Mod 14 AC DC Build

by Cayley on June 25, 2018
Devoted Cleric
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Mod 14 AC DC Build

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Introduction

Welcome to my Mod 14 AC DC Build.

In this build I will show you what in my opinion is the best build for a AC DC power share. If you think different about some gear or other things that I use in my build feel free to put in the comments so I can take a look into and maybe add to my build for the maximum base power.

This is not a guide for people who do not know how to play a Devoted Cleric this a endgame build to get the most base power as possbile. If you have any questions about a Devoted Cleric you can always ask me but for Cleric information i would like to link you to Czar Jarek’s guide about DC’s

Race and Ability Score’s

Race:

(Metallic Ancestry) Dragonborn, its definitely not the best option for looks but for a AC DC it is the best option because it gives you 3% more base power and lets you pick 2 Ability Score’s.

Ability Score’s:

+ 2 WIS

+ 2 CHA

Feats

Boons





Ageless: 3/3

Righteous Sacrifice 1/1

Powers

At the rotations tab i will explain how you can use these powers on bosses and mobs.

Encounter 1: Forgenaster’s Flame
Encounter 2: Exaltation
Encounter 3: Divine Glow
Daily 1: Divine Armor
Daily 2: Anointed Army
At-Will 1: Blessing of Battle
At-Will 2: Astral Seal
Class Feature 1: Holy Fervor
Class Feature 2: Hastening Light

 

Rotations

In the last tab i showed you what powers you should use. Beneath i will explain a bit how you can use them in rotations. I will later add some videos from boss fights and maybe add in a run. There is one thing that you need to know before reading this and that is that there is some kind of glitch with empowering Forgemaster’s Flame and Exaltation. If you empower Forgemaster’s and do another encounter immediately after that it somehow shows that you empower 2 encounters. This bug only works with Exaltation with other powers it might show up the icon on your buff bar but doesnt give the actual buff. So what you want to do is when you are going to empower Forgemaster’s Flame is do a Exaltation immediately after. The reason that Forgemaster’s Flame can empower 2 attacks is probably because of its long animation.

Keybind for Exaltion:

You can change the Z that show after the /bind to what ever key you prefer.

If your exaltation is on your first encounter slot (Q-Key) = /bind z “target “NAME” $$ hardtargetlock 1 $$ +PowerTrayExec 2 $$ hardtargetlock 0″

If your exaltation is on your second encounter slot (E-Key) = /bind z “target “NAME” $$ hardtargetlock 1 $$ +PowerTrayExec 3 $$ hardtargetlock 0″

If your exaltation is on your third encounter slot (R-Key) = /bind z “target “NAME” $$ hardtargetlock 1 $$ +PowerTrayExec 4 $$ hardtargetlock 0″

Mob fights:

For mob fights there isnt much to explain just use AA and blessing of battle before your party and your companion bondings proc. Dont forget to keep up the buffs as long as possible

Boss fights:

As a DC buffing is all about timing. If you cant time your buffs at the same time as other buffs the run might slack because the buffs don’t sync. So the longer you can keep up your buffs and can keep them in sync with the other buffers the better / smoother a boss fight will be. Also know what you are buffing. For a GF takes longer to buff himself up than some other classes. Getting buffs in sync and learning when to time your buffs with certain classes takes some time and wont work after day 1 so practice by running dungeons with all kinds of classes. I will here show you an example of how I buff on orcus and some tips with classes.

Make sure you have 3 stacks of divine and that your daily is ready! When you are standing in the circle before you enter the boss make sure you use 2 stacks DG in divine. When the circle timer is at 1 second you use AA. When you confront the boss make sure that the first thing that you do it proc your Blessings of Battle. After you have procced your blessings of battle you use another DG in divine on the boss. After that you use blessings of battle twice again. You now have 3 divine balls arround you and 3 stacks of divine. After that you use your combat mount power if you have one and your artifact. After you have procced your artifact you want to use either your daily if it is ready and else you use FF empowered and immediately exaltation after that. If you didnt use your daily on the step before than use it after the DPS uses a power that needs cooldown reduction for instance if you have a GWF as DPS in the group you want to use your AA after his IBS, On a TR after lashing blade, HR after plant growth/gushing wounds, If you are running with a CW and an SW you can proc it anytime they need cooldown reduction but there isnt a specific encounter that needs cooldown reduction from our AA. After you have done the AA you want to use your 3 stacks of divinity and make sure you use empowered FF and immedialty exaltation after it again. After you have done this you want to keep up the buffs as good as possible dont forget to use your AA only after a certain encounter for the GWF, TR and HR. In some dungeons this rotation isnt going to work. In the mod 14 upcoming dungeon Castle Ravenloft it wont work because you cant skipt the cutsence’s between boss fights so the divine stacks and AA that you used in the circle wont be useful they buffs will be gone before you enter the boss fight. Also in cradle of the death god this rotation isnt that good.

Cradle of the Death God Atropal:

After the cutscene the first thing I try to proc is blessings of battle and after that immediately AA. Like I said at my first rotations on bosses you still want to have at least 2 stacks of divine and your daily ready. After the blessings of battle and the AA I use my divine stacks and make sure that I can proc my FF and Exalt empowered. I time my FF and exalt empowered with the DPS that i am buffing once I see him proc his artifact I use my FF and exalt empowered so it has the most uptime. If it take some time for your DPS to buff himself you can always use blessings of battle to get more stacks of divine. Before the boss goes down to do the push/pull mechanic I always try to have my daily + at least 2 stacks of divine ready. After the boss gets up again do the same thing except for the timing of empowering your buffs. You just use FF and Exalt when ever you are able to do that. After this boss goes down again you repeat the same stuff. Make sure your buffs have a good uptime and give the DPSers cooldown reduction.

Mod 14:

Castle Ravenloft:

For the new dungeon I am still trying to find out the best way to keep up my buff and I am working on a rotation.

Gear

The following gear will be from Mod 13 because i am still working on getting some new stuff from Barovia. I will soon update

What i wanted to achieve with the gear is to get the most power from it. So everything that i have equiped at the moment is all based on getting the most power possible. I get enough recovery from my pet. My recovery peaks to about 24k in combat when bondings are procced.

Head:

Rex Corona

This is in my opinion better than the Guise of the Wolf Clan because it gives more power after about 20 seconds. Most of the groups that i run with dont burn bosses that fast so i get alot of stacks on my corona. In the next mod i might change my headpiece but more information is giving in the mod 14 tab

Armor:

Bronzewood Restoration Eziwa

This is definitely the best chestpiece with the most power on bosses. Rex Amiculum could be better on some occasions but most of the time the Bronzewood Restoration Eziwa is better. In the next mod i might change my Armorpiece as well but more information is giving in the mod 14 tab.

Arms:

Vivified Primal Restoration Isikrinis

These arms are the best if you can deal a little bit of damage. Since the 5% more power that you get from it is base power. Almost every boss fight i have 5 of the 5 stacks

Main Hand / Icon:

Exalted Feathered Teotlanextli

Exalted Feathered Ilhuilli

The best weapons for dungeons. In trials the pioneer weapons are better because you shouldnt be in the DPS group so the 2% dmg buffs isnt that effective but i didnt find it a way not to exalt my Masterwork weapons since there almost never comes a trial.

Feet:

Deathstriders

The 1,000 power that you get from the full action points is base and last for about 2 seconds after you used your daily so if you add that up with the 860 power it already has base on it it gives you the most power.

Neck:

Mantle of Atropal Essence

At the start of the module i was debating between the Masterwork neck and the Mantle of Atropal Essence but eventually i chose the Mantle because it gives more power than the Masterwork necklace because of the Assassin’s Covenant. The Masterwork set did gave alot more Recovery. I still have it in my bank for if i ever need it or will be useful.

Right / Left Ring:

Ring of the Gravestriker +5

Ring of the Gravestriker +4

Definitely the best rings for a AC DC atm. If you are very unlucky and aint able to obtain either both or one of them go for the Ring of Offensive Action. It has the most Power on it and also adds up Recovery

Waist:

Cincture of Atropal Essence

Just like the necklace i wasnt sure yet what to slot in here but eventually i went with the Atropal belt and neck

Shirt / Trousers:

Prelate’s Gemmed Exquisite Elemental Chainmail

Prelate’s Gemmed Exquisite Elemental Chausses

These are the best Shirt and Trousers with the most power. No other Shirt / Trousers has power on them so i picked these ones

 

Mod 14:

For Mod 14 they added 2 gear pieces that I was interested in. The head piece has way more power if you think of it at the start but the total loss of 3,000 Power is alot. I am going to compare both in situations for you.

 

The Decaying Habit:

The Decaying Habit gives the most power 100% sure when fighting mob fases because you prob wont be in combat longer than 80 seconds.

On bosses its depending on the group and you feeling on how good the group is. If you think that the group will take longer than 80 seconds to kill a boss i would recommend you using the Rex Corona. If you are in a melt group that gets thru bosses like butter I would highly recommend you to change to the Decaying hat. The Decaying hat is better for the first 80 seconds in combat beneath I will show you the added power in seconds. The only thing that i dont know is that if you are longer in combat than 120 seconds is if the loss of 3,000 power gets away or stays.

( I am sorry for the quality of the picture.)

The Faithlord’s Restoration Chasuble:

The equip bonus from the chest piece is base power and adds alot of power to you base power if your health is 50% or more. The only downside on this chest is that Masterwork chest piece that we used before has about 517 more power on it when you are in combat with only one enemy. Although you arent always in combat with one enemy it is a 517 power difference. I still dont know which chestpiece i will pick because the Faithlord’s Restoration Chasuble gives more power on mobs and bosses than have more enemy’s in combat. But the Masterwork chestpiece gives more power in most of the boss fights. Maybe i will run with 2 chestpieces but i will update that in the next mod.

Artifacts

The artifacts that i have choosen are the ones that give me alot of power. As secondary option i went with deflection/defense/life steal since 15% of my deflection/defense/life steal is counted as base power because i have 3x Assassin’s Covenant. The third option i picked is recovery.

You basiclly can pick all the artifacts that have at least + 1,000 power and +1,000 Defense/Deflection/Life steal. As third stat i picked Deflection/Defense/Life steal/Recovery. There weren’t many of these kinds of artifacts. the only artifacts that have this are the Tome of Ascendance and the Symbol of Fire.

Primary Artifact:

 Sigil of the Devoted:

+ 1,000 Power
+ 1,000 Defense
+ 600 Incoming Healing Bonus

Secondary Artifacts:

 Thirst

+ 2,400 Maximum Hit Points
+ 1,000 Power
+ 1,000 Defense

 Tome of Ascendance:

+ 1,000 Power
+ 1,000 Defense
+ 600 Deflection
+ 600 Life Steal

 Symbol of Fire:

+ 1,000 Power
+ 1,000 Defense
+ 600 Recovery

Enchantments

For enchantments you want the most power so Radiants in offensive slots, Black Ice in Defensive slots ( Because of Assassins Covenant ).

Offensive slots:

Radiant Enchantment, Rank 14

+ 1,000 Power

Defensive slots:

Black Ice Enchantment, Rank 14

+ 700 Defense
+ 350 Deflection
+ 350 Life Steal

Weapon enchantment:

Unparalleled Frost Enchantment

Gives the enemy a debuff but doesnt have 100% uptime. In my opinion the Plague Fire isnt that bad of an option either if you don’t like the cooldown the Frost.

Armor enchantment:

Unparalleled Barkshield Enchantment

Barkshield because it procs your Ravenloft set.

Companions

As companions I went with the ones that gave me the highest power. As summoned I am using the Sell Sword because it gives me the most power and isnt that hard to gear up. There is one change that i would like to made but most likely will happen and that is get the Alphonse Knox companion.

Summoned companion:

Sellsword:

+ 300 Power.

Active companions:

Ghost:

Summoned Companion: +10% Damage bonus.
You: + 400 Power.

Archmage’s Apprentice:

+ 660 Power.
+ 660 Life Steal.

Skeleton:

+ 660 Power.
+ 660 Life Steal.

Dragonborn Raider:

+ 300 Power.

Companion equipment:

On the runestone slots you want to have 3x Bonding Runestone, Rank 14, Bold Belt of the Companion +4/5, Bold Necklace of the Companion +4/5, Bold Sword Knot of the Companion +4/5 and 6x Silvery Enchantment, Rank 14.

Companion stats:

The current stats are from my pet on live so this is without Silvery Enchantment, Rank 14s these are rank 13s:

Mounts

As combat power you could either use a Lion or a T-rex. I use the T-rex since I like the 10% debuff that it gives. As Equip Power you want to have the 4k power mount. 2k would do as well if you dont have a 4k power mount yet. For this you need to buy 2 Legendary mounts. I would recommend buying the T-rex first because it gives you a useful Combat Power and 2k Power + 2k Armor penetration.

Combat Power:

Gives a 10% debuff to the enemies

Equip Power:

+ 4,000 Power

Insignia Bonuses:

I am using 3x Assassin’s Covenant, 1x Shepherd’s Devotion and 1x Artificer’s Persuasion. I got a tip from a friend ingame to switch to 3x Assassin’s Covenant. The second Assassin’s Covenant gives 2% more Power from your Defense, Deflection and Life Steal. The third Assassin’s Covenant gives 3% more Power from your Defense, Deflection and Life Steal. in total this is 5% more Power from your Defense, Deflection and Life Steal.

Insignia’s:

For Insignia’s I went for Power first, second choice was Recovery and third was either Defense/Deflection or Life Steal for Assassin’s Covenant.

Barbed: [Barbed Insignia of Dominance]
+ 200 Power.
+ 100 Companion Influence.
Crescent: [Crescent Insignia of Courage]
+ 200 Defense.
+ 100 Incoming Healing Bonus.
Enlightened: [Enlightened Insignia of Courage]
+ 200 Defense.
+ 100 Incoming Healing Bonus.
Illuminated: [Illuminated Insignia of Dominance]
+ 200 Power.
+ 100 Companion Influence.
Regal: [Regal Insignia of Dominance]
+ 200 Power.
+ 100 Companion Influence.

Stats

With companion summoned:


Without companion summoned:


Credits

I would like to give a big shoutout to Jarek for teaching me how to play DC with his guide on mmominds go checkout his guide:
Czar Jarek’s guide.

I also want to thank DC Shot for helping me with the rotations.

And I want to thank all my friends too many to name so I am just going to say it in general.

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  • Contractions of Fate
    June 26, 2018 at 4:31 am

    Nice, well worth reading in detail later.

  • June 27, 2018 at 8:47 pm

    Did Viral roast you for your spelling issues “immediatly?”

    Because, grammar/spelling/Edgy OCD issues aside, this contains great information for playing AC DC.

  • July 5, 2018 at 8:09 pm

    I have a question about mount equip power. Would the Runeclad Manticore be a good, or even better, choice? 1000 power, 1000 defense, 500 power to allies within 50′. Seems the 500 might be giving allies even more power than the power share of the extra 3000 would from a 4000 power mount? Plus there’s the 1000 defense to increase power through Assassin’s.

    • July 7, 2018 at 7:39 am

      The tooltip on AA says it gives 33% of you base power shared to nearby allies. This also counts for companions so the 4k power is way more useful that the 500 power that you share form the Manticore even 2k power should be better than the manticore because the bondings transfer so much stats to the owner. Thats why you always want to use AA before the companions gift so that you can make sure the companion gets AA before it procs his bondings.

  • July 19, 2018 at 12:52 am

    why atropal stuff just curious

    • July 20, 2018 at 8:52 pm

      The stats on it are good 1.400 power on the neck and belt, as second stat i went for Deflection, Life steal, Defense. Since i have 3 assassin’s covenant it adds more base power. The 879 defense/deflection/life steal counts as about 132 more power. so if you do that times 3 ( Since the neck and belt have 3 stats with either life steal/deflection or defense) I get 396 more power from those pieces

  • July 20, 2018 at 11:15 am

    0/10 No Sergeant Knox 😛

    • July 20, 2018 at 8:53 pm

      Yup trash build indeed. The build was made before the companion was introduced. I still want to get it but its most likely i will. I will soon update it for mod 14 since some stuff that i am using at the moment is outdated for the current module

      • Contractions of Fate
        July 21, 2018 at 12:17 am

        Sgt Knox is not the same as Alphonse Knox. They are completely different companions. I don’t think Sgt Knox would be very good, personally, and Alphonse costs up to 100 million AD and is available one at a time for a short period.

        • July 21, 2018 at 7:12 am

          I know i am pretty sure that Andrew ment the Aplhonse Knox companion tho. At least i was talking about the Alphonse Knox companion 🙂

  • July 25, 2018 at 1:32 pm

    reason for not having Protector’s Camaraderie?

  • July 25, 2018 at 1:33 pm

    reason why the other mount bonuses are better than Protector’s Camaraderie?

    • BrutalDC
      July 30, 2018 at 1:06 pm

      Because assassin’s covenant gives you more power, and this power is shareable, Artificer’s gives you revovery to spam AA and Shepherd’s is a big party buff. Protector’s is useless for an AC.

  • August 9, 2018 at 12:50 pm

    not sure if anyone posted, companion wise for more power in Mod 14 you could go for the Skeleton and the Archmage’s Apprentice they give 600 power each at Epic.

  • August 14, 2018 at 7:59 pm

    I like the chart on the head piece, but you missed an important factor. Your right in stating that at 80 seconds the Rex becomes better, but you haven’t factored in the average. Based on Average the Decaying is still better after 2:50 minutes. (based on numbers in your chart). Now, the question I have is once the decay starts happening, do you still benefit from the 2100 power you just gained in the first minute or does it drop off? if you keep it (as suggested in your chart) then it’s really only a 900 power debuff OVERALL, which is why the average of power from Rex doesn’t kick in as a better source until 2 minutes and 50 seconds as a better average. PLUS Rex power add does drop off after 2 minutes.

    • August 18, 2018 at 7:40 pm

      Yeah you are right i made that chart on preview when the hat piece wasnt live yet. Now that i used it ingame and was able to test it in my opinion its better than the corona but ofc thats depending on party / boss fights. I switched to it since the total lost of power is only like 300/400? Compared to the corona so i didnt really bother and it would increase my base power in general so i changed it. Soon i will update my gear loadout to the mod 14 part but i am lazy if i am being honest. They keep adding stuff that i want to get and dont get the time to change my build. Thank you for the comment!

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