Mod 16 – Cleric Builds

by Aphas on May 27, 2019
Cleric
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Mod 16 – Cleric Builds

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Edit (9/06/19): Altered LoMM rotation a bit, added siege master pet, added note about Swift Prayers/Angel of Life bug.

Edit (1/06/19): Updated boons, added: 4k power companions; 2 more healing insignia bonus; a few more gear options (CTA weapon set and staff of flower neck/belt set).

 

Some notes

This is still a W.I.P. I’m still learning and testing, so this is just a bit of the basics and things I’ve found that work for me. If you have any suggestions/use a build in a different way/have any other tips please pm or send me a mail ingame (Marielle@aphas#9250). I would love to learn more about the different approaches players are taking with this class.

This is not nor will it ever be a complete and complex guide. It’s purpose is to explain the basics and give a general idea of the class, so that players know what to do. (Another reason for making this guide was because CTA was a few weeks ago and the amount of lvl 80 clerics that did so little damage or didn’t heal was too much…)

Link to the guide in a google docs format: https://docs.google.com/document/d/1JUYORhU_YT53d5IPXSlqepTOCaIwmIR6DHDuKdeQz8U/edit?usp=sharing

Another note I want to make is about the Arbiter build. I know there is another build around that utilizes the Perfect Balance feat, but I won’t be discussing it right now because:

  1. I still haven’t tested it extensively so I wouldn’t be able to give accurate information;
  2. The feat Perfect Balance is a bit underwhelming in my opinion. It’s only purpose is to restore your divinity, which could easily be done with just using Divine Glow (with the feat) and Sudden Verdict procs. If it also gave a buff that lasted a few seconds then I could see it being useful but for now I consider it to be meh;
  3. Not only that but for the feat to even work you need to juggle between radiant and burning encounters, meaning that you’ll be wasting half of your rotation empowering and/or using divinity on an encounter that does less damage than the other just so that at the end of 4 rotations you can get back your divinity;
  4. Another problem I have with this build is that if you mess up the rotation then you’re done. It’s really unforgiving and in group content it’s hard to keep track of it when you have to dodge/the boss becomes immune or untargetable/etc, thus leaving you with low divinity and having to restart it.

Again this is just my opinion for now, it might completely change over the next couple of weeks and after more testing so if you use this build and find it works better than the one I explain here then please do let me know and give me a few tips so I can understand it better. Note: The change from 6 to 4 stacks needed is nice but not sure if it makes it worth it, needs a lot of testing still.

 

 

Loadouts

If you only have 2 loadouts then I would recommend having 1 Arbiter and 1 Devout build.

If you’re still new/mid game then the Full Heal build would be better, else go for the Buff build. Or just do a mix of whatever you want, there isn’t that much diversity so it’s hard to mess up and make a build that’s unplayable.

Channel Divinity – Praying

This new mechanic is common to both Arbiter (dps) and Devout (heal) clerics. It’s the replacement of the old empowerment system. It’s really easy to understand and if you’ve played any other fantasy game/mmo just think of it as mana. If you haven’t then… It’s basically a pool of points (divinity) you have and some encounters require a certain amount of points to be used instead of having cooldowns.

To recover any divinity you’ve used just press tab and you’ll start praying (keep tab pressed to keep praying). The amount of divinity recovered is increased when outside of combat. Arbiter (dps) cleric can also recover divinity with the other new mechanic “Scales of Judgement”.

 

 

Scales of Judgement

This is the new mechanic exclusive to Arbiter (dps) cleric.

When you inspect the tooltips of At-wills, Encounters and Dailies you’ll see that there are some extra lines compared to the Devout path. These are “Added Effect: Increases Radiant/Burning Judgement by X” and  “Radiant/Burning Judgement Effect: Increases magnitude by X”.

You will also notice that in every one of those tooltips the judgement that’s increased will be different to the one that’s used to increase the magnitude. Think of this as juggling. You build up a certain type of judgement to increase the damage of the power and in return you’ll get the other judgement. Don’t worry, it’s easy to understand after playing around for a bit.

The important information to take out of this new mechanic is that:

  1. Powers can have increased damage depending on the amount of stacks of the specific judgement you have.
  2. You can’t have both types of judgement at the same time since the powers that build up (for example burning) judgement use the other type (radiant) to empower themselves. So for example if you already have 2 radiant judgement and use an at-will that builds up burning judgement then the 2 radiant stacks will be consumed to increase the damage of the at-will and in turn you’ll get 1 burning stack.
  3. The judgement stacks can also be used for divinity management. If you quickly press tab while having any stacks, they will all be consumed and be turned into divinity. The amount of divinity you get back depends on the amount of stacks you had.

 

This build revolves around using a main damage encounter and 2 support encounters. It has a very forgiving rotation and easy divinity management. It can be used for both solo and group content.

 

Ability Scores

INT + CON  

INT gives magical damage boost so it’s a must. CON is more of a preference for the ap gain, you can also go with CHA for companion influence and recharge speed or DEX for crit severity.

 

Feats

Piercing Javelin – Having a guaranteed crit on your next Searing Javelin is pretty great.

Tipping Scales – This makes Divine Glow useful.

Sudden Verdict – This will help a lot in maintaining your divinity.

Critical Sun – More useful than the other option, and having a chance to use this daily again isn’t bad at all.

Angel of Death – Both options here are meh (this option can be great but it takes forever to build the stacks) and don’t really matter but since we won’t be able to use the other one with this build it’s better to pick this one.

 

Boons

You can have a max of 70 boon points after completing all campaigns. If you go with the options I suggest below you’ll still have 7 points left (you don’t use boon points for the Master boon option, so that’s 3 free upgrades). Just use them on whatever you prefer. You can choose the Dino Power in Tier 3 for damage bonus vs dinos (although since there are hardly any dinos in dungeons it’s really a niche boon) or Simple Support in Tier 3 for extra companion influence or Marathon Runner in Tier 2 for movement speed or just go with the boons that give you the stats you’re missing.

Tier 1 (15 points)

Recruit’s Training 5/5 – Power

Cultist’s Bulwark 5/5 – HP

Cultist Power 5/5 – Damage bonus vs cultists

Tier 2 (15 points)

Squire’s Training 5/5 – Power

Demonic Bulwark 5/5 – HP

Demonic Mastery 5/5 – Damage bonus vs demons

Tier 3 (10 points)

Knight’s Training 5/5 – Power

Dino Bulwark 5/5 – HP

Tier 4 (15 points)

Captain’s Training 5/5 – Power

Necrotic Bulwark 5/5 – HP

Necrotic Mastery 5/5 – Damage bonus vs undead

Tier 5 (8 points)

Severe Criticism 4/4 – Crit Severity

Call of Power 4/4 – Action Point Gain

Master Boon (3 points)

Deathly Rage 3/3 – For AoE

Blood Lust 3/3 – For ST

 

 

Powers

At-will

Lance of Faith – This will be your main at-will. It has the fastest cast time and will create 1 Burning Judgement per hit.

Conflagrate – This will be your secondary at-will. Mostly use it to slightly empower BtS and to build up radiant stacks for your daily. Slightly long cast time but you can move during the initial part so it’s helpful if you need to dodge.

 

Encounter

Divine Glow – Trust me, this is decent but ONLY with the feat. This will help us create our own proc when RNG isn’t in our favor (will explain this better in the rotation section).

Break the Spirit / Bastion of Health – If you’re using this build for solo play then Bastion can be useful for any “oh no” scenarios. Else just use BtS to not only debuff your biggest target but to also buff your damage with the class feature Doomsday.

(AoE) Searing Javelin / (ST) Forgemaster’s Flame – This will be your main source of damage. Consumes Burning Judgement stacks and has a decent divinity/magnitude ratio.

 

Daily

Celestial Prominence – This is your AoE daily. Consumes Radiant Judgement stacks and with the feat Critical Sun it has a chance to double proc.

Hammer of Fate – This is your ST daily. Consumes Burning Judgement stacks.

 

Class Feature

Expanded Faith – More divinity = more encounter uses.

Doomsday – Increases your damage for 10 secs when you use BtS, so it’s nice for burst damage phases.

 

This build focuses more on party play. Although it heals less than Full Heal build it should still be enough and instead provides a little buff and can help with dps if divinity is decent.

 

Ability Scores

WIS + CON  

WIS gives outgoing healing so it’s good option to try and maximize your heals so you don’t waste too much divinity spamming encounters. CON is for the action point gain, so you can get Anointed Army more often.

 

Feats

Repeated Blessings – This helps keep the HoT from Healing Word during encounters, thus reducing the amount of divinity you use.

Battle Prayer – Increases the divinity you get when praying after using an encounter. Better than the other option.

Towering Light – Free damage increase.

Anointed Arms – This makes Anointed Army give a 3% damage buff, so it’s an important feat to take.

Angel of Life – Both options here are meh (this option can be great but it takes forever to build the stacks). Note: There is currently a bug that prevents this feat from working if you have slotted the class feature “Swift Prayers”.

 

Boons

You can have a max of 70 boon points after completing all campaigns. If you go with the options I suggest below you’ll still have 7 points left (you don’t use boon points for the Master boon option, so that’s 3 free upgrades). Just use them on whatever you prefer. You can choose the Dino Power in Tier 3 for damage bonus vs dinos (although since there are hardly any dinos in dungeons it’s really a niche boon) or Simple Support in Tier 3 for extra companion influence or Marathon Runner in Tier 2 for movement speed or just go with the boons that give you the stats you’re missing.

Tier 1 (15 points)

Recruit’s Training 5/5 – Power

Cultist’s Bulwark 5/5 – HP

Cultist Power 5/5 – Damage bonus vs cultists

Tier 2 (15 points)

Squire’s Training 5/5 – Power

Demonic Bulwark 5/5 – HP

Demonic Mastery 5/5 – Damage bonus vs demons

Tier 3 (10 points)

Knight’s Training 5/5 – Power

Dino Bulwark 5/5 – HP

Tier 4 (15 points)

Captain’s Training 5/5 – Power

Necrotic Bulwark 5/5 – HP

Necrotic Mastery 5/5 – Damage bonus vs undead

Tier 5 (8 points)

Blessed Touch 4/4 – Outgoing Healing

Call of Power 4/4 – Action Point Gain

Master Boon (3 points)

Blessed Advantage 3/3

 

 

Powers

At-will

Sacred Flame – Good for ST.

Scattering Light – Good for AoE.

Blessing of Light – This helps increase the healing potency of your next heal power so it’s decent since the more you heal with a power the less you’ll have to use that power, thus saving you a bit of divinity.

 

Encounter

Bastion of Health – This is your main healing encounter. It has a low divinity cost and a high healing magnitude making it a must.

Cleansing Light – This is a really important encounter specially for Master Expeditions since it removes almost all debuffs. And it’s also an AoE so even easier to use.

Healing Word – Although it has a high divinity cost it can be kept up permanently as long as you just use another healing on affected targets (with the feat) so it’s a nice HoT to have.

Geas / Daunting Light – If the party doesn’t need that much healing then you can replace Healing Word with either one. Geas is great since it doesn’t cost divinity to cast and does a decent amount of damage and provide a small damage debuff to the target but it’s a single target encounter and the cooldown is a bit long. Daunting Light’s AoE is extremely small but if you have spare divinity then you can use it to help the party with dps.

 

Daily

Anointed Army – The only remaining buff that clerics can offer nowadays (and you need to have the feat for it to even exist).

Guardian of Life / Hallowed Ground – This is just a backup daily for when your party is hurt and you’re out of divinity. Use GoL if the party is dispersed, use HG if it’s close together.

 

Class Feature

Expanded Faith – More divinity = more healing.

Swift Prayers – Unlike Arbiter, Devout cleric can’t just build up judgements and then convert them into divinity so we will need to pray from time to time and being able to keep moving while doing so is good. Note: There is currently a bug that prevents the feat “Angel of Life” from working if you have this slotted. I still consider to be more useful to have this class feature than to have the feat working.

 

This is a pure healing build. It’s main focus is keeping you and everyone else alive. It’s mostly for pvp but it also works great for the new dungeon while still learning it. (easier to keep players alive with this build compared to the buff build).

 

Ability Scores

WIS + CON  

WIS to increase your healing, CON to build up ap faster so you can use your dailies faster.

 

Feats

Repeated Blessings – Since Healing Word costs a decent amount of divinity to use, having this feat helps and turns it into an almost perma HoT.

Battle Prayer – You get extra divinity when praying just by using your divinity encounters. Better than the other option.

Blessed Armaments – This is more for pvp, just in case you need extra damage resistance.

Persistent Guardian –  This grants the dailies Guardian of Faith and Guardian of Life a HoT which can be extremely useful to high damage taking situations and/or when you’re low on divinity.

Angel of Life – Both options here are meh (this option can be great but it takes forever to build the stacks). Note: There is currently a bug that prevents this feat from working if you have slotted the class feature “Swift Prayers”.

 

Boons

You can have a max of 70 boon points after completing all campaigns. If you go with the options I suggest below you’ll still have 12 points left (you don’t use boon points for the Master boon option, so that’s 3 free upgrades). Just use them on whatever you prefer. You can go with some dps increasing boons (priority is demons > undead > cultists > dinos) or with Simple Support in Tier 3 for extra companion influence or just go with the boons that give you the stats you’re missing.

Tier 1 (10 points)

Recruit’s Training 5/5 – Power

Cultist’s Bulwark 5/5 – HP

Tier 2 (15 points)

Squire’s Training 5/5 – Power

Demonic Bulwark 5/5 – HP

Marathon Runner 5/5 – Movement speed

Tier 3 (10 points)

Knight’s Training 5/5 – Power

Dino Bulwark 5/5 – HP

Tier 4 (15 points)

Captain’s Training 5/5 – Power

Necrotic Bulwark 5/5 – HP

Disenchanting Aura 5/5 – Control Resistance

Tier 5 (8 points)

Blessed Touch 4/4 – Outgoing Healing

Call of Power 4/4 – Action Point Gain

Master Boon (3 points)

Blessed Advantage 3/3

 

 

Powers

At-will

Sacred Flame – Good for ST.

Scattering Light – Good for AoE.

Blessing of Light – This helps increase the healing potency of your next heal power so it’s decent since the more you heal with a power the less you’ll have to use that power, thus saving you a bit of divinity.

 

Encounter

Basically the only constant will be Bastion of Health, the other 2 encounters will depend on the dungeon/boss.

Bastion of Health – This is your main healing encounter. It has a low divinity cost and a high healing magnitude.

Healing Word – Although it has a high divinity cost it can be kept up permanently as long as you just use another healing on affected targets (with the feat) so it can turn into an almost perma HoT.

Cleansing Light – An AoE cleanse. Can remove almost all debuffs (stuns are currently bugged and can’t be cleansed).

Intercession – Highest healing magnitude encounter. It’s not divinity based, has a cooldown instead, and it’s ST but can be extremely useful in certain situations (for example to completely heal the cocoon player on the 1st boss of LoMM).

Astral Shield – It has a really small area and you need to keep channeling it (thus preventing you from doing anything else) but the damage mitigation can be helpful is some situations.

 

Daily

Guardian of Life – Gives an initial heal to everyone and after it provides a HoT afterwards (with the Persistent Guardian feat).

Hallowed Ground – Reduces damage taken and gives a small HoT. The area is a bit small so the group needs to be close together.

 

Class Feature

Expanded Faith – More divinity = more healing.

Swift Prayers – Unlike Arbiter, Devout cleric can’t just build up judgements and then convert them into divinity so we will need to pray from time to time and being able to keep moving while doing so is good. Note: There is currently a bug that prevents the feat “Angel of Life” from working if you have this slotted. I still consider to be more useful to have this class feature than to have the feat working.

 

AoE

When you enter combat with a group of mobs you’ll want to start off by using Conflagrate while moving closer to your targets. This will build up 3 Radiant Judgement stacks which will be used to then empower Break the Spirit (use it on the mob with the highest HP/defenses). By using BtS you’ll proc the class feature Doomsday giving you increased damage for 10 secs. Then use Lance of Faith to build up Burning Judgement stacks. Once you have enough (at least 4 stacks, 6 is perfect but meh, each fight is different so learn to improvise, don’t try to be perfect all the time) position yourself so that the mobs are mostly in a line and then use Searing Javelin on the first mob of the line. Once you use it you’ll gain a Radiant Judgement stack. Either quick tab to turn it into divinity or just use Lance of Faith again and it’ll be consumed, slightly increasing the damage of the first hit.

If you’re lucky you will sometimes get a Sudden Verdict proc after using Searing Javelin or Break the Spirit. This will instantly fill your judgement stacks. When this happens just quick tab to get back some divinity (if you get the proc from BtS, thus making you have full burning stacks, and your divinity is almost at max then you can use the stacks for SJ instead of turning them into divinity).

If you get a Piercing Javelin proc then just build Burning Judgement stacks and use it before it expires. As always just consider the fight you’re on, how much HP the mobs have, etc and try to figure out how many stacks would be enough.

Keep repeating this until either the mobs die or you have less than half divinity (meaning that RNG hasn’t been nice to you and you got no Sudden Verdict procs). When this happens you keep the Radiant Judgement stack that was created when you used Searing Javelin (or if you’ve already used it then use an at-will to get 1 stack of anything) and use Divine Glow. This will instantly fill your judgement bar and increase your divinity gain. Quick tab to convert the stacks into divinity and then if you get a Sudden Verdict proc on your next encounter, perfect, if not then use Conflagrate once and quick pray to get a bit extra divinity. Repeat if needed until you’re at a “safe” divinity level.

Last thing to talk about is the daily and when to use it. Basically use it when you think it’s needed, when the mobs still have a lot of HP left and are tough to kill, etc. I’ll be talking about the Celestial Prominence daily since the other one is mostly for ST. Just place it in the center of the mobs and then wait 5 secs before activating it. An orb will appear in the center of the daily once 5 secs have passed so you know it’s ready. This will increase the daily’s damage and range. While waiting for those 5 secs, use Conflagrate twice to build up Radiant Judgement stacks which will also increase the damage of the daily. If you have Divine Glow off cooldown you can use it to instantly get full radiant stacks as well. If you’re lucky the daily will crit and it will proc Critical Sun feat, thus giving you a free Celestial Prominence. Just repeat the building of stacks/waiting 5 secs if that happens.

 

ST

The rotation for ST is basically the same as the AoE. Use Conflagrate to then empower Break the Spirit, build up Burning Judgement stacks by using Lance of Faith and then use Forgemaster’s Flame, check divinity and keep repeating until the mob is dead.

Your divinity management is the same as for the AoE rotation. You either get lucky with Sudden Verdict procs or you just create your own by using Divine Glow.

When you’re facing a boss try to do your burst phase when your party uses their buffs/debuffs. Basically build up 6 stacks of Burning Judgement, use your artifact, your mount power (if you have it) then use Break the Spirit, Forgemaster’s Flame, Lance of Faith once, Divine Glow to get full burning stacks again then FF again. This should give you the most damage in the span of 10 secs. If you have full ap then you can either replace the first FF for Hammer of Faith or you can use Celestial Prominence between the 2 FF.

 

Okay so the rotation for Devout cleric is as follows. You start off combat and then… you wait for someone to get hurt. *sigh* Devout clerics combat is mostly reactionary and compared to Arbiter it is a bit boring since there isn’t anything to balance/empower. But fine I’ll try to make this a bit more engaging.

So at the start of an area/before entering combat you can use Healing Word on your party to give them a HoT and then just keep refreshing that every 6 secs or so with Bastion of Health. That should give you something to do and be enough for most fights, with the occasional extra bastion if their HP goes down more. If you missed refreshing HW then just use it again.

In between bastions instead of walking around waiting just use your at-wills to do a bit of damage and use Geas when it’s off cooldown. If you have extra divinity and know the fight well enough (knowing there won’t be any surprise parts that will require you to heal more) then you can use Daunting Light instead.

If someone gets hit with a debuff then just use Cleansing Light. Takes a bit to cast and the target will keep moving so just try to predict where the target will be and use it there. (Wizards especially like to move so don’t feel bad if you miss them… 4 times… in a row… wasting divinity… *sigh*)

Divinity management is harder for Devout clerics so try not spam too much. You can also just pray while waiting for someone to get hit. Try to always have max divinity before fighting a group of mobs and try to keep it above 50% at all times in case of emergency.

For the daily Anointed Army, try to use it when the dps will do their burst damage. If you don’t know the players in your party then it’s always safe to use it right after they use their artifacts.

 

This rotation will be for the Devout – Full Heal build.

 

Start of the dungeon to 1st boss. Use Bastion of Health, Cleansing Light and Geas. This part is easy. Just heal when needed, cleanse any debuffs that appear and just use geas from time to time to pretend you’re doing something.

 

1st Boss. You’ll want to replace Cleansing Light for Intercession here. The boss will immediately start their rotation on whoever gets aggro first so be ready to heal since it can do quite a bit of damage, specially to squishier classes if they get aggro. Use bastion whenever it’s needed and instead of spamming at-wills waiting for someone to get hurt, just keep praying until you’re back to full divinity.

Once the mimics spawn go to your designated corner (which you’ll be sharing with the other support/tank). Here just place yourself in front of the mimic to try to slow it down and use Geas + your at-wills (I would also recommend having a Doohickey in your potions belt and using it for dps against the mimics). You’ll be doing almost no damage but hopefully can stall it enough for the dps to kill their mimics. As soon as this phase ends the boss becomes targetable and will then pick a player to turn into a cocoon. You need to pay close attention since you’ll need to fully heal that player as soon as you can, else everyone will get 1 shot. An easy way to see who gets cocooned is by looking at their HP. The cocooned player will lose a lot of HP so instantly use Intercession and use your daily right after. Use bastion on the player if his HP is still not full and use your artifact to regain some action points back (using Envenomed Storyteller Journal as active but if you don’t have it with the ap page then you can also use Sigil of the Divine, basically anything that recovers ap).

As always, not every boss fight is the same so just use your daily if your party’s HP goes down too much but try to always have Intercession up before a mimic phase ends so it’s easier to heal the cocooned player. Also try to keep your divinity up all the time by praying and using Blessing of Light to increase your healing, thus reducing the amount of bastions you need to use.

 

Between 1st and 2nd bosses. Same as before 1st boss, use Bastion of Health, Cleansing Light and Geas, heal when needed, pretend to do damage.

 

2nd Boss. Replace Geas for Intercession and Cleansing Light for Healing Word. This boss is easy but can be hard to manage divinity if he gets too many overcharges. For the first part just use bastion when needed, and keep your divinity at max. Once the worm goes away just stay away from the center and try to destroy some rocks. After that is when the fun part (for healers) starts. Now group up with everyone and just do your best trying to heal the damage. Use Healing Word once everyone is together for the HoT, keep it up with bastion and use your daily as often as you need and artifact when it’s off cooldown. Once the overcharge ends just work on getting your divinity back to max while checking if anyone needs healing. Repeat once again but now with adds! (Do not kill the adds, they will weaken the boss if kept alive).

 

Between 2nd and 3rd bosses. Same as before.

 

3rd Boss. Replace Geas for Intercession. This boss and it’s adds can do a decent amount of damage so you need to pay attention. For the most part it’s a pretty simple fight. Wait for players to get hurt, heal them, pray to get divinity up. Avoid red areas since they deal a lot of damage. Use your daily when the tank starts getting attacked too much. After a few rounds of adds the tower phase will start. During this part just make sure your divinity and ap are at max and quickly replace Cleansing Light for Astral Shield. Once your divinity/ap are at max then just try to help out destroy the towers with your at-will. When all the towers are destroyed go to the center and immediately use Hallowed Ground and Astral Shield (and hopefully your party members will know to stand inside both). This will help mitigate the damage and help with healing. Afterwards the boss will do a bit more damage so just heal when needed until it’s dead.

 

Since capping the offensive stats is easy and healer path doesn’t require any specific stats I will be using the same gear for all builds (with a few exceptions). I’ll be listing a few options for every category since when starting out it might be hard to get the best option right away. I’ll list starting from the best.

 

Head

Protégé’s Hood/Crowned Coif – Can be bought with seals of the deep which can be obtained from the dungeon “Lair of the Mad Mage”. Equip bonus: ”+5% damage in the undermountain”. Currently the best for undermountain areas and LoMM dungeon.

Broken Cap of the Omnipotent – Chance to drop from the Chest of Fallen Adventurers, which can be bought with rune etchings (which can be obtained when opening the end chest from Master Expeditions) or from Master Expedition bosses. Equip bonus: “When you kill an enemy, your power increases by 5% for 10 secs”. Great for AoE outside of Undermountain (haven’t been lucky enough to get it to drop so can’t be sure if it has an internal cooldown).

Crown of the Lost King – Chance to drop from the Chest of Fallen Adventurers, which can be bought with rune etchings (which can be obtained when opening the end chest from Master Expeditions) or from Master Expedition bosses. Equip bonus: When in combat with only one enemy, your Power is increased by 2000”. Great for ST outside of Undermountain.

Hood/Coif of the Spy’s Guild – Can be bought with seals of the mountain which can be obtained from basically anywhere except the new dungeon. Same as protégé’s one except lower stats.

Murme’s Soup Bowl – Chance to drop from the Chest of Fallen Adventurers, which can be bought with rune etchings (which can be obtained when opening the end chest from Master Expeditions) or from Master Expedition bosses. Equip bonus: When you kill an enemy, your Damage increases by 5% for 5 seconds. (30 second cooldown) Decent for outside of Undermountain but the cooldown is a bit long.

 

Armor

Ebony Stained Hide/Scalemail – Chance to drop from the end chest of Master Expeditions when using at least one Empowered Rune, from the Master Expedition quest or from Lair of the Mad Mage’s end chests. Equip bonus: “When you damage or heal your target for more than 10% of your Maximum Hit Points in a single blow, you gain 1% power for 10 secs (Max stack 10)”. Currently the best for support and maybe dps. (but currently bugged… it increases defense instead of power).

Gurdunn’s Defense – Chance to drop from the Chest of Fallen Adventurers, which can be bought with rune etchings (which can be obtained when opening the end chest from Master Expeditions) or from Master Expedition bosses. Equip bonus: “+1500 power, – 2500 defense”  Great piece for both dps and support.

Hag’s Rags – Chance to drop from the T3 hunt “Ras Manca” in Barovia. Equip bonus: “Your ranged powers do 3% more damage”. Although it has lower stats it might still be worth it for dps loadout. (Note: it seems that the equip bonus can only be stacked up to 2x so if you already have 2 ebonized rings then it’s not worth using this piece)

Haunted Hides of the Hall – Chance to drop from the Chest of Fallen Adventurers, which can be bought with rune etchings (which can be obtained when opening the end chest from Master Expeditions) or from Master Expedition bosses. Equip bonus: “For the first minute you are in combat, you will gain 200 Power every 5 seconds. If you stay in combat for longer than one minute, you will lose 250 Power every 5 seconds, to a total loss of 2600 Power.” Can be decent but only for fast fights.

Shattered Plate of the Fallen / Robes of the Last Profit – Chance to drop from the Chest of Fallen Adventurers, which can be bought with rune etchings (which can be obtained when opening the end chest from Master Expeditions) or from Master Expedition bosses. Equip bonus: For every 5 seconds you are in combat, you gain 125 Power. If you stay in combat for longer than 2 minutes, this ability will no longer be active.” Both have the same equip bonus but they differ in terms of stats (shattered has deflect/awareness while robes has armor penetration/awareness).

 

Arms

Protégé’s Trimmed/Weathered Gloves – Can be bought with seals of the deep which can be obtained from the dungeon “Lair of the Mad Mage”. Equip bonus: Gain 250 Power for each player in your team.” Currently the best out of the new lvl 80 pieces.

Crash Guards – Chance to drop from the Chest of Fallen Adventurers, which can be bought with rune etchings (which can be obtained when opening the end chest from Master Expeditions) or from Master Expedition bosses. Same as protégé’s but lower stats.

Braces/Bracers of the Spy’s Guild  Can be bought with seals of the mountain which can be obtained from basically anywhere except the new dungeon. Same as Crash Guards but lower stats.

Terrored Grips – Chance to drop from the T2 hunt “Cusca” in Barovia. Equip bonus: “Your encounter powers do 3% more damage”. Although it has lower stats it might be better for dps loadout.

 

Boots

Gurtunk’s Booties – Chance to drop from the Chest of Fallen Adventurers, which can be bought with rune etchings (which can be obtained when opening the end chest from Master Expeditions) or from Master Expedition bosses. Equip bonus: Gain 200 Power for each enemy you are engaged in battle.” Currently the best out of the new lvl 80 pieces.

Primal Restoration/Raid Qalisas – Can be bought with seals of the crown. Equip bonus: “When you kill an enemy, you gain 3% Action Points.” Even though it has low stats the increase in ap might be good for add heavy dungeons. (Doesn’t seem to have an internal cooldown).

Enduring Boots – Can be bought with Mako’s Favor in Omu. Equip bonus: When your Stamina is over 75%, your damage is increased by 3%. Although it has lower stats it might still be worth it for dps loadout.

 

Neck / Belt

Wyvern’s Eye Necklace / Wyvern-Skin Belt – Can be bought from the Undermountain campaign store for 2.5k Coalesced Magics or from the AH.  Set bonus: “When you use a Daily power, create a rune on the ground for 6 sec, empowering any ally who stands upon it with 5,000 power, 5,000 armor penetration, and increases outgoing damage by 5%.” One of the newer sets introduced in mod 16. Mostly for Healer/Support builds.

Baphomet’s Infernal Talisman / Demogorgon’s Girdle of Might – Can be obtained as a quest reward from “The Horned King” in the Maze Engine campaign (neck) or chance to drop from the trial “Demogorgon (Master)” (belt) or bought from the AH (both). Set bonus: “Deal up to 20% additional damage based on the difference in hit point percentage between the player and target.” Still the best for DPS builds even with lower stats.

Jhesiyra’s Tattered Mantle / Trobriand’s Conduction Cable – Chance to drop from the Chest of Fallen Adventurers, which can be bought with rune etchings (which can be obtained when opening the end chest from Master Expeditions) or bought from the AH. Set bonus: “When you use a Daily power, you do 15% more damage to enemies that are not facing you for 10 seconds.” One of the newer sets introduced in mod 16. Decent for DPS builds.

Woven Vine/Blooming Cord – Chance to drop from the Chest of Fallen Adventurers, which can be bought with rune etchings (which can be obtained when opening the end chest from Master Expeditions) or bought from the AH. Set bonus: “When you use a Daily power, create a rune on the ground for 6 sec, empowering any ally who stands upon it with 5,000 Awareness, 5,000 Combat Advantage, and become immune to control effect.” One of the newer sets introduced in mod 16. Mostly for PvP but good for pure Healers in PvE as well.

 

Rings

Ebonized Restoration/Raid Ring – Chance to drop from the end chest of Master Expeditions when using at least an Empowered Rune or from the Master Expedition quest. Equip: “Increases your ranged powers damage by 3%”. The rings do stack with each other (either 2x of the same type or Restoration+Raid) and since cleric is a ranged class it works with most of our powers (not sure if it increased healing from bastion/etc, need to test it still).

Silver-Gilt Restoration/Raid Ring – Chance to drop from mobs inside Runic Heroic Encounters in Undermountain. Basically the same as the ebonized rings but with slightly lower stats.

Ring of the Shadowstalker +4/+5 – Chance to drop from the weekly quest “Fane of the Night Serpent” in the Jungles of Chult-Omu campaign. Equip: Your Powers deal 2/2.5% more damage when you are 25′ or closer to your target. These rings only stack if it’s a +4 and a +5, 2 of the same type won’t. Healing from bastion/etc is increased by these rings.

 

Shirt

Ebony Stained Shirt – Chance to drop from the end chest of Master Expeditions when using at least an Empowered Rune or from the Master Expedition quest. Equip: When your Stamina is over 75%, your damage is increased by 3%. Any version of this shirt can be used, just go with the stats you prefer.

Protégé’s Shirt – Can be bought with seals of the deep which can be obtained from the dungeon “Lair of the Mad Mage”. Equip: Whenever you Critically Strike with your Powers, you have a 10% chance to reduce your Encounter Power cooldowns by 1 second. This effect may only occur once every 5 seconds.Any version of this shirt can be used, just go with the stats that you prefer. Since clerics don’t have that many cooldowns I prefer to go with the ebony equip bonus, but it’s your decision.

Shirt of the Spy’s Guild – Can be bought with seals of the mountain which can be obtained from basically anywhere except the new dungeon. Same as protégé’s version but slightly lower stats. (It’s currently NOT in the seal store, maybe it’s a bug or devs forgot to add it, Idk)

 

Pants

Protégé’s Trousers – Can be bought with seals of the deep which can be obtained from the dungeon “Lair of the Mad Mage”. Equip: Whenever you Critically Strike with your Powers, you have a 10% chance to gain 25 Action Points. This effect may only occur once every 5 seconds.” Any version of this trousers can be used, just go with the stats that you prefer. Extra ap is always nice.

Trousers of the Spy’s Guild – Can be bought with seals of the mountain which can be obtained from basically anywhere except the new dungeon. Same as protégé’s version but slightly lower stats. (It’s currently NOT in the seal store, maybe it’s a bug or devs forgot to add it, Idk)

Prized Trousers of the Cult – Chance to drop from the end chest of Master Expeditions when using at least an Empowered Rune or from the Master Expedition quest. Same all other options above but lower stats.

 

Weapons

Symbol/Icon of the Mighty – Can be bought for 6 Token of Heroes each from the CTA season store. Set bonus: “When you score a critical hit there is a chance that you and nearby allies are granted the following: +1% Outgoing Damage; +1% Outgoing Healing; -1% Incoming Damage. This effect may stack up to 10 times.” Best overall weapon set for support now that it has been updated to lvl 80.

Alabaster Holy Symbol/Icon – Chance to drop from the Master Expedition quest.  Set bonus: “At the start of combat, your Power and Critical Strike will be increased by 1% for every enemy you faced when starting combat, to a max of 10% for 10 seconds. If facing only one enemy at the start of combat, your Power and Critical Strike will be increased by 5% for 1 minute. When you kill an enemy, this buff will refresh.” Best overall weapon set for dps.

Burnished Scepter / Icon – Can be bought with seals of the deep which can be obtained from the dungeon “Lair of the Mad Mage”. Set bonus: “If you are hit or healed for more than 15% of your Maximum Hit Points in a single blow, your Power and Defense will be increased by 5% for 10 seconds.” For boss fights that last longer than 1 minute and have no adds, this should be better than Alabaster set.

Feathered Teotlanextli / Ilhuilli –  This can be crafted using Masterwork III recipes or purchased from the Auction House. Set bonus: “You and nearby allies are granted the following: +2% Outgoing Damage; +2% Outgoing Healing; -2% Incoming Damage. This effect may stack up to 5 times when allies are equipped with a set of Stronghold weapons.” The set bonus is still good for support but since it’s a lvl 70 weapon set it has lower stats and lower damage.

Ebonized Holy Symbol/Prized Blessed Symbol of the Cult – Chance to drop from the end chest of Master Expeditions when using at least an Empowered Rune or from the Master Expedition quest. If you didn’t already have MW 3 set then just use one of these 2 sets until you can get one of the lvl 80 sets.

 

Artifacts

Primary

Used for its active bonus and less because of its stats (although it also helps to have good stats). It should be the first artifact to get to mythic for the reduced cooldown.

Envenomed Storyteller Journal (With AP page) – This could be bought during the Tales of Old event “Lair of the Mad Dragon” version so it’s currently unavailable until it comes back again. If you managed to get this then great! Although it has been nerfed it still gives more ap than the DC sigil but not sure if it’s still the best option, needs more testing.

Soul Sight Crystal – Good for dps builds during boss fights.

Lantern of Revelation – Good for support builds to provide an extra debuff.

Wheel of Elements – Although the % is lower it’s still a nice artifact to use on the main dps of your party for the fire buff.

Sigil of the Devoted – If you don’t have the Envenomed Storyteller then you can still use this one. It only gives 25% of your ap so it’s not that great but it’s something.

Secondary

Used for the stats/set. Will only be listing the current top ones:

Wyvern-Venom Coated Knives /Shard of Orcus Wand / Arcturia’s Music Box – Only used for the set bonus. If you’re not using any of these sets (using MW set for example) then just go with Arcturia’s Music Box since it gives 1.5k power.

Trobriand’s Ring – A lvl 80 artifact with 3k power.

Staff of Flowers – A lvl 80 artifact with 3k power.

 

Offense slots

Capping the offensive stats (armor penetration, accuracy, critical strike) is easy with high rank bondings and an augment pet so when you’re at that point I would recommend Radiant enchantments since power doesn’t have a cap. Until then just focus on first capping crit (for healers) or first capping armor penetration/accuracy (for dps).

 

Defense slots

Capping the defensive stats (defense, deflect, awareness, crit avoidance) can be harder than the offensive stats but still doable so at the end using Radiant enchantments is a good option for extra HP. BUT don’t forget that mobs can debuff and scaling is a thing so having stats over the cap is not that bad! So just use enchantments that have HP + whatever stats you’re missing.

 

Weapon

Most weapon enchants are currently useless unfortunately so the best option right now is Vorpal. It works well for both heal and dps builds since it also affects healing. Another decent option is Holy Avenger for the small HoT and shield but it’s mostly for healing builds. Lightning can also be a decent option for AoE but it’s only for dps builds.

 

Armor

Currently I consider Barkshield to be the best option for the large mitigation it provides. Soulforged is still a decent option but with the new death system it’s not that needed. Bloodtheft can also be an interesting option but not really needed as well.

 

Summoned

Currently all companions can be viable thanks to the new rework to bondings proccing and gear slots but as usual some are more viable than others. Augment companions take the lead in this since they provide an additional 100% of your pet’s gear stats instead of attacking in combat (which isn’t a problem at all now that companions do almost no damage). Every augment will have 3 increased stats and what this stats are will depend on it’s type. The one I recommend using is the Polar Bear Cub since it’s 3 stats are power, critical strike and awareness and it’s player bonus power is +% outgoing healing so you can save up on buying an extra pet for that (plus it’s a baby polar bear… it’s adorable). Another good augment is the Bulette Pup (power, defense and combat advantage) but it’s player bonus power is meh at best for clerics.

If you don’t want to use an augment pet then I would recommend using one that can give your party a buff like Harper Bard.

 

Player Bonus Power

Clerics have 2 offense slots, 2 utility slots and 1 defense slot. I’ll be listing a few options, you decide which ones you prefer to use.

General pets:

Deepcrow Hatchling – “+8000 power”. Offense slot.

Energon – “+32000 Maximum Hit Points”. Utility slot.

Alpha Compy – “Increases your power by 5%. This effect is doubled in all of Chult”. Utility slot.

Tamed Velociraptor – “You are Part of the Pack. You and any allies that are Part of the Pack gain 2000 power. This effect may stack up to 5 times.”  Offense slot.

Outgoing healing pets:

Ioun Stone of the Feywild – “+10% outgoing healing bonus, + 2000 deflect”. Defense/Utility slots.

Neverember Guard – “+10% outgoing healing bonus, + 2000 awareness”. Offense slot.

Polar Bear Cub – “+10% outgoing healing bonus, +2000 defense”. Defense/Utility slots.

Quickling – “+10% outgoing healing bonus, +2000 critical strike”. Offense/Utility slots.

Rebel Mercenary – “+10% outgoing healing bonus, +2000 accuracy”. Offense/Utility slots.

4k Power pets:

Kenku Archer – “+4000 power, +2000 armor penetration” Offense/Utility slot.

Ghost – “+4000 power, +2000 critical strike” Offense/Utility slot.

Mercenary – “+4000 power, +2000 combat advantage” Offense/Utility slot.

Minstrel – “+4000 power, +2000 awareness” Defense/Utility slot.

Neverember Guard Archer – “+4000 power, +2000 defense” Utility slot.

Storm Rider – “+8000 maximum hit points, +4000 power” Utility slot.

Damage bonus pets:

Batiri – “+4% damage versus bosses”. Offense slot.

Netherese Arcanist – “5% damage against enemies that are not facing you”. Offense slot.

Siege Master – “Increases the power of your At-Will powers by 4%. This effect is doubled while on Stronghold map”. Offense slot.

 

Gear/Stats

There are 3 pieces of epic companion gear that drop during the Undermountain campaign. These 3 provide the most stats and all have 2 offense slots. These are the Pearl Ring of the Companion (obtained when completing “Hot Pursuit” quest, the Wyllowwood to Terminus expedition and getting all 9 relics), Choke Chain of the Companion (obtained when completing “Waning Darkness” quest in Vanrakdom) and Plated Belt of the Companion (obtained when completing the quest “Neverember’s Envoy”).

As for stats, at endgame you’ll be using Empowered runestones for the power, since all your other stats will already be capped. Until then just use whatever gives you the stats you’re missing.

 

Enhancement Power

Potency – “Chance on hit to increase your power by up to 2,000 and your companion’s critical avoidance by up to 4% for 15 seconds when your companion is near. The value of the buff depends on the quality of your summoned pet”. Pets with this power: Batiri, Cold Iron Warrior, Frozen Galeb Duhr, Renegade Evoker, Siege Master, Staldorf, Water Archon, Yeth Hound.

Potent Precision – “Chance on hit to increase you and your companion’s critical severity by up to 4% for 15 seconds when your companion is near. The value of the buff depends on the quality of your summoned pet”. Pets with this power: War Boar, Fire Archon, Hawk, Panther, Rebel Mercenary, Swashbuckler, Traveling Entertainer, Werewolf, Xuna.

Redemption – “Chance on hit to heal you and your companion for 4% maximum health over 15 seconds when your companion is near. The value of the buff depends on the quality of your summoned pet”. Pets with this power: Mage Slayer, Cockatrice, Deepcrow Hatchling, Flame Sprite, Goat, Grazilaxx, Greenscale Bowman, Iron Golem, Minstrel, Moonshae Druid, Pig, Skeleton, Snowy Fawn, Will-O’-Wisp.

 

Equip Power

In mod 16, capping stats is really easy once you’re starting to get near endgame so a 5/10k power mount will be the better option. Until then just get an epic mount with 5k on the stat that you need most.

 

Combat Power

Warpainted/Commander Tyrannosaur – “Summons the Tyrannosaur, causing your enemies fear, rooting them for 5 seconds, and lowering their defense by 10% for 10 seconds. If targeting a minion, the Tyrannosaurus will consume them.” Good for support.

Swarm – “Summon a swarm of bats which will release you from most control effects, and increase your damage by 5%. Your target will be slowed by 5%, take 5% more damage, cause 5% less damage, have their critical chance reduced by 5%, and have their Action Point Gain reduced by 5% for 10 seconds. Target is debuffed for 5 seconds in PvP”. Good for dps.

Swift Golden Lion – “Summon your Celestial Lion to knock back nearby foes and grant nearby party members 30% of their Maximum Hit Points as a Shield for 10 seconds. After 10 seconds, affected party members gain up to 3 stacks of Radiant Weapon based on the amount shield remaining. Radiant Weapon grants 2% additional damage as radiant damage for 12 seconds. You may have no more than 8 stacks of Radiant Weapon from any source.” Good for pvp, but can also be used in pve for any “oh no” scenarios.

 

Insignia Bonus

Insignia bonus have been nerfed quite a bit so I’ll just list a few that are still a semi useful.

General:

Gladiator’s Guile – “When your Stamina is above 75%, you move 10% faster. When your Stamina is below 25%, gain 10% Stamina Gain.” (Regal / Illuminated / Enlightened)

Shepherd’s Devotion – “Whenever you use a Daily power, you and your teammates’ Defense is increased by 1500, and their Movement Speed is increased by 10%”. (Regal / Barbed / Illuminated)

Artificer’s Persuasion – “Whenever you use an Artifact power, your cooldowns are reduced by 2 seconds”. (Barbed / Barbed / Illuminated)

Cavalry’s Warning – “Whenever you activate a Mount Combat Power, you gain 1000 to all your ratings for 10 seconds”. (Crescent / Barbed / Enlightened)

Healing:

Knight’s Rebuke – “Whenever you receive Combat Advantage damage from an attack, you are healed for 1,5% of your Maximum Hit Points over 5 seconds”. (Crescent / Crescent / Regal)

Oppressor’s Reprieve – “Whenever you are Stunned, Knocked, or Rooted, you are healed for 5% of your Maximum Hit Points over 5 seconds”. (Crescent / Illuminated / Illuminated)

Survivor’s Blessing – “Whenever you Deflect an attack, you are healed for 1% of your maximum Hit Points over 5 seconds”. (Crescent / Crescent / Barbed)

Barbarian’s Revelry – “Whenever you perform a Critical Strike, you are healed for 1% of your maximum Hit Points”. (Crescent / Enlightened / Enlightened)

Utility:

Traveler’s Treasures – “You have a chance after killing a foe to find Rough Astral Diamonds”. (Enlightened / Enlightened / Enlightened)

Wanderer’s Fortune –You have a chance after killing a foe to find a Refining Stone” (Crescent / Regal / Illuminated)

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  • Tron-tonian
    May 28, 2019 at 5:03 pm

    Solid guide, and full props for including a build path for gear, instead of just tossing in whatever is considered BiS. My only quibble would be to skip the boon that gives damage / damage resist vs. dinosuars, as that really only affects you in Chult, which is pretty limited usage these days. Outside of that – great resource!

    • May 28, 2019 at 7:07 pm

      I’ll be slightly changing the boons, just waiting for the owlbear server changes to go to live server (it’ll have the fix to HP boons) before editing the guide. Ty for the feedback 🙂 Edit:Added changes to both google docs and mmominds versions of this guide.

  • Krumple
    May 30, 2019 at 4:50 pm

    According to the combat parcer, cleric damage type is physical damage NOT magical. So INT does nothing and STR is an option for more damage. However; DEX and CHA seem to be better options.

    • May 30, 2019 at 7:20 pm

      Hi. I just tested Lance of Faith, Conflagrate, Break the Spirit, Searing Javelin and Forgemaster’s Flame and they all had increased damage with INT and not STR.
      I took off all gear/boons/pets/mounts/etc and only used the test main hand, tried all with 0 increases to either, then increase to INT/WIS and STR/WIS.
      The base test vs the STR/WIS had almost the same numbers (BtS, FF and SJ had 1 point more on STR/WIS test vs base test but I believe this to be from the 2 INT that are given at lvl 30 and 60) while the base test vs the INT/WIS one had a much more noticeable difference (for example SJ in base was hitting for 188, INT/WIS was 201 and STR/WIS was 189).
      Maybe you tested a different power than the ones I did and it is considered physical? Would like to know what you tested to come to that conclusion so I can retest it aswell.

      About the DEX and CHA, I really just went with CON because I prefer to have slightly more ap gain but I can see how DEX could be better for arbiter for the crit severity. As for CHA, I don’t think clerics have that many cooldowns to justify using it but again it’s a matter of preference.

      • May 31, 2019 at 9:36 pm

        CHA is for Companion Influence. But really you can use whatever you find Useful, so even though Clerics lost a lot with WIsdom being “reworked”….you can still have a little freedom to do something different and also something that fits into your build!

  • Tjunk312
    June 3, 2019 at 12:41 pm

    I enjoyed reading your guide and appreciate the lengths you took to assemble it. Thank you. I just wanted to ask if you would consider using a siegemaster companion for its 4% at will boost at legendary as an active ability to slot (for arbiter of course). I noticed it was absent in your damage bonus pets section. Thanks again for the loads of info!

    • June 3, 2019 at 3:46 pm

      Hi! I’m glad you found this guide to be useful ^^ About the siege master companion. Cleric damage comes mostly from encounters/dailies but we do need to use at-wills to build up the judgement stacks, so I’ll have to run a few dungeons and check how much do at-wills contribute to the overall damage before deciding. If it’s a decent amount then I’ll add it to the list. But if you already have the pet then you can use it, this is just to see if it’s worth buying it or not.
      Edit: After doing a few dungeons as dps, I’ve noticed that at-wills contribute to ~14% of my total damage. It’s not a lot but a decent amount so I’ve added the siege master companion to the list of dps pets.

  • M.Damage
    June 7, 2019 at 7:33 pm

    Dear author, Swift Prayers class feature bugs Angel of Life , so u can’t activate it once you got past 30 buffs. Also they bug with the very first class feature, the one tat heals you when you pray. I can give you 100% on that

    • June 9, 2019 at 1:02 pm

      Ty for the info! I’ve added a note to the “Swift Prayers” class feature and “Angel of Life” feat notifying players about the bug. I don’t really use the first class feature so I didn’t add any info about that but it’s nice to keep in mind so ty again.

  • o0Hubba0o
    June 9, 2019 at 7:13 pm

    I play on ps4 so not sure it things are different, but I keep reading guides that say Con increases you AP gain. However the in game “tool-tips” say con contributes to max hitpoints and represents a characters health, stamina and vital force. While the CHA “tool-tip” say it contributes to recharge speed, action point gain, comp stat bonus and CA damage, measures force of personality, persuasiveness, and leadership.

    So I’m really confused, unless ps4 isn’t mod16 or everyone’s wrong lol, I don’t know. can anyone please clarify this for me, as to why the game tells me the opposite of what I read everywhere?

    • June 9, 2019 at 9:48 pm

      Ability Scores as well as most other systems have been reworked for mod 16. PS4 is currently still in mod 15 so that’s why the tooltips there still refer to the old system values/stats. Mod 16 should be launching on PS4 on June 18th so it’ll be soon 🙂

  • June 17, 2019 at 3:39 pm

    Thank you for this good job, well done!!

  • Kaiyane
    June 25, 2019 at 4:13 am

    under the list of boons…is choosing max HP really needed over damage?x

    • June 25, 2019 at 11:56 am

      Hi! The order there was just to be the same as the order they are listed in the boon page, doesn’t represent the priority of the boons 🙂

      But I do recommend always getting power first, and if you’re starting out then going for HP is nice since it helps with survivability. If you’re endgame then you probably already have all the boon points so you can get the dps and hp ones at the same time, but if you’re still working on campaigns then just decide what you need more first.

  • Draisaitl
    June 29, 2019 at 4:38 pm

    Amazing guide man, I genuinely hope you continue to keep it up to date. I was pretty lost with the new mod and your guide came in super clutch!

  • Day
    July 1, 2019 at 10:46 pm

    Thank you for posting your guild. Regarding gear items, did you actually check shadowstalker ring bonus damage applies to healing? I have tested on myself and it doesn’t…

    • July 4, 2019 at 1:29 pm

      it doesnt, its a damage buff not a healing buff. power does, damage doesnt.

      • Fabián Véliz D'Angelo
        July 5, 2019 at 5:23 am

        Does Endurance Boots perk stack with Ebony Shirt?

        • Manuel Casarez
          August 3, 2019 at 10:44 pm

          I’ve heard that the 3% perk is the only one that does NOT stack 2x.

        • Manuel Casarez
          August 3, 2019 at 10:47 pm

          I’ve heard that the +3% damage when above 75% stamina perk is the only one that does NOT stack 2x. So ebony shorts + enduring boots won’t stack, if that’s true. can anyone verify?

  • August 3, 2019 at 10:29 am

    Hi,
    I’ve seen in a few guides that shadow stalker rings increase healing spells, but with 0 ‘proof’. How do you know that it increases?
    And if it somehow does, would the ebonized 3% ranged work? the heals should ranged, in my mind lol
    Thanks for any info.

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