (5/5) You generate 25% more divine power.
Shared Burdens: (5/5) Your direct healing spells also heal allies within 30’ of the target for 20% of the original heal. This is helpful as there is often a lot of move about in pvp combat. If someone happens to slide out of your heal this essentially gives them a chance at a possible 20% heal, essentially extending your heal range with a diminished heal (but at least something).
Chaplain’s Strength: (5/5) When a foe is within 30’ of you, your heals are increased by 10%.
Test of Faith: (5/5) When taking damage you gain a stack of Faith. Every 3 seconds a stack of Faith will seek out a nearby damaged ally and Heal them for 300% of your weapon damage. You lose the stacks once you leave combat but this is a great way to heal a nearby damaged player when you are in a prolonged fight.
United by Faith: (5/5) For each ally within 30’ of you, your health is increased by 5%.
Agent of the Divine: (1) Your heals are reduced by 25% (but you make that back through your other bonuses) and that reduction is stored as a “Gift of Faith”. This “Gift” then procs once a player drops below 45% health.
Lasting Wishes: (5/5) Increases heals up to 10%.
Group Stat Bonus: This boon comes from the Explorer’s Guild and boosts stats by 400-2400 based on the level of the boon. Additionally, this boon boosts multiple stats based on the number of other players running the same boon. By yourself you gain Deflection. If you don’t have I recommend Power or Armor Pen.
2 members: Def, and Recovery
3 members: Deflect, Recovery, and Critical Strike
4 members: Deflect, Recovers, Critical Strike, and Armor Pen
5 members: Deflect, Recovers, Critical Strike, Armor Pen, and Power
Control Resist Bonus: Also from the Explorer’s Guild. If you don’t have I recommend Defense.
Glory Bonus or Healing Potions. Potions don’t have a huge impact in fights unless you just need that little edge.
Update: Shocking Execution seems to be one of those things that just is capable of one shotting you. I am now running Rogue Ward I and II in addition to bumping up my hp. Seems to help, hasn’t happened since but that may be coincidence as well.
I recommend the Stamina Drain bonus. My guild (Pawns and Kings) does not have a pvp boon as we are currently focused elsewhere. That being said, if you drain stamina, people can’t block as long or dodge as much.
Currently I only have the first boon.
Living Wall: 250 to Defense and Deflect
Dark Fey Warder: 400 Defense
Fey Elusiveness: 400 Deflect
Elven Haste: Action Point Gain 3% (HP Gain would probably be fine here also)
Elven Tranquility: When stuck you have a chance to heal yourself for 20k. (This will proc some of your other group triggered heals as well).
Fey Thistle: When you Deflect an attack you deal up to 3k damage.
Reliquary Keeper’s Strength: You gain 250 Power and 250 Movement
Illusory Regeneration: 400 Regen (This helps your natural HP regen as you move from point to point)
Illusion Shimmer: 3% Deflect Chance
Enraged Regrowth: When taking damage you have a chance to heal up to 20k hp over a few seconds. After this effect end you gain 4000 more defense for 10 seconds.
Burning Guidance: Your healing spells have a chance to burn enemies near the target for up to 2k radiant damage.
Weathering the Storm: 400 AoE Resist
Appreciation of Warmth: Gain 400 Incoming Healing Bonus
Rapid Thaw: Gain 400 Recovery
Cold Shoulder: When damaged by a foe you have a chance to proc Cold Shoulder reducing their next attack by 2k. This procs fairly often and is the equivalent to a 2k heal in my book.
Avalanche: When damaged by a foe chance to gain a stack of Avalanche. At 20 stacks thaking damage will clear the stacks and deal up to 15k damage to nearby players. We take a lot of hits in pvp and this stacks quickly. In a prolonged fight, this helps give you an edge.
Primordial Vitality: Gain 400 Defense and 1600 HP
Primordial Focus: Gain 400 Crit and 1600 HP
Drow Meditation: 1200 Regeneration
Dwarven Footing: Control effects will now have 5% shorter durations (stuns, roots, etc.)
Abyssal Strikes: Gain a +10% damage vs demons (who cares really pvp will make you think the other players are demons but nothing in this line is helpful in pvp).
Tyranny of Dragons:
Dragon’s Claws: Gain 400 Power
Dragon’s Shadow: Gain 400 Deflect
Dragonscale Defense: Gain 400 Defense
Dragon’s Blood: Gain 400 Regen
Dragon’s Fury: (3/3) Grants 8% increase Crit Severity
The Maze Engine:
Abyssal Regeneration: Gain 400 Incoming Heal
Demonic Resilience: Control effects will now have 5% duration when applied to you
Demonic Swiftness: 3% AP Gain
Engine Inspiration: Healing spells have a chance to heal allies around you for 20k. (Note: This procs fairly often.)
Unassailable Tide: Gain 300 Defense and 2000 HP
Earth’s Renewal: Gain 400 Regen and 2000 HP
Blazing Resilience: Gain 400 Recover and 2000 HP
Wall of Wind: When taking damage, you have a chance to heal up to 24k HP. After this effect, your Recovery is increased by 1000 for 10 seconds.
Storm King’s Thunder:
Frosty Demeanor: 2% Control Resist and 1000 Max HP
Survival Instincts: You gain 400 Incoming Healing Bonus and 2% Frost Resist
Chill Determination: Gain up to 2000 Recovery based on how much Stamina missing
Glacial Strength: Max HP is increase by 3200 and 2% Everfrost Damage Resistance
Healing Warmth: Heal spells have a chance to damage up to 5 foes near the target for up to 6k
Aura of Despair: When you kill an enemy you have a chance to emit and Aura of Despair that stuns up to 5 enemies within 25 feet for 4 seconds.
Healing Heat: 2% Incoming Heal Bonus, 1000 HP
Soothing Zephyr: You gain 500 Recovery and 2000 HP
Planar Vitality: When you deflect an attack you regain up to 8000 HP
Active Companion Bonuses do not work in Domination.
Active Companion Bonuses do work and there are a lot of theories on this. The Shadow Demon is rather frowned upon in pvp but will certainly give an edge. Be cautious fighting against people with these as summoned pets. More often you don’t see too many.
I run a Sell Sword for 10% Debuff.
Owlbear Cub for bonus damage. (Nice to pull out Icewind Dale since it is an augment and players tend to focus on companions first)
Will-o-wisp for control resist (15%)
Sprite for AP gain
Black Ioun Stone (Crit bonus when below 50% hp) This I keep because it is legendary only. Will replace at some point.
I am now currently running the Swift Golden Lion. The active combat power allows for a shield to by placed on my team along with a decent knockback when the lion rushes an opponent. It can be triggered every 50 seconds although occasionally it doesn’t place the shield on me (not often and I will be testing it further)
Note: While these are viable stable bonuses to run in PVE situations I do switch out my stable when running PVE content, even if I run in PVP gear (lazy). I switch out the two horses providing the Oppressor’s Respite/Reprieve with a mount that gives me Wander’s Fortune and the one that gives me additional movement when at full stamina. It is quite simply to switch out mounts in the stable so that you aren’t forced to try and switch out insignias.
Victim’s Preservation: Upon taking greater than 35% of your Maximum Hit Poin in a pre-mitigated damage from a single blow, receive a Heal over Time. (10% of your max health over 5 seconds)
Oppressor’s Respite: When Stunned, Knocked, or Immobilized, receive a Heal over Time. (1% of max health over 4 seconds)
Oppressor’s Reprieve: When Stunned, Knocked, or Immobilized, receive a Heal over Time. (4% of max health over 4 seconds)
Champion’s Return: When reduced to 50% health, receive a Heal over Time and Stamina. (Instantly recover 20% Stamina and 20% max health over 10 seconds)
Champion’s Struggle: When reduced to 50% health, receive a Heal over Time and Stamina. (Instantly recover 10% Stamina and 10% max health over 10 seconds)
These builds are deflect-based so I put as many Evasion insignias (200 Deflect/100 AoE Resist) where I could. Where I could not, I am using Vigor (200 Movement/100 Stamina) for the movement.
Edit: I am now running the three piece Prestige Set along with the Psion’s Shroud Chest Piece. I lose a little bit of my stats and tenacity but I am now gaining an additional 10% damage mitigation while controlled as well as about 30k more HP. This coupled with my Rogue 1 and 2 Wards keeps me from going down to the TR’s Shocking Execution. I go way down but it isn’t usually an instant kill and all of my reactive heals are able to instantly kick in.
Prestige Duelist Chest/Arms (switching to medic arms for bonus deflect) Set Bonus 500 Tenacity Titansteel Head/Feet (No Bonus but felt the increased stats and tenacity offset the Warborn bonus and the movement bonus of the 3 piece Prestige)
Enchantments are as follows:
Offense: Radiant (Power)
Defense: Silvery (Deflect)
Utility: Dark (Movement)
Armor Enchantment: Transcendent Shadowclad.(The stacking deflect is fantastic, with my current 45% deflection it means that this will proc about every 30 seconds after I am hit 6 times. It provides a nice little AoE stun and makes me invisible (and I still can cast))
Weapon Enchantment: Currently using Transcendent Frost for the 30% slow, 25% recharge reduction, 10 damage resistance reduction, and the 10% damage dealt reduction for 10 seconds, not more than once every 20 seconds. Note: If others in your group are using this enchantment it will stack! It is not like other enchantments where they are negating each other.
Neck and Belt
Neck: Baphomet’s Infernal Talisman (+100 Action Point Gain Jewel):
Belt: Demogorgon’s Girdle of Might(+100 Action Point Gain Jewel): STR/CON, Power/Crit/Deflection.
Rubellite Duelist Rings: Power/Deflect/Tenacity with Stamina Reinforcements
Shirt and Pants
Greater Everfrost: The set bonus (If your deflection is higher than your life steal, whenever you perform a Deflection, each successive Deflection over the next 10 seconds returns 50% of the incoming damage back to the attacker. Not to exceed 15% of your Max HP). This is nice as it damages the other players with zero effort.
Sigil of the Devoted (Union): 1000 Power/Def, 600 Incoming Heal Bonus. Nice to have as active so that you start your fights out with full AP.
Oghma’s Token of Free Movement: 1000 Def/Deflect, 600 Control Resist. Nice to run as active to get you out of those chain stuns. Upon its use it removes control effects and makes you immune for 5 seconds.
Shard of Orcus: 1000 Power/Movement, 600 AoE Resist. Part of my neck/waist set bonus for increased damage.
Sigil of the Guardian: 1000 Def/Deflect, 600 AoE Resis.
Note: Considering replacing Shard with Sigil of the Scourge Warlock for the Power/Deflect, Control Resist.
When deciding if I am going DO or AC it is a combination of my team make up, the other team, and luck (both dumb and bad sometimes). DO for groups to maximize damage output, AC to maximize survivability.
Passive: Terrifying Insight (20% Damage Increase for Group), Prophetic Action (Block All Damage against me once every 21 seconds and damage against team up to 25% of their max health)
Note: Sometimes I will run Foresight instead for the 13% Damage Reduction (8% plus the Feat Bonus).
At will: Astral Seal (reactive heals), and Brand of the Sun (fast cast and hits hard for an at-wil)
I start my “Square” off with one of the following: Daunting light, if I know that the players I am up against don’t hit that hard. Forgemaster’s Flame if there are several tanks. Or Divine Glow for the debuff/damage if it is a tough group.
My “Triangle” is either Sun Burst for clearing nodes or Astral Shield.
My “Circle” is almost always Bastion of Health
Rotations: At-wills to full Divinity, 3 of Daunting/Divine/Forge, Empowered Astral Shield or Sunburst, followed by a Bastion of Health for capping heals and AP gain.
Passive: Anointed Armor for the increase Deflection Chance with the weapon feat, Light of Divinity for proc heals or Divine Fortune.
At will: Astral Seal (reactive heals, and Blessing of Battle (quick divinity fills)
I use the same for both DO/AC.
Note: Sometimes I will sub out one for Break the Spirit or Geas if I think that I need to bring on some extra stuns.
It varies a little from AC/DO but here are my base stats (companion unsummoned):
Critical Strike 6k
Armor Pen 1k
Deflect: 11.5k (AC build allows for bonus deflection with weapon feature and passive combo)
Life Steal 1k
PVP Damage Reduction 46%
PVP Armor Penetration Reduction 72%
PVP Critical Strike Reduction 46%
PVP Control Resist 46%