E x i l e’s Debuff DPS DO Mod 12B
E x i l e
What’s up guys, I’m Exile and welcome to my DODC build guide.
Please make your own mind up about how you run your DC, this is how I play MINE and you should cater to YOUR OWN play style, and make your own decisions.
This build does DPS, and it heals too, (effortlessly i may add)
However always the main priority is buffing the group and Debuffing the enemy’s SIMPLE.
Never aim for personal DPS in a dungeon that is not our role and should be only be used when doing solo Content or dailies. But the extra deeps doesn’t hurt even in a group situation as it will come naturally.
First things first
The best race is still dragonborn in my opinion however as I’ve said before it isn’t a game changer (ugly as sin though, and say goodbye to hats! ?)
I’m now human as I prefer it looks wise. And the 3 extra feat points are nice.
I rolled 15 STR, 18 WIS, 15 CHA
(It’s worth noting that I run about 90-100% crit chance and about 95% RI when attacking and proccing templars domain.)
Buffed with companions gift
Give the feat tooltips a read to better understand why I chose them. – this way you can see for yourself how we choose feats goes hand in hand with our rotation and powers etc.
Healing action 2/5 – just because
Toughness 3/3 – can’t get enough HP ?
Weapon mastery 3/3 – 3% crit chance – must have
Domain synergy 5/5 – bit of recovery never hurts
Repurpose soul 3/3 – our main source of heals
Initiate of the faith – 0/5 – WASTE , 1% of 40k power? 400 crit. No thanks. Feat scales with static power only.
Templar’s domain 2/5 gets me to the armpen cap
Battlewise 0/3 – WASTE
Greater fortune 0/3 – not necessary, but not a complete waste.
Bountiful fortune 5/5 – 15% extra divine power? Yes please. (Quicker rotations)
Cleanse 0/3 – useful in certain situations
Astral fury 5/5 – more damage, why not
Furious intervention 5/5 – more ap from rotation
Righteous suffering 5/5 – more damage when we take damage
Weapons of light 5/5 – ok for now, maybe not in m13
Piercing light 5/5 – armpen ?
Fire of the gods 5/5 – DoT of the gods more like ?
Condeming gaze – 5/5 must have
Avatar of the divine – be rude not to.
I no longer run cleanse reason being we don’t want to accidentally cleanse the DPS GF’s DoT on their survivors wraps, as this buffs their damage bonus and we can inadvertently remove this from them by using cleanse.
Personally I only ever found cleanse useful at Hati anyway, but I don’t run FBI very often to be honest, it’s mostly T9G these days ?
I am aware people like running cleanse and by all means run whatever you want, i just won’t be running it.
Powers & Rotation
(In every scenario keep hallowed ground up as much as possible)
At wills are brand of the sun and lance of faith.
Chains / daunting light
Group content i.e. single DC (you)
Break the Spirit
Divine glow (switch to PoD for bosses)
Daunting light / chains
Multi DC groups (FBI/MSP/T9G)
as a DO it is always better for us to run break the spirit (BtS) as it’s a stronger group buff and we have quicker rotation speed than an ACDC, but there will be times when you’ll just have to make do with forgemasters flame instead. If the AC insists on running BtS
The main priority is giving the buff to the team and in the end I suppose it doesn’t matter who runs what as long as the team benefits.
Break the spirit
Daunting light / chains / DG (best)
Prophecy of doom
3x empowered DG / chains
1x fully empowered BTS/FF
1x T rex mount power (10% debuff)
1x PoD (10% debuff)
1x heart of the black dragon (15% debuff)
I use an unparalleled dread or unparalleled terror enchantment, however if you are aiming for absolute full debuff then
frost would probably be better at a sacrifice of an amount of damage. Both are viable in my opinion. And terror would be good for a DO with low crit chance too not just for a high crit build
running with melt groups my main focus is getting up the team buffs as quickly as possible, while simultaneously shredding as much of the bosses defenses as possible. We need full debuff capability to aid the group’s damage to the boss.
Rinse and repeat.
Terrifying insight should ALWAYS be slotted. This is the bread and butter of a Divine Oracle.
Now depending on what your doing or your requirements will determine the next one. But…
I use Hasteneing light because I gain divinity plenty quick enough that I don’t really need divine fortune, but I do switch them around depending on how I’m feeling at the time, sometimes getting those quick rotations is more important for the whole group than the sporadic HG, all depends on the group composition etc. (If the AC runs HL and you have a good pally along with a decent bit of recovery thent100% uptime is easy enough.
Both viable options but the cooldown reduction for the group is very good.
Hastening light is recommended for 2 DC groups however as it massively reduces team cooldown whenever we use a daily power, this should be slotted in every AC’s power tray in my opinion, purely for the amount of times they can pop AA in a short space of time.
Bottom line is, keep the rotation flowing and Divinity building up as soon as you fully empower your BTS or FF, this is paramount for the benefit of the group.
Gear & Enchantments
Heart of the black dragon
Thayan book of the dead
Sigil of the devoted
Heart of the blue dragon
(Use what ever suits the stats you need, however I always recommend a Debuff artifact for the main one.)
Neck & waist: Sphene
Armor: Primal head, chest arms and feet.
Weapon set: Stronghold weapon set or your preferred relic / ascended weapons.
Armor enchantment: soulforged or barkshield / negation / elven battle
Weapon enchantment: Unparalleled dread / terror / frost
Utility slots: Dark r12/13
It should be pretty obvious what to use in offensive slots so I won’t go into that, just slot what stats you desire, if you need crit go crit etc
However there is many viable enchantment options for a DODC and it depends on your focus in the game and personal requirements. As I said these are MY choices and you should proactively think for yourself and what you can do to benefit the team.
Companion & Gear
Heroic ring of the companion +4
R13 black ice X2
Greater Ostorian ring of Krig
R13 Azure x2
Fierce ring of the companion +4
Azure 13 x2
Bonding runestone rank 14×3
Siege master – 4% DAMAGE INCREASE
Erinyes of Belial – 10% CRIT SEVERITY (a waste when using dread and already having high crit severity, so I have slotted a legendary raptor.
Velociraptor – you become part of the pack, you and any allies that are part of the pack are granted a +1% damage increase stacking up to 5 times. (bis if at least 4 people in a group are running it) I RUN THIS ALWAYS.
Fire archon ?- 7.5% DMG INCREASE TO -50% HP ENEMIES
Air archon – 7.5% DAMAGE INCREASE WHEN AT FULL health
Mounts & mount bonuses
T-rex baby always 🙂
** I do not run protector’s camaraderie anymore, it has been artificers persuasion instead for a long time, to proc the movement bonus to help with speed runs.
Boons (choose your own based on requirements)
Choose your own for whatever you need more of.
I use power defence and speed boons from the guild.
Have a look at options for yourself, make your own decisions and basically read your feats, read your tooltips etc etc, get an understanding of why you are using them and it will make you a more knowledgeable player in the long run.
REMEMBER this is how I run MY DC, you run yours however you want to. This suits my play style and may not necessarily suit yours. You need to experience the game and gain knowledge that no build guide can teach you.
Oh and there is NO such thing as THE BEST build for a DO (despite what people may say on certain facebook groups ?). The best build for me may not be the best option for you and vice versa. Understanding your class and the groups requirements is what makes a great player.
See you in neverwinter – E x i l e