Enyo’s Guide For Rogues (Mod 16)

by Enyo on April 22, 2019
Rogue
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Enyo’s Guide For Rogues (Mod 16)

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An in-depth guide to help players, new and veteran alike, build and learn their Rogue throughout the game.


  • If you are searching for my Module 15 Guide in full, click here.
  • Things are constantly changing. If you find something outdated, let me know. 

 

Introduction

Welcome all to my ever-in-depth guide to the (Trickster) Rogue! Module 16 has come with many changes to every aspect of the game including a new level cap, companion re-work, feat re-work, powers re-work, campaign re-work, and even went so far as to re-name all the classes to much more simpler, standard, classic Dungeons & Dragons titles. Thus, the once Trickster Rogue or “TR”, is now just called a “Rogue”.

This guide has been updated and running since Module 10.5, which released November 8th, 2016. I’ve given my best attempt to make this guide as easy as possible to read, understand and navigate. I cover every aspect of the Rogue for both veteran, returning and even new players alike. This guide is designed for both the casual and the hardcore when it comes to the rogue.

Considering right now that the game is basically getting a fresh start when it comes to builds and classes, all input is appreciated. There are so many things to look into and test, and honestly, I can only test with what’s available to me – in other words, not everything.

Also, I did for the first time ever, clear out all the old comments. Many of the comments were from over 2 years ago and far from relevant to Module 16. So if you have questions, suggestions, requests, or anything of the like, just scroll to the bottom and leave a comment! No more old comments getting in your way now!

If you wish, don’t hesitate to contact me in-game or via Discord!

Preview Server

 


Choosing Your Race

When it comes to choosing your race, a lot of players have different opinions. Some take it very seriously, and prefer to take whatever race grants the best bonus, regardless of how tiny or large it may be. Others prefer to just select whichever class they feel cosmetically has the best appearance. So honestly, I leave this section up to you.

For those interested in mainly cosmetics, please note that there are many customization options later in the character creation process. Options like hair style, skin color, height, build, etc. – are all available. The races just offer differences in general appearance, such as Sun Elves having pointy ears, and Tieflings have horns.

I’ll list below all the races with the most beneficial bonuses. Likewise to most of this guides layout, simply just click on the name of the race you want to view / read. Please note that I have not tested all races, so many of these are currently based on speculation and are subject to change as time goes on with further testing.

 

Top Choices for DPS Increase (In Order of Best to Worst)

Metallic Ancestry Dragonborn (Premium Race)View Details

Dragonborn (Premium Race) – View Details

Half Orc (Free)View Details

Tiefling (Free) – View Details

Wood Elf (Free) – View Details

Human (Free) – View Details

 

Other Options (Recommended For Cosmetic Use Only)

Sun Elf (Free) View Details

Dwarf (Free) – View Details

Halfling (Free) – View Details

Half Elf (Free) View Details

Drow (Free) – View Details

Moon Elf (Premium Race) View Details

Menzoberranzan Renegade (Premium Race) – View Details


Ability Scores

Ability Scores are a general measurement of a character’s broadest abilities. There are six ability scores total, and they contribute to different statistics on your character depending on the class you play.

You first select your Ability Scores upon character creation, and it’s important to set it correct the first time around, as it costs Premium Currency (Zen) to reset the initial rolls in the future. Typically, most classes only focus on 2 Ability Scores (or “Attributes” as they’re often called), as later on as you progress through the game, you only receive 2 points at a time, each at Level 10, 20, 40, 50, 70 and 80. Here are the 6 Ability Scores:

For a Rogue, you generally want to focus on Strength and Dexterity, as those are the main 2 that will compliment your damage output best. Strength offers a Physical Damage Boost, and Dexterity offers additional Critical Severity.

Please note – upon Character Creation, it does not appear that you can “roll” your abilities anymore as of Module 16. This may or may not be a bug/glitch, So for now, just try to get your +2 Points (from your Racial Abilities) into either Strength or Dexterity, or both if possible.

     

 

Testing History 

For those interested, I did also test Charisma and Constitution. However, I found that the “bonus” you would gain, was barely even noticeable. For example, my AP (Action Point Gain) went up 2%, which out of a 40+ second window, amounts to less than 1 second saved. Even if you did really try to min-max Constitution, it would still pretty much suck. Same goes for Charisma – not much to be gained out of it honestly speaking.


Stats (Statistics)

Statistics play a massive role in your damage output, and take some careful balancing if you wish to really make the most out of them. Let me (try) and explain the different stats, and how they work.

 

Opposing Rolls

Opposing Rolls are certain stats that counteract or negate the potency and efficiency of another stat. Enemies and Players have these Counter Stats, so likewise, enemies and players can counteract and negate each other.

Other Stats

There are other stats that are not influenced, counteracted, or negated by another stat.

 

Enemy Stats & How They Work

To put it simple, enemies have all the same types of stats that we do as players. This also means that they have the same opportunity to counter stats as we do, meaning that if our stats are lacking, or are below theirs, our foes can negate our potency fairly easily.

  • Enemies have a base of 16’000 on Critical Strike, Combat Advantage, Defense and Deflection. These are referred to as Low Ratings.
  • Enemies have a base of 66’000 on Armor Penetration, Accuracy, Critical Resist and Awareness. These are referred to as High Ratings.
  • Solo Players : These values are decreased outside of dungeons, capping at 10’000 for Low Ratings and 60’000 for High Ratings.

However, as long as our stats are above the enemy’s Low Ratings, we should see some type of benefit in return. For example, if your Critical Strike is even as low as 15’999, you will not see any return, because the enemy will be fully negating you, but if you have 20’000 Critical Strike, you will see a return because your rating is higher than your enemy’s.

 

Stat Caps & Goals

Accuracy

  • Caps at a total of 66’000. Why?
  • Accuracy is the most important stat. Why?

Armor Penetration

  • Caps at a total of 66’000. Why?
  • Armor Penetration is the 2nd most important. Why?

Critical Chance

  • Critical Strike caps at 61’000. Why?
  • Critical Strike is 3rd most important. Why?

Power

  • Power does not have a specific cap. Why?
  • Power is 4th most important. Why?

Combat Advantage

  • Combat Advantage caps at 106’000. Why?
  • Combat Advantage last on the list, but Why?

 

All Stats – Only For Example / Preview

 


Powers / Feats

Powers are what you use to either attack / deal damage, or to buff your attacking powers. There are different type of powers as well, with different mechanics. With Module 16, many of these powers and mechanics were changed or adjusted. So, with that knowledge, let’s hop into it.

 

Basic Mechanics / Terminology

Before we get into the heavy details of powers, I should probably explain the main functions and mechanics of how our powers work and are measured in-game. Most of it feels straight forward, but for a new or returning player, it could be confusing.

 

Paragon Paths 

I recommend selecting the Assassin Paragon Path. Paragon Paths are groups of powers and feats that can be used to customize your character’s build. If you find Whisperknife to be more to your liking though, then please note this powers set-up is likely not for you then. I may work on a WK (Whisperknife) build later on.

 

At-Will Powers

At-Will Powers serve as the basic attack for each class. They consist of having no cooldown, but significantly lower damage compared to that of an Encounter or Daily power. You can only slot 2 at a time. I recommend slotting;

 

Encounter Powers

Encounter Powers serve as the stronger, main attacks for each class. They are generally used in situations that require more than a basic attack, and have cooldowns ranging anywhere from 9 – 20+ seconds. As of Module 16, you cannot (easily) reduce these cooldowns. You can slot up to 3 Encounter Powers at a time. I recommend slotting;

 

Daily Powers

Daily Power (also known as Dailies) function the same as Encounter powers, however, they need Action Points before they can be activated. Some Dailies may also have a cooldown, though I’m currently unaware of any on the Rogue. You may have 2 Daily Powers slotted at a time.

 

Class Features

A Class Feature is a passive ability that grants special bonuses indicated by its tooltip. They are unique in that they do not require player activation. Some Class Features provide buffs to a party, while others provide extra mechanics to a player’s powers. You can slot up 2 Class Features at a time.

 

Feats

Feats are a character passive bonus that slowly unlocks two options at Level 41, 50, 59, 68 and 77. You may only select 1 of the 2 feats at each level. As of Module 16, there is only 2 rows of feats. The Saboteur, Scoundrel and Executioner feat pathways no longer exist unfortunately. As someone who faithfully played Saboteur since Beta basically, this hurt, lol. 

 

Rotations

Likewise to the majority of this guide, a lot of it is subject to change. However, I know in the past that many have asked for tips or guidance to piecing together a solid rotation. With Module 16 though, there really aren’t any overly fancy rotations that I’m aware of currently, so it’s fairly basic for the time being.

I prefer to strike with Deft Strike without stealth. Stealth does not increase it’s potency (magnitude), and is even likely to accidently target a teammate rather than your enemy, so it’s best to avoid stealth when it comes to Deft Strike.

I like to follow Deft Strike with Assassinate with no stealth. If you use it directly after Deft Strike, you’re behind your enemy, and when you use Assassinate from behind your target, it deals 25% Bonus Damage, making Assassinate’sstealth bonus totally redundant.

When I do use Stealth, I use it with Lashing Blade. The reason I wait to use Stealth with this, is because Stealth causes this attack to hit with an extra 50% Critical Severity. This makes Lashing Blade the most beneficial Encounter to use Stealth with.

After that, it’s kind of just rinse and repeat. Just remember, Stealth on Lashing Blade only and never on Deft Strike or Assassinate.

When it comes to At-Wills, use them to fill the time when you’re waiting for your Encounters and Dailies to recharge. I prefer to just spam Duelist’s Flurry, but Gloaming Cut hits nice as well.

For Daily Powers, use Bloodbath for multiple enemies and Shocking Execution for a single target.

Of course, pop your Artifacts and Mount Combat Powers just prior to a big flurry of attacks. Most bonuses only last for 10-12 seconds, so try to make the most of those small moments with big buffs.

For solo / questing, I have found Blade Flurry and Dazing Strike to be power house encounters. I like to use Stealth > Blade Flurry > Blade Flurry, and if anything is left after that, I use either Assassinate or Dazing Strike. Dazing Strike with Stealth is really nice on toucher mobs also.


Boons

Boons are a bonus buff granted to your character that generally are earned through Campaign Completions. There are exceptions to this though such as the Stronghold Boons and the PvP Boons. Stronghold Boons will be posted at the very bottom; PvP Boons are irrelevant to the guide.

Our main “Challenge Campaign” Boons are earned through tiers. It does not matter which campaign you start with first, you will still have to earn your way up the tier levels regardless. It does slightly make boons more of a pain to truly max out, however, it makes reaching the Tier 5 Boons more rewarding.

So, here are my main suggestions. Anything listed as “Optional”, please choose based on your own needs, and what stats you may need that I don’t, or vice versa. Boons are designed to further compliment your stats, so the majority will be fairly optional. If you aren’t sure what stats you need, refer back to the “Stats” tab. My personal Boon Set up will also be listed at the bottom of this page.

 

Tier 1 Boons 

 

Tier 2 Boons (Requires 10 Boon Points Spent)

 

Tier 3 Boons (Requires 20 Boon Points Spent)

 

Tier 4 Boons (Requires 30 Boon Points Spent)

 

Tier 5 Boons (Requires 45 Boon Points Spent) – You May Only Select 2

 

Master Boons 
  • Bloodlust – Chance on Encounter use to do the following:
    • Rank 1 (Requires 10 Boon Points Spent)
    • Rank 2 (Requires 30 Boon Points Spent)
    • Rank 3 (Requires 60 Boon Points Spent)

 

Stronghold Boons

Stronghold Boons are determined by the Level of your Guild, the Boon Structures your Guild Leadership have chosen, and the Rank of those Structures. If you want to know the specifics of your personal guild’s boons, I’d suggest speaking with your Guild Leader, as it varies from guild to guild.

You may only choose one Offence, Defense and Utility Boon at a time, but you can switch between them easily without a retraining token.

Need a guild and play on PC? Come join mine, Chronic Legion (and our sub-guild Hemp Harvesters). Max Level / Boons, was established during Neverwinter Beta in April of 2013, and has never been anything less than active since!

Boons of Interest

 

 


Gear

With the introduction of Module 16 and the new Level Cap, we saw a massive amount of the once familiar gear become outdated. So, this raises a lot of questions about what gear we should be using at endgame. In all honesty, I even have those questions myself still to a degree, but I’m always trying to find the best of the best for not just you guys, but myself too.

In addition, most guides do not cover what gear to use as a stepping stone towards endgame, or how to obtain it. However, I try to always include that, as I (personally) believe it helps a much broader audience than solely endgamers, and even helps promote future endgamers.

Hopefully it does prove to be helpful!

 

Full Gear Set For Beginners

Beginner GearUndermountain Set

 

Head 

Endgame – Protégé's Hood

Midgame – Hood of the Spy's Guild

 

Armor

Endgame – Fured Kiuno of the Bear

Midgame – Hide of the Spy's Guild

 

Arms

Endgame – Protégé's Weathered Gloves

Mid Player – Bracers of the Spy's Guild

 

Feet

Endgame – Heels of Fury

Mid Player – Gaiters of the Spy's Guild

 

Weapons

Main Hand Modification – Enhanced Duelist’s Flurry

Offhand Modification 1 – Critical Severity

Offhand Modification 2 – Please choose whichever stat compliments your character best.

Endgame – Burnished Weapons

Mid Player – Undermountain Weapons

 

Rings

Endgame – Protégé Rings

Mid Player – Spy Guild's Rings

 

Neck – (Requires Further Testing, Will Update Soon)

Endgame – Baphomet's Infernal Talisman

Mid Player – Lostmauth's Hoard Necklace

 

Belt – (Requires Further Testing, Will Update Soon)

Endgame – Demogorgon's Girdle of Might

Mid Player – Golden Belt of Puissance

 

Shirt

Endgame – Protégé Shirts

Mid Player – Spy Guild's Shirt

 

Pants

Endgame – Protégé's Trousers

Mid Player – Spy Guild's Trousers

 


Enchantments

Disclaimer : Please read the Stats tab before investing into any of the Enchantments listed below.

Enchantments are a magic stone you use to grant additional stats and effects to your gear / character. Standard gear and equipment come with either an Offensive, Defensive, Utility, Overload, Armor or Weapon type Enchantment Slot. Basically I’m going to break down here what Enchantments I recommend working for and with.

One thing in this guide that will vary from many other guides; is I’m not going to tell you, “use this one, and only this one!” when it comes to Enchantments. The way I view Enchantments, is that they are there to help you find a balance in your stats. There is no right or wrong Enchantment-set choice. For example, I might not need Enchantments to boost my Accuracy and Armor Penetration – but maybe you do. Maybe you don’t need Critical Strike and Combat Advantage, but maybe I do. It’s going to vary from player to player based on what you currently have in the game, what you currently have access to in the game, and what it is you’re working towards.

This is going to work the same with various other stepping stones in the game, like Artifacts, Runestones and Insignias for example. It all comes down to finding how you personally want or need to balance your stats out.

With that said, I’ll answer some commonly asked questions below, and then get to it!

 

Offense Slots

Offensive Stats are the most important stats you’re going to take from any Enchantment you use in the game, as they add to your Offensive skills, stats and power, which is very important as a DPS-oriented class. You can select various Enchantments to help balance your stats. Everything listed below is totally viable to use.

 

Defence Slots

Defense-stats will help you stay alive. While Defence isn’t nearly as important as Offence, it’s still important to be mindful of what will benefit you most. The main defensive stats you’ll want to build will most likely be Hit Points and / or Deflect.

 

Armor Enchantment

Armor Enchantments generally only pop up on Armor-type gear (chest piece) after Level 60 in some cases, but generally at Level 70. You can only ever have 1 equipped; as well, they don’t really contribute to your base stats like other Enchantments do, but instead they give more of a… equip power per say.

  • Soulforged Enchantment – Generally used by newer players who have lower defences.
  • Thunderhead Enchantment – One of the “few” offensive Armor Enchantments. More testing needs done before I can say if it’s best or not.
  • Barkshield Enchantment – Absorbs a solid amount of damage and can be very useful to lessening your intake damage. Many players swear by it.

 

Weapon Enchantment

Weapon Enchantments are the only Enchantment I’d say are very black and white, without much freedom to pick and choose from. Most are very similar, however, I’ve noticed the Vorpal seems to stand out. Most players currently agree with this statement, however, anything in this module / guide is subject to change.

Artifacts

Artifacts took a big change during Module 16, however, their primary function really hasn’t changed, which is a good thing. Artifacts exist for 3 main reasons:

  • You will need 1 Artifact to complete your Artifact Set Bonus.
  • You will need 1 Artifact with a good Artifact Power to boost your damage during combat.
  • You will need 2-3 Artifacts with useful stats to compliment your existing statistics.

Likewise to Enchantments, I always encourage players to choose Artifacts that best suit whatever they currently have at their disposal. Basically, whatever best compliments your character’s current level of progression within the game. However, it’s important to not upgrade anything temporary past an Epic (Purple) Quality level, as you lose 60% of whatever Refinement Points you invest into Artifacts.

Below, I’ll list Artifacts of interest, however, I would wait until at least mid-May before upgrading anything past Epic unless I specify otherwise, as many functions are still being fiddled with by the Developers and are subject to change without warning.

 

Primary Artifacts vs Secondary Artifacts

You may only have one Primary Artifact equipped at a time. Your Primary Artifact is the Artifact you choose to use in Combat. It’s wise to choose an Artifact Power that will benefit and compliment your character’s needs. This should always be the Artifact you prioritize upgrading and investing into first.

Secondary Artifacts are simply artifacts that are either equipped solely for the stats they offer, or to complete an Artifact Set you already have equipped to your character. Other than that, they do not serve any specific function or mechanic.

 

Upgrading Artifacts – Things You Should Know

Artifacts, likewise to Companions & Mounts, come in different ranks; Uncommon, Rare, Epic, Legendary, and Mythic. They generally start at either Uncommon, Rare or Epic, and must be further upgraded with Refinement Points.

When you invest Refinement Points into an Artifact, do not expect to be able to refund all your Refinement Points back if you choose to switch out an artifact. You will receive an estimate of 30-40% of your Refinement Points back depending on the artifact’s current rank. Some artifacts cannot be Refined, such as Class Sigils.

 

Please remember that you only need 4 of the Artifacts listed below. 

Post-Module 16 Artifacts You Should Invest In
Arcturia's Music Box Wyvern-Venom Coated Knives

 

Pre-Module 16 Artifacts You Should Hold Onto Until Further Notice
Shard of Orcus' Wand Lostmauth's Horn of Blasting

 

Pre-Module 16 Artifacts You Should Invest In / Farm
Fragmented Key of Stars Kessell's Spheres of Annihilation Tiamat's Orb of Majesty

 

Primary Artifact – Top Choice(s)
Sigil of the Cleric

 

I’m still looking into other Artifacts such as the:

  • Wheel of Elements
  • Soulsight Crystal
  • Heart of the Dragons

 

Companions

Companions received a massive re-work this module. All active bonuses were adjusted or changed and the entire companion window was re-designed. Regardless, there is a lot to cover in this tab, and I hope I do it justice.

 

Bonding Runestones

Your companion window will allow you to equip up to 3 Bonding Runestones. Bonding Runestones are extremely important to have, because they grant you a large percentage of your companion’s stats. In higher ranks of the Bonding Runestones, they tend to even multiply your companions stats for you, which is a large buff to your character.

 

Companion Equipment

Your companion may have up to 3 pieces of gear equipped. The gear can be any type – sword, necklace, ring, belt, you name it. The equipment however must specify “Companion Only”, meaning it is impossible to equip it anywhere except your companion. The top strategies to farming companion gear are through either running The Illusionists Gambit, opening Undying Lockboxes, or through the Auction House.

They offer any / all of the gear listed below, which is what I’d currently recommend in the game.

 

Runestones

Runestones are basically an equivalent to your character’s enchantments, but are designed specifically and solely for your companion’s gear. So you can only equip Runestones into Companion Only gear. Likewise to Enchantments, I always recommend players to choose what compliments their character and stats best. Here are the main Runestones of interest:

 

Augmentation

There are different types of companions, but there is a certain type referred to as an Augment. Augment Companions offer the Augmentation Effect, meaning that they grant you an additional percentage of their stats to your character on top of the Bonding Runestones. They do not attack or deal damage themselves though.

I personally wouldn’t suggest dumping lots of Astral Diamonds into a companion solely for the Augmentation Effect. That’s a waste of Astral Diamonds, unless you’re aiming for cosmetics. Thus, there is only 1 augment I would suggest investing into, due to the fact that it also has an amazing Offensive Power :

 

Companion Powers (Offensive, Defensive, Utility)

Currently in the game, companions offer different active bonuses that become applied to your character. There are different types – Offense, Defence and Utility. Each player has 5 slots total that we can place our companions active bonuses into. Some active bonuses can even be slotted in more than 1 type of slot. In addition, we have a slot for “Companion Enhancements”, which are just smaller buffs available to use with our characters. Our slots go as follows:

  • 3 Offensive Slots
  • 1 Defensive Slot
  • 1 Utility Slot
  • 1 Companion Enhancement Slot
  • A total of 6 slots available. 

 

Bolster Values

Bolster Values affect the attack and power of your summoned companion based on the quality of same-type companions you have in your companion inventory. (By companion inventory, I mean the “Summon Companion” window, just to clarify). There are 5 types of companions:

  • Fighters
  • Creatures
  • Invokers
  • Mystical
  • Beast

The higher quality and quantity you have a specific type, will increase your Bolster Value, to a maximum of 15%:

  • Uncommon Quality grants 1.5% Bolster
  • Rare Quality grants 2% Bolster
  • Epic Quality grants 2.5% Bolster
  • Legendary Quality grants 3% Bolster

 

Companions of Interest

Finally we’re at the part of the guide where I listed the companions of interest for Module 16 based on the bonuses they offer. Several of them offer large amounts of stats, and as I keep saying in this guide; choose what compliments your stats the best. It’s all about finding a balance, and there is no right or wrong way to do that.

In addition, companions bonuses do become more powerful the higher quality they are. So please consider that when a companion is showing “less” of a stat, when compared to another – it’s likely just a difference in the base quality of that companion.

I’ll list them by type, so if you’re looking to max your bolster effect, hopefully this can make it easier:

Creatures

Invokers

Fighters

Beasts

Mystical

 

Mounts

Mounts are purposed to aid us – and mostly aid us by getting us to our destination faster than we would on foot. In Neverwinter, mounts are also designed to aid us through combat either by granting us additional stats, or with an attack / buff power we can summon them to use during live combat. Because of this, selecting a mount to purchase should be a delicate choice based on what it is your need and want for your character.

Additionally, Neverwinter is unique in that it encourages you to become creative with your mount set up. When you gain a mount’s bonus, it’s gained as an independent buff, detached from the host mount itself. This allows you to mix and match bonuses, speeds, powers and visuals to your personal liking without having to sacrifice certain aspects of one mount for the sake of another.

 

Mount Speed

Mounts have 5 different speed levels, each one can be unlocked / gained by a mount of the corresponding quality, and once unlocked / gained, can then be used with any mount. For example, you could buy an Epic Quality Mount, granting 110% Speed, equip the speed bonus, and choose to ride an Uncommon Quality Mount at 110% Speed instead of 50%.

 

Equip Powers

As said in the opening statement, many mounts offer you additional stats. Now, it should be noted, that only Epic & Legendary mounts offer these additional stats, referred to as “Equip Powers”. Not all Equip Powers grant stats, as some act more as a mechanic or a bonus instead of a hard stat. I usually recommend hard stat bonuses though, and like always, I also recommend to select the stat(s) that balance your overall stats the best.

Power

Critical Strike

Armor Penetration

Accuracy

Power & Armor Penetration

Critical Strike & Armor Penetration

 

Combat Powers

Legendary Mounts grant an attack or buff power that can be cast during live combat. These are referred to as Combat Powers, and have a 1 minute cooldown. Right now, there isn’t a lot of selection for best in slot options. There are only 2 I would consider suggesting for any players, new or veteran:

  • Swarm – The Swarm’s current Combat Power, Bat Swarm, is currently best in slot. However, the mount itself doesn’t grant a very good Equip Power.
  • Tenser’s Floating Disk – Tenser’s Floating Disk is a viable option in my opinion. It offers a very valuable Equip Power, and it’s Combat Power, Tenser’s Transformation, is still a viable option, even if it is inferior to Bat Swarm. You get your Astral Diamonds worth with this mount.

 

Insignias

Insignia’s more or less are like applying Runestones to your Companion, or Enchantments to your Gear – just instead it’s applying Insignia’s to your mounts. Mounts, like gear and companions, also come with pre-set slots. Depending on the quality of the Mount, you may or may not have “free for all” slots called Universal Slots. These are the pre-set slots you will see in-game:

  • Illuminated
  • Barbed
  • Enlightened
  • Crescent
  • Regal
  • Universal (Any type can be slotted)

Each Insignia also grants your character a certain amount of a stat that is influenced by the quality level of the insignia:

 

Upgrading Insignias

Common and Rare insignias are always obtained as is, and cannot themselves be upgraded or refined to an Epic Insignia. However, an Epic Insignia can be upgraded to a Legendary Insignia, and is actually currently the only way to obtain a Legendary Insignia aside from buying / trading.

It’s very easy to upgrade, and does not require any Preservation Wards, as it has a 100% Chance of Upgrade. It does however, require the following:

  • 25’000 Refinement Points
  • x2 Epic Insignias – Same Type/Stat
  • x4 Rare Insignias – Same Type/Stat
  • x8 Common Insignias – Same Type/Stat

 

Insignia Bonuses

Insignias are unique compared to other magic stones, as they are the only magic stone in the game to grant a “Set Bonus”. If you mix the right set of insignias together (based by type, not by stat), you will receive a bonus to help you through out your adventures. Some are offensive abilities that will boost your damage, others are party buffs that help your teammates collectively, and then there are the few that grant a bonus towards grinding for things like Refinement Points or Astral Diamonds.

At this point in time, I cannot say definitively what the top 5 insignia bonuses are. Honestly speaking, the majority of them kind of suck. I’ll still list below some bonuses to consider though, as there are a few good ones.

For Combat :

For Grinding :

For Self-Heals :

 

Useful Links

There’s a lot of useful websites, guides and information out there that I would encourage everyone to take advantage of. I know for myself, a lot of these resources really help me with testing, sharing information, sharing ideas, and learning everything about the game. Enjoy!

Neverwinter:Unblogged – Features recruiting guilds, builds, guides, blogging, and other great information.

Neverwinter Reddit – Good place to get information and ask questions. Just don’t /r/Whoooooosh

Neverwinter Forums – Really great place to ask questions, make suggestions, find guilds or alliances, leave feedback, and more.

Neverwinter News – Stay in the know-how by regularly checking up on the Neverwinter News.

Neverwinter Wiki – Basically the Neverwinter version of Wikipedia. Everything you need is on there.

Neverwinter Character Transfer – Allows you to transfer copies of your character(s) from the live server to the preview server.

Neverwinter Calculator – Great way to quickly share your feat and power set-ups for your class with others – its simple and easy to use.

Rainer’s M16 Spreadsheet – I referenced to this a lot while making this Rogue Guide.

Advanced Combat Tracker – Good program to help you record and test your damage and buffs.

Chronic Legion – Need a guild? Come check mine out, I’ve been leading it for years now!

 

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  • V1ruzian
    December 28, 2016 at 4:25 pm

    So weird, I just started playing like a week ago and my build is pretty close to this. I won’t even have to change my rotation, thanks for this build man!

  • F-Lambda
    April 21, 2019 at 8:02 pm

    Hey Enyo, in your in-progress guide for Mod 16, you list Mountaineer Weapons as a good weapon for mid-game players. However, these can only be obtained by purchasing them for Tarmalune Trade Bars from opening lockboxes, because they’re bind on pickup. Are there any feasible alternatives that don’t require you to spend money and buy keys for the lockboxes?

    • April 22, 2019 at 8:33 am

      Yo! I do have Mountaineer Weapons listed for now, I don’t know of any other way to currently obtain them. However, I think the Devs changed it since I last checked (which was literally last Thursday), since when I took a look today at “Equipment” for TR, I ironically did not see the weapons there anymore. The test server is a hot mess right now, it’s super lame. As time goes on, I’ll definitely be changing things up, but with the devs constantly changing things, it’s hard to keep up, lol!

      • F-Lambda
        April 22, 2019 at 8:33 pm

        Alright, thanks for the prompt reply. Love your guide, it’s super helpful!

        • April 23, 2019 at 3:25 am

          No problem at all, thank you! Hopefully this guide continues to be useful through Module 16 too!

          • F-Lambda
            April 23, 2019 at 12:31 pm

            One more question if you don’t mind. You mention the Sigil of the Cleric as the top active artifact (which is easy to see why); do you know of any good cleric guides for starting out a new cleric?

          • April 24, 2019 at 6:44 am

            Apparently I have to reply to my own comment, the site won’t let me reply to yours, gr.

            For DC Guides, I usually recommend Czar Jarek, but I’m not sure his guide’s up to date. Otherwise, I’d look into Silverrrrrr, I think she updated her guide for Module 16.

  • RufusTFirefly
    April 22, 2019 at 6:49 pm

    Are the Mountaineer Weapons not out yet? I was just looking at the trade bar merchant and don’t see them…do you have a price for them?

    • April 24, 2019 at 6:35 am

      The Collections Page still says Tarmalune Trade Bars, and that’s where I got my set originally on the preview server. They seem to have disappeared, but I’m going to be changing those weapons anyway tomorrow probably, and add the Undermountain Artifact Weapon Set instead.

  • RufusTFirefly
    April 22, 2019 at 6:50 pm

    I want to commend you on another fantastic guide Enyo! I have been levelling up some other characters and using other guides for other classes and they are nowhere near as complete and thorough and as easy to read as yours is! Thank you for taking the time to do this!

    • April 24, 2019 at 6:39 am

      Haha, thank you! I try my best to make it the best guide possible, easy enough for even completely new players to comprehend, but still detailed enough to really guide more experienced players all the way to endgame. That’s the goal anyway!

  • Werenor
    April 24, 2019 at 3:55 pm

    Thank you ver much for the guide!!
    I haven´t found the mountaineer weapons in the Tarmalune bar store.
    Bug,WAI or somwhere else?
    Greetings

    • April 27, 2019 at 3:29 am

      Couldn’t tell you at this point, but I swapped them out anyway for the Undermountain Weapons! Easier to get, no point wasting trade bars on temporary weapons anyway 🙂

  • Alexander
    April 24, 2019 at 4:05 pm

    What you think about Wicked Reminder, it seems to have good magnitude and increase the damage taken on monsters

    • April 27, 2019 at 3:46 am

      Wicked Reminder isn’t bad at all honestly. However, there are a few reasons I put Lashing Blade over it;
      – Wicked Reminder has a much longer cooldown than Lashing.
      – Wicked Reminder’s debuff applies to only one enemy – which doesn’t help on mobs where encounters 1-shot foes and even quest bosses.
      – Stealth(ed) Lashing Blade still deals more damage than Wicked Reminder, thanks to the added Critical Severity (granted you critical strike, since it isn’t 100% critical strike anymore, even with stealth).

      Regardless though, it’s definitely not a bad power and is a good alternative to Deft Strike – I just found the pairing of Deft > Assassinate to be really smooth and an easy buff to Assassinate. Still so much to test though, rip.

  • Fredo843
    April 24, 2019 at 5:27 pm

    Salut enyo je croyais que dans se nouveau module il y avais un set meilleur que demogorgon

    • April 27, 2019 at 3:52 am

      Il y a peut etre mieux, je ne sais pas encore. Les nouveaux equipement ont de tres mauvais bonus, donc je ne pense pas vraiment qu’ils seront meilleurs. Mais il faudra du temps pour apprendre.

      Desole pour le mauvais francais, & bonjour du Canada! ^^

  • Aedryc
    April 24, 2019 at 6:10 pm

    Thanks this guide is being very helpful to me. How ever i would be thankful if you add a whisperknife and aoe sitiuation loadout or something like that.

    • April 27, 2019 at 3:53 am

      I’m working on an AoE loadout right now, and looking into Whisperknife too instead of just Assassinate for the variety.

  • Erkman
    April 24, 2019 at 7:10 pm

    I think the companion page needs lots of work…that is actually the most confusing part of the setup…

    • April 27, 2019 at 3:55 am

      Honestly, there’s no easy way to write it out. I do plan to put together a tab of what I’m using for my Rogue, for those who just want to follow a quick line up and call it a day (that’s usually me with other’s guide’s anyway).

      • Erkman
        April 27, 2019 at 2:40 pm

        With so many pets there is alot to choose from. Just wondering what is best and if the percentages are better for damage…
        Right now AP and Crit strike are super easy to get. I am easily over 66k and nearing 75k on both so I have to scale them back. Accuracy I am good but everything else, not sure and thats where I think the pets come in…

  • marcella
    April 25, 2019 at 2:16 pm

    ciao, posso sapere per il guerriero pesantemente armato come mettere i poteri, i doni e tutto il resto? grazie mille

  • Lya
    April 26, 2019 at 8:41 am

    Non credo che in italiano ti possa rispondere Enyo. Ma comunque questa è una guida per i Ladri. Per il Barbaro devi provare a cercare se qualcuno ha pubblicato la propria. In generale, con il modulo 16, devi scegliere se giocare DPS o Tank. Ognuno dei due percorsi ha bisogno di equip e statistiche completamente differenti.
    Ti do qualche consiglio per DPS, visto che sarà quello che userai per i contenuti in solo come le campagne. Metti tutti i doni di attacco disponibili: potere, colpo critico, penetrazione armatura, precisione etc. Ma in genere, se non ti senti sicura, sperimenta un po’ i poteri e vedi con quali ti trovi meglio. Buon divertimento!

    • April 27, 2019 at 4:02 am

      Grazieee! Non sapevo coso intendesse con “guierriero pesantemente armato”, ma il barbaro lo chiarisce ora. Non ho un buon italiano purtroppo.

  • Lya
    April 26, 2019 at 8:44 am

    Enyo thank you for the guide and your effort to make it. In the TR’s discord I tagged you to my WK build, check it 🙂 I’ll keep it upgrated and tell you possible changes

    • April 27, 2019 at 4:03 am

      Sounds good! I did see the tag, just am not at the part of writing a WK build yet, as I have other things I want to add to this guide beforehand. I will message you though when I do work on it! ^^

  • DollyDillion
    April 26, 2019 at 3:19 pm

    Hey Buddy,

    I just wanted to let u know that you probably should check the items linked in the gear section since neck and belt dont have the original stats anymore. Still a very good and useful guide! Keep it up!

    Cheers DollyDillion!

    • April 27, 2019 at 4:05 am

      They don’t, but I still have not tested a confident answer on what’s “best” still, so I would rather leave it outdated for the time being. That’s why I wrote in brackets that it still needs more testing, and it will be updated soon ^^ Thank you though!!!

  • Arch
    April 28, 2019 at 12:37 pm

    Whats your item level?

  • JavaJunkie
    May 1, 2019 at 3:49 am

    I feel like you really dont need to change much from our rotation in mod 15 to max dmg. I actually run Path of the Blade, smoke bomb, and wicked reminder as powers and use Bloodbath as my single target daily and Whirlwind of Blades as my aoe daily for more power.

    Rotation for me is stealth > smoke bomb (guaranteed ca) > daily > stealth > PotB > wicked reminder the highest hp mob > at will

    If you look at the tooltip PotB actually has a higher magnitude than blade furry (higher dmg) and has the added benefit of being “fire and forget” so you can throw in some at wills for extra damage. Everything melts with this rotation due to the guaranteed combat advantage from smoke bomb which also fyi is a group wide ca “buff” as long as mobs stand in the smoke giving a nice dmg boost for your group.

    For bosses that dont have lots of adds i swap out PoTB for Assassinate. As for dailies i still feel single target Bloodbath is better than shocking execution since most of the time people will wait to use their daily until 25% or lower hp so they can get the “free” proc while Bloodbath can be used as soon as its ready. With the new scaling and how long some fights are (fbi etc) you can get 2 or 3 dailies off in a single fight.

  • Yakusho
    May 1, 2019 at 4:37 pm

    Hello

  • II S m O k Zz
    May 1, 2019 at 11:15 pm

    Yo bro… im a Main Tr in Xbox one….page 1 PvP…. top 3 best tr… i need a Pvp build before mod 16 drop man… You got us??

  • Smokz
    May 1, 2019 at 11:18 pm

    Yo mon bro , je joue en pvp sur Xbox one…Page 1 top 4 meilleur Tr… mais pour le mod 16 bro … ces koi le build qui faut….? Merci d’avance

  • Takaroa
    May 4, 2019 at 4:58 am

    What is best for a tr in mod 16 – defense or deflect? As far i can tell from my sw defense look more reliable. Ty for the guide, i wouldnt know where to start on a tr.

    • Lya
      May 8, 2019 at 8:47 am

      Cap the offensive Stats and only after that you can start to focus on defensive ones. Is your power high? Can you improve it? You’re not the tank, if you did everything about Arm Pen, Crit, CA, Accuracy and POWER, than you can think about defensive stats. In this sense, as before, probably Deflection is stille our best defensive stat.

      Good Luck!

  • scott
    May 4, 2019 at 6:18 pm

    what artifacts are you using for mod 16??

    • Lya
      May 8, 2019 at 8:50 am

      There is not a standard set of artifacts. What Enyo needs is not what you need. Use the artifact for the stats you need! 😉
      New ones have higher stats than the older ones, check if there is something interesting for you and your character. I make you an example: I’m lacking a bit CA and need to improve a lot my power. So, I don’t need Crti or anything else… I need this 2 stats. So, I will improve and check artifacts for these stats that are what I need.

  • Prince Wolf
    May 6, 2019 at 1:29 pm

    Enyo is there a trick on getting alabaster main hand damn i just got my offhand? Any tips? Run on team? Or anything? Hope you notice me senpai 🙂

    • Werenor
      May 7, 2019 at 1:42 pm

      As far as I know there is no trick. Farm,farm,farm master expeditions and hope it drops sometime.
      Some Barbarians have two Alabaster gerat swords but not the portepe for the offand, lol.

    • Lya
      May 8, 2019 at 8:52 am

      Confirm! If you’re lucky, you get it. Otherwise continue with your daily MEs.

    • F-Lambda
      May 8, 2019 at 9:48 pm

      I just got Alabaster mh from a 9-relic quest turn-in, solo run, no runes active. So, you just have to get lucky, and collect your relics!

  • F-Lambda
    May 8, 2019 at 7:03 pm

    Hey Enyo, I know you recommend the Burnished weapons, but what are your thoughts on the other two new weapon sets? Alabaster’s bonus seems meh for anything other than short fights, but Watcher seems decent to me.

    • Lya
      May 13, 2019 at 10:10 am

      You can get new Alabaster set fom ME quests. It’s free and way better than the Master Crafting ones and the Primal ones, mainly for he higher damage. My thought is that it’s also better than the one you get from LoMM seals (The set bonus looks like better while the damage is the same).

  • Roinoss
    May 11, 2019 at 1:08 am

    Hi, i have some question: Is swordman perk from chest better than around 1500 power more in high il chest? As 1500 power gives 3% to dmg.

    Also there is ring with 881il and probably with 909 version with offensive slots , stats and swordman perk.
    Drops in ME.

    In gear part it will be more informing if they have summarized stats on mid and end game level then compared them to stat cap, to allow easier planing rest gear with choosable all stats.

  • TheFlamingBlue
    May 11, 2019 at 3:53 pm

    Do you have any tips to get the best chance to get the Watcher Artifact Weapons?

  • TheFlamingBlue
    May 11, 2019 at 4:03 pm

    Is there any way to get good companion gear? (The Undermountain campaign didn’t give me all of it, i may rerun some quests with others if it will drop)

    • F-Lambda
      May 16, 2019 at 4:26 pm

      The Undermountain quest line should have given you three pieces of two-slot purple gear. One from one of the volcano level quests, one from the final congratulatory quest, and one from the final Vanrakdoom quest, as a drop from the vampire lady boss. Did you group up for any of those? There’s a known bug for the Vanrakdoom quest where only the group leader gets the drop, which they’re planning to fix by changing it to a reward for quest turn-in (why they didn’t use a rewards chest that opens on boss kill in the first place is beyond me). I don’t know what their plans are for people already affected, you might be out of luck.

  • Pandemonica
    May 18, 2019 at 5:59 pm

    Hellows Enyo,

    Love the guide and wondering: what about Jaw Rippers for bracers?
    Does the 3% extra damage on encounter powers not outweigh the ones you mentioned?

  • Heimdallr
    May 19, 2019 at 1:09 pm

    A question about dps – Rogue has 2 last talents:
    Shadow’s Flurry – Sounds reasonable
    Execution – When an enemy has under 20% life, your attacks have a 10% chance to execute the target dealing 200 magnitude damage. Did anyone ever tested it? it looks like OP feats you can find in Guild Wars and WoW, the type of feat that does nothing at the beginning but later on adds a lot of dmg.

    Question here – does this work on bosses like this: My guess: If a boss has more than 20% hp – it deals nothing ok. But if he has less than 20% you have a 10% to do 200 dmg, which would be calculating nice with rogue’s 1st at will power that is pretty quick series of attacks

    • Lya
      May 23, 2019 at 1:08 pm

      The reason is that it’s a low part of time and a low % of success. Do you know what I mean? You have the proc of this feat only in the last part of the fight, moreover it can happens with 10% of probability, which is low. This means… Useless feat.

  • Prince Wolf
    May 20, 2019 at 4:05 pm

    Got another question since assassin is my path can you suggest a mob skill combination? Coz i fight harder mobs i use stealthsmoke>pathofblades>stealthbladeflurry>bladeflurry. And i find this boring lol but my dps does increase but its a lame combination. The skils takes too long to cast i can almost die before being able to cast it.

    I made that myself coz i cant find a way to get a perfect decent combination in facing mobs i wish to know a skill combination that i can use between mobs and single target without switching skills everytime ofc its naturalthat after every mobs theres a boss and i dont want to switch diff skill everytime i face a boss coz thats alot of hassle lol so can you guide me with a skill combo and feats good for trashmobs-single target combination.

    • Prince Wolf
      May 20, 2019 at 4:10 pm

      And i saw the other path feats they remind me of the saboteur build you made back then its like more stealth skill spam kinda thing. Well i kinda need your help on figuring out the best skill you rely on everytime you go solo or parties

    • Lya
      May 23, 2019 at 1:18 pm

      If you are using Assassin then:

      1) MOBS Cleaning: Smoke bomb, stealth+blade flurry, blade flurry, assassinate or… stealth+blade flurry, blade flurry, smoke bomb, assassinate (last power smoke bomb if you need to stop the enemies to attack you during the cooldown. Obviously you should stay inside the AoE effect of smoke bomb), than artifact.

      2) SINGLE TARGET: Wicked reminder, stealth+lashing blade, assassinate, than artifact.

      With daily:

      1) WWoB (daily), followed by the rotation above, than artifact.

      2) Wicked reminder, Shocking execution (daily), stealth+lashing blade, assassinate, than artifact.

      Why artifact last one? I’m using the Sigil of the Cleric and with the insignia bonus I have 2 s less cooldown on every encounter. So, at the same time, I’m refulling my AP and recharging my encounters.

      • Prince Wolf
        May 26, 2019 at 3:55 pm

        Tysm now i got thibgs figured thanks alot btw what are your feats im assassin indeed im following enyos feats sneak attack and invisible infiltator

        • Lya
          June 5, 2019 at 7:35 am

          I agree with Enyo. There is a point only about 1 feat: Skullcraker is better for Single Target but it is not for Mobs. It doesn’t have any sense to have two different loadouts for it. Most of the time we fight mobs… so. Your choise. Some of us (I mean some of our amazing TR community) choose Skullcracker, some other choose Duelists Expertise. About the other feats I agree with Enyo’s choises. About Master of Shadows I feel good with it, expecially for mobs cleaning. Again, also here, could be more useful the other feat on a Single Target. But here there are 2 drawbacks: 1) You don’t use a daily power so frequentely, also using as main artifact one that give you AP and 2) Again… most of the time we’re fighting mobs and a faster stealth regeneration is useful to use stealthed blade flurry, which is our best AoE encounter. Don’t forget that stealth can be helpful also in dangerous situation (expecially if in dungeon the group is not good or in solo if you are not enogh powerful).

  • fredo843
    May 22, 2019 at 7:07 am

    Salut enyo moi j ai une question étant donner que les jeter de dé on disparu nos stat gagner par le jeter de dé disparaissent t elle ?

  • Pandemonica
    May 23, 2019 at 9:57 pm

    So, I’m still running with my Jaw Rippers 🙂
    Did you forget about those or what would be your reasoning for using the Undermountain arm pieces?

    • F-Lambda
      May 24, 2019 at 2:57 am

      It’s probably because Undermountain is equippable at level 70, while Jaw Rippers require lvl 78. Jaw Rippers also don’t get the weapon modifications, because they aren’t artifacts, though I’m not sure how much of a difference that makes.

      Personally, I’m using the iLvl 909 weapons from ME until I get burnished. (Ebonized Dagger or Prized Dagger of the Cult, only difference is looks.)

  • SpacialNightmare
    June 14, 2019 at 2:02 pm

    hey enyo, i got a question about the master boon, what made you choose Blood lust over deathly rage?
    cuz deathy rage looks like it will give a higher damage boost.

    • Lya
      June 18, 2019 at 6:30 am

      The reason is from the “proc” of the boon. The one choose by Enyo proc each time you use a encounter power (if I remember right). The first one, which looks so good, proc only after kill. So… during boss fight it’s totally useless.

  • June 17, 2019 at 10:28 pm

    Umm how can an augment companion be just for cosmetics? Everyone I’ve talked to says there’s no point using any other than augment because you get more stats from it. Also Bullette Pup is best because it gives a boost to Power stat in addition. Also you don’t mention any of the companion gear from the new campaign which is all better than any of the +5 gear we get from Gambit. People are also saying no one needs triple or double stat enchantments anymore because armor pen, crit and accuracy are so easy to cap. After that all we need is power. Some say you even cap out with just your gear and you can put all radiants on your character and empowered on your companion.

    • Lya
      June 24, 2019 at 7:52 am

      I think Augment, at the moment, are the best compaions summoned you can have. With them and high rank bonding runestones it’s easy to reach the cap of the offensive stats. In this sense, you are able to have full radiants in offense and defense slots. If you’re bondings are not high level, maybe your are not able to reach the cap with only companion stats and equipment stats. If you’re missing a little quantity, then It makes sense to have 3 or 2 stats enchantment(s). But the quantity you’re missing it’s big, then, 3 and 2 stats enchs can’t help you. A nice help comes from Augment companion, expecially if you have low rank bondings, because you get not only % stats from bondings but also 100% stats because augment summoned.

  • June 18, 2019 at 4:14 pm

    great guide, though i was disappointed to see Whisperknife was not included!
    also something that i found a bit confusing, you list defense as a “low rating” 16k stat for enemies, but under armor penetration you say you need 66k arpen to counter the enemies 66k defense….shouldn’t you change this to defense being a “High rating”?

  • Stacy Cox
    June 18, 2019 at 6:04 pm

    When was this last updated? I play on console which releases today.

    • Lya
      June 20, 2019 at 11:23 am

      I think it was at the beginning of mod 16. You should wait upgrading by Enyo or give a look to Blur’s guide for TRs

  • Mynja
    June 19, 2019 at 9:38 am

    Enyo, I noticed you still have the Orcus Set as best in slot but also further testing required. To satisfy my curiosity, I was wondering if you had yet got that figured out simply because I was looking at the Wyvern set and I quite liked the set bonus, however unsure how it would affect my dps. Thoughts?

    • Lya
      June 20, 2019 at 11:25 am

      I didn’t test it, but some other people did. It looks like that Orcus set is still the best option for DPSs. I didn’t change it when mod 16 came out and still using it during my runs 😉

  • Corey
    June 21, 2019 at 8:06 am

    Sorry if it’s a dumb question as I’m trying to get back into the game after a 5 month break.

    Is it even possible to cap out those all of those stats listed?

    Or should I just get close to all of them?

    • Contractions of Fate
      June 21, 2019 at 11:54 am

      @Corey
      For dps Cap
      ArPen, Accuracy, Crit, Combat Advantage
      Get Power and Max hp as high as possible, no caps.

      Defensive caps, I am not sure, as you should never really stand still. But then it’s
      Defence, Deflection, Crit Avoidance, Awareness

      Check out Rainer’s Pocket Wiki

  • Liam
    June 21, 2019 at 9:45 am

    What is better for weapons: Primal or Undermountain?

    Thanks 🙂

  • Contractions of Fate
    June 21, 2019 at 11:51 am

    If you mean the free level 70 Undermountain gear Neverember gives you, it’s the same as Vistani, so I used that to farm seals for Primal.
    I think Primal has the same stats but better set bonus.
    The Undermountain chest piece armour has a 5% dps bonus while in Undermountain. So that might be worth keeping for a while.

    But the actual level 80 Undermountain weapons (Alabaster etc) from MEs are better then Primal.

  • Johnny M
    June 22, 2019 at 6:00 am

    I’m having a hard time understanding the new Companion system even with this excellent guide.

    Does it matter what companion I have actually summoned?

    Or do i just summon whatever companion that I have the best “bolster %” for?

    • Lya
      June 24, 2019 at 6:41 am

      Boolster and Companion influence doesn’t make so big difference. So, it depends from you, but maybe Augment it’s better for 2 main reason: 1) You get % stats from bonding runestons AND 100% stats because augment; 2) It’s always with you! It happens so often that fighter companion stay far from you and you can’t get the stats in this way.
      One more thing: if you have bonding runestones at low level, it’s one more reason to choose Augment, because it helps you to reach the cap 😉

  • M
    June 23, 2019 at 1:45 am

    Is Spyguild the best option for gear besides the gear that you need seals/Mad Mage completions for?

    Or is there gear that Master Expeditions drop that would be good to go for until I’m capable of running Mad Mage dungeon?

    Thank you

    • Lya
      June 24, 2019 at 6:46 am

      Uhm… it’s no so hard to reply to this question as it looks like. It depends… from the stats you need! Can a Spy Guild piece give you the stats you are lookin for? No? Choose another piece. Master Expeditions are a good place where you can find pieces with different stats, maybe you can find there a piece that give you the stat you need. Keep in mind that Item Level is NOTHING. Your main focus should be the cap of the stats, then you can approach every dungeon and it’ll depend only from you and the way you play

    • Lya
      June 24, 2019 at 6:47 am

      One more thing: A lot of us are still using old equip (like Kiuno or Heels of fury, or both of them). That’s because we have the cap of the offensive stats and we’re looking for a way to increase the DPS output. This is possible with +3% bonus damage from old pieces like Heels of Fury piece

  • Corey
    June 23, 2019 at 5:25 am

    Hi, sorry I have one more question.

    What is better:

    Jawrippers Gloves or Spy Guild gloves?

    Boots of the Willed or Spy Guild boots?

    Fured Bear Kimono or Spy Guild chest?

    Or is there Master Expedition gear that is better than both of those options?

    Hopefully someone can answer this! Thanks! 🙂

    • Lya
      June 24, 2019 at 6:48 am

      Read my reply on the top of your message 😉

      • Corey
        June 24, 2019 at 8:42 pm

        I should’ve specified. I meant that if I’ve already reached the caps on (Accuracy, Armour Pen & Crit,) is it worth using Jawrippers, Will Boots & the Fured Bear Kiuno for their respective equip bonuses?

        (3% damage melee, 3% encounter, 3% At-Will)

        Or would Spyguild be a better option due to the increase in Power? (though I’m capped on the other stats that come alongside it thus being “wasted”)

        I basically just don’t know if those equip bonuses are superior in terms of DPS compared to the power increase from Spyguild.

        • Lya
          June 26, 2019 at 12:27 pm

          Of course! If you have capped the offensive stats then, my suggestion is to use the old gear. The power you’ll miss with old gear give you less damage bonus than the bonuses are from old piecies like Shadowstalkers, Kiuno, Jawripper’s etc… So, remmber, the same bonus don’t stack more then 2 times this means if you have Kiuno and Heels of Fury you’re full with +3% bonus melee damage. Jawrepper’s or Terrored Grips give you bonus on Encounters power and Shadowstalkers +5 and +4 give you bonus damage if you are 25′ closer to the target. With these pieces you have a nice damage bonus, probably higher than 40k power more. Some DPSs tested them and it seems the best choice for endgamers.

    • Contractions of Fate
      June 24, 2019 at 10:02 am

      “What is better” is a bit of an illiterate question. Better for what? Better for doing what?

      Which is better, cherry tomatoes or crushed ice? It depends on whether you are making a salad or making a Daiquiri!

      Or planning on eating something raw!

  • Frederic Spoor
    June 23, 2019 at 7:55 am

    Bo jour enyo je voulais savoir quand votre guide sera mis à jour si vous avez tester d autres chose et aussi co’aitre votre rotation sans ce nouveau mode

  • Gilles Etienne
    June 23, 2019 at 12:26 pm

    Hi Enyo, thanks for your guide. I’ve got a question about the power you use right now. Before mod 16, almost every rogue were using smoke bomb and impossible to catch as encounter power and whirlwind of blade as AOE daily. Now in mod 16, are those power really useless that you chose those new powers? The effect of the last power are lower than before? Thank you for the time you take to create this build and for your answer.

    • Lya
      June 24, 2019 at 6:51 am

      It depends: are you talking about mobs cleaning or boss fight? In the first case SB, Assassinate and BF are the way (use always BF stealthed). In the second case I prefer use: Wicked reminder, Lashing Blade (stealthed), Assassinate and Shocking Execution as a Daily. Keep WWoB as a Daily for mobs.

  • Justin
    June 28, 2019 at 8:47 pm

    Why not terrored grips?

    • Lya
      July 5, 2019 at 8:17 am

      Indeed the old equip is still BiS! Heels of fury, Kiuno, Terrored grips, Demogorgon set is still the best option you can have for the equipment if you want to maximize your damage

      • Adam Lee
        July 30, 2019 at 12:55 pm

        Hi Lya, been following your guide for some time now, so first just want to say thanks.

        I know this is talked about a bunch > the old equip vs the new equip. I have sets of each and have been trying my best to test things out and see for myself, which is really difficult to accurately do in game I find.

        That said, with the new gear, unbuffed & no pots I am a bit over 185k power and all other offensive stats are at optimal numbers, and I am just really questioning when the power increase out performs the old world gear % equipment increase?

        Currently I have settled on a combination of both old and new gear. I still use Fured Kiuno of the Bear, Ring Shadowstalker 5, and from the new gear I have the Hood of Spy Guild for the 5% dmg Undermountain. Combined if I understand correctly that is 10.5% increase to all powers I am using when in Undermountain.

        Everything I am hearing is that the old world gear is most likely about to become obsolete next mod. SO I am preparing now to try to have my build ready and adjusting to life without the old gear.

        So I guess my questions are 1) Is there any hard clear cut math between old world gear vs new gear? (I can say in playing testing for last few weeks, there doesn’t seem to be a tremendous difference other than with new gear, I certainly crit for a lot higher, especially with my encounter powers.)

        2nd) In most of these guides, I always see the emphasis on that old world gear is still BIS, but what are your thoughts on this sort of hybrid approach of selecting old world gear that gives % boost majority of time, mixed with higher stat gear to improve power and be perhaps a bit more so prepared for mod 17?

        Apologies for long questions – thanks for your time.

  • Jigsaw
    June 30, 2019 at 4:54 pm

    How to get spy shirt and pants when the vendor is selling the?

    • Lya
      July 5, 2019 at 8:16 am

      The seals vendor should have them now… WIth a couple of patch notes ago Devs introduced them in the vendor list.

    • M.Damage
      July 11, 2019 at 12:17 pm

      Critical resistance is Low Rating! Fix it if you care.

      • July 13, 2019 at 2:04 am

        its going to be more important in module 17 as enemies have their critical severity increased to 50% ( was like 10% or something futile)

        • primeevil84
          July 28, 2019 at 1:46 pm

          Prooflink pls? Someone said High ratings will increase from 68k to 80k. Hey wait. Did you mean rutical CHANCE? Cause severity is just crit +damage – how hard crits hit

  • Amalsan
    July 7, 2019 at 7:46 pm

    In the written out you say Master of shadows but in the picture/screen shot you have Knifes edge chosen..
    Also you have Skull cracker chosen instead of your suggested Duelist’s Expertise..

    Color me confused

    • Lya
      July 16, 2019 at 9:19 am

      No, check well. The positions of feats changed some patch notes ago. Follow the name of the feats (and the image as well), not only the positions. The onl reason why you don’t see the same right now it’s only because your positions are different and Enyo didn’t upgrade the build yet.

  • Gene
    July 9, 2019 at 6:04 pm

    For gear like jawrippers or terrored grips for the 3% to encounters. Why do you choose Protégé gloves over those two?

    • Lya
      July 16, 2019 at 9:21 am

      Indeed Terrored grips and Jawripper’s are still better than the others. Check also Primal arms, their power boost is quite nice during the fight, and it affects also your at-will while terrored grips or jawripper’s don’t.

  • Altair
    July 22, 2019 at 2:39 am

    Hello! Would be possible to have a path to follow? I’m completely new to this game, and “just find a good fit between artefacts, insignas & so on” is!’t that easy.
    What should I invest in first? Enchantments? Artifacts? Mounts? Companions? Weapon enchant?

    • Lya
      August 19, 2019 at 9:16 am

      You must invest everything in you companion. And, with companion, I mean the pet you will be summoned at end game and, mainly, the BONDING RUNESTONES. Their importance it’s HUGE! Don’t care about enchantment on your toon right now, it’s the last thing. Invest everything to upgrade or to buy already upgraded 3x Bonding Runestones. Your objective it’s to bring them to rank 15 (in this way you can have 210% of your companion stats). And, if the companion it’s an augment, then you have 310% of its stats.

  • Tyrial_hannah
    July 27, 2019 at 1:54 pm

    Is there a list of what does and doesn’t stack? Currently i have equipped:
    Hood of the spy’s guild————————-5%Dmg in udermtn
    Fured kionu of the bear————————-3% Melee
    Terrored Grips—————————————3% Encounters
    Exalted Obsidian Omihuictli +1
    Exalted Obsidian Itecpayo +1
    Heels of Fury—————————————–3%Melee
    Baphomet’s full set
    Ring of shadowstalker +4———————2% Damage
    Ring of shadowstalker +5———————2.5% Damage
    Upper Primal Paints —————————–3% for Dailies
    Assault trousers of the spy’s Guild

    I was also wondering if hags rags would benefit my whispknife loadout?

    • Lya
      August 19, 2019 at 9:20 am

      For now, what you listed, stack together. The same bonus DOES NOT STACK if you have it more than 2 times. I make you an example: Actually you have Kiuno and Heels of Fury, they have the same bonus, they can stack (2). If you add the Ebonized Ring (+3% melee damage) it’s a wasted bonus, it can’t stack because you have already Kiuno and Heels. Keep in mind that, the rest it’s easy 🙂

  • Rhyden
    July 29, 2019 at 6:49 am

    Why the spy guild stuff I seem to do more damage with the gear I’ve gotten out of the Me

    • Lya
      August 19, 2019 at 9:22 am

      Maybe, without it, you have not the cap of the stats you need? In terms of Power there is not a huge difference, so, the only thing I can thinking about it’s that without some pieces of the Spy Guild equipment you have not the caps of the offensive stats. Check it

  • Skullzar
    August 4, 2019 at 1:04 pm

    what 4 artifacts are you using i know 3 of them but the forth one that looks like a branch or somthing i have no idea what it is

  • Peter Willems
    August 17, 2019 at 12:17 am

    One addition to the companion bolster: The game only counts your best 5 companions of each type, that is, max bolster is 15% (5 legendaries of one type), and only the bolster that counts is the type for your summoned companion.

  • drew
    September 6, 2019 at 3:52 am

    question i know this is a bit outdated but i noticed a few things that don’t balance on ps4…#1 your “BiS Artifact” is the cleric articat that is bop and only available to lvl 60 clerics, not rogues…
    Also the trade bar purchased mountaineering blades are about 200 pts higher at common than the undermountain are at epic…. this may just be due to patches since, or is it a ps4 issue?

    • Lya
      September 9, 2019 at 9:50 am

      About the first question: Sigil Of Cleric is easy to obtain, while the Storyteller Journal is not (but it’s also a better alternative since it grants 34% AP and buff/debuff) because you need to farm Tales Of Old event for 2 or 3 times (I don’t remember right) which means you can farm it in 1 year and half (?).
      To be honest I didn’t understand your second question but Alabaster and Burnished set are easy to get and their bonuses are better (from my point of view). But, of course, if you have time, resources and a good group, Watcher set is even better. The most accessible are Alabaster and Burnished, and between these 2, I would prefer Burnished set instead of Alabaster, since its bonus is up almost 100% of the times (especially for a melee DPS) and it can be up for the entire boss fight, while Alabaster set bonus can be up only the first minute of boss fight.

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