[Mod 16] Charisma’s Warlock Compendium

by Charisma on April 22, 2019
Scourge Warlock
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[Mod 16] Charisma’s Warlock Compendium

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Last Updated: May 16th, 2019

Please remember everything in this guide is evolving.  I have done a lot of testing, but I make mistakes.  Unfortunately, I am only human~

Hello everyone!

My name is Charisma and I’ve been playing Neverwinter since the end of Mod 4.  I have played a Warlock for a long, long time and I’ve seen the game change a lot over the years.  Mod 16 is another huge change, including a level cap increase and a complete rework of how basic stats work.  Before we really get into the guide, I have to note almost everything in this guide is Temporary and evolving.  The info here is entirely from the test server, seeing as (when this was written) the launch of mod 16 is just on the horizon.  Comments and theories are extremely helpful in keeping the information here updated, and correct.  If there’s something I missed (and I know there will be!) please leave a comment!

IMPORTANT:  This is just a starting point.  I will tell you do’s and don’ts and tell you why, but if you don’t use the information or if you care to experiment with your own ideas please feel free to.  This is the setup that I’ve found to give the most effective output, but this is in no way the only build SW’s can run!

 

Please keep in mind my gear in this picture is not Best in Slot, and won’t be for some time.  I talk about gear and what you should be using in the ‘Gear’ tab.

If you have any questions about my build you can always message me in game, my username is [email protected] or you can leave a comment on this guide and I’ll reply ASAP.

If you would like to see walk-throughs and explanations of end game content from a warlock’s perspective, you can check out my YouTube channel by clicking here.

I livestream every Sunday at 1PM PST, you can watch by clicking here.

Okay, now that the introductions are out of the way, click the tabs above to get into the build!

Race:

Your race choice is very important in Neverwinter.  Every race can play any class, but some races do certain classes much better than others!

Significant changes have been made to races in Mod 16, and this shakes up the Tier list a little.

Dragonborn (Metallic Ancestry if you have it) are at the top because of their additional 3% power and critical strike.  This works really well for obvious reasons as a dps.  Also, you get to choose what ability score bonuses you want, which means no wasted bonuses!

Sun Elf The Extra AP isn’t great, in-fact with how slowly we generate AP in mod 16, it’s hard to notice.  The Ability Score Bonuses line up, which is awesome, so no wasted bonuses.

Tiefling are still okay.  The extra % damage buff when targets are below 50% synergies extremely well but the ability score bonuses don’t line up perfectly.  CHA isn’t useless, it contributes to recharge speed, but the amount you get from +2 CHA won’t be noticed.

Moon Elf is tied for last on the list, hard to tell if it’s better or worse than Tiefling.  Moon Elf is just a worse version of the Sun Elf for us.  The only real difference is the AP gain, as a Moon Elf you trade 1% AP gain for 1% Stamina Gain.  Honestly, when we are talking about bonuses this small, it doesn’t matter.  I would pick for aesthetics, unless you really care about that 1%.

Ability Score Bonuses should always be (if possible) DEX and INT.  INT is now your main attribute, contributing now to a +% magic damage bonus, and DEX increases Crit Severity.

All Ability Score points should be put into Intelligence and Dexterity.

Intelligence gives us bonus magic damage, and Dexterity increases our critical hit severity.

Stats:

Stats and adjusting said stats has never been as important as it is in Mod 16.  The entire system has had some major changes, and if you don’t have the right stats in the right places, your character will feel significantly under-powered.  Undermountain adds new stats (Crit Resist, Accuracy, Awareness), removes some (Lifesteal, Recovery), and implements a system of “Opposing Roles”. The idea is just like we have Critical Strike, enemies have a new stat, Critical Avoidance, and our chance to crit is calculated like so:

((Your Crit) – (Their Crit Avoidance)) / 1000 = Your Critical Hit %

Enemies have a base stat value of 10,000 Defense, Deflection, Critical Strike, Critical Resist, and Combat Advantage, and a base 60,000 Accuracy,  Armor Penetration, and Awareness.  These numbers are super important when thinking about our stat caps because in order to be maxed out in a stat we must factor in enemies rolls.

Critical Strike caps at 55k (50%)

Armor Pen caps at 60k

Accuracy caps at 60k

Combat Advantage caps at 100k (100%)

Power has no cap.

Stat priority or what you should cap first is as follows:

Armor Pen > Accuracy > Crit Chance > Power > Combat Advantage

Accuracy is the most noticeable if you’re below cap, and that’s why it’s first on the list.  If an enemy deflects an attack it will negate a massive amount of damage.  You want to minimize the chances of that happening ASAP.  Armor Pen does the same thing, only to Defense.  Minimizing the damage reduction from your foe’s 60k defense is super important.

An amazing resource for balancing your stats in the new mod is Rainer’s Mod 16 Pocket Wiki, and it can be found here.

Enchantments:

Enchantments should be used to push you to the stat caps listed above.  The best Warlocks use a combination of multiple types of Enchantments to minimize wasted states and maximize stats at cap.  This means that there’s no cookie cutter setup for you to run.  Enchantments and your stats are customized to fit each characters unique stats.  With that said there are a few things to note about enchantments.

Be sure to use Three Stat Enchantments like the Draconic Enchantment, or the Black Ice Enchantment when you can.  Three Stat Enchantments give you more stats total.  As you stack multiple Three Stats on top of each other the difference becomes really noticeable.

Companions:

Companions have gone through some of the largest changes this mod. They now work similarly to mounts in that you are able to mix and match powers and skills from collected companions.  Companions can now equip any type of gear, so long as that gear is tagged as companion equipment.  Meaning, for example, you could equip 3 Sword Knots to a Chultan Tiger, so long as they are companion gear.  Companion Gear must be enchanted with Runestones, no more using regular Enchantments to ‘roid out your companion.  They also adjusted how Bonding Runestones work, they now work like the old Eldritch Runestones.  This means that Augments are back!  Augments are now the best way to gain the most raw stats, since you can double dip from the Augment bonus and Bonding Runestones.  HOWEVER, this does NOT necessarily mean Augments are the new BiS.  A lot about what makes companions good in mod 16 will come down to what the companion actually does, rather than it’s active bonus or stats.

With that said, I don’t know what will be BiS, I haven’t had a chance to test it yet.  There are some obvious choices when it comes to contenders for those slots though, and I’ll list them below.  Keep in mind that the most important thing in Mod 16 will be maximizing your stats, while minimizing wasted stats.  This means that you may see a companion here that would be useless for your character, but amazing for someone who needs more of a specific stat.

Deepcrow Hatchling – +8,000 Power
Ghost – +4,000 Power, + 2,000 Critical Strike
Assassin Drake – +4,000 Armor Penetration, +2,000 Accuracy 
Cambian Magus – +4% Critical Hit Severity, +2,000 Accuracy
Red Slaad – +2,000 Armor Penetration, +4,000 Accuracy
Cantankerous Mage +2,000 Defense, +4,000 Accuracy
Fawn of Shiallia – +2,000 Power, +4,000 Critical Strike
Flame Sprite – +2,000 Critical Strike, +4,000 Accuracy
Razorwood – +4% Critical Severity, +2,000 Accuracy

Another thing to keep in mind, there are 5 different companion types, Fighters, Creatures, Invokers, Mystical, and Beasts.  Your summoned companion is granted a bonus to attack power based on how many companions you have of a specific type, and their rarity, with a cap at 15%.

Uncommon: +1.5%

Rare: +2%

Epic: +2.5%

Legendary: +3%

This is why there is potential in using a companion other than an Augment for the raw stats.  There may be a way to power up your summoned companion so that their attacks do enough damage to balance, or exceed the difference that using an augment makes, however I haven’t done enough math or testing to find out yet.

Companion Equipment:

For the most part, what was desirable last mod is still desirable now.  Adorable Bites, Loyal Avenger, and Fierce gear are all still great, there’s just no need to specifically look for rings, talismans, or necklaces anymore.  Companion gear is still Companion gear, and can be used on any Companion regardless of slots.

As far as Runestones to enchant said gear goes, remember that it’s all completely reliant on stats that you need to hit your caps.  Some stronger and (I predict) more generally used Runestones are the Empowered and the Recondite Runestones.

Hellbringer

Feats:

Feats have been hugely simplified, in an effort to cut out all the decisions that were mostly pointless.  Cryptic has tried to make each feat impactful, and for the most part they succeeded, some are just slightly better than others.

Currently, I am running:

Double Scorch, Parting Blasphemy, Risky Investment, Executioner’s Gift, and Soul Spark Recovery.

From my testing, Most of these choices can be argued either way.  Most of the new feat choices are strong, and there really isn’t a way you could go wrong here.  I’m aware that I haven’t done enough testing on the test server to know 100% for sure what is, and isn’t best to be using however I’m confident that these choices will get you to 80 no problem, and serve you pretty well afterwards.  I will update the guide if needed when more testing is done.

With all that said, let me tell you a short bit about my choices:

Double Scorch: With the removal of recovery and the nerfs to Artifacts, we don’t cast anywhere near as many dailies as we used to.  Because of this, and how easy it is to generate Soul Sparks just by using Hellish Rebuke, Increasing Soul Scorch’s damage is more effective.

Parting Blasphemy : Paired with Curse bite this feat is really strong.  If you aren’t using Curse Bite, take Warlock’s Curse.

Risky Investment:  Very strong in Boss Fights since we can stack it easily with Hadar’s Grasp.  Keep in mind though that this feat is pretty useless in AoE situations since with the rotation I am currently running there is no way to actually stack it.

Executioner’s Gift: Executioner’s Gift vs Creeping Death is a hard decision.  With the way dungeons are running now, I believe we will get more benefit from the extra damage below 50%, rather than a flat 10%.  However, I could be wrong here.  I’ve yet to test much in the new dungeon, so I’m sure things will change and be tweaked after I get a chance to run it a couple more times.

Soul Spark Recovery: Previously I listed Wrathful Souls as the best option here because in my testing I neglected the fact that we gain soul sparks from critical hits.  I am only human!

Abilities:

This is the part of the guide where I once again tell you to keep in mind that this guide isn’t 100% complete.  I have done a lot of testing here, and there have been a lot of changes, but like everyone else I am human. I suggest that you take my findings into account, and test things yourself.  With that out of the way, I recommend using 2 different rotations while leveling/dungeon-ing, depending on the amount of enemies you are fighting.

AoE/Generally:

For Encounters I suggest using Fiery Bolt, Curse Bite, and Hellfire Ring.

To start, Catch as much as you can inside Hellfire Ring to apply Lesser Curse.  Curse Bite, then cast Fiery Bolt and Curse Bite again.  Remember to always use Soul Scorch (tab) when you have 18 Soul Sparks (3 green orbs).  Anything that doesn’t die to our initial rotation will burn from SS while you spam Hellish Rebuke.

For Class Features I recommend using Dust to Dust and No Pity No Mercy.

Dust to Dust is really strong now, and seeing as we don’t need All Consuming Curse to Curse everything anymore (simply use any ability without a curse consuming effect), we are free to use it!

Encounter powers are easy.  Hellish Rebuke is a must with either Dark Spiral Aura or Eldritch Blast (purely preference).

Hellish Rebuke should be your main damage dealer.  I like using Dark Spiral Aura since it’s a very passive skill with a quick animation that I can cast whenever it’s fully stacked for some extra damage, but Eldritch Blast is an okay alternative.

Dailies are important, even if we can’t cast them as often as we used to.  I recommend using Accursed Souls and Tyrannical Curse.

If you are fighting a small group, or if there aren’t any elites in the group you’re fighting, Accursed Souls is very good.  It will do a nice chunk of damage and drop Lesser Curse on everything.  If there’s an elite in the party, drop Tyrannical Curse on it and focus the hell out of it.  All the little enemies nearby will melt.

Single Target/Boss Fights:

The Idea here is to keep Soul Investiture stacked at the maximum 5 stacks as much as possible.  This will net us an additional 25% encounter damage for as long as we can keep these stacks going.  Your rotation here should be as follows, to ensure you’re stacking efficiently:  Hellfire Ring for Lesser Curse and the Dot, Hadar’s Grasp (be sure you have Lesser Curse before using HG, if your target for some reason doesn’t have Lesser Curse, wait to use HG until the end), Killing Flames (this will also add Lesser Curse).  Remember to use Soul Scorch when you have 18 stacks for a 3 second Cooldown Reduction, and repeat.

I would also swap from Accursed Souls to Brood of Hadar, although I believe the bats are bugged and de-spawn too fast right now.

Soulweaver

Soulweaver is our new healing paragon and as far as healers go, I believe we are the weakest.  That doesn’t mean we are bad, but it does mean Warlock players will have to try significantly harder to heal everyone then a Cleric, or a Paladin.

Ability Scores:

For Healing we must change our ability score bonuses.  Wisdom gives a bonus to outgoing healing and that’s a must.  Charisma increases cooldown reduction and companion influence.  Constitution gives Maximum Health and AP Gain.  These are both good choices.  Personally, if you have under 240k Maximum HP (which should be most of us) I would recommend using Constitution for the additional Health.  Constitution will help you survive large AoE attacks in LoTMM and other various dungeons.

Feats:

Lots of Soulweaver Feats come down to preference.  I recommend using this feat setup, but you can feel free to make adjustments as you see fit.

Essence of Power, Transfusion Tactics, Lingering Sustain, From the Brink, Spark Energy

Here’s the part where I tell you a little bit about each choice and why I picked them. Feats that are this color are feats that are essentially down to personal preference.

Essence of Power: I prefer using Essence of Power over Essence of Time since I find that I waste a LOT of time holding Tab to generate Soul Sparks.  This does however, lock you into making sure that you get enough healing out of the 15 Soul Sparks since it’s cooldown is pretty long and not effected by cooldown reduction.

Transfusion Tactics: Obvious choice here, since Dark Revelry is fairly useless.

Lingering SustainAnother Obvious choice here.  Additional healing.  The other choice here seems powerful, but very risky since we use a lot of skills that also cost health.

From the Brink: This is what I believe to be the better choice, however if you are not using Essence of Power, you might find some use from Thief of Life.

Spark Energy: If you are for some reason using Curse Bite, you can set up a really fun build with Consuming Action HOWEVER, fun doesn’t mean good.  Unfortunately from what I’ve seen Consuming Action doesn’t give enough AP to really make a difference, even when you are using it as effectively as possible and neglecting healing all together.  Because of that, Spark Energy is the better choice, giving us a sizable increase in AP generation.

Abilities:

   

For Encounters I recommend using Pillar of Power and Shatter Spark at all times.  These two are your bread and butter as a Soul Weaver.  Pillar of Power increases both your outgoing healing and allies’ outgoing damage.  Shatter Spark is a very large team-wide heal with little to no cool down and a short animation.  Warlock’s Bargain is another team-wide heal, although the heal itself isn’t worth the HP 20% HP it costs you to use it.  However it also cleanses debuffs, which is very important.  Harrowstorm is a relatively weak heal, but you can stack it on top of each-other and it also does damage to enemies.  You’ll want to swap between Harrowstorm and Warlock’s Bargain depending on the situation.

For Class Feats I recommend using Warding Curse and All Consuming curse.  These paired together make it easy to apply lesser curse to targets and Lower their damage output by 5% (which is 5% less damage you have to heal :D)

For at wills I recommend using Essence Defiler and Dark Spiral Aura.  Dark Spiral will generate Soul Sparks, which makes it very useful!

**You can replace Dark Spiral Aura with Soul Reconstruction if you’d like. Soul Reconstruction is a very weak heal however, and it gets canceled often, so keep that in mind.**

For dailies, Tyrannical Curse and Soul Pact are the obvious choices.  Soul Pact is a large heal and a large damage resistance buff, but at the cost of 2% of your maximum HP a second.  That’s not a lot of damage in reality, and it’s very easy to heal this damage without even trying.  Tyrannical Curse is Tyrannical Curse.  The extra damage is nice, but I almost always use Soul Pact instead.

Important!

Min/Max-ing stats is something that each player will have to do for themselves, since every individual’s stats vary on a case by case basis, and should always be kept in mind when picking gear.  As long as you keep these general guide-lines in mind, you shouldn’t have any trouble.  Newer players shouldn’t worry too much about their stats until they have most if not all of the gear recommended in this guide.  Artifacts and artifact weapons included.

Artifacts:

In Mod 16 Cryptic has introduced some new artifacts which are drastically stronger than the older ones.  This means that we are practically forced to use them.  Unfortunately, since most if not all of this gear is brand new, I can’t find the kind of images I want, so screengrabs from in-game will have to do for now.

For Artifacts I recommend using:

With the Wyvern-Venom Coated Knives as your Active Artifact.  At Mythic this Artifact gives a whopping 12% extra Damage to anything, and that alone makes it BiS.

I am still using the Orcus Set for Artifact Equipment, since the extra damage this set provides is still good.  I would argue that the Music Box set is however best in slot.

Gear:

Lair of the Mad Mage has been released and the gear that drops from it are pretty lack luster.  As far as what’s best in slot, You’ll want to have two items with Sniper’s Perk.  This is because Sniper’s Perk only stacks only stacks two times.  The best way I’ve found to stack this is by having two of the Ebonized Raid Rings, which drop from Master Expeditions.  This way, we can safely get rid of Hags Rags.

Murme’s Soup Bowl/Broken Cap of the Omnipotent  is still best in slot for Helm.

Robes of the Last Profit are best in slot for Chest.

Terrored Grips are still best in slot for Arms.

Root Stompers look like they have potential to be best in slot but I haven’t tested them.  Until then Gurtunk’s Booties and Hard Rock Kickers are both good.

For weapons, the Alabaster weapon set is best for clearing trash, but the Burnished set is better for Boss Fights and Single target.  Burnished should outperform significantly on boss fights and boss fights are a significant portion of Lair of the Mad Mage, and most other dungeons too, so I would recommend Burnished.

I am currently testing Armor Enchantments, I haven’t picked a favorite.  Soulforged seems to be bugged and Negation isn’t impactful enough.  I will update this when I pick a favorite.

Vorpal is currently the best Weapon enchantment.

Thank you for reading!

Thanks to everyone for the constructive feedback and ideas.  Without all the helpful and creative input from members in the community this guide wouldn’t be anywhere near as complete.  Special thanks to:
[email protected]#8859 – for helping me test all my stupid ideas
[email protected]#7236 – for their help with the Single Target loadout
[email protected] – for their help with brainstorming ideas and new things to test
Enyo@Yopuko – for their help with resources, and for being a friend 🙂
[email protected]#8575 – for their amazing Mod 16 Wiki, which can be found here.

If this guide helped you, please rate it at the top of the page, it really helps me out 🙂

If you’re looking for more information, check out my YouTube channel by clicking here.

Thanks Again!

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  • Jon Reese
    April 23, 2019 at 5:15 pm

    Not gonna lie, waiting a few days in hopes you will save me from myself. I’m afraid I’m going to pour a lot of resources into the wrong area, and they’ll have to get a dart gun whenever I go on the forums to rant. Thank you for putting in the time on these guides, Charisma.

  • ashley
    April 23, 2019 at 11:31 pm

    i am so glad to see this even if it is still being worked on. i’m new to SWs on pc and have completely messed mine up! thank you so much!

  • OldNewbie
    April 24, 2019 at 6:17 am

    Is it a bug, but I guess you need only one set of gear and runestones. I put most of what you suggested on my C. Tiger and when I switched to “gear” another companion, but the companion gear and runstones were still there from the dismissed one.

    • April 25, 2019 at 1:51 am

      Not a bug, I believe companion gear is shared between companions, when you swap summoned the gear and runestones, (as far as I know) should stay equipped and transfer to the new summoned one.

  • Gwen
    April 24, 2019 at 11:56 am

    Hello!

    Thank you for you guide!

    I have one question tho. Why accuracy is so important? AFAIK, deflect chance caps at 50% and when you deflect, you deflect half of the damage.

    Meaning, if you have 0 accuracy and your opponents have (at least) 25000 deflect stat, they get 50% chance to deflect 50% of your damage. That is, if you hit them 1000 times dealing 1000 damage points each time, on average they get 750.000 damage points instead of 1.000.000. That’s only a 25% mitigation.

    If you compare with armor penetration, defence caps at 80%. If you have 0 penetration and your opponents have 40000 defense, they mitigate 80% of the damage. In the example above, they’d receive only 150.000 damage point.

    Now, you have a choice of bonus: either +4000 accuracy or +4000 armor penetration.
    With +4000 accuracy, you reduce their deflect change from 50% to 42%. They receive 158.000 damage points (+5,3%).
    With +4000 armor pen., you reduce their defense mitigation from 80% to 72%. They receive 210.000 dp (+40%). This is the best case scenario for ap, but hardly a realistic one (nobody in MOD 16 can have 0 armor penetration). The worst case scenario: ff you already have 36000 armor penetration, and add +4000, you reduce their mitigation from 8% to 0%, from 690k dp to 750k dp (+8.7%).

    So, if my math is correct, +4000 armor pen grants you from 40% to 8.7% damage increase, while accuracy only 5.3%.

    • OldNewbie
      April 25, 2019 at 1:27 am

      https://youtu.be/mWGoalUblB8

      I am not sure if you have seen this. She does a good job explaining it.

    • April 25, 2019 at 1:50 am

      I believe you are correct and I mis-typed the stat priority. You are correct, armor pen is the most important stat. (in order to get this info up in time I had to write most of this at around 4am, so some mistakes have been made :P) I will retype it in the stats section.

  • Quietwaters
    April 24, 2019 at 4:20 pm

    Thanks, Charisma! Having your guide to start Mod 16, even in progress, was a wonderful help in rebuilding my main. Thank you for the wonderful breakdown on the stats. I’m doing good damage while others in my Alliance are floundering. I’ve linked your guide telling ALL DPS toons to come read it!

    Gwen, I think you might be correct with the math. What I noticed in moving my toon from Mod 15 is that I already had too much armor pen and crit for Mod 16, as I was close to hitting those old 100% marks. I was scrambling last night to get gear from my inventory to get my accuracy up. So I appreciate Charisma’s emphasis for those of us transitioning over from Mod 15. I was a 12.5k ilvl in mod15, so I had decent gear, but not BiS all around. I came really close to hitting the stat numbers given with gear I had in my inventory, but the accuracy is the new kid on the block that I think most of us will need help with to start.

  • Onishiro
    April 25, 2019 at 11:37 pm

    Just my .02 for Soulweaver path (my pref) Stats for me where All Con, Cha… load up on HP for those sacrificing powers to heal others… and recharge rate for encounter abilities… As for the feats options… (Note: I started leveling a fresh lock to 50 prior to mod16 so I’m getting first hand experience towards these choices.)

    Essence of Power – Hands down the better option here… converts our tab ability into a 4th encounter power (basically)
    -or-
    Essence of Time – The inability to move while channeling as well as not using any other abilities makes me not favor this option.

    Dark Revelry – 2500 is a drop in the bucket and would really only show a result if you are close to cap but not quite…
    -or-
    Transfusion Tactics – Moar Healing! Lets face it, your picked this role for this exact reason…

    Life Bind – Unless your built to be a “healtank” sinking stats into defense, reflect, and HP You will easily get wiped when the group potentially derps up and doesn’t dodge easy to dodge attacks…
    -or-
    Lingering Sustain – Moar Healing! Lets face it, your picked this role for this exact reason… sounds like a broken record.

    Thief of Life – I’ll be honest, I’m really torn as to which of these two are better…
    -or-
    From the Brink – I’ll be honest, I’m really torn as to which of these two are better…

    And the level 80 feats:
    Spark Energy – Moar AP… Moar Dailies… Moar Powah! (sorry just felt a bit silly)
    -or-
    Consuming Action – Unless you take the passive that allows At-Will’s to apply lesser curse, this is not as good as the above.

  • OldNewbie
    April 26, 2019 at 7:15 am

    Charisma first likes to say thanks for all this. My question is the comments about “They also adjusted how Bonding Runestones work, they now work like the old Eldritch Runestones. This means that Augments are back! ”

    I have no clue what this means. It doesn’t feel new player friendly if you know what I mean. Only you Endgame Geared guys know this stuff.

    • April 27, 2019 at 5:26 pm

      Bonding runestones now give a flat percentage of stats from your companion at all times. This is different from the old way seeing as your companion no longer needs to attack for you to get their stats. This means we can use Augment companions and get the Augmentation bonus (a percentage of companion stats as a buff) on TOP of Bonding runestones.

  • Jinx
    April 27, 2019 at 1:20 am

    I play on console (x1) and am trying to grasp why the removal of PoP. The dmg buff alone should be worth it for AoE.

  • Contractions of Fate
    April 27, 2019 at 8:37 pm

    Excellent, thank you SO much for making this guide!

  • gkd
    April 28, 2019 at 4:08 am

    Great work!
    I look forward to your advice regarding mod 16.
    Thank you in advance!
    – Tirna Nog

  • BeWarned
    April 29, 2019 at 4:13 am

    Is it worth picking a race with Wisdom? Seems like you cant really get wisdom to high without the re-roll stats.

    I have a 46 tiefling, but if wanted to give healing a try, but i think his Wisdom might be a tad to low?

    • April 30, 2019 at 2:03 am

      from my experience I can heal well enough to keep everyone alive without the extra 2 wisdom. Keep in mind, 2 wisdom is less than 1% extra outgoing healing.

  • F3N14
    April 30, 2019 at 9:59 am

    I was just wondering where you can get those 3 new artifacts you recommend using. Btw thank you for this guide, really helping me out this mod.

    • May 9, 2019 at 1:13 am

      You can get the Music Box and the Staff of Flowers from the merchant under the stairs after completing Master Expeditions as long as you use a Rune. Keep in mind it’s a random chance and at the moment the artifacts are pretty rare.

  • nok
    May 7, 2019 at 4:09 pm

    m8 tnx for sharing ur builds with us with awesome descriptions. i mostly show ur builds who are asking me about SW .. but i m not so sure about vorpal is bis for SW dps.. with hellfire expertise paragon.. %25 more damage for fire and nacrotic.. can u pls try plaque fire or another enchant with nacrotic or fire damage base?? waiting for ur opinions about them.. its really valuable for me..
    regards m8.. ign: [email protected]

  • deathmachine
    May 15, 2019 at 10:57 am

    thx for ur hard work ur build saved me … just wondering why wont u use trobiand’s ring artifact since it gave 3k power (ps:- don’t mind my English)

    • May 16, 2019 at 11:49 pm

      3k power is nice, but the other stats aren’t important to warlocks. If you are capped in Crit and armor pen, use the Ring, otherwise Fragmented Key of Stars gives you ~ the same amount of damage stats (1k power 1k armor pen, 1k crit = 3k -vs- 3k power = 3k). It just depends on if you need the extra crit/pen.

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