[Mod 16] Charisma’s Warlock Compendium
Last Updated: June 1st, 2019
Please remember everything in this guide is evolving. I have done a lot of testing, but I make mistakes. Unfortunately, I am only human~
My name is Charisma and I’ve been playing Neverwinter since the end of Mod 4. I have played a Warlock for a long, long time and I’ve seen the game change a lot over the years. Mod 16 is another huge change, including a level cap increase and a complete rework of how basic stats work. Before we really get into the guide, I have to note almost everything in this guide is Temporary and evolving. The info here is entirely from the test server, seeing as (when this was written) the launch of mod 16 is just on the horizon. Comments and theories are extremely helpful in keeping the information here updated, and correct. If there’s something I missed (and I know there will be!) please leave a comment!
IMPORTANT: This is just a starting point. I will tell you do’s and don’ts and tell you why, but if you don’t use the information or if you care to experiment with your own ideas please feel free to. This is the setup that I’ve found to give the most effective output, but this is in no way the only build SW’s can run!
Please keep in mind my gear in this picture is not Best in Slot, and won’t be for some time. I talk about gear and what you should be using in the ‘Gear’ tab.
If you have any questions about my build you can always message me in game, my username is [email protected] or you can leave a comment on this guide and I’ll reply ASAP.
If you would like to see walk-throughs and explanations of end game content from a warlock’s perspective, you can check out my YouTube channel by clicking here.
I livestream every Sunday at 1PM PST, you can watch by clicking here.
Okay, now that the introductions are out of the way, click the tabs above to get into the build!
Your race choice is very important in Neverwinter. Every race can play any class, but some races do certain classes much better than others!
Significant changes have been made to races in Mod 16, and this shakes up the Tier list a little.
Dragonborn (Metallic Ancestry if you have it) are at the top because of their additional 3% power and critical strike. This works really well for obvious reasons as a dps. Also, you get to choose what ability score bonuses you want, which means no wasted bonuses!
Sun Elf The Extra AP isn’t great, in-fact with how slowly we generate AP in mod 16, it’s hard to notice. The Ability Score Bonuses line up, which is awesome, so no wasted bonuses.
Tiefling are still okay. The extra % damage buff when targets are below 50% synergies extremely well but the ability score bonuses don’t line up perfectly. CHA isn’t useless, it contributes to recharge speed, but the amount you get from +2 CHA won’t be noticed.
Moon Elf is tied for last on the list, hard to tell if it’s better or worse than Tiefling. Moon Elf is just a worse version of the Sun Elf for us. The only real difference is the AP gain, as a Moon Elf you trade 1% AP gain for 1% Stamina Gain. Honestly, when we are talking about bonuses this small, it doesn’t matter. I would pick for aesthetics, unless you really care about that 1%.
Ability Score Bonuses should always be (if possible) DEX and INT. INT is now your main attribute, contributing now to a +% magic damage bonus, and DEX increases Crit Severity.
All Ability Score points should be put into Intelligence and Dexterity.
Intelligence gives us bonus magic damage, and Dexterity increases our critical hit severity.
Stats and adjusting said stats has never been as important as it is in Mod 16. The entire system has had some major changes, and if you don’t have the right stats in the right places, your character will feel significantly under-powered. Undermountain adds new stats (Crit Resist, Accuracy, Awareness), removes some (Lifesteal, Recovery), and implements a system of “Opposing Roles”. The idea is just like we have Critical Strike, enemies have a new stat, Critical Avoidance, and our chance to crit is calculated like so:
((Your Crit) – (Their Crit Avoidance)) / 1000 = Your Critical Hit %
Enemies have a base stat value of 15,000 Defense, Deflection, Critical Strike, Critical Resist, and Combat Advantage, and a base 66,000 Accuracy, Armor Penetration, and Awareness. These numbers are super important when thinking about our stat caps because in order to be maxed out in a stat we must factor in enemies rolls.
Critical Strike caps at 60k (50%)
Armor Pen caps at 65k
Accuracy caps at 65k
Combat Advantage caps at 100k (100%)
Power has no cap.
Stat priority or what you should cap first is as follows:
Armor Pen > Accuracy > Crit Chance > Power > Combat Advantage
Ac is the most noticeable if you’re below cap, and that’s why it’s first on the list. If an enemy deflects an attack it will negate a massive amount of damage. You want to minimize the chances of that happening ASAP. Armor Pen does the same thing, only to Defense. Minimizing the damage reduction from your foe’s 60k defense is super important.
An amazing resource for balancing your stats in the new mod is Rainer’s Mod 16 Pocket Wiki, and it can be found here.
Enchantments should be used to push you to the stat caps listed above. The best Warlocks use a combination of multiple types of Enchantments to minimize wasted states and maximize stats at cap. This means that there’s no cookie cutter setup for you to run. Enchantments and your stats are customized to fit each characters unique stats. With that said there are a few things to note about enchantments.
Be sure to use Three Stat Enchantments like the Draconic Enchantment, or the Black Ice Enchantment if you are not capped on stats. These give you more bulk stats total. If you are capped on one stat, focus on stats you aren’t capped on by slotting enchantments to boost stats you’re short on. If you’re capped on all stats, slot some Radiants. Remember, Power has no cap.
Companions can be a complex topic and the easiest way to cover them is to simply state the facts. Right now, the best option for stats are augment companions. VERY few non-augment companions are worth using right now (to be honest I can only think of one off the top of my head). This is because augments give you an additional portion of their stats on top of any bonding runestones you may have. This means you can get a massive amount of additional stats from your companion.
The companion I recommend using, and would argue is best in slot, is the Bulette Pup. This companion is an Augment that gives additional Power, Combat Advantage, and even increases our Maximum Hit points, all on top of Bondings and it’s Augmentation Bonus. This means we can get a massive amount of power out of this little guy, and since power is king in Mod 16, the Bulette Pup is very good.
As far as Companion Powers go, The best Offense Slots I’ve found are the Tamed Velociraptor, Deepcrow Hatchling, Assassin Drake, Razorwood, and the Cambian Magus. You’ll notice how I mentioned more than 3, and you’ll only have 3 slots. I would strongly advise always using the Velociraptor and the Hatchling, as these two give massive bonuses to power, and I would swap the Assassin Drake depending on needed stats. Should you need additional Accuracy, perhaps Cambian Magus is the right choice.
For Utility slots, I currently have the Owlbear Cub selected, but I’m not sure he’s working. He doesn’t show in the ACT logs, but I think I can see damage procs. Hard to tell. Not sure he would even be worth using if he was working as intended however, I’m sure there’s probably something better. I will update this when I find out.
For Defense, I just kinda slapped whatever I had on. I know it’s nowhere near best. will update this too when I do some more research.
Here are some other companions with worth-while bonuses:
Deepcrow Hatchling – +8,000 Power
Ghost – +4,000 Power, + 2,000 Critical Strike
Assassin Drake – +4,000 Armor Penetration, +2,000 Accuracy
Cambian Magus – +4% Critical Hit Severity, +2,000 Accuracy
Red Slaad – +2,000 Armor Penetration, +4,000 Accuracy
Cantankerous Mage – +2,000 Defense, +4,000 Accuracy
Fawn of Shiallia – +2,000 Power, +4,000 Critical Strike
Flame Sprite – +2,000 Critical Strike, +4,000 Accuracy
Razorwood – +4% Critical Severity, +2,000 Accuracy
Another thing to keep in mind, there are 5 different companion types, Fighters, Creatures, Invokers, Mystical, and Beasts. Your summoned companion is granted a bonus to attack power based on how many companions you have of a specific type, and their rarity, with a cap at 15%.
This is another reason why using an Augment is very strong. Augments give you their stats, on top of bonding runestones, meaning that this bonus goes straight to you. Its very important that this bonus is as close to 15% as possible ASAP.
Companion gear is found in campaign, as you level up. There isn’t (as far as I know) anywhere else to get companion gear of the same item level or with the same amount of stats in the game currently.
As far as Runestones to enchant said gear goes, remember that it’s all completely reliant on stats that you need to hit your caps. Some stronger and more generally used Runestones are the Empowered and the Recondite Runestones.
Feats have been hugely simplified, in an effort to cut out all the decisions that were mostly pointless. Cryptic has tried to make each feat impactful, and for the most part they succeeded, some are just slightly better than others.
Currently, I am running:
From my testing, Most of these choices can be argued either way. Most of the new feat choices are strong, and there really isn’t a way you could go wrong here. I’m aware that I haven’t done enough testing on the test server to know 100% for sure what is, and isn’t best to be using however I’m confident that these choices will get you to 80 no problem, and serve you pretty well afterwards. I will update the guide if needed when more testing is done.
With all that said, let me tell you a short bit about my choices:
Double Scorch: With the removal of recovery and the nerfs to Artifacts, we don’t cast anywhere near as many dailies as we used to. Because of this, and how easy it is to generate Soul Sparks just by using Hellish Rebuke, Increasing Soul Scorch’s damage is more effective.
Parting Blasphemy : Paired with Curse bite this feat is really strong. If you aren’t using Curse Bite, take Warlock’s Curse.
Risky Investment: Very strong in Boss Fights since we can stack it easily with Hadar’s Grasp. Keep in mind though that this feat is pretty useless in AoE situations since with the rotation I am currently running there is no way to actually stack it.
Executioner’s Gift: Executioner’s Gift vs Creeping Death is a hard decision. With the way dungeons are running now, I believe we will get more benefit from the extra damage below 50%, rather than a flat 10%. However, I could be wrong here. I’ve yet to test much in the new dungeon, so I’m sure things will change and be tweaked after I get a chance to run it a couple more times.
Soul Spark Recovery: Previously I listed Wrathful Souls as the best option here because in my testing I neglected the fact that we gain soul sparks from critical hits. I am only human!
This is the part of the guide where I once again tell you to keep in mind that this guide isn’t 100% complete. I have done a lot of testing here, and there have been a lot of changes, but like everyone else I am human. I suggest that you take my findings into account, and test things yourself. With that out of the way, I recommend using 2 different rotations while leveling/dungeon-ing, depending on the amount of enemies you are fighting.
For Encounters I suggest using Fiery Bolt, Curse Bite, and Hellfire Ring.
To start, Catch as much as you can inside Hellfire Ring to apply Lesser Curse. Curse Bite, then cast Fiery Bolt and Curse Bite again. Remember to always use Soul Scorch (tab) when you have 18 Soul Sparks (3 green orbs). Anything that doesn’t die to our initial rotation will burn from SS while you spam Hellish Rebuke.
For Class Features I recommend using Dust to Dust and No Pity No Mercy.
Dust to Dust is really strong now, and seeing as we don’t need All Consuming Curse to Curse everything anymore (simply use any ability without a curse consuming effect), we are free to use it!
Encounter powers are easy. Hellish Rebuke is a must with either Dark Spiral Aura or Eldritch Blast (purely preference).
Hellish Rebuke should be your main damage dealer. I like using Dark Spiral Aura since it’s a very passive skill with a quick animation that I can cast whenever it’s fully stacked for some extra damage, but Eldritch Blast is an okay alternative.
Dailies are important, even if we can’t cast them as often as we used to. I recommend using Accursed Souls and Tyrannical Curse.
If you are fighting a small group, or if there aren’t any elites in the group you’re fighting, Accursed Souls is very good. It will do a nice chunk of damage and drop Lesser Curse on everything. If there’s an elite in the party, drop Tyrannical Curse on it and focus the hell out of it. All the little enemies nearby will melt.
Single Target/Boss Fights:
The Idea here is to keep Soul Investiture stacked at the maximum 5 stacks as much as possible. This will net us an additional 25% encounter damage for as long as we can keep these stacks going. Your rotation here should be as follows, to ensure you’re stacking efficiently: Hellfire Ring for Lesser Curse and the Dot, Hadar’s Grasp (be sure you have Lesser Curse before using HG, if your target for some reason doesn’t have Lesser Curse, wait to use HG until the end), Killing Flames (this will also add Lesser Curse). Remember to use Soul Scorch when you have 18 stacks for a 3 second Cooldown Reduction, and repeat.
I would also swap from Accursed Souls to Brood of Hadar, although I believe the bats are bugged and de-spawn too fast right now.
Soulweaver is our new healing paragon and as far as healers go, I believe we are the weakest. That doesn’t mean we are bad, but it does mean Warlock players will have to try significantly harder to heal everyone then a Cleric, or a Paladin.
For Healing we must change our ability score bonuses. Wisdom gives a bonus to outgoing healing and that’s a must. Charisma increases cooldown reduction and companion influence. Constitution gives Maximum Health and AP Gain. These are both good choices. Personally, if you have under 240k Maximum HP (which should be most of us) I would recommend using Constitution for the additional Health. Constitution will help you survive large AoE attacks in LoTMM and other various dungeons.
Lots of Soulweaver Feats come down to preference. I recommend using this feat setup, but you can feel free to make adjustments as you see fit.
Here’s the part where I tell you a little bit about each choice and why I picked them. Feats that are this color are feats that are essentially down to personal preference.
Essence of Power: I prefer using Essence of Power over Essence of Time since I find that I waste a LOT of time holding Tab to generate Soul Sparks. This does however, lock you into making sure that you get enough healing out of the 15 Soul Sparks since it’s cooldown is pretty long and not effected by cooldown reduction.
Transfusion Tactics: Obvious choice here, since Dark Revelry is fairly useless.
Lingering Sustain: Another Obvious choice here. Additional healing. The other choice here seems powerful, but very risky since we use a lot of skills that also cost health.
From the Brink: This is what I believe to be the better choice, however if you are not using Essence of Power, you might find some use from Thief of Life.
Spark Energy: If you are for some reason using Curse Bite, you can set up a really fun build with Consuming Action HOWEVER, fun doesn’t mean good. Unfortunately from what I’ve seen Consuming Action doesn’t give enough AP to really make a difference, even when you are using it as effectively as possible and neglecting healing all together. Because of that, Spark Energy is the better choice, giving us a sizable increase in AP generation.
For Encounters I recommend using Pillar of Power and Shatter Spark at all times. These two are your bread and butter as a Soul Weaver. Pillar of Power increases both your outgoing healing and allies’ outgoing damage. Shatter Spark is a very large team-wide heal with little to no cool down and a short animation. Warlock’s Bargain is another team-wide heal, although the heal itself isn’t worth the HP 20% HP it costs you to use it. However it also cleanses debuffs, which is very important. Harrowstorm is a relatively weak heal, but you can stack it on top of each-other and it also does damage to enemies. You’ll want to swap between Harrowstorm and Warlock’s Bargain depending on the situation.
For Class Feats I recommend using Warding Curse and All Consuming curse. These paired together make it easy to apply lesser curse to targets and Lower their damage output by 5% (which is 5% less damage you have to heal :D)
For at wills I recommend using Essence Defiler and Dark Spiral Aura. Dark Spiral will generate Soul Sparks, which makes it very useful!
**You can replace Dark Spiral Aura with Soul Reconstruction if you’d like. Soul Reconstruction is a very weak heal however, and it gets canceled often, so keep that in mind.**
For dailies, Tyrannical Curse and Soul Pact are the obvious choices. Soul Pact is a large heal and a large damage resistance buff, but at the cost of 2% of your maximum HP a second. That’s not a lot of damage in reality, and it’s very easy to heal this damage without even trying. Tyrannical Curse is Tyrannical Curse. The extra damage is nice, but I almost always use Soul Pact instead.
Min/Max-ing stats is something that each player will have to do for themselves, since every individual’s stats vary on a case by case basis, and should always be kept in mind when picking gear. As long as you keep these general guide-lines in mind, you shouldn’t have any trouble. Newer players shouldn’t worry too much about their stats until they have most if not all of the gear recommended in this guide. Artifacts and artifact weapons included.
In Mod 16 Cryptic has introduced some new artifacts which are drastically stronger than the older ones. This means that we are practically forced to use them. Unfortunately, since most if not all of this gear is brand new, I can’t find the kind of images I want, so screengrabs from in-game will have to do for now.
For Artifacts I recommend using:
With the Wyvern-Venom Coated Knives as your Active Artifact. At Mythic this Artifact gives a whopping 12% extra Damage to anything, and that alone makes it BiS.
I am still using the Orcus Set for Artifact Equipment, since the extra damage this set provides is still good. I would argue that the Music Box set is however best in slot.
Lair of the Mad Mage has been released and the gear that drops from it are pretty lack luster. As far as what’s best in slot, You’ll want to have two items with Sniper’s Perk. This is because Sniper’s Perk only stacks only stacks two times. The best way I’ve found to stack this is by having two of the Ebonized Raid Rings, which drop from Master Expeditions. This way, we can safely get rid of Hags Rags.
Murme’s Soup Bowl/Broken Cap of the Omnipotent is still best in slot for Helm.
Robes of the Last Profit are best in slot for Chest.
Terrored Grips are still best in slot for Arms.
Root Stompers look like they have potential to be best in slot but I haven’t tested them. Until then Gurtunk’s Booties and Hard Rock Kickers are both good.
For weapons, the Alabaster weapon set is best for clearing trash, but the Burnished set is better for Boss Fights and Single target. Burnished should outperform significantly on boss fights and boss fights are a significant portion of Lair of the Mad Mage, and most other dungeons too, so I would recommend Burnished.
I am currently testing Armor Enchantments, I haven’t picked a favorite. Soulforged seems to be bugged and Negation isn’t impactful enough. I will update this when I pick a favorite.
Vorpal is currently the best Weapon enchantment.
Thank you for reading!
Thanks to everyone for the constructive feedback and ideas. Without all the helpful and creative input from members in the community this guide wouldn’t be anywhere near as complete. Special thanks to:
[email protected]#8859 – for helping me test all my stupid ideas
[email protected]#7236 – for their help with the Single Target loadout
[email protected] – for their help with brainstorming ideas and new things to test
Enyo@Yopuko – for their help with resources, and for being a friend 🙂
[email protected]#8575 – for their amazing Mod 16 Wiki, which can be found here.
If this guide helped you, please rate it at the top of the page, it really helps me out 🙂
If you’re looking for more information, check out my YouTube channel by clicking here.