Parwen Valerian, Cleric Mod 16

by Josh on April 30, 2019
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Parwen Valerian, Cleric Mod 16

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Hi my name is Josh and this is my Cleric Parwen Valerian.

my ingame tag is @iamsmokingone#2455, and you can also reach me at [email protected]

my name on the Arc Neverwinter Forums is @pariswinters#7118 because my account name is banned there…..both are banned now <3

and I just recently made a twitch channel for her too https://www.twitch.tv/iamsmokingone but I am probably just going to use it to do videos for dungeon how-to or something (so far all i have is a Castle Never video there)

This is a General Guide to Module 16 and many of the class independant changes which were made to this game, with a bit of in-depth information about the Cleric class and some of the play styles I’ve found effective as well as many of my own opinions on the class and powers with some explanation’s and also a few highlights on thing’s which do not work as advertised that I’ve personally documented.

Parwen’s build isn’t intended to be the best Healer as Devout, nor is her Arbiter intended to be the best Dps, what her builds are intended to do is be above average in all aspects (Healing,Tanking,Dps), but not the best in any.

—-> Well module 16 has been here about a Month now, I’d been reluctant to redo this guide for this module a bit because so much went into my last guide and the entire foundation it was built on has been removed from the game…but anyway here it is.

Mod 16:

Assuming you are at least level 70,

There’s a letter on the table behind Sgt. Knox, read it.

Go to the Moonstone Mask and meet Neverember, collect junk items.

Go through portal and fight your way to Undermountain.

So you got to Undermountain, now what?

What you wanna do is talk to Durnan at the bar, do his quest, then talk to Threestrings and afterwards hit ] and go to the undermountain campaign window, then progress, then you can talk to Threestrings again and get more quests, continue in this pattern and eventually you will begin your first “Master Expedition”, the goal here is to find all the magic relics. there’s 3 in each level and there’s 3 levels to each ME. you get a token type ring for all the ones except the Expedition to Terminus, which gives the Pearl Ring of the Companion, a 1 time easily missed item, so find all 6 for Terminus definitely!

At one of the last quests “Waning Darkness” you get the Choke Chain of the Companion.

Finally there is a quest  to go to the 3rd floor of Yawning Portal and you get some level 80 uncommon quality weapons (better then level 70 legendary) and also the final companion item, the Plated Belt of the Companion.

At the end there is a token Master Expedition you get to do, then you talk to the runemaster, and she gives you a quest to restore some artifact, you have to go out into Undermountain zones and do the Heroic Encounter things with the big bubble around them and you will eventually get a unrestored relic artifact, also they drop in master expeditions. then you need to farm the Heroic Encounter for the “resonance”, eventually getting enough to restore the thing. After restoring the artifact you give it to the runemaster and she gives you a rune to place at the altar at the start of the ME and also a quest.After doing an ME with a rune (you can just group with anyone lfm in the zone or lfg channels) you open the chest and get some runic etching thing (the first time its always a red one, after that its always random, and you only get 1 no matter how many runes you use) you give to the runemaster and she gives you a “enhanced resonator” which just lets you farm Heroic Encounters in Undermountain for resonance (it takes 10 per rune type to make runes) and also allows you to collect whatever bonus effect the rune bestows during the ME. you then use the etchings to trade to Zok, the goblin under the stairs, for boxes, which if you are lucky will contain some IL 1000 gear or even better, a staff of flowers you can sell for 2 mil AD+, also the apprentice spoils and enchanted thumb sets can drop from Zok’s boxes.

Keep doing your 3x ME’s a day until you get all the gear you want from them, then you never have to do them again!

You have a chance to get your main or offhand Alabaster during any ME where you find all 9 runes. The odds are low, but I’ve gotten the set on all 5 alts I’ve done the Campaign on so they aren’t too awful 😉

*** There is also something called the Watcher Set which is included with this module, its a Best in Slot set of Weapons for every class, basically you have to at least enter lomm once and make it to the first boss (that’s all Parwen ever did) and then whenever you use 3 runes there’s a good chance you will get an “essence” in addition to your normal etchings from the chest at the end, which you can use on a future 3 rune expedition, IF after one of the boss or “clear the area” phases a big “ethereal wraith” spawns…its basically an oversized shadow puppet, hard to miss, hard to get RNG to spawn….so anyway this wraith has a dialogue where you can use the “essences” to spawn a boss of your choice and try your luck. the bosses are all extremely hard and will one shot anyone except a tank thats blocking with all of their attacks……also the chance of a watcher piece dropping is low, it goes to 1 random party member and its a random offhand or mainhand for a random class…..complete waste of time in my opinion. ***

Lair of the Mad Mage:

This is the new endgame dungeon, has a 20,000 Item Level requirement, and it’s honestly pretty easy.

Devout:

Going to the first boss is pretty straightforward, you won’t need to do much healing, hell I soloed to the first boss the day the dungeon went live, as Devout. For the first Boss Arcturia, you kinda wanna try to stay near the green corner (all of them are colored and im pretty sure green and yellow are the easiest, I know green is, tank and healer always go green together while the dps do 1 corner each) and help tank kill their mimics when they come, use Bastion, and Intercession, but save intercession and at least 1 bastion for cocoon, if you are more confident in your healing or more geared and high power/outgoing healing type build then you can drop Intercession as Bastion will be more then enough. What I do is just go right to the cocooned person and spam the heals. when it blows the cocooned person and anyone else near takes a chunk of dmg so you need to heal that too. every now and then I hit Arcturia with Daunting Light to add Bronzewood effect, mimics too. after this make your way to boss #2. It’s a giant worm thing. has 3 phases. 1 where you just fight it and maybe heal if people are getting rekt or something. phase 2 where there is a giant suckhole in the middle of the room (don’t fall in!) and you gotta kill boulders while also trying not to get killed by constructs. and phase 3 where you have to group up and spam heals….like constantly. i use Healing word and Bastion here and try to get guardian of life going also, Guardian of Life is almost crucial here, or if you prefer use Hallowed Ground, the problem is you are constantly being hit by falling rocks and knocked prone so either dodge them and spam bastion about 20 times or use a daily. Make your way to boss #3. Trobriand is the final boss and is a giant metal dude thing, anyway you just dps him until he is at like 25% HP or so and he does this pillar phase where you gotta kill the 4 pillars, I hit them 1 at a time with Daunting Light then use Sacred Flame, following the team… It’s helpful to have your daily up at this point because as soon as the final pillar is destroyed Trobriand does a huge AOE damage to the team. after quite a few runs I ended up low on AP because of very high dps, so quickly I slotted Astral Shield, and you know what, it seemed to work better then Hallowed Ground! I used Hallowed Ground my first run at the suggestion of my friend who invited me  and then also had sucess with Angel of Life as well as with Anointed Army, but after seeing how well Astral Shield does I 100% recommend the Devout to swap powers during pillars and just use AS. After beating the metal mage you can go back to the campfire and there will be a “secret room” to the north of it. you climb on the golem parts over in the right hand corner and make your way to the documents and you get a bonus Title.

 

Arbiter: dps, try not to die too!

(personally have never ran arbiter for Lomm as my friends love my healer so much, but many lower IL clerics have been in my groups and done perfectly fine!)

ok so i have done it a few times now!

 

(PVE)

 

Arbiter

 

Powers:

 

Class Features she uses are Divine Equilibrium (Increases your Outgoing Damage by up to 15% the closer it is to half full. You get the most out of it Between 75% and 25% Divinity. You can take advantage of this, and should! 2nd one is Doomsayer (increase your damage by 10% for 10 seconds when you use an encounter that applies a negative effect to an enemy) –> *Break the Spirit, Prophecy of Doom, or Geas”

 

Feats:

1st Feat is Piercing Javelin: Your at-wills have a 10% chance to GUARANTEE your next Searing Javelin will Critically Strike!

2nd Feat is Focused Light: When you use Forgemaster’s Flame it makes your next Daunting light become a single target hit that hits Instantly and has a magnitude of 450 instead of 280, it also increases the Bonus you get from Having Radiant pips to 100 instead of  40.

3rd Feat is Sudden Verdict: Your encounters have a 25% chance to fill your pip gauge.

4th Feat is Burning Patch: Flamestrike Ignites the target area for 18’s dealing 450 magnitude damage over time.( i dont use flamestrike or celestial prominence ever)

5th Feat is Perfect Balance: you alternate between radiant and fire encounter and when you reach 4 stacks of each without breaking the pattern you are granted 100% divinity, has no cooldown.

 

Rotation:

 

Q = Forgemasters Flame for Single Target, or Searing Javelin for AOE.

E = Break the Spirit.

R = Daunting Light

1 = Guardian of Fatih

2 = Hallowed Ground

At-will 1 = Scattering Light/Conflagrate

At-will 2 = Lance of Faith

 

For most Trash fights she uses Searing Javelin and Daunting Light almost exclusively, use your own judgement for what at will to use when, trash fights are usually short enough where you won’t get to use many of the Feats or mechanics of the class. When fighting trash its good to use lance of faith or scattering light to build fire pips to empower Searing Javelin, for Bosses Conflagrate helps to build divinity because it gives 3 pips you can channel.

For bosses she uses Forgemasters Flame Instead of Searing Javelin, also in places more single target intense I will quickly change these powers around, then back to AOE if need be,

When you run out of Divinity, and you will….Use at-wills to build pips then hold tab to turn them into divinity….Rinse and Repeat. then go back to what you were doing as you should never be far from a perfect balance.

One little trick I like to do is hit FF, then hit tab, hit DL, then hit tab, hit BTS, then hit tab, hit FF then hit tab….. and it makes the perfect balance seamless if even 1 time a sudden verdict procs. you never run out of divinity and can cast encounters left and right.

Hard times calls for Hallowed Ground.

One rotation I have found effective for bosses is to get daily ready then wait until I need 1 more radiant shift for perfect balance then charge up my radiant pips with Conflagrate, use soul sight crystal or decanter or atropal essence, then cast break the spirit and start alternating forgemasters flame and daunting light, and after the 2nd daunting light I use Hammer of Fate.

 

Devout

 

Powers:

 

 

Class Features she uses are Expanded Faith (+150 maximum divinity) and Desperate Prayers, (Your Healing is increased up to 20% the closer your Divinity gets to 0.)

Feats:

1st feat is repeated Blessings, because I could see it coming in useful…..maybe. But Soothe isn’t ever enough of a heal for me to use it, so I dropped that Empowered Soothe feat I  had specced.

2nd feat i went with Battle Prayer, why? Because in combat i can’t channel long enough to proc Rhythm of the Heavens because Cleric has no Control Immunity anymore besides Dodge and every trash mob has a CC effect added to at least 1 of their Attacks… so it’s the one I use. I thought rhythm of the heavens didn’t work but its does, i have no use for it though. Blocky@blockynutz explained it to me. basically it makes a halo around u that draws in as you channel and when its about diminished you see a bolt of light shoot down, and you have to release tab as the light is hitting you to get the effect to proc, it takes about 3-4 seconds.

3rd feat i went with Blessed Armaments, because Exalt is now part of my rotation ( I refused to use it in prior Modules because Parwen was not and never will be the average cleric.)  and the 20 magnitude damage effect adds to my AOE build…..which is what this build primarily is, an AOE damage cleric build, with some healing! I tried the 10% damage feat for awhile, but as it relies on full divinity and I more often then not burn it to 0, i don’t get much use from it.

4th feat Persistent Guardian, Guardian of the Faith is my main single target heavy hitter, of course i want it to add a persistent healbot for 25 seconds, no brainer!

5th feat i went with Angel of Life, it does come in useful when i’m all out of Divinity and the team is getting slaughtered by a boss or something, the other feat relies on channeling Divinity for 4 seconds to increase your healing by 5%…I’ve tried it too and it’s good also. (a friend discovered that angel of life won’t work with the class feature swift prayers)  I hate having to heal, unless it Crits! and it’s only like 1 bastion I have to use, so this feat……when it  does ever get to 30 stacks helps a lot with that.

 

Rotation:

Q = Exalt,and occasionally Geas.

E = Bastion Of Health/Sunburst/Divine Glow or where cleanse is needed i slot cleanse here (cleanse can remove runic corruption in Master Expeditions, quite handy there)  For solo play I slot Geas here at times.

R = Daunting Light

1 = Flamestrike/Angel of Life

2 = Guardian of Faith

At-will 1 = Scattering Light

At-will 2 = Blessing of Light

 

 

Combat:

When combat begins i Exalt then start firing away with Scattering Light,while using Daunting Light as carefully as possible…. and dodging  around constantly, continually firing Scattering Light. If the team needs me to heal i slot Bastion and will reasonably dish out heals as needed, trying to empower my bastions with Blessing of Light and also Exalt when i can, if there are negative effects being applied then i will use cleanse. For solo play she has no use for healing encounters. If a big group of mobs come together then you know its time to bust that Lantern of Revelation and drop Flamestrike! for bosses its cool to slot Soul Sight crystal…remember to exalt before using it and make SURE your daily is up so you can get that Guardian buffed! Wheel of the Elements can be fun too, I like to just give a random party member Fire and then take Earth and Jump into combat. For single targets you can swap scattering light for Sacred Flame as it got a small dps boost recently, but Scattering Light is still best for AOE because its the only at will we have thats an AOE.

If I know a phase is coming in a dungeon where the team will take a lot of damage I slot Angel of Life and use it as soon as the damage is dealt. works every time!

** I’ll leave this next thing here **

/bind F8 gensendmessage Stuck_Defeatme activate

For bosses or tough Encounters, what I try to do is channel for just long enough to get enough Divinity to cast bastion, move away from red AOE, and repeat this process until the boss or w/e is dead, at this point I do not use Daunting Light, all I can do is try to get enough divinity to keep my buddies from dying and hope the fight doesn’t wear on too much longer. Thankfully this situation rarely happens with a decent group anywhere.

Whenever you get an opportunity to channel and you are not in combat and your divinity is less than 90%, try to take advantage of it, while moving forward i jump then tap tab, it avoids rooting and allows you to keep moving but build increased divinity, your divinity is your main source of damage and healing so its a good idea even in combat to channel it for 1 or 2 sec after casting daunting light, just a little tap even will give you a bit of divinity because of Battle Prayer.

,

 

***One thing of Special Interest I want to note, Sun Burst is very useful for stopping the life draining shadows in Tong and as well as the Shard of Night Instance in River District, but it doesn’t seem to work in lomm (Paladins Burning Light has the same effect)***

 

Ability Scores:

DEX and CHA or all the way, the rest are pretty useless in my personal opinion and even after speccing the extra 6 points in INT for my Arbiter Loadout, I’ve went back to CHR because that 1.5% extra damage….I don’t see it. (its .25% dmg per point for INT)

DEX is movement speed and crit severity

CHA is companion influence and recovery speed (companion influence increases all the stats you recieve from Bonding Runestones. Recovery Speed is ineffectual this module, not to mention Clerics have like 0 powers with Cooldowns. All our Powers cost Divinity <3 )

INT is Control Strength and Magical Damage

(on a side note: from using Advanced Combat Tracker, I discovered that all my damage is registered as PHYSICAL, so you would think STR would be the way to go…..but 6 extra points in STR is only a 3% physical dmg boost,I feel other choices are better, but do as you will! also I am not min/maxing with Parwen, I just wanted a great all around build.)

 

Boons:

 

I went for all Power and HP  and then Movement Speed, Companion Influence (this is good, raises all the stats you get from Bonding Runestones equipped onto your Active Companion.), Combat Advantage and also Armor Penetration. for Tier 5 Critical Severity and Action Point Gain. 2 points in Control Resist.

 

**Because of a Bug Parwen has 3 “extra” boons, this may or may not be fixed any time soon, for anyone who doesn’t have this bug I recommend dropping 3 points from Armor Penetration.**

Master Boon is Blood Lust 3/3

Blessed Resilience and Blessed Advantage are decent options for a healer. there’s a problem with Blessed Resilience currently though, it does a Stun animation to affected teammates and also mutes their sound and gives some annoying visual effects so currently i stick with Blood Lust.

 

Use whatever Guild Boons you find most useful, my Guild only has Armor Penetration for our Offense Boon so thats what I use, Also the HP one, and Mount Speed.

 

 

Companions:

 

 

 

Summoned i use Stalwart Golden Lion for Devout or Owlbear Cub for Arbiter.

 

 

(old pic is why the bolster here is only 12.5% and its 14.5% on hooty incase anyone was wondering!)

 

Stalwart Golden Lion,

he’s a tank type pet, has ~788,000 Maximum HP and gives passive damage buffs to the team while absorbing 10% of the damage anyone within 5′ of him takes. love it… Other reasons for a Cleric to use an Actual Companion are that it takes aggro and damage off of your hands, it is leashed to YOU and you can use this to your advantage….i mean Combat Advantage, its that circle you see around Enemies that turns blue when you and at least 1 Ally flank that Enemy, so you will learn or hopefully already know how to always try to be on the opposite side of your Companion in combat to have Combat Advantage….also while other classes have Feats or Class Features that give them Combat Advantage, the Cleric has none.

 

Owlbear Cub,

gives enhancement to Accuracy which I don’t need but the Combat Advantage and Armor Penetration is quite useful…..Though the Best in Slot META companions this module are the ones with Power as an Enhancement, Bulette Pup, Quasit and Polar Bear Cub.

 

 

Companion Power is Potent Precision: when you attack you have a chance to gain 5% critical severity for 15 seconds (seems like 100% chance in combat)

 

For companion bonuses i went with all Stats….there are many with interesting and possibly useful bonuses though…..but i found all the ones i tested to be buggy so i went with stats.

 

Companions I tested 🙂

Renegade Evoker (didn’t proc once),

Owlbear cub (didn’t proc once), working now but only works on encounters that fail to crit (at a 10% chance too) ….about worthless :/

Grung (tooltip says its a DOT, from observation it only hit 1 time though, and has an ICD)

Death Slaad (decent, but not impressive….out of all the ones i tested this was best….which isn’t saying much and doesn’t warrant using one),

Cockatrice (not impressed at all, low dmg, who needs root?)

Vicious dire wolf (meh…low dmg low chance to proc)

Celestial Lions Presence (tooltip states it gives a 10% dmg buff for 10 seconds, from observation it buffs the next attack once every ~20 seconds…this really bummed me out)

^ When they fix this I will swap it with Mercenary’s Dicipline.

Xuna (low dmg that only procs off at-wills, cost =/= effectiveness)

Con Artist (oof, very low dmg)

 

 

What Parwen Uses <3

Utility:

Mercenary’s Discipline: +2000 Power, +1000 Combat Advantage from Mercenary

Xeygi’s Insight: +32,000 HP from Energon

Ghost’s Wisdom: +4,000 Power +2,000 Critical Strike from Ghost

Stormrider’s Discipline: +4,000 Power, +8,000 max HP from Storm Rider.

Scarecrow’s Presence: +8,000 Armor Penetration, +2,000 Defense from Wandering Scarecrow.

Offense:

Baby Deepcrows Presence: +8000 Power From Deepcrow Hatchling.

Raptor’s Instinct: Tooltip says its 2,000 power per player in group with it…. Observed: I get the full 10,000 Always no matter what. from Tamed Velociraptor. (doesn’t work in pvp :/)

Tiger’s Instinct : +20% movement speed and +6,000 Power for 10 seconds at the start of combat (this is one many will have because in the past it was one of the best companions) from Chultan Tiger

 

Defense:

Mighty Insight: +2000 Power, +4000 Deflection from Ioun Stone of Might.

Sehanine’s Wisdom: +2,000 Awareness, +4,000 Deflection. from Priestess of Sehanine Moonbow

Redcap’s Wisdom: +4,000 Armor Penetration, +2,000 Critical Avoidance. from Redcap Powrie

*** Depending on the dungeon and the scaling involved and even sometimes the team I have, I change these Bonuses, but the above are the ones i use most often ***

 

Runestones:

Six Empowered

she had all rank 14 Ruthless this past module, but I’m not trading them for bound runes, i just bought some cheap r8’s and ranked them up and will continue to do so. -__-

 

Mounts:

 

 

Mount Power is Providence

Also Parwen has the Swift Golden Lion Mount so her Combat Power is Aureal Armaments

 

 

Insignia Bonuses:

had to change a few things here, since most offensive bonuses are ruined now i went mainly defensive.

Champions Return: at 50% max HP instantly recover 10% stamina and heal for 10% max HP over ten seconds, can only trigger once every 60 seconds.

Gladiators Guile: thankfully wasn’t nerfed too hard, 10% run speed at 75% or more stamina.

Knights Rebuke, ~800 heal per second in combat, constant

Oppressors Reprieve, seems to be a constant heal for ~3k every second in combat, can multiproc.

Survivor’s Blessing: when you deflect you heal for 1% max HP over 5 seconds. (with shadowclad this procs often)

this is what I use, because I can get away with it, but you may need more defensive ones like champions struggle or return or Victims preservation. Don’t just settle for something, test a few and see what works best for your character!.

Gear:

<Devout>

 

 

Both Rings and Her Neck and Waist have Major Combat Advantage Armor Kit’s +1 (+880 Combat Advantage)

All Armor has Major Power Armor Kit’s +1 (+880 Power)

Head: Crown of the Lost King , +2000 power when in combat with only 1 enemy. ,(got this from using runes and trading them to Zok for chests  Zok is the Goblin under the stairs in the community zone of Undermountain…Yawning Portal) *alternatively the spy guild head bought from the seal vendor is great for the 5% dmg buff in all of undermountain.*

Chest: Robes of the Last Profit (from Zokboxes), gain 125 power every 5 seconds you are in combat. *alternative is Gurdanns defense (ME boss drop) , +1500 power -2500 defense*

Armor Enchantment: Shadowclad

Arms: Primal (chult seal vendor)

Weapons: Alabaster (get these from doing expeditions, i got mine from the ladys rewards at the end, took 4 days of doing 3 a day, others say they have had the expo bosses drop them)

Weapon Enchantment: Bronzewood

Main Hand Feature is Scattering light does 10% more damage, its 40 magnitude so from my calculations this buffs it up to 44 magnitude. better than other choices though….

Offhand Features are  +2450 Power and 10% crit severity (the crit severity one is bugged and is actually only 7.5%…I still use it!)

 

Feet: Primal Restoration Qualisas (very important with all the AP gain nerfs!) thx SeraphineLaRadiante@lugiary for pointing this out to me <3 though I went back to the Root Stompers (zokboxes) because they have a constant dmg buff (your ranged powers do 2.5% more damage when you are 50′ or further from your target) and they set my max HP above 300k, with primal its 299k (pet peeve!) *alternative here of course is Gurtunks Booties (ME boss drop)*

Neck: Wyvern’s Eye Necklace (buy with coalesced magics from campaign store or off Auction House)

Rings: Ebonized Raid Ring x2 (expedition reward) overcaps crit but i need CA, for level 70 content i swap rings to 2x Assault ring of the spy’s guild with 2x Dark enchant rank 9 each, for more armor penetration. (ebonized raid rings have a 3% increased range damage buff that stacks  2x)

Waist: Wyvern Skin Belt (buy with coalesced magics from campaign store or off Auction House)

Shirt: Protege’s raid Shirt, has a 10% chance to reduce your encounter cooldown by 1 second when you land a critical hit….i get about 3 seconds off my Break the Spirit with this……not sure how useful it is but hey it is what it is.(from UM seal vendor, the ME seal version is just as good)

Pants: Protege’s Ward Trousers, has a 10% chance when you land a critical strike to give you 25 action points….awesome! (again seal vendor and the ME one is just as good)

 

Artifacts:

Main is Cleric Sigil or Wyvern Venom Coated Knives, Wheel of the Elements is good to, I position myself about 2-3′ from my dps and then use it to hit them with FIRE, and move backwards to take WATER for the heal over time.

Wyvern Venom Coated Knives is mandatory for the set bonus which gives your dps a 5% dmg increase (though my tooltip says 207% LOL this is certainly not the case)

for the other 2 i want more max HP because it gives me more healing from all my  Insignia Bonuses!….but do what you need to.

 

<Arbiter>

Head: Protege’s Hood %5 dmg in all of Undermountain, this includes LOMM. (from UM campaign store for the seals of the mountain which come from Lair of the Mad Mage, the cap from the ME seals is just as good, this one just has like 200 to a few stats 51 combined rating or something and +40 IL)

Chest: Hags Rag’s: +3% ranged dmg, from the Barovia Hunt “Ras Manca”

Armor Enchantment: Shadowclad

Arms: Terrored Grips: +3% encounter damage, from the Barovia Hunt “Cusca”

Weapons: Alabaster (get these from doing expeditions, i got mine from the ladys rewards at the end, took 4 days of doing 3 a day, others say they have had the expo bosses drop them)

Main hand Feature is Lance of Faith does 10% more dmg.

Offhand Features are  +2450 Power and 10% crit severity

Weapon Enchantment: Vorpal

Feet: Enduring Boots: +3% damage when your Stamina is over 75%, these come from Makos in Omu, you have to give him 25 lich lore and trade 25 makos favor for them, you get lich lore 1 per hour by killing thayans and also it has a chance to drop from the Tyrant BHE in a bundle of 3.

Neck: Baphomet’s Infernal Talisman (so we’re back to this again eh?)

Rings: Ebonized raid ring (+3% ranged dmg) and ring of the shadowstalker +4 (+2% dmg to enemies withing 25′)

Belt: Demogorgon’s Girdle of Might (Like an old friend)

Shirt: Protege’s raid Shirt, has a 10% chance to reduce your encounter cooldown by 1 second when you land a critical hit….i get about 3 seconds off my Break the Spirit with this……not sure how useful it is but hey it is what it is.(from UM seal vendor, the ME seal version is just as good)

Pants: Protege’s Ward Trousers, has a 10% chance when you land a critical strike to give you 25 action points….awesome! (again seal vendor and the ME one is just as good)

Artifacts: Main is Decanter of Atropal Essence for trash, and Soul Sight Crystal for bosses.

Shard of Orcus Wand for the set Bonus, and the other 2 do what you need.

 

^^ this is for min/maxing but for mod 17 I now will use this until i get something better for AC or DC.

 

Race:

Human. Reason? purely cosmetic. choose whatever you can stand to look at for hours on end!

 

 

Buffs:

Invocation Blessing: Power…Reroll Until you get Power.

Enhanced Superior Potion of Force +1: +1,200 Power, persists through death for 30 mins. (cheap on Auction House, buy 99x)

Watermelon Sorbet: +10% Power and Accuracy or w/e they replaced Recovery with LOL.

Caprese: + 11k max HP and 3% Deflection Chance

Wild Storm Elixir: +10% crit Severity and 350 Critical strike (lol @  +350 crit…not needed anyway though!)

Trinkets are Alliance Battle horn, Doohickey (never had to use this once), and Empowered Chain of Scales.

 

Then i use the guild food that gives power and HP.

 

Enchants:

Armor: Shadowclad

Elven is still awesome though!

Weapon:Bronzewood for Devout and Vorpal for Arbiter (unless you have a special circumstance!)

Offense Slots are all Radiant, except one which is the Heart of Fire.

Defense Slots are all Black Ice except one which is Cruel….I want to cap defense and deflect and she is close.

Utility Slots are all Dark.

Overloads are rank 1 and 2 Mark of the Undead Ward.Or for Undead Heavy Dungeons switch one over to Mark of the Undead slayer…or both even, but if you do both use a rank 1 and a rank 2! (you can find these at the vendor who is northeast of the water fountain in the middle of your Guild Stronghold.)

for pvp overloads I use stamina drain and paladin or guardian slayer.

About Level Scaling:

to do level 70 content now you need roughly 2x the stats you would for level 80, so if you need 60k arpen for lvl 80 you need about 120k for level 70 and depending on whether the dungeon is T1,T2 or T3 you need different stats (i’ve found 106,000 to be the actual baseline for T1, ~125,000 for T2 and over 150,000 for T3) so for venturing back to 70 stuff you may want to beef up your defense and definitely accuracy and critical strike.

for most T1 after scaling you need 57,000 arpen

codg and tong 82k arpen

CR 98k arpen

T4? Lair of the mad mage requires 68,000 arpen

and when it comes out Tower of the Mad Mage will require 80k arpen

Scaling is subject to be changed at any time so hopefully this part can be removed from my guide soon.

 

Useful Keybindings:

Binds for the Vip powers
Bind them to any key

/bind F3 gensendMessage Vipaction_Overworldmapteleport activate
/bind F4 gensendMessage Vipaction_Mailbox activate
/bind F5 gensendMessage Vipaction_Bankvendor activate
/bind F6 gensendMessage Vipaction_Professionvendor activate
/bind F7 gensendMessage Vipaction_Moonstonemaskteleport activate

/bind F8 gensendmessage Stuck_Defeatme activate

 

Advice to new players:

Don’t worry about Item Level, concern yourself with understanding the game and in particular your class.

When you reach the Item Level to do the dungeons in a private queue (has a 1,000 IL lower requirement) with friends, then you can start learning it, and by the time you reach the Item Level to do them in public queues you will know the mechanics and have many successful runs under your belt and possibly even end up carrying the team sometimes! 😛

Don’t be discouraged by all the people asking for a specific IL or amount of Power in public and private Channels. Avoid those people and avoid grouping with them for content. You’ll enjoy the game more and also laugh when you see them doing this. I would NEVER ask for IL or Power, what matters to me for hard content is friendliness, willingness to listen…experience and skill is always a + too 😛

Make lots of friends <3 Socialize,joke around and just have fun, there’s hundreds of cool, down to earth players just like you out there (my target audience for this guide!)

 

credits to [email protected] for being my best ingame friend, teaching me the game and recommending me to buy more character slots and play all the classes before settling on a main…i mained Oathbound Paladin my 1st year (my Paladin is Rekk [email protected]#2455)

 

So thats my guide for now, any questions feel free to comment here, hit me up ingame, or email me at [email protected]

<3

She walks in light, her faith guiding her every step, she knows no fear for she is the Avatar of the Divine….

“Be Faithful, be Virtuous, but above all my friends, be Righteous!”

-Parwen

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  • SeraphineLaRadiante
    November 14, 2018 at 10:05 am

    I’m dps dc and I don’t care about others ?

  • Saul Clemente
    May 2, 2019 at 9:44 pm

    makes the Guardian Fighter pls!

    • May 28, 2019 at 7:08 pm

      I could make one for guardian fighter. but honestly I would rather leave that to players who main the fighter class, then try to do a workup build for a class i hardly play.
      give it a little time for this module to get sorted out and you’ll see a bunch of fighter guides popping up. my advice for now is trial and error…..thats what i’ve always done, I’m too much of a rebel to follow a guide so I do all my own testing 😉

  • Hessian Black
    May 7, 2019 at 4:13 am

    At least you wrote one most people are sadly happier been the self appointed critic but never the author.

    good read and good pointers cheers

  • Max Damage
    May 8, 2019 at 10:20 am

    >>Rhythm of the Heavens doesn’t actually do anything…at all
    It does. But its random. And its activation is not shown in the HUD. Sometimes i release TAB (divinity generation stops) and instantly i get a medium chunk of divinity restored at muuuch higher rate than it was generated by “tabbing” earlier. Yet it’s still a minor bonus u cant rely on.

  • May 8, 2019 at 8:15 pm

    If you say so max damage, i specced it then tested myself for over 30 mins and it did not proc 1 single time. I think you may be confusing your passive divinity regen with that feat actually doing something, it gives spiking jumps to divinity every 3 seconds outside combat, and just tapping tab will make it restore more…..unless you can prove it works with combat logs or some other means like a screenshot with an activated power pop up, i’m gonna call bs on that

    edit: eh i was wrong sorry about that. a friend on discord showed me how it worked and explained it. thanks for the input

  • May 28, 2019 at 5:46 pm

    Hummmm…. Hummmmmm…. Hummmmmmmmmmmmmmm….
    Is Neverwinter we are talking about? I don´think so…
    Lion for Pet?(hummmm)….
    Vorpal foi weapon????(hummmmm…hummmmmmmm…)
    Where is the debuff´s companions??? Orcus set ??? Are you a dps???
    Hummmm…. Hummmmm….

  • June 19, 2019 at 3:53 am

    Thanks for the guild as the community currently lacks much detail towards builds for Mod16 which for those of us whom have been playing for quite some time can understand. I’m curious however why there is no mention of a race and why that race was/was not chosen? Historically the race mattered (ie. Metallic Dragonborne) for clerics as the meta. Here though you don’t even mention it.

    • June 19, 2019 at 5:18 am

      She is Human. It used to be a better choice (in my opinion) for the 3 extra heroic feats. most endgame players will agree race is purely cosmetic, especially now. I didn’t include it because it doesn’t matter. Since you asked though I have added a comment on Race to this guide,
      thanks for the feedback!

  • TiCyruss FelStorm
    July 16, 2019 at 3:24 pm

    Do u bronzewood n vorpal bis 4 devout or dps cleric

    • July 17, 2019 at 4:37 am

      I usually use bronzewood for devout and vorpal for arbiter, but depending on the team (if i’m Arbiter but probably not going to be top dps) I will use Bronzewood as dps also, or at times if I need to deal more damage as devout I will use Vorpal. If I could only get one it would be Bronzewood because I like the visual effect better. But Vorpal is going to be something you want if you plan on doing dps seriously….at least until they change enchatments all around again…..

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