Huge Buff / Debuff + DPS DO {Mod 14 META DO}

by HEALTH CARE on February 7, 2018
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Huge Buff / Debuff + DPS DO {Mod 14 META DO}

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I hadn’t realized it’s had been nearly a year since my last guide (DO Right. PvP build). I’m always getting questions from new DCs trying to learn how to DO. So I thought why not do an updated write up that I can direct them to.

I’ve mained the DC since around mod 8. I instantly loved it and pretty much dropped the HR that I had been maining up until that point. I’ve learned a lot of tricks and tips over the last few years and thought I’d come share them with you guys. Obviously buff/debuff is my number one priority but with a build/gear like this you’ll also do great splash Dps and Heals. I tend to out heal the AC and out dps the OP, leaving me close to the top of almost any scoreboard. Of course with this build we’re going to be going DO Righteous with some points to help our healing. We pretty much gear as if we were a straight dps, maybe with a little extra recovery. I’m currently sitting around 17.4k IL and I feel super happy with that. I’m not putting this out there for people to directly copy/paste it over to their own toons. Please use this build as a outline and change some things on it that will fit you. Also keep in mind that the DO at end game definitely needs to be geared. Crit capping can be kind of tricky if you don’t have the gear for it. So here we go, Hope you all enjoy what I’m currently rocking on my DO. I wont be going into great depth about the choices I made for my DO, but if you’re interested as to why I choose what I did feel free to message me on Xbox. My gamertag is @HC The Duelist.



There’s not much for me to say here. I don’t worry too much about AP gain as Hallowed Ground has a cooldown. You need to be able to get your AP full right before Hallowed Ground goes down. You should be aiming for 100% uptime of hallowed ground on DO.

This was built to be 100% for the end game meta dungeon groups that will be running two clerics. This mod we no longer run Weapons of Light and Bear Your Sins as they no longer stack with two clerics



With this build you’re going to need 100% crit chance. This can be a little harder now with the bonding nerf but is definitely do-able. Try and stack crit on your companion and power on your character. Running 100% crit chance on the DO DC is amazing. It actaully gives as a lot more damage and buffs our heals like crazy.

I roll high Wisdom and Charisma for my main stats. If you’re struggling to crit cap try running Strength instead of Charisma until your enchants are high enough to crit cap without the extra STR.

You’re also going to want to make sure your Armour Pen is high enough to hit 85% resistance ignored. For me, this comes around 9k-10k Arm Pen. Depending on your feats/boons you could need more or less.

If you’re still too undergeared to run Tomb Of The Nine Gods you will only need a max of 60% Resistance Ignored.

Below I will include 2 screenshots of my stats. One will be of my base stats with 0 buffs and the second will be on my stats with my companions gift procced.

With these stats I reach 100.1% Crit Chance and 85% Resistance Ignored.

Without Companions Gift:

With Companions Gift Procced:


  • 100% Crit Chance
  • 85% RI
  • AP Gain 900-1200
  • Combat Advantage 900-1200
  • Recovery – Enough so that you can always keep your Hallowed Ground up

Then stack power or recovery if you’re struggling to keep you Hallowed Ground at 100% uptime.


Boons are not something I suggest to copy/paste from this guide. The boons you pick will change based on the gear you are rocking. I change my boons a lot as my stats change, as of 2/8/17 this is what I’m running.



Now in Mod 13 I’m running the Chultan Tiger as summoned companion.

Below I will include a list and screenshot of the active companions I run.

I do run the Velociraptor since most of the guys I play with run it. The damage buff is worth it for the party. If you have a group of people you always run with try and get them all to pick it. It’s definitely worth it if everyone has it. If the rest of the group isn’t running it I have a Wild Hunt Rider that I slot in that slot.

Summoned Companion Gear: Bronzewood Raid Ring x 1, Ring of the Gravestriker x 1 (The bonus is currently broken and giving the bonus power to your companion and in return back to you. This will probably be fixed soon though), Heroic Necklace of the Companion +4

Summoned Companion Enchants: 2 x Savage 14,  2 x Brutal 14, 2 x Azure 14


  • Chultan Tiger (Summoned)
  • Alpha Compy
  • Air Archon
  • Tamed Velociraptor
  • Siege Master


I’ll just add a screenshot of all the Insigina bonuses that I run. You don’t have to use those exact mounts. Just Google whatever Insignia Bonus it is that you want and there are a few websites now that will tell you what mounts have what bonuses.

For the Insignias, I try and take power/crit/recovery as much as possible. The power Insignias can be really expensive but if you’ve got the AD its definitely worth it.

For the combat power I run the Legendary Lion. It has saved me and my party so many times in PvE and PvP. I would like to get a Legendary T-Rex as the debuff is the meta for speed run groups.

For my Equip Power I grab the power from the Legacy Flail Snail. Its gives 25% of your AP back when you use a daily.

Shepherd’s Devotion is a huge Insignia bonus at the moment because you can daily cancel and still proc it. Just hit your Hallowed Ground and right before it comes out dash. You will get the mount Insignia buff but not burn your AP

Insignia’s : Choose between Crit/Arm Pen (If not at 100% crit and 85% Resistance Ignored) > Power > Max Hit Point % > Recovery


Your enchants are probably going to end up looking a little different than mine. Once again, go read over the section I wrote on stats and see what enchants you will need to reach those goals. Either way, I’ll list what I run.

Offensive Slots: 3 x Savage 14, 5 x Black Ice 14, 1 x Radiant 14

Defensive Slots: 4 x Radiant 13s (For bonus damage from OP AoC) 4 x black ice is still 100% viable though

Companion: Offensive Slots – 2 x Azure 14, 2 x Savage 14, 2 x  Brutal 14. I have zero defensive slots on my companion


Weapon Enchant: Dread

Armor Enchant: Trans Negation (Armor Enchant doesnt really matter anything will work but I also recommend Elven Battle or Bark Shield as well)

Head: Rex Corona

Arms/Boots: Vivified Primal

Chest: Rex Amiculum

Main Hand: Feathered Teotlanextli (Masterwork 3) – Artifact Power (Brand of The Sun)

Off Hand: Feathered Ilhuilli (Masterwork 3) – Artifact Power (Terrifying Insight and Combat Advantage)

Rings: 2 x Bronzewood Raid

Shirt: Chultan Merchant

Pants: Lower Primal Pants

Neck/Belt: Demogorgon Set


  • Charm of the Serpent (Active): My active gets switched to the Wheel of Elements for bosses so that I can give the main dps the fire dps buff while they run the soul sight artifact.
  • Shard of Orcus Wand
  • Thayan Book of the Dead
  • Eye of The Giant


The Undead Rank 2 Slayer overload does not work. It has a 0% bonus damage so don’t even run it.

For CODG + TONG – 1 x Undead Slayer Rank 1, 1 x Frosted Smiting Glyph (For the TONG boss Orcus swap the Undead Rank 1 for a Demon Slayer rank 2.


Since Mod 12B they nerfed how many potions you can stack at once. Last mod this list would have been twice the size

Heres a list of all the potions I run for dungeons

  • Watermelon Sorbet
  • Effervescent Potion of Force
  • 1 x Invocation Blessing
  • Wild Storm Elixir
  • Scroll of Fate: Power
  • Pocket Pet or Tymora’s Lucky Coin or Chain of Scales

This was made by a great guildie Elaine



Here we have two main rotations. One for trash and one for bosses. Minor things will change based on what the other DC in your group is running. If the other DC is running Break The Spirit then you run Forgemasters Flame and vice versa. I will cover trash 1st, as this will be the powers you would be running at the start of the dungeon. Please try to not slow down the rest of the group in a dungeon run. Try to auto run while switching your powers out before a boss so you dont have to stand outside the circle making your group wait on you.

Tip: For both of these rotations you should be opening the fight with a Hallowed Ground and keeping it up the whole time you are fighting. Always try and start and finish fights with full divinity and AP. This is really Important when coming up to bosses

Passives stay the same for both Trash and Bosses:

Terrifying Insight & Hastening Light


Powers: Break The Spirit or Forgemasters Flame, Daunting Light, Divine Glow

Encounters: Astral Seal, Brand of The Sun

Daily: Hallowed Ground & Hammer of Fate

Passives: Terrifying Insight & Hasting Light

Rotation. If you need to build your divinity before starting the rotation start with an Astral Seal then spam Brand of the Sun untill your divinity is nearly full. Right before its full switch to your divinty mode. As Brand of The Sun ticks, it’ll keep filling your divinty up even if you have already switched into divinty mode.

From full divinity you’re going to start with a regular flat Divine Glow. Then switch to divinity mode and spam 2x Daunting Light and 1x Divinity Divine Glow to end your divinity burn. Switch back into regular encounter mode and drop a Fully empowered Break The Spirit or Forgemaster’s. Then a regular encounter divine glow and then a regular Daunting light. If the mob pack is still there after all that just start spamming at wills to try and get your divinity full again for the next fight. If you notice one of your group members needs help or healing just drop a divine glow right on their heads. If you’re geared right and the buffs are out this should be enough to heal their entire HP unless its a super jacked pally.


Powers: Break The Spirit or Forgemasters Flame, Daunting Light, Prophecy of Doom

Passives: Terrifying Insight & Hastening Light

Daily: Hallowed Ground & Hammer of Fate

This is pretty much the same rotation as trash except we replace Divine Glow with Prophecy of Doom.

Switch out your Eye of The Giant Artifact for a Wheel of Elements if the main DPs is running anything besides the wheel. Stand right behind the DPs and pop the wheel so that the fire lands right on them.

So just a recap for bosses: You should always have full Dinivity and AP when entering the boss. If you don’t you need to practice ending every fight will full divinity and AP.

1x Astral Seal – Divine Glow – Change to Divinity Mode – 3x Divinity Daunting Lights – Change to regular encounter mode – Fully Empowered Forgemaster Flame or Break the Spirit – Regular Prophecy of Doom – Daunting Light- Spam Brand of the Sun till nearly full divinity – Repeat

This is the rotation I use for T9G bosses in melt groups.
>Start at boss spawn circle with full divinity
>>Once the spawn circle reaches 3 seconds burn 3 pips of divinity using Daunting Light (So you have 3 orbs
spinning around you as you spawn into the boss
>>> Spawn into boss room cast At - Will Brand of the sun
>>>> Cast fully empowered Prophecy of Doom
>>>>> Cast Brand of the Sun
>>>>>> Use Rex Mount Power + Charm of Serpent Artifact + Hallowed Ground
>>>>>>> Cast Brand of the Sun if divinity is not already full
>>>>>>>> Burn all 3 stacks of divinity with Daunting Light
>>>>>>>>> Cast Fully Empowered Break The Spirit
>>>>>>>>>> Cast Daunting Light
>>>>>>>>>>> Cast Brand of The Sun until you are close to fully empowered or you see the red text of DOOM
proccing on the boss
>>>>>>>>>>>> Repeat applying hallowed ground when ever it is off cool down

Always try and time your Fully empowered Break The Spirit with the ACs Fully Empowered Forgemaster's Flame.
If You notice that the AC is rotating faster then you try and prioritize stacking your Fully Empowered Break
With their fully empowered forge instead of trying to stack your fully empowered Doom with your own fully
empowered break.

&@Rotation for CoDG main boss@&
Because of the boss trying to go immune to damage when it reaches 75% and 50% HP you need to rotate fast and
get buffs out as soon as possible. Ill list all the actions I make between the end of the cut scene and 
when the boss goes immune. If the teams good enough this is also how I rotate in 1 shot kill groups.

Cut scene Ends:
>Use Lliira's Bell
>>Hallowed Ground
>>>Prophecy of Doom
>>>>Use Wheel of Elements to give main DPs Fire
>>>>>Apply T Rex Mount
>>>>>>Divinity Daunting Light
>>>>>>>Brand of The Sun
>>>>>>>>Divinity Daunting Light x 2
>>>>>>>>>Fully Empowered Break The Spirit
>>>>>>>>>>Daunting Light
>>>>>>>>>>>Brand of The Sun
>>>>>>>>>>>>Prophecy of Doom
>>>>>>>>>>>>>Hallowed Ground

Don't hold back on Hallowed Ground because the think the boss will soon go immune. Sometimes the Hastening
Light proc you give everyone can come in clutch and be the difference between a one shot or not.

WRAP UP/ Note able Links/Sources

Like I said at the start, this isn’t a super in-depth guide but it gives you a pretty good idea of how I play my DC. With this build, the buffs are about at max of what of a DO can give with decent DPs for a support and enough heals through Astral Seal & Divine Glow.

If you have any DC questions either drop me a comment on here or xbox message at @HC The Duelist

Hope you guys enjoy! It’s been awhile since I’ve done any guides but I plan on keeping this one updated with current mods and hopefully get back into writing guides for all parts of Neverwinter. Please use this for ideas to help build your own custom DC. Thats the only way the DC community will grow and we can all get better.

The Bible (JanneNW)
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  • February 7, 2018 at 9:15 pm

    Might want to go back and proof read this once or twice.

  • Alex
    February 9, 2018 at 1:14 am

    Hey man thanks for the guide. Will be adapting it to my DC! Only have one question, what transmutes are you rocking? By far the coolest looking DC I’ve seen! Thanks again!

  • Jude
    February 12, 2018 at 5:50 am

    You lost me at Celeste.

  • Mario
    February 22, 2018 at 1:19 pm

    Just a question how many encounter slots do you have? I quote from your guide “1x Astral Seal – Divine Glow – Change to Divinity Mode – 3x Divinity Daunting Lights – Change to regular encounter mode – Fully Empowered forgemaster flame or Break the Spirit – Regular Prophecy of Doom – Daunting Light- Spam Brand of the Sun till nearly full divinity – Repeat” because I count five different encounter powers listed in your rotation – 1. Astral Seal, 2. Divine Glow, 3. Forge or BTS, 4. Doom, 5. Daunting Light. I play on PS4 and only get 3 unless it is different on PC?

    • February 22, 2018 at 1:29 pm

      Well astral seal is a at will so youre already down to 4 encounters. If you read the guide fully youll see that we only run Doom on bosses in place of divine glow.

  • February 22, 2018 at 2:07 pm

    I’ve run with this DC. His buffs are real, dps is dangerous and heals are phenomenal. Great guide and excellent DC.

  • LC
    February 23, 2018 at 2:36 pm

    Hi Health Care, first of all, your character name is pretty fun/cool. Secondly, thx for sharing your build. It is good and nice lay out too. Thirdly, I have a question for you, you probably saw those big discussions about asking our DCs to remove 1 point from Cleanse if they run on reg. Basis with a DPS GF using Survival Wrap arm piece to exploit the addition DMG from that bracers. I saw you have 1 point in Cleanse there, so I want to ask you what you think about Cleanse (point in it or not putting point in it)?
    Another thing, I have ppl sharing that they put 10 /15 Points into Virtous tree to get Haste/Hastening Light for their DO build. I tell them it was back then that they changed Hastening Light will not stack if there is another AC DC in dungeon runs. So I don’t really see using the points into that tree. What is your thoughts about it?

    • LC
      February 23, 2018 at 2:51 pm

      Oops, I just realized I missed the info update that you stopped using cleans for the build for DPS gf. ? So no need to comment back on that Cleanse question. Tyvm,

    • February 23, 2018 at 4:14 pm

      You know I’ve never tested to say if haste stacks. I know you can and should run two copies of hastening light but I really dont think you would need two copies of haste anyways. With AC running haste + the pally everyone should have dailies back fast enough anyways.

      • LC
        February 23, 2018 at 7:29 pm

        Thx for your reply, Health Care. ? Yes, ialso don’t see the point as DO with points in Virtous for Haste if there is another AC DC in the group which he/she should have Haste anyway with the Rightous/Virtous Specs and which I ave AC DC load out for that too.
        So since you take that 1 point off the Cleanse, where did you put that extra point into on Heroic Feat?

  • Sam
    March 7, 2018 at 7:37 pm

    Would you be interested in updating or reposting your DO PVP guide you mentioned above? I’m starting to work on my PVP and I have a general idea but it would be nice to have some guidelines and advice from someone who’s not a GF or something.

    • March 7, 2018 at 7:45 pm

      Since the new PvP changes the dps DC took a big nerf in Dom. I struggle now to do what I used to. I don’t PvP much anymore unless on my HR.

      • Sam
        March 7, 2018 at 10:05 pm

        Right now it looks like uber tanky DCs are the only viable DC path, and you stay alive on nodes and buff/heal. It’s one thing to say that, but it is still pretty nebulous to me. Short of grinding out strategist and deflection enchants, not sure what to really do yet. It’s too bad, it would have been awesome if you did have the guide. Play what’s fun though and enjoy your HR 🙂

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