(Under Maintenance) V3.0 | LT Smith Neko’s Barbie Guide
LT Smith Neko
LT Smith Neko’s Barbie Guide For All
Version: 3.0 Last Updated June 22nd, 2019
Not everything surprisingly, but quite a few changes have occurred. Cover the general basis of Barbarian in the new version of Neverwinter. To immediately be like my Guide of the Great Weapon Fighter in the old version of Neverwinter, n’ obviously no pvp. STR First choice Well its a dmg boost not much to say there, along with the Stamina regen is nice addition CON It’s still going off your characters true base HP so you’d get even less out of it now than you did last mod. Lets say last mod you had 30 CON (Means 20 since last mod 10 was base) That’d grant you 4,708.08 extra HP (235.404 per point) now lets say you have 20 CON this mod it’ll give you about 3,960 extra HP (198-199 per point) So the primary effect grants you next to nothing you’d only be getting a bit of a boost from AP CHA Putting all your points into CHA will net you around 200-230ish in each stat(varies on your Comp influence, might get more outta it than I did but Dom insignia’s kinda come first over this source of Comp influence) so about 1800-2070 stats total spread out, along with reducing your cooldown on powers by about .4-.5 of a second. Overall isn’t a bad choice, extra stats n’ slightly faster casting. DEX As for the Movement it’s not very noticeable tbh. INT N/A Useless for us WIS N/A Useless for us If you don’t have those two yet go with Tiefling Helmet Any of these helmets will work as long as it has the UH Equip power, best one at the top, works in TOMM. Armor Either work your using it for the BM Equip power. Arms Feet Other Places
Purpose of this Guide(M16):
Purpose of This Guide
Guide not meant for(M16):
Not meant for:
Base Attributes (Ability Scores)
Not everything surprisingly, but quite a few changes have occurred.
Cover the general basis of Barbarian in the new version of Neverwinter.
STR First choice
Well its a dmg boost not much to say there, along with the Stamina regen is nice addition
As for the Movement it’s not very noticeable tbh.
Useless for us
Useless for us
If you don’t have those two yet go with Tiefling
Either work your using it for the BM Equip power.
Old Neverwinter Info Below
LT Smith Neko’s Gwf Build For All
Version: 2.0 Last Updated Feb 10th, 2019
What’s New?Click Here
What’s Changing?Click Here
Purpose of this Guide(M15):Click Here
- 100% Critical Chance, like always, with some exceptions.
- High End Single Target, for harder to kill Trash. (ST)
- Amazing Trash clearing Capabilities. (AoE)
- A nice Off-hand Tank for Pre-End-Game content, at most you’ll survive a few more hits than others in End-Game.
- Use of multiple Load-outs for every situation. (Campaign/Grouped/General)
What it’s not meant forClick Here
- The Tank, End-Game.
- PvP Build~
- Buffer(Support), you’re simply the greedy class you buff yourself more than anything, and hopefully others buff you.
- Orcus Belt
- Campfire Buff
Attributes Class Effects
Old Info below not yet updated*
All Character’s HP Base is 23,540.4 (Sharp)
CON works based off your Character’s HP Base 23,540.4, doesn’t work off MHP with gear ect and it’s not relative increase.
(23,540.4 / 100 ) • %
1% per point of CON
(23,540.4 / 100) • 12
235.404 • 12 = 2,824.848
Then take your answer n’ add it to the base. ^-^
10 CON | 0% HP | 23,540.4
11 CON | 2% HP | 24,011.208
12 CON | 4% HP | 24,482.016
13 CON | 6% HP | 24,952.824
14 CON | 8% HP | 25,423.632
15 CON | 10% HP | 25,894.44
16 CON | 12% HP | 26,365.248
17 CON | 14% HP | 26,836.056
18 CON | 16% HP | 27,306.864
19 CON | 18% HP | 27,777.672
20 CON | 20% HP | 28,248.48
10 CON | 0% DI |
11 CON | 1% DI |
12 CON | 2% DI |
13 CON | 3% DI |
14 CON | 4% DI |
15 CON | 5% DI |
16 CON | 6% DI |
17 CON | 7% DI |
18 CON | 8% DI |
19 CON | 9% DI |
20 CON | 10% DI |
*Effected by Constitution Focus Feat.
All Character’s Critical Base is 5%.
For each point spent in DEX is 1% Crit chance, and 399.775 Critical Strike is 1%.
It’s all dependent on the loadout you’re using and the state in the game you’re in, along with what the group needs. Generally speaking SM is the ideal choice in most situations, and generally the most known n’ used path.
When it comes to Armor, none of that really matter till you’re 70 then take a look at the Pre-BiS Set equipment that could be passable, but not ideal in situational moments all depends what is available to you at the time, though when you get more serious personally I recommend the All Rounder for most players unless you really want to max out your efficiency.
Armor BreakdownClick Here
Pre-BiS SetClick Here
Okay so your a new level 70, or a progressing campaign character, then it’s rather simple Primal gear from 12B is now sold in the Seal Merchant For Seals of the Brave which replaced the old “common” seal, Seal of the Protector, so doing Non-Leveling Dungeon Content you’ll be rewarded the seals for the gear.
You can use that till you get your hands on the Omu/Ravenloft gear. ^-^ That should get cha through till then.
Optional GearClick Here
Armor KitsClick Here
Overload EnchantmentsClick Here
What it is:
First of all you’ll find the Overload Slots on your Head, Arms, as well as some Companion gear, but I wouldn’t recommended the old pre-M14 IG +5 Companion gear, hence the reason those are excluded from this.Overall they are something to further increase your effectiveness, but are not mandatory and can get quite repetitive to re-stock.
Where to get them:
Depends on which you are using at the time, most of the ones you’ll be slotting and switching between often will be the Slayer Marks, which can be found within your Stronghold, at the merchant to the right of the entrance to the Guilds Hall. While others such as the Dragon or BlackIce, that you may use when you’re in lower tier content, or have no need to slot another enchantment you may find on the AH, or within certain content such as KR, Elol,Tiamat, or EsoT.
(PH transferring n’ tweaking my old info.)
Shirt n’ Pants
Still don’t believe there’s a amazing pair in the current state of the game, though these are my choices. But there are some alternate options you may use if you can’t obtained the ones mentioned, just go for ones that suit your lacking stats. ^-^
Not ground breaking by any means, granting a tiny bit more Critical Strike and a decent boost in defense compared to its combatant, and its bonus is only good for those that use Savage Advance since Slam doesn’t do all that much dmg, and may not actually get the bonus, if it’s like Fear Bringers Daily effect on slam.
Not a bad bonus, won’t make or break you’re character, why we use it over some others is the stats are fairly beneficial for us, gaining some power back from Steely Defense, and the extra bit of Lifesteal.
- Shirt of the Chultan Merchant
- Berserker´s Gemmed Exquisite Elemental Chainmail
- Everfrost Tunic
- Drowcraft Tunic
- Soldier’s Gemmed Exquisite Elemental Chainmail
The Bonus is fairly eh, but still is a minor stat increase compared to Pants of the Chultan Merchant, both suffering from the lack of up-time on the bonus, yet any increase to movement is alright since it’ll keep ya alive in certain situations, recommended to every GwF as long as you don´t need other stats that other gear may provide.
- Pants of the Chultan Merchant
- Berserker´s Gemmed Exquisite Elemental Chausses
- Everfrost Tights
- Drowcraft Undercoat
- Soldier’s Gemmed Exquisite Elemental Chausses
Depending on your play-style there’s a few things ya can actually go with a single set, with two of the same Main-hands(AoE/ST) or two fully separated sets to maximize.
Pre-BiS Main-handsClick Here
The bonus will practically always be active in groups, as well as normal content with exception to very slow attacking enemies, will lose to the MW III set in M15. There’s really no reason to use any of the prior sets go immediately for the Primal.
Artifact Class FeatureClick Here
Since the recent changes due to Lightening there’s not much reason to have another set.
Pre-BiS Off-handClick Here
BiS Off-handClick Here
Artifact Class FeatureClick Here
Artifact Class Feature
If you’re going with a singular Off-hand then go with Destroyer since it’ll benefit both, mainly wanting it to benefit AoE since ST doesn’t need much movement speed, while for Campaign/speed build can fall under both, depending on your taste of powers.
Artifact StatClick Here
- Combat Advantage Damage (390-400)
Neck n´ Belt
BiS Neck n’ Belt
ST Primary Set
AoE Secondary SetClick Here
Movement SetClick Here
Alternate Neck n’ Belt
Jewelry KitsClick Here
There´s a fairly nice range of rings we can use at our disposal, now it doesn’t need to be legendary(at least +4), but its for those that have it, or plan on getting it, so we’ll want rings that do the job nicely. Seek the respected content.. (All-rounder rings in the Module Modals (such as Omu), while seek out Situational for Dungeon Based/Campaign(Movement) Rings.
Pre-End-game Content RingsClick Here
For those still trying to catch up, use any of the following. Lower Grade Rings at the top and the better ones near the bottom. c: These rings are just primarily for the stats, and that they are easy to get your hands on.
- Primal Restoration Ring
- Primal Raid Ring
Beaded n’ Bronzewood rings will be a ring that could be be in your Arsenal for quite a bit, but at this stage it’s more for that crowd that pays their way into Power, their decent rings, but their bonuses don’t work on comps, and can’t beat % based rings. ^-^ Good for da stats.
Can easily be obtained early on from the Barovia Campaign, and is equivalent to the Undead +5, so you won’t have to farm it. c:
General use BiS RingsClick Here
Remember the same grade doesn’t stack so +4/5 -w•
This’ll be the ideal choice for the front page due to the Bonus, along with the wonderful stats included, only exception would be to switch out for a Dmg % ring against a Type of enemy such as Undead.
Not the best on the front page due to its eh bonus, though the stats are quite nice to play with, though the Bonus effect does work on comps.
If ya lack both Shadowstalkers, taking on one of these isn’t a bad idea, though the stats don’t help as much, compared to others, though it’s bonus is a nice compromise.
I don’t recommend this ring in most cases due to the chance you’ll just end up replacing it on the front page, but if RNG doesn’t treat you well then sure go for it. :3 Unlike with the backpage where the same case applies, but at least this has the stats you’d want, plus they got a lil’ boost with M15.
Dungeon Specific RingsClick Here
These are rings that’ll be ideal for certain dungeons/Skirmishes/Raids, with the rings mentioned under the contents name..
In most cases this’ll be the ideal choice over the Yuan-Ti but neither of these two rings are needed at all, but this is a Damage increase against undead, even though their differing items the 5% bonuses don’t work together.
Campaign/Movement load-outClick Here
This is for those wanting to maximize the use out of their Campaign load-out efficiency and get this done as long as they can sacrifice a lil´ dmg.
Allows you to gain an additional utility slot for even more increased movement with the use of a Dark, but if you don’t want to bother just use the Battledancer rings.
Primary ArtifactClick Here
The best ST artifact, effected by buffs unlike WoE, and shines in boss fights/Elite mobs in groups of Adds. Yet isn’t needed in campaign zones.
As long as you grab the fire this is a great Artifact for AoE, yet most beneficial in content with lots of Adds, n’ not really any elite mobs.(straight in front of you when casted, maybe hard to get off sometimes since group mates can deny you from getting the fire with their own wheel, or taking it before you, mind you sharp turns may mess up where the wheel casts the elements, but it would be ideal to have a wheel buff slave instead.
It takes advantage of all the GWF’s Damage unlike the Wheel of Elements.
For the sheer purpose of Speed this artifact would be your go to choice either it be a speed build in a AoE situation in a dungeon(since someone else can throw down wheels wind for you) n’ you likely dont need the dmg, or just running around in a campaign zone. :3
2nd ArtifactClick Here
Lostmauth’s Horn of Blasting
Not a amazing Set/artifact by any means, but it’s the best one to grab prior to the Demo Set, so this’ll be your Artifact.
Shard of Orcus’ Wand
Ideal Set for us, hasn’t changed in quite a while and still the best one when it comes to the damage dished out to bosses, plus it provides Movement for Campaign Load out.
If ya care to maximize or help aid lesser groups a bit more then you can take up this set to help in the case of Adds.
3rd ArtifactClick Here
Lantern of Revelation
The first Artifact you’ll get ya hands on, useful up to the point you don´t need that much Armor Per. (When you get to the Mid range content, and your comp has you Covered), then Look into replacing it. ^-^
Heart of the Blue Dragon
A decent upgrade from the Lantern, since the recovery it turned into power, due to da Feat.
Eye of the Gaint
A quite interesting artifact due to its Large amount of Stats given With HP benefiting towards AoC, Power directly towards Dmg, Crit n’ Armor Pen for help towards our Caps(plus power increase, due to Armor Pen), and Defense turning into more Power due to our Feat. ^~^ Overall a nice Artifact. In the case that you’re running this for the Campaign load-out switch this back to Wheel of Elements.
Aurora’s Whole Realms Catalogue
Generally wanted for the Movement, but the bonus Gold Gain is also quite nice.
4th ArtifactClick Here
Sigil of the Controller
Decent artifact to start with since it’s free. ^~^ Plus the stats are decent with the exception to Control Bonus.
Fragmented Key of Stars
While losing out on a bit of Critical, you’ll gain Armor Pen which is a lot more beneficial in our build, not much else to be said.
You know my stance on Stats, Armor Pen first, Crit second, Power third, perfect artifact for the stats. ^-^
Decanter of Atropal
Grants you both Movement and Armor Penetration to keep your self capped at the general Armor pen cap. Don’t worry about the Critical Strike Loss its just Campaign… cx
Alternate ArtifactsClick Here
Generally speaking theirs only one core path and each load out has its varied feats being situational for different ranges of Gwf’s when it comes to stats, or what you’re facing at the time, so take that into account, You don’t need every loadout.
Breakdown on Feats
Click Here Heroic Feats You need to spend atleast 1 extra Feat points in the first two columns. Disciple of Strength Formula Example* STR provides 1% Increase DMG naturally, of coarse with Diminishing, as shown below. This feat grants more HP than you’d expect per rank. Column 2 https://www.arcgames.com/en/forums/neverwinter/#/discussion/comment/13043049 ST Falls under Feat buffs If ya wanna test it: All Content https://www.arcgames.com/en/forums/neverwinter/#/discussion/1230450/armor-specialization 3/3 Armor Specialization is -6.76% at 16k Def (Most have around 6k Def) *Non-Visual on stat sheet. Steely Defense Formula 6,000 Defense divided by 100 = 60 It’s affected by all sources of Defense such as Shepard’s/Protector’s/Cavalry’s/Comp Legendary Bonus/Bonding Defense Sharing All Content For each point of CON CR increases CON Base HP effect increase by (.1(23.5404HP)/.2(47.0808HP)/.3%(70.6212HP)) and DI increase by (.05/.10/.15). See Attribute class effects within Attributes If you wish to see base gain. Base CON / HP % / Base HP %Gain each point of CON from CR Base CON/DI % %Gain each point of CON from CR If you run my Attribute Setup (18 CON), you’d gain 564.969 HP and 1.2% DI. Column 4 Pretty basic it increases your Crit Chance by 1/2/3% covering 399.775/799.55/1,199.325 Critical Strike, yet most can only take 2/3 for two reasons. One, most are Half-Orc or the Greasy expensive Lizard since they’re ideal for what they provide and don’t have any extra heroic points to spend, yet Human still will be acknowledged. Due to the additional Heroic feat points(3x) it could pick up 3/3 of this feat yet still will have 1% less Crit Chance and see Unstoppable Recovery or Constitution Focus for the extra 2 points, nothing else will benefit ya much more. Secondly there’s nothing worth dropping for 1% extra Crit Chance, for the Half Orc, nor anymore for theGreasy pants. All Content Instigator Feats Column 2 Coulmn 3 Column 4 Column 5 Capstone Destroyer Feats Column 2 Column 3 Column 4 Column 5 Capstone Sentinel Feats Column 2 Column 3 Column 4 Column 5 Capstone Old info * Weapon Mastery – This Feat is typically used in any build simply due to it providing Critical Chance, yet can become obsolete in the future if they don’t increase caps. Disciple of War – Grants a decent amount of Power depending on your Armor Penetration n’ Recovery, nothing spectacular. Understandably dropped for Mighty Blade if there’s more than one enemy present. ^.^ Mighty Blade – Since the re-work to a useless feat made wonderful for AoE purposes, rarely ST in most cases this’ll be a ideal feat for most content, once again if there’s more than one enemy. Staying Power – If you’re running the IV variant this feat wouldn’t be an option so you’d likely use Disciple of War, and Mighty Blade. Unfettered Strikes – For the purpose of campaigns, you’d drop Disciple of War for this, just due to the increased movement speed, since this boost in dmg is quite minor and not needed. Relentless Battle Fury – Very situational it´s good for the CDR of BF, and increased Duration of BF, yet could be made obsolete with group CDR effects, yet allows you to dish out a bit more powers (Typically At-wills) during before re-casting. Can be preferred over the other option due to that reason. Battle Awareness – Depends on your style of play, take advantage of Slam, Battle Awareness while the CDR effect of SA can be negated by Artificers Persuasion/Influence if used together, not including the group CDR effects.
Breakdown on Feats (PH Overhaul)
Between Unstoppable Action/Fast Runner/Armor Specialization these choices are the less desirable feats with not really any noticeable effects, or out right broken. Out of the three this one’s the best yet as I said it doesn’t make much of a difference even if for some reason you did 5/5 you wouldn’t notice much AP gain difference since you earn a lot of AP naturally.
For the purpose of Bosses and Most cases for AoE this would be where the point would be spent, since unless you run with a great group in AoE you may need the extra damage, if not see Fast Runner or Campaign/Speed loadout.
(Sharp made it a bit more complicated. cx )
1.0864% Dmg Increase
Simply put with 28 STR the feat provides 1.02/1.05/1.08 per STR, very slightly increases with more STR, but not enough to change the Increase as it diminishes naturally.
Pretty much required for all loadouts wonderful feat that will always benefit us.
If a Pally is present running AoC then it’s a must, practically every run at End-Game there’s a pally so this shouldn’t leave those Loadouts. In the case of lower tiers I’d recommend still keeping it on for survivability.
Depends, if you’re with a pally friend sure due to AoC though if you’re alone then it can still go both ways if you’re too squishy and need the HP then go ahead, but if you’re fine without it the more often Primal Weapon set Bonus has a chance to proc, compared to other feats you can justify switching this one.
Doesn’t really serve any purpose to help ST since you don’t need any faster movement in a boss fight.
If you don’t mind a drop in damage n’ just wanna get to places faster it’s wonderful for Campaigns, as for AoE same case revolving around damage, if you can suffice a lil’ damage with your group then it’s a why not case. -w- Used in Campaign/Speed Loadout.
(Janne’s pic Edited n’ Sharp’s “leveling WD”~ )
Endless Assault formula
*relative increase, per rank Of the 3 ranks.
Rank 1 Orginal dmg (1-0.02)
Rank 2 New dmg (1-0.02)
Rank 3 New dmg (1-0.02)
Leveling WD GWF 173.309784
Test weapon WD 100
Power your using for example IBS 3.51 at R4
Endless Assault formula
Pretty much a manditory feat there’s literally no reason not to take this, benefiting IBS and HD, along with all the other damage encounters. ^-^
-4.51% at 16k Def
-2.25% at 16k Def
So if ya did 3/3 AS it’d give you around -5.7% DT-ish.
Not touching this one when it comes to explaining it in detail. Just hope it works the same between GF/Gwf. No one would want to double check this, either way there’s better feats to pick.
60 times 20 = 1,200 Power. (Roughly a GWF’s Defense)
14,000 Defense divided by 100 = 140
140 times 20 = 2,800 Power. (Defense Boon)
Pretty much a must have, while it doesn’t scale that great the more defense you have it’s still a Dmg increase.
10 CON | 0.0% HP | 23,540.400(0.0%)
11 CON | 0.3% HP | 24,057.560(2.3%)
12 CON | 0.6% HP | 24,621.802(4.6%)
13 CON | 0.9% HP | 25,162.503(6.9%)
14 CON | 1.2% HP | 25,702.840(9.2%)
15 CON | 1.5% HP | 26,243.542(11.5%)
16 CON | 1.8% HP | 26,784.243(13.8%)
17 CON | 2.1% HP | 27,324.580(16.1%)
18 CON | 2.4% HP | 27,865.281(18.4%)
19 CON | 2.7% HP | 28,405.982(20.7%)
20 CON | 3.0% HP | 28,954.692(23%)
10 CON | 0.0% DI |
11 CON | 0.15% DI | 1.15%
12 CON | 0.30% DI | 2.3 %
13 CON | 0.45% DI | 3.45%
14 CON | 0.60% DI | 4.6 %
15 CON | 0.75% DI | 5.75%
16 CON | 0.90% DI | 6.9 %
17 CON | 1.05% DI | 8.05%
18 CON | 1.20% DI | 9.2 %
19 CON | 1.35% DI | 10.35%
20 CON | 1.50% DI | 11.5 %
A fairly poor feat due to how CON works since it’s based on literal Base HP and not MHP and it doesn’t grant much DI, in our current content there’s not much of a reason to use it, though with M14 were getting a lot of Extra Crit, yet not enough to the point were you’d switch out points from Weapon Mastery.
In most cases you’ll keep this feat, though if there isn’t any big change to stats coming up in M15 then we’ll likely start needing less and less Critical Strike, as seen already with M14, but it’d be a last case Scenario, so keep it as is, if that ever does occur switch to Constitution Focus.
Constitution Focus – This Feat won’t be used in most cases, it’s simply a min/max feat. If you get to the point of next to everything being maxed out and no where to drop the extra Critical you have for other useful stats than I’d suggest this over Weapon Master.
You need to spend atleast 1 extra Feat points in the first two columns.
3/3 Armor Specialization is -6.76% at 16k Def
(Most have around 6k Def)
Steely Defense Formula
Base CON / HP % / Base HP
Base CON/DI %
Load-out 1 (End-game Slam/BF ST)Click Here
Both are fairly similar in Dmg output, Slam can pull ahead if it’s a fairly short fight while BF extension pulls ahead the longer it gets.
Slam ST Build
Pro – Increased Power, on Base Power. (15% to 3% Dmg increase, decreases as your power increases from buffs.)
Pro – If your one hit K.O’ing with IBS with minor SS.
Pro – Slam has a very short cast.
Con – Casting BF more often.
Con – Personal Buff Window is smaller.
Con – Only Slam’s Initial hit can trigger Destroyer.
Con – Have to keep casting slam.
BF ST Build
Pro – Prolongs BF to extend dmg Output before having to recast, granting you more lenience on your groups CDR.
Pro – Granting you more lenience with your Dmg output n’ keeping all buffs active longer since BF would be the first to run out.
Con – Only Increases duration, not a direct dmg increase so it can technically be beaten by BA in rare instances.
Load-out 2 (End-game AoE)Click Here
Load-out 3 (Campaign/Speed)Click Here
Load-out 4 (No GF/red mark ST)Click Here
Load-out 5(No GF/red mark AoE)
Breakdown on PowersClick Here
Go here and view any of the powers you’re curious about, I finished updating all their notes on Jan 31st, removed the images here since a few of em were quite outdated n’ it’s easier for me to reference you there for now. c:
Main Load-out Powers
Load-out 1 (End-game ST)Click Here
At-Wills: SS / WMS
Encounters: BF / HD / IBS
Daily: Slam / Crescendo
Passives: Destroyer / WD
Load-out 2/3 (End-game AoE/Campaign)Click Here
At-Wills: SS / WMS
Encounters: BF / HD / IBS
Daily: Slam / Crescendo
Passives: Destroyer / (WD/Bravery)
Load-out 4/5(No GF/red mark ST/AoE)Click Here
At-Wills: SS / (TR/WMS)
Encounters: BF / HD / (IBS/DS)
Daily: Slam / Crescendo
Passives: Destroyer / WD
General NotesClick Here
AoE Self Buffs – Don’t use em on easy/far apart Adds if there’s a stronger larger group just around the corner, use em wisely.
Soul Sight Crystal – Technically BiS in both situations of ST/AoE since elite adds are typically last one to die while others get vaporized in a hit or two.
Wheel of Elements – Not ideal for you to use the wheel yourself, it’s best if a support provides the Fire Buff for you for Bosses, AoE not typically needed with a good group.
RBF – Build around Relentless Battle Fury.
Main Load-out Rotations
Load-out 1 (End-game Slam ST/BF ST)Click Here
SM Slam(GF Marking)
Load-out 2/3 (End-game AoE/Campaign Speed)Click Here
AoE (GF Marking)
Discontinued for now since AoE and campaign loadouts is fairly useless now a days.
Alternate Load-outs Rotations
Load-out 4/5(No GF/red mark ST/AoE)Click Here
These play-styles is if you’re group is lacking a GF/2nd weaker gwf, though IV lacks AoE, so if you’re group can’t kill a boss quickly and adds are present consider to go with the SM variant with your preferred daily to cover the AoE with WMS,or if you prefer not having to switch loadouts.
Once a boss fight is commenced wait for Pally to take aggro. •^• While going (left/right/center) coordinated with your group so your not in the way of the tank and open for the buffers to buff, Start with Slam, the initial tick can grant a Destroyer stack, not any further ticks though, as well as granting Shepherds Devotion to you and your group make sure to animation cancel out of it. Moving into Threatening Rush on the boss for the Mark and Debuff along with chance at a Destroyer stack, animation canceling it once the target is hit. Next set off your (Tenser’s/Trex buff/Swarm) to buff up and grant Cavalry’s Warning n’ lead into BF animation cancel, and use HD for the buff giving you another chance of gaining a Destroyer stack and animation cancel again. Cast Soul Sight Crystal for the buff as well as Artificers, make sure to animation cancel and trigger your (Full)Determination once again animation cancel n’ IBS immediately, followed up with either (SS/IBS) depends on your groups CDR you may cast multiple IBS’s(1-3 times), throughout your Determination this’ll grant Destroyer stacks and Destroyer Purpose stacks just remember most of your buffs will run out just as your determination is pretty much finished. Rinse n’ Repeat if the boss isn’t dead.
Once a boss fight is commenced wait for Pally to take aggro. •^• While going (left/right/center) coordinated with your group so your not in the way of the tank and open for the buffers to buff, Start with Crescendo, all the hits can grant Destroyer stacks through Focused Destroyer giving you 4 chances, you want to animation cancel out of the final hit, as well as granting Shepherds Devotion to you and your group. Moving into Threatening Rush on the boss for the Mark and Debuff along with chance at a Destroyer stack, animation canceling it once the target is hit. Next set off your (Tenser’s/Trex buff/Swarm) to buff up and grant Cavalry’s Warning n’ lead into BF animation cancel, and use HD for the buff giving you another chance of gaining a Destroyer stack and animation cancel again. Cast Soul Sight Crystal for the buff as well as Artificers, make sure to animation cancel and trigger your (Full)Determination once again animation cancel n’ IBS immediately, followed up with either (SS/IBS) depends on your groups CDR you may cast multiple IBS’s(1-3 times), throughout your Determination this’ll grant Destroyer stacks and Destroyer Purpose stacks just remember most of your buffs will run out just as your determination is pretty much finished. Rinse n’ Repeat if the boss isn’t dead.
Once a boss fight is commenced wait for Pally to take aggro. •^• While going (left/right/center) coordinated with your group so your not in the way of the tank and open for the buffers to buff, Start with Slam, the initial tick can grant a Destroyer stack, not any further ticks though, as well as granting Shepherds Devotion to you and your group make sure to animation cancel out of it. Move into Daring Shout for the mark along with the chance the Dmg Res buff to grant a Destroyer stack if 3 enemies are hit. Next set off your (Tenser’s/Trex buff/Swarm) to buff up and grant Cavalry’s Warning n’ quickly follow with WMS to apply the debuffs, also giving you another chance to gain a Destroyer stack on the initial hit, of coarse animation cancel n’ lead into BF animation cancel, and use HD for the buff giving you another chance of gaining a Destroyer stack and animation cancel again. Cast Soul Sight Crystal for the buff as well as Artificers, make sure to animation cancel and trigger your (Full)Determination once again animation cancel n’ use Sure Strike, throughout your Determination this’ll grant Destroyer stacks and Destroyer Purpose stacks just remember most of your buffs will run out just as your determination is pretty much finished. Rinse n’ Repeat if the boss isn’t dead.
Once a boss fight is commenced wait for Pally to take aggro. •^• While going (left/right/center) coordinated with your group so your not in the way of the tank and open for the buffers to buff, Start with Crescendo, all the hits can grant Destroyer stacks through Focused Destroyer giving you 4 chances, you want to animation cancel out of the final hit, as well as granting Shepherds Devotion to you and your group. Move into Daring Shout for the mark along with the chance the Dmg Res buff to grant a Destroyer stack if 3 enemies are hit. Next set off your (Tenser’s/Trex buff/Swarm) to buff up and grant Cavalry’s Warning n’ quickly follow with WMS to apply the debuffs, also giving you another chance to gain a Destroyer stack on the initial hit, of coarse animation cancel n’ lead into BF animation cancel, and use HD for the buff giving you another chance of gaining a Destroyer stack and animation cancel again. Cast Soul Sight Crystal for the buff as well as Artificers, make sure to animation cancel and trigger your (Full)Determination once again animation cancel n’ use Sure Strike, throughout your Determination this’ll grant Destroyer stacks and Destroyer Purpose stacks just remember most of your buffs will run out just as your determination is pretty much finished. Rinse n’ Repeat if the boss isn’t dead.
Helpful Comp InfoClick Here
The Tiger’s Power of 10% increase damage dealt applies to you an your entire team, along with the 5% increased damage dealt granted from the active bonus, with an up-time of 100% if you’re by yourself make sure you’re Marking(DS) since it provides it the Combat Advantage, it has both Active Bonuses, the only downside to this companion is it’s quite slow in movement. -w•
These will be your BiS Companions that are your Active Un-Summoned
Companion 1Click Here
Companion 2Click Here
Companion 3Click Here
Companion 4Click Here
As long as someone is marking it compliments every playstyle we have, along with its consistent Dmg Buff.
Non-Consistent Dmg Companion that provides 7% naturally, but also granted an extra 1% to its bonus since you should be using Earth and Air Archons as well as granting .5% more towards those two Archons. It’s personal preference when it comes whether or not you want to use it in the end it’ll be 8% half-time and 1% consistent.
Where’s the other CS/CA Damage Comps?Click Here
The below companions depend on the amount of Critical Severity/Combat Advantage you already have, in most cases you’ll have the Critical Severity already making these below companions useless. Simply add up your total CA and CS and if it’s past 100% then the additional 10% from CS companions will start to deal less than 5% Damage Increase, causing other Companions to become better options like the ones used above this section. Seek Critical Strike section within Stats for further information.
Area Specific/Extra Companions
May also equipped Area specific Companions such as the ones below, or other options to getting the better comps.
- Mage Slayer– “Doubles drop rate of Portal Stones in the River District. Increase damage against the Cloaked Ascendancy’s minions by 10%”
- Yeth Hound-“+5% damage versus Gyrion’s minions.”
- Lava Galeb Duhr-“+5% damage versus Nostura’s minions.”
- Blue Fire Eye-“+5% damage versus Kabal’s minions.”
- Repentant Dragon Cultist-“+2/3/4% Damage (additional 1% against dragons) against targets at greater then 50%.”
- Tamed Velociraptor
- Alpha Compy
Azures/Darks/Demonics are the starting option once your progressing your way to R13’s, to help get you up to speed with others, it’s all dependent on your current Armor Penetration And Critical Strike, then you can work toward the mix Power Enchantments.
For the purpose of AoE(trash mobs) exactly 100% Critical Chance isn’t needed so if you’re naturally a bit below that you’re fine. Depending on your play-style(group-wise) will result in what’s best for you. This all depends on your Potion/Mounts Buffs you use. ^.^
Generally Used DefensiveClick Here
- Azures, since it’s defense we benefit from it in having more power overall, yet a very minor increase in damage in the end, as we do from Recovery and Armor Penetration, and isn’t as situational as other options would be.
- Radiants, granting you the greatest amount of HP, for Aura of Courage granting you a bit more dmg vs full on defensive, provided you have a pally running the AoC. ^.^
- Savage, a nice choice compared to Radiants, allowing ya to gain a bit more Life Steal and Hit points, For those that feel they need more life-steal. c:
Generally used Utility’sClick Here
- Fey Blessings(RP)
- Dragon Hoards(RP)
- 5x Darks (Maximize Movement since speed is key to get to enemies. ^-^)
- 2-3x Darks
- 1x Quartermaster
- 1x Fey Blessing
- (Optional)1x Dragon Hoard, 1x Savage
BiS Weapon Enchantments
Alternate Weapon Enchantment
Click Here In most cases you’re going to outright ignore this Enchantment, since it does effectively ruin your damage output, with one exception to IBS spamming (not literally spamming the button) causing it technically being BiS, but you’re better off with Fey in most situations. So if you’re BiS n’ running in the best of the best groups try it out. -w• For quick boss fights. The boss fight must last no longer than 15 seconds for this to really be worth the AD to use it, though it’s out-shined in most groups due to Fey or Dread, barely ahead of Lightning in ST, primarily benefiting SS. Poor player’s Holy Avenger, since it does everything Holy does without the extra dmg bonus, other than that rock it if your group doesn’t have one due to buffs. ^-^
Alternate Weapon Enchantment
Why these Enchantments?
BiS Armor Enchantment
Combat Powers:Click Here
A wonderful combat power we’ve had for a long time, first off the 10% power is always nice (roughly 4-5k power). As for the movement it’s nice to have, but not necessarily needed.The +2 STR/DEX/CON/AC providing nice additional amount of stats, allowing it to push ahead of the Trex Combat Power for personal DPS/Main DPS.
Wonderful addition to our Combat Powers, this is more targeted towards Support/Low-end DPS, though if you’re group dishes out decent DPS then it’ll serve its purpose for you n’ them.
Equip Powers:Click Here
Apparatus of Gond
Heavy Giant Spider
Heavy Twilight Nightmare
Black Ice Warhorse
Leopard of the Chult
Fungal Flail Snail
Apparatus of Kwalish
Tenser’s Floating Disk
Your Ideal choice is 4k Power, though take the 4k Recovery if you only have the 2k Power due to feats, remember more Recovery more power. Unless it’s between 2k Power vs 2k Recovery, then it’s more beneficial to take 2k Power.
These are the boons for all of the loadouts, mixed together with varied feats being marked with “()” Prior to the reasoning. So keep that in mind as you venture through this section. ^.^
Guild StrongholdClick Here
(AoC)With AoC the best pick is Hit Points. while Defense is better for the lack of AoC, and for solo purposes. Lifesteal is good for soloing harder content that doesn’t one-shot ya. ^-^
(No AoC) If you trust the group enough whether it’s a group made or PuG then go with Defense just for the additional Power transferred. But if ya don’t trust people or don’t already have a decent amount of Health restoring meathods then go with Life-Steal.
(Campaign) Personally my choice is Life-steal since most cases the enemies are fast attacking and it’ll just help keep you capped over in HP for the Earth Archon Dmg buff.
(AoE/Campaign) Simply Mount Speed since you can use you’re mount to get around, yet running is faster in some cases.
(ST/Bosses) Revive Sickness is ideal for those situations when bosses sneak in a hit on ya, between your teams buffs. ^.^ Plus you don’t need to ride your Mount in a boss fight.
Simple choice Power is greater than Defense. c:
Critical Strike is the only thing worth PvE wise.
(AoC)For Damage purposes HP would be best due to AoC Pally.
(No AoC/Campaign)No reason to increase HP, if no Pally is present, so Action Points Gain would be preferred.
First off personally I’d go with HP simply because the damage is so tiny in most cases, and the healing can help keep you topped off for the Earth Archon, and other cases saving your life, though if you can get to a point in a End-game group your load-outs for those groups can use the damage boons, yet they still won’t make next to any difference.
(ST) Elven Resolve, can be made worthless due to BF, but so could EF since the sheer lack of Mobs.
(AoE/Campaign) Elvish Fury, since the sheer abundance of Mobs between bosses, n’ within Campaign zones.
Dread RingClick Here
In most cases this’ll be Power due to the very small Dmg increase, but in certain cases you may go for Critical Strike for the purpose of Min/Maxing, if ya lacking a bit.
(ST/AoE) Evoker’s Thirst simply due to the fact that you’re not focusing on Life-steal like Campaign.
(Campaign) Either can technically work, but I’d go with Illusory Regeneration Simply because I run with Life-Steal Boon from the Guild Boons and don’t really need the extra Life-steal, but I could understand the appeal.
Helps you reach Resistance Ignored cap for the content you’re in.
Both don’t do quite much due to the 80 sec Internal cool down, Enraged Regrowth Is another thing that can help save you n’ keep you capped out for the Earth Archon, along with the bonus Defense. Though Shadowtouch, goes along with the other Damage boons, And suffers from the internal cooldown. If you never get hit this will be the Boon for ya.
Can’t complain with extra Power/Life-steal/Regen, Power for extra damage, Lifesteal to help keep you alive, Regen to do the same.
Icewind DaleClick Here
Simply put increases your damage furthermore when ya have Combat Advantage. -w-
Not much to say on this, a decent base amount of Stamina gain is nice. ^-^
Simply go with Critical Severity.
CR would be the ideal since while it doesn’t do much, it’s atleast something compared to the measly 2k taken off an attack.
(ST) Avalanche is the best choice due to the lack of Mobs in most boss fights so its more consistent than Winter’s Bounty since WB can end up like other boons, useless in situations.
(AoE/Campaign) Winter’s Bounty For the purpose of Mobs to keep Slam going, along with mount Insignia’s.
Power wins hands down in both cases.
Due to us being a critical build go with critical strike, but it your to a point of min/maxing and you´re a bit high on critical strike you may drop it for the life-steal.
A flat 10% increase to Combat Advantage Damage will not be looked over. (Mind you it doesn’t appear in your stat sheet.)
Simply put you´re not going to be controlled often, if you do you’re typically dead by the end of it, go with the stamina.
Straight up increased damage against demon enemies, of coarse only applying to PvE content.
Tyranny of DragonsClick Here
Tyranny of Dragons
(AoC)The Dragonheart is ideal for a AoC group due to the increase of HP.
(No AoC/Campaign) Dragon’s Claws for the flat increase of power.
You’ll go with the Critical, no need for the Deflect.
Highly recommend Draconic Armorbreaker, since you’ll need it to break the required Armor Penetration of 85% with my builds, if you switch it for Dragon’s Defense it may drop you into 84% while next to maxed it’s quite hard to find a way to lose a proper amount of stats.
This one’s simple go with the Lifesteal.
Simply go for the Critical Severity 3/3.
The Maze EngineClick Here
The Maze Engine
Simply go for the Lifesteal Severity.
Go with the Combat Advantage for increased Damage, control isn’t really cared for.
I’d recommend the Stamina Gain, since you get your Dailys quick enough.
Due to the inconsistency n’ unreliability of Baphomet’s Might I’d only recommend it for those under 100% Critical, preferably Displace Fate is ideal option.
Go for the Power/HP of the purpose of Damage.
Go with the Life Steal Severity, it’s more Beneficial.
Same case applies here when it comes to Min/Maxing if you need the Critical use it, if not go with the recovery. ^-^
If you’re still in the process of reaching 100% Critical Strike, you may use Gate of Retribution for extra Critical n’ to restore some HP.
(ST) Wall of Wind would benefit someone with 100% Critical n’ fighting a singular target.
(AoE/Campaign) Bolstering Storm would be for someone with 100% Critical with multiple Mobs.
Storm King’s ThunderClick Here
Storm King’s Thunder
Go with Life Steal Severity n’ HP, not much use for the Control Res.
Best choice is the Stamina gain n’ Everfrost, I don’t care for Incoming Healing that much.
Both are pretty crappy, while in a End-game group both of these can be made practically useless, the ideal one to go with is Chilled Determination, since it’ll get some up-time.
(AoC) Glacial Strength once more the Hit Points due to AoC.
(No AoC) Vengeful Heat not great by any means, but it’ll serve its purpose.
Chill of Winter is ideal since it’s the only boon that works regularly in a PvE situation.
The Cloaked AscendancyClick Here
The Cloaked Ascendancy
(Groupped) Aura of Hope if you’re groupped up, yet doesn’t benefit bosses all that much.
(Solo) Aura of Despair
Go with the Critical Sev with HP. -w-
Personally Is take the Life-steal to once more aid in keeping my HP capped for Earth Archon. ^-^ Though the Recovery isn’t bad either, just not my taste.
Vision of Beyond due to you having 100% Critical Strike (or hopefully close to it) It should be up consistently.
(AoC) When it comes to groups Tyrant’s Terror, will be your first pick with Chult 3/3 gaining the max of Power n’ HP. Next up with Omu Points you’ll go with Shamanic Grace, 1/3 since there’s AoC n’ it grants the most HP. Next Overgrown, 1/3 granting both Def n’ HP. Finally Fight Not Flight, 1/3 granting you the power Power/HP for a AoC Group, along with benefiting AC if ya use it. -w•
(No AoC) With the lack of AoC Tyrant’s Terror Is your first pick with Chult, along with Overgrown with the points from Omu due to HP not mattering that much.
(Campaign) When it comes to Solo Content, Tyrant’s Terror, will be your first pick with Chult 3/3 gaining the max of Power n’ HP. Next up with Omu Points you’ll go with Beast’s Burden, 3/3 granting increased Dmg towards Dino’s n’ Some extra HP, for the purpose of recent content.
Soul Syphon will be my first recommendation for ya to pick up with Chult, all of these boons don’t do much, but the HP restore it the best pick, followed by either another point in Soul Syphon or Lingering Curse which is a very minor damage increase, versus the other to keep your HP topped.
Undying Death will and currently be the best choice to go with for the sake of how many undead is present in current content. As for Hardened Bones No it doesn’t compete it’s AoC gain is alright and the next best option, but better off with Undead, as for the other two, recovery is a lil’ useless pick right now until Artificers gets a change, and you should know the drill with movement by now. c:
(Grouped)Righteous Sacrifice , simply put the Allied shared power can be power shared by those allies so it’s more useful than one may think. ^-^
(Solo)Blood Lust, would be for solo use since it’s not very good in the consistency department, though at least it works compared to Hypnotic Gaze, and Righteous Sacrifice doesn’t directly benefit ya.
Acquisitions Incorporated Campaign
Acquisitions Incorporated Campaign
Humane Treatment, while it sounds nice I can’t really justify its use, now that might change but currently I can’t quite recommend it’s use unless your leveling the character due to Dragon Cultists n’ Elemental Cultists.
Critically Acclaimed, The one I recommend the most for common use since taking this over power will allow you to switch out crit enchants etc, So you’ll have a higher base Crit for when your Companion is dead as well as still gaining a bit of power since more crit can be replaced.
(Campaign)Supplements Paychecks, due to the new profession system I’d recommend this for campaign area’s since none of the boons will really be needed at all in these cases and any gold gain is better than none. ^~^
(Direct Dmg)None of these will make or break you with personal choice, though Severe Criticism obviously is the best for damage, not much overall but it’s something at least.
(Solo)Life-draining Job, not needed for most end-game gwf’s or in-general, but it’s quite helpful for more solo’ing hard content.
(Campaign)Hustling, for Campaign n’ getting things done quickly since Dmg isn’t needed, though Taking Break could also be helpful I just can’t see it being as useful for Campaign area’s sake.
(Recovery note)Taking Break, I can’t see this helping much in groups due to recovery being so absurdly high and due to how many CDR sources n’ power transfer with artificing.
Simple breakdown on the Stats rough range that you should be stationed in for each Grade of Enchantments, yet implying you’re at the same gear range.
*Set to be Re-vamped this is just General Stats, certain stats will be excluded due to the rate in which they change is massive, or not really that important.
In the high 60-70% before companion bonding’s, after Comp Buff it should be near 99-100% is best. ^-^
Combat Advantage Bonus Breakdown
127% Crit Sev, 55% CA as a base, prior to Combat Advantage Bonus (My recommended DB CS/CA)
127 + 55 = 182%
90% Base (CS/CA Bases Added together)
182 – 90 = 92%
92% added on is 48.42% Dmg Increase we’ll use this as our base.
Bonus (CA%) Dmg Difference
250 (2.96%) 1.71% (1.71%)
500 (5.51%) 3.19% (1.48%)
750 (7.12%) 4.12% (0.93%)
1000 (8.14%) 4.71% (0.59%)
1250 (8.82%) 5.11% (0.4% )
1500 (9.29%) 5.38% (0.27%)
1750 (9.64%) 5.58% (0.2% )
2000 (9.89%) 5.73% (0.15%)
2250 (10.1%) 5.85% (0.12%)
2500 (10.25%) 5.94% (0.09%)
2750 (10.38%) 6.01% (0.07%)
3000 (10.49%) 6.07% (0.06%)
3250 (10.57%) 6.12% (0.05%)
3500 (10.65%) 6.17% (0.05%)
3750 (10.71%) 6.20% (0.03%)
4000 (10.76%) 6.23% (0.03%)
Bare minimum you want 1,250 and up to 2,000, anything too much higher is diminished to the point of being way too wasteful, but a lil’ extra won’t hurt, note 11.36% the Cap.
Critical Hit, no CA
75 to 127% Severity = 29.7% Dmg Increase
Adding 5% = 2.2% Dmg Increase
Adding 10% = 4.4% Dmg Increase
75 to 132% Severity = 32.57% Dmg increase
Adding 5% = 2.15% Dmg Increase
Adding 10% = 4.3% Dmg Increase
CA, no Critical Hit
15 to 66.11% CA = 44.44% Dmg increase
Adding 5% = 3.01% Dmg Increase
Adding 10% = 6.02% Dmg Increase
15 to 63.91 CA = 42.53% Dmg increase
Adding 5% = 3.07% Dmg Increase
Adding 10% = 6.1% Dmg Increase
Critical Hit, and CA
90 to 193.11 CA/CS = 54.27% Dmg Increase
Adding 5% = 1.7% Dmg Increase
Adding 10% = 3.41% Dmg Increase
90 to 195.91 CA/CS = 55.45% Dmg Increase
Adding 5% = 1.69% Dmg Increase
Adding 10% = 3.37% Dmg Increase
For more information
Link – http://jannenw.info/pages/about
Armor PenetrationClick Here
Majority of Armor penetration is recommended on you, since companions aren’t so reliable.
Most GWF’s are around -27% with the stats(6,801) n’ CON (18) Armor Class (30) and you want to hit -80%. Plus covering Enemy DI -15%
So we’ll use this as our base -27% (Still hasn’t changed in a good min)
When you go unstoppable at full that’s and additional (invisible yet working -30%) Your unstoppable majority of the time so that puts you at -57%
When you sprint that’s another -30% that’d put you at -87%(-80% -15%) your hitting the -DT Cap, without Neg/Shepard/Daring ect.
-15 to -25% Depending on enemy class
This is when you’re not in a group without using Shepherd’s Devotion.
50k 2.5k Def 6.25%
100k 5k Def 12.5%
150k 7.5k Def 18.76%
200k 10k Def 25%
250k 12.5k Def 31.27%
300k 15k Def 37.52%
350k 17.5k Def 43.77%
Which needless to say that’s going to cap out your -DT and cover enemy -DI no matter what with up to -155.77%, without even directly having anything in Defense. ^•^
*Add Def Power Transfer
*Add Damage mitigation
Life StealClick Here
Companion InfluenceClick Here
(Placeholder till I get to it.)
(All dis stuff below is being replaced as you can see.)Click Here
Wild Storm Elixir
Due to the Extra Critical Severity, to help get ya to the 150%, as well as the tiny increase in Critical Strike.
Due to the Extra Critical Severity, though you could implement it into your build if ya have a unlimited supply of em due to the increased critical chance that also is granted.
Superior Flask of Potency
General Consumables you’ll needClick Here
For extra speed in Campaign/AoE speed farming, doesn’t have to be Vintage
Greater Potion of Dragon Slaying
Increased damage against Dragons, may find it useful in Malabog/Tiamat/Lostmauth’s, and a few Campaign areas/quests. ^.^
Potion of Repcap Slaying
For new players in Sharandar, n’ useful a tiny bit in Malabog’s Castle.
Scroll of Protection from Dragons
Useful if ya feel a bit squishy fighting certain bosses that are labeled being dragons, or going solo.
To grant a little more Everfrost resistance along with the damage increase set bonus on Relic gear, and to grant you more power with your Jarl’s Gaze if you have it.
Re-usable ConsumablesClick Here
Empowered Chain of Scales
Providing a nice range of buffs, but I´d only recommend the Mythic quality Chain. Though it can out-class the Adorable Pocket Pet.
Adorable Pocket Pet
Provides a range of effects, in which we really only want one of em(“Go for the Vitals” Buff), its not reliable to get the Critical Severity, but its more consistent than it´s new counterpart the Empowered Chain of Scales.
Tymora’s Lucky Coin
A small increase to a random stat, may not be much, but its something, though due to the odd changes you’ll likely just end up using the Pocket pet.
General thoughts on some upcoming items within the PC Preview/PC Severs current module.
Mod 15 Thoughts
- Email – [email protected]
- Discord – LT Smith Neko#4101
- NW Forums – ltsmithneko
- Xbox – LT Smith Neko
- Twitch – lt_smith_neko
- GWF Discord – https://discord.gg/NK2Bu4c
- Unoffical/Official NW Discord – https://discord.gg/QmnJbzD
- Facebook GWF Group (John Smith)
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