Obikin89’s Guide for Clerics – mod 19

by Obikin89 on January 14, 2020
Cleric
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Obikin89’s Guide for Clerics – mod 19

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Obikin89’s Guide for Neverwinter

 

Welcome readers ! Because this guide is huge, I decided to make it even bigger ! And, after working hard for 3 months (the original work took only 1 month), I’ve made a Guide for Neverwinter ! And a full website for it !

https://neverwinter.obikin89.com/

If you are still interested in what I’ve written up until the mod 19 update, you can read what follows !

Thank you to MMOMinds for providing this platform and making builds and guides more available to the players !

 

Obikin89’s Guide for Clerics

Introduction

 

Hi ! I am Astrielle@Obikin89, Devout Cleric, playing on PS4, in the Dominion of Lost Souls guild.

I’ve been playing since the 4th of September 2018 (mod 14). After playing at a steady pace, I have completed all the campaigns, and reached 16k item level, by the 18th of March 2019 (mod 15). I beat LoMM for the first time on the 26 of June (less than 24H after it was available) and was 22k item level at the time (mod 16). I reached 25k item level on the 28th of October (mod 17), 26k on the 11th of March 2020 (mod 18), and 27k on the 10th of August (mod 19). Though item level doesn’t mean much nowadays (I could have 600 more item level through artifacts, and usually play with 1k less item level because I use the Apocalypse set which is low item level but is more beneficial to the group in random queues).

I completed ToMM on the 7th of July (mod 18) after 3 weeks of intense training with my guild (thanks to Zedd, Richma, and Tuffic, who were always there to help). Just unlocked Zariel, and looking forward to beating this trial !

With this guide, I will try to show you the different facets of the Cleric. I am trying to be as exhaustive as possible and maybe it could also help people playing other classes (at least for leveling, common tips…). Of course, this is only my point of view about the Cleric, nothing is set in stone, and you may find things that work better for you.

If you have any complaint, different opinions, spot a mistake, think something is not explained properly, or I’m missing something… feel free to speak  ! That would be greatly appreciated !

If you like this guide, send me something in the mailbox, or just say hi on reddit. I’m often lurking there. That also would be greatly appreciated !

Wishing you a good reading,

— Astrielle@Obikin89

 

Character Creation

Race Selection

 

Keep in mind that race bonuses are very small and that the most important thing to consider when creating your character is how good it looks to you. You will play with this character for many hours, maybe hundreds, even thousands, if you really like the game. There are ways to change the race or appearance of your character, but you won’t get them often, at least not for free (you can pay ingame money to get them though).

Any race is good enough. There are races which give better bonuses for Devout Clerics (healers) and races which give better bonuses to Arbiter Clerics (damage dealers). You can play both Devout and Arbiter with the same character : you get 2 loadouts at level 30 (you can buy more in the Zen Market), and that’s when you choose your paragon (Devout/Arbiter). And there are premium races, which have to be unlocked if you want to play them (most of them can be bought with real money, some of them with ingame money, not all of them are always available). The most important bonuses for Devout Clerics are Wisdom, Critical Strike and Dexterity (in that order). The most important bonuses for Arbiter Clerics are Bonus Damage, Intelligence and Dexterity (again, in that order). If you have to pick where to put your ability scores, put them where it matters most for the role you want to play in dungeons.

Best races for a Devout Cleric : Dragonborn (premium), Metallic Ancestry Dragonborn (premium), Wood Elf, Human, Menzoberranzan Renegade (premium), Drow, Dwarf, Half-Orc, Half-Elf.

Best races for an Arbiter Cleric : Metallic Ancestry Dragonborn (premium), Dragonborn (premium), Tiefling, Half-Orc, Gith (premium), Sun Elf, Moon Elf (premium) Wood Elf, Human, Half-Elf.

There’s nothing wrong with making an Halfling Cleric.

Details for each race :

Human : +3 to any ability score (wisdom ~= +0.5 – 0.75% outgoing healing for Devout Clerics, intelligence ~= +0.6 – 0.75% damage for Arbiter Clerics), +250 to all stats (including power, ~= 0.1% damage, 0.05% heal, a bit easier to cap stats, slightly better defensive stats)

Half-Orc : +5% critical severity (~= +1.67% damage/heal), +2 Dexterity (= +1% critical severity, +0.5% movement speed), +2 Constitution (+1% base HP ~= 284 HP at max level, +0.5% action point gain) or Strength, 10% movement speed bonus at start of combat.

Wood Elf : +1500 Critical Strike (~= +0.3% heal if crit is not capped, easy to cap as Arbiter, hard to cap as a Devout), +2 Dexterity, +2 Intelligence or Wisdom (Intelligence for an Arbiter, Wisdom for a Devout), 10% resistance to slow

Sun Elf : 2% action point gain, +2 intelligence, +2 dexterity or charisma, 10% resistance to control effects

Dwarf : +2000 defense, +2 constitution, +2 strength or wisdom, 20% resistance to knock or push

Halfling : +1500 deflect, +2 dexterity, +2 charisma or constitution, 10% resistance to control effects

Half-Elf : +1500 deflect, +2 constitution, +2 charisma (about 60 in all stats with a legendary augment pet, +0.5% recharge speed) or wisdom (pick wisdom if you’re ever going to heal, even rarely, the charisma bonus is almost useless), +1 to one ability score (intelligence for clerics)

Tiefling : +5% damage to targets below 50% HP (effectively, a total of about 2 – 2.5% damage increase), +2 charisma, +2 constitution or intelligence, 10% chance to reduce attacker’s attack by 2.5% for 5 seconds.

Drow : +2 dexterity, +2 charisma or wisdom (pick wisdom if you’re ever going to heal, even rarely, the charisma bonus is almost useless), increased HP regeneration out of combat (HP regeneration out of combat is already pretty high for everyone), 5% chance to reduce attacker’s defense by 2000 for 4 seconds (useless if you have capped armor penetration)

Dragonborn (premium race) : +1500 critical strike, +3% damage, +2 to any 2 stats (dexterity + wisdom or intelligence), +5% incoming healing

Metallic Ancestry Dragonborn (premium race) : +1500 critical strike, +3% damage, +2 to any 2 stats (dexterity + wisdom or intelligence), +3% incoming healing, +3% HP (if that’s base HP, that’s 850 HP at lvl 80… not much)

Gith (premium race) : +5000 combat advantage, +2 dexterity, +2 strength or intelligence, +3% stamina regeneration

Moon Elf (premium race) : +1% action point gain, +1% stamina gain, +2 intelligence, +2 dexterity or charisma, 10% resistance to control effects

Menzoberranzan Renegade (premium race) : +2 dexterity, +2 charisma or wisdom (pick wisdom if you’re ever going to heal, even rarely, the charisma bonus is almost useless), increased HP regeneration out of combat, 5% chance to reduce attacker’s defense by 1500 and attacker’s damage by 2.5% for 4 seconds (same comments as regular Drow race)

 

Class Selection

 

Alright, that is the most important step ! Don’t mess up. Be very careful and…

– Pick Cleric ! –

 

Ability Scores

 

Ability scores really do not matter much, but you won’t be able to change these in the future (maybe with a race reroll token, which you can get in the Zen market). So, you have to consider which of the Devout or Arbiter will be your primary role.

If you want to be mostly a healer, priority is wisdom > dexterity > constitution > charisma.

If you want to be mostly a dps, priority is intelligence > dexterity > constitution > charisma.

Charisma is slightly more important for other classes which have long cooldowns (Cleric cooldowns are almost non existent). You would still only pick charisma after your main ability score and dexterity. Strength is only useful for melee classes. Clerics do not have melee attacks (sorry, no War Cleric, this is not the pen and paper game).

 

Appearance

 

That’s your avatar ! Spend as much time as you want on this one. You’ll be able to cover your character’s face if you feel like it. Also, you can get a free Change Appearance Token at around lvl 60. And you can buy more at the Zen market.

 

Deity

 

Your choice. It doesn’t make any difference. My Cleric may hate you for not picking Lathander (Amaunator), you heretic ! But she is a fanatic. I advise taking a colourful icon.

You will be able to invoke your god’s favours up to 6 times a day for a bit of refinement points, zen market coupons, ardent coins (which you can eventually exchange for an angel companion, or a mount, and a couple other things), and celestial coins (which let you get coffers of celestial artifacts, in which you can loot coalescent wards, which let you automatically succeed an enchantment upgrade… save these for the highest ranks which only have a 1% chance of succeeding).

The icon will be displayed greyed out when your invocation timer is on cooldown. If your god icon is greyish, it will be harder to see when you can invoke again. There’s a timer and a sound that tells you when it’s available again, but it’s easy to miss when in the middle of a fight.

 

Background

 

Just like your appearance, that’s your story. It has absolutely no impact on the game, so pick the one that sounds the closer to your character.

 

Overview

 

What’s your name ?

Ready ?

Welcome to Faerun ! (Faerun is the continent on which Neverwinter, Baldur’s Gate, Waterdeep, Candlekeep, Ten Towns, and many other places you may know from the Dungeons and Dragons : Forgotten Realms setting, which you get to explore in other games like Baldur’s Gate, Icewind Dale… and books like the Elminster series, or the Drizzt series… all of which are absolutely fantastic !).

 

Leveling

 

Leveling is pretty straightforward : follow Sergent Knox instructions in Protector’s Enclave.

 

Bags

 

There are a couple of bags you can get along the way :

  • Adventurer’s Knapsack (18 slots), in the Blacklake District
  • Embroidered Bag of Holding (12 slots), at the end of the Intro Campaign : The Staff of Savras
  • Adventurer’s Pack (12 slots), in the Neverdeath Graveyard

You need to complete most of the quests in each region before getting the quest that rewards the bag. Do not miss these ! The only other way to get bags is to buy them from the Zen market (or the auction house) or during a couple of events… and they are pretty expensive !

 

Random Dungeons, Astral Diamonds

 

Starting at lvl 12, you have access to random dungeons, which reward Rough Astral Diamonds (RAD). You can refine up to 100k RAD to Astral Diamonds (AD), the main currency of the game. To refine your RAD, go to the menu -> Items -> Riches and click on the Rough Astral Diamonds line. They also automatically refine when invoking your deity if you forgot to refine them.

The first random dungeon queue of the day rewards 5500 RAD, + 2500 if your role is in demand. Usually, tanks are in demand, sometimes healers. I think I’ve seen dps in demand only once, after playing for more than a year.

Eventually, you will unlock :

  • Skirmishes, at item level 14k, which reward 6000 RAD + a bit more in chests
  • Trials, at item level 16k, which reward 34k RAD + 7500 for role bonus + a lot more in chests
  • Epic Dungeons, at item level 17k, which reward 23k RAD + 5000 for role bonus + some more in chests

DO NOT go into Epic or Trial queues without looking at their strategy. They are not hard, but it’s easy to mess things up if you do not know what to do.

DO NOT go into Epic or Trial queues without an augment companion, you would only embarrass yourself and make things hard for others.

Do all the queues available once a day (or more often if you feel like it, for fewer RAD rewards on completion but more chances for good loot), to cash in easy AD !

 

A good start

 

 

Now, you know how to make some AD. You will be able to buy a couple of things that will make your life so much easier !

  • An uncommon augment companion (Cat or Watler are very cheap)
  • Rank 8/9 bonding runestones
  • 965 item level companion gear (charred, barbed, cracked, or imperial quartz) with Armor Penetration, Accuracy, and Critical Strike as main stats, and Defense + 2 others as secondary stats
  • rank 8/9 empowered runestones
  • a rare Spider mount for the Wanderer’s Fortune insignia bonus

First of all, after your first random dungeon, you can buy an uncommon augment companion (companion section in the auction house). Augment companions do not fight with you, but they give their stats to you, making you a lot stronger ! No need to upgrade its quality, you will buy better companions later. They don’t give more of their stats to you at higher rarity anyway. They just have slightly better stats.

Then, you can buy bonding runestones (refinement section in the auction house). These give you even more stats from your active companion (whether it’s an augment or not), up to 2.1 times at max rank (each bonding runestone rank 15, giving you 70% of your companion stats). They are the most important thing in the game with an augment pet. Together, they can make up to 3/4 of your total stats ! Needless to say : upgrading them to max rank is an absolute priority.

You can get very high level companion equipment (companion section in the auction house) with armor penetration, accuracy, and critical strike as main stats, and defense + 2 other stats as secondary stats. Prices can vary, so pick the items that work the best together for you. To search for them in the auction house, type in : charred, barbed, cracked, or imperial quartz. There are 3 different items with each of these names. Of course, their stats are transferred to you (once thanks to your augment pet and at least once more thanks to your bonding runestones).

You can buy empowered runestones (refinement section in the auction house), which fit in your companion gear (you can remove them later when you get better companion gear). These give power, a stat that never caps (so you never have too much power) which improves your damage and heals. At highest rank, with an augment pet and rank 15 bonding runestones, each of your empowered runestone gives you 4092 power. Not bad !

Finally, you can buy a rare Spider mount for the Wanderer’s Fortune insignia bonus. You need a Crescent, a Regal, and an Illuminated insignias, to get this bonus. It will help you get Refinement Points (which you will need tons of).

 

Loadouts

 

At level 30, you get 2 loadouts and you get to choose your Paragon (Arbiter or Devout). You can buy more loadouts from the Zen Market (500 Zen each).

On different loadouts, you can make different choices on :

  • Paragon
  • Ability Scores
  • Boons
  • Feats
  • Powers
  • Equipments
  • Mounts
  • Companions

Each loadout saves a different state of your character. All the items, mounts and companions you have are accessible on all loadouts, but you can set different ones as active for each loadout.

Paragon, Ability Scores, Boons, and Feats, are semi-permanent choices : you can change them but it requires a Retraining Token. You can get Retraining Tokens during events from time to time, from Sybella Artis in the Hall of Justice Vaults (where you get the quest for the Intro Campaign, inside the building) in Protector’s Enclave (limited to 3 tokens per character, bound to account… so you can get some for free if you create a new character… You can also get a Minstrel companion from her, which is a pretty good passive companion for a defense slot). You can also get Retraining Tokens from the Zen Market (100 Zen each).

I strongly advise getting an Arbiter (dps) loadout and a Devout (healer) loadout. A devout Cleric is fantastic in a party, but won’t fare well in solo content. On the other hand, an Arbiter Cleric is very good in solo content and can also be great in a party (but they may require different settings for solo and group content).

It’s a very good idea to do solo content as an Arbiter, and change loadout to Devout before entering random queues to be a proper healer (and get extra RAD if healers are in demand). Your role in a dungeon depends on the Paragon you have chosen on your current loadout, and nothing else. Arbiter Clerics are always registered as dps, and Devout Clerics are always registered as healers.

 

Level 70+

 

Once you reach level 70, start the Undermountain campaign. It will make you reach level 80. Do not worry about the other campaigns, you’ll have time to do them later. In Undermountain, you’ll get the most important items in the game : good companion gear, and proper equipment to start endgame (+% damage gear mostly). Once you have them (and a good augment companion and high rank bonding runestones), you’ll be capable of going into Avernus, the mod 18 and mod 19 areas (though you may need some help at first).

 

Ability Scores

 

 

As you level up, you will get 2×6 points to improve your ability scores, +2 points in every one of them. It is obviously best to put 6 points in the 2 ability scores that matter the most for you. These points are bound to your loadout. This means you can have a different repartition of points between Devout and Arbiter.

First, let’s review what 6 points in each stat can give you :

  • Strength : 3% stamina regeneration, 1.5% physical damage boost
  • Constitution : 3% HP, 1.5% action point gain
  • Dexterity : 3% critical severity (about 1% heal/damage increase if critical strike is capped), 1.5% movement speed
  • Intelligence : 3% control bonus, 1.5% magical damage boost
  • Wisdom : 3% control resistance, 1.5% outgoing healing (about 1% improved healing with the proper companions)
  • Charisma : 3% companion influence (about 180 in all stats with a legendary augment companion),1.5% recharge speed
Ability Scores for a Devout Cleric :
  • 6 x Dexterity
  • 6 x Wisdom

Obviously, you are going for full dexterity and wisdom ! Healing better is your goal, but movement speed and control resistance are also very useful to avoid being hit by a big attack or to be able to heal sooner after being controlled.

Note that, with the mod 19 update, Constitution becomes quite interesting as we now get 3% of our total HP and not 3% of our base HP (with 500k HP, you now gain 15k HP, instead of about 850 in mod 18). And Critical Severity is not as good as it was in mod 18. So, picking Constitution instead of Dexterity can be a good choice too if you need more HP. Dexterity is still the best choice for movement speed and healing.

Ability Scores for an Arbiter Cleric :
  • 6 x Dexterity
  • 6 x Intelligence

An Arbiter Cleric only deals magical damage and their cooldowns are not what restrict their use of encounter powers, it’s their divinity. So you are going for full dexterity and intelligence to deal more damage.

Stats

Stats for a Devout Cleric

The most important stats for a Devout Cleric are :

  • Defense
  • Weapon Damage
  • Outgoing Healing
  • Power
  • Critical Strike / Critical Severity
  • Hit Points
  • Critical Avoidance

 

A capped Defense means you will take half damage from anything, anyone should have this capped. It’s the most important defensive stat.

Your Weapon Damage determines how efficient your powers are (healing powers too). So, always use the weapon with the highest weapon damage you can find.

Outgoing Healing is the main multiplier for your heals. You can get 15% from your passive companions. With mod 19, companions now give 3% Outgoing Healing instead of 10%. There are now companions, which give Power, which are a bit better than Ougoing Healing companions in certain circumstance (refer to the Companions section). Wisdom and boons are another source. You can also get some from Class Features like Overflowing Spirit or powers like Exaltation.

Power is a stat that boosts damage and healing with a multiplicative factor : ( 1 + Power / 100.000 ). With 100k power, your damage and healing are twice as effective as with 0 power. It has no cap, so put power everywhere you can (except where you can put Outgoing Healing).

Landing a Critical Strike or Critical Heal improves your damage or healing by half of your Critical Severity (in mod 18, it was your full Critical Severity stat for healing). Your chance of landing a critical is capped at 50%. To reach this cap, you need 1.25 times your power for a critical heal. This means that if you have 140k power, you need 175k critical strike to reach the cap for healing. There are companion equipments, and rings, that boost critical strike quite a lot. Critical Strike is usually not as good as power to boost your healing, so always favour Power over Critical Strike wherever you can. Boosting Critical Severity through weapon enhancement and vorpal weapon enchantment is also a good idea (though not a priority).

Note that, with mod 19, Critical Severity is greatly reduced for healing. So much that, the Power/Crit ratio means nothing now : whatever your ratio, more Power is always better than more Critical Strike. So, put Power everywhere, and Critical Strike only where you cannot put Power and don’t need other stats.

More Hit Points are always good. Sacrificing a bit of power for tons of HP in a couple of places (mostly mount power and mount insignias), where the ratio HP/power is good, is quite fantastic if you can already properly heal people in your group. Being able to tank hits means you will survive longer, and you will be able to heal your group even in very bad situations.

A capped Critical Avoidance means you will never take a Critical Strike. This is huge in improving your survivability (though it doesn’t decrease damage taken that much). It is necessary to have this stat capped for the second last trial in the game (ToMM) when you are playing as a healer. It is not as important everywhere else, but still very good to have.

 

Stats for an Arbiter Cleric

 

The most important stats for an Arbiter Cleric are :

  • Defense
  • Weapon Damage
  • Armor Penetration
  • Combat Advantage
  • Critical Strike / Critical Severity
  • Accuracy
  • Power
  • Hit Points
  • Critical Avoidance

 

A capped Defense means you will take half damage from anything, anyone should have this capped. It’s the most important defensive stat.

Your Weapon Damage determines how efficient your powers are. So, always use the weapon with the highest weapon damage you can find.

Armor Penetration negates your enemy Defense. It basically doubles your damage if it’s capped.

Combat Advantage makes you deal more damage when you surround an enemy. It can double your damage if it’s capped. But cap is higher than other stats.

Critical Strike improves your chances to land a critical strike and deal additional damage corresponding to your critical severity. A capped Critical Strike means you will land a critical hit 50% of the time. Critical Severity plays a big part in improving your damage if Critical Strike is capped. There is also a feat that makes you automatically critically hit with Searing Javelin from time to time. This makes Critical Severity even more efficient. Critical Strike and Critical Severity can improve your damage by more than 50% if your Critical Strike is capped and you have a Critical Severity of 100% or higher.

Accuracy negates your opponent’s Deflect. It basically makes you deal 33% more damage if it’s capped.

Power is a stat that boosts damage and healing with a multiplicative factor : ( 1 + Power / 100.000 ). With 100k power, your damage and healing are twice as effective as with 0 power. With 200k Power, you deal 50% more damage than with 100k. It has no cap, so put power everywhere you can… after capping all of the stats above !

More Hit Points are always good.It’s important that you can survive at least 2 big hits, so that your healer can react fast enough to heal you. A dead DPS deals no damage, and actually loses power and defense until they go to a campfire. Damage is important, but staying alive is even more important.

Critical Avoidance makes you take less critical hits. You won’t cap this stat, because that would be too much to ask. But the more Critical Avoidance you have, the less likely you are to take two consecutive critical hits. It does improve your survivability.

 

Stats Caps

 

Power and Hit Points do no cap, you can have as many as you can put on, and take benefits from these.

In PVE (player vs environment), stats cap at :

  • Enemy Ratings + 50k for : Armor Penetration, Defense, Critical Strike (when hitting things), Critical Avoidance, Deflect, and Awareness
  • Enemy Ratings + 60k for : Accuracy (Clerics require 10k more than the others, who only need 50k + ER, due to a General Power that gives them 10k more points which diminish as stamina goes down)
  • Enemy Ratings + 65k for : Critical Avoidance (Clerics and Paladins require 10k more than the others, who only need 55k + ER, due to a General Power that gives them 10k more points which diminish as divinity goes down)
  • Enemy Ratings + 100k for : Combat Advantage
  • 1.25 times power for : Critical Strike (when healing)

That is, for most stats / accuracy / critical avoidance / combat advantage :

  • 57k / 67k / 72k / 107k in random dungeons (but your stats are scaled down there, more info in the tab)
  • 60k / 70k / 75k / 110k in the Undermountain campaign area and Stronghold
  • 68k / 78k / 83k / 118k in the Lair of the Mad Mage dungeon (LoMM)
  • 80k / 90k / 95k / 130k in the Tower of the Mad Mage trial (ToMM)
  • 85k / 95k / 100k / 135k in the mod 18 area (Vallenhas) and dungeon (The Infernal Citadel)
  • 90k / 100k / 105k / 140k in the mod 19 area (Avernus Wastes) and trial (Zariel’s Challenge)

In PVP (Player vs Player) :

  • Armor Penetration caps at opponent’s Defense stat
  • Defense caps at opponent’s Armor Penetration stat + 50k
  • Critical Strike caps at opponent’s Critical Avoidance stat + 50k
  • Critical Avoidance caps at opponent’s Critical Strike stat
  • Accuracy caps at opponent’s Deflect stat
  • Deflect caps at opponent’s Accuracy stat + 50k
  • Combat Advantage caps at opponent’s Awareness stat +100k
  • Awareness caps at opponent’s Combat Advantage stat

Getting more stats than the cap has no benefit nor drawback. It’s just a waste of stats. Hitting the cap on the stats listed in the previous sections is quite important though.

Secondary stats like Outgoing Healing, movement speed, and such, have no cap, but the ways to get them are limited.

 

More Info on Stats and Formulas

 

You can find all the formulas on Janne’s website. It has everything you need to calculate damage, healing, stat improvements… A fantastic resource !

Powers

 

I’ll introduce you with 1 build for Devout Clerics, and 2 builds for Arbiter Clerics (one for solo, the other for dungeons). But first of all, let’s review how Divinity and Judgement work. These are crucial mechanics for a Cleric.

 

Divinity and Judgement

 

Contrarily to most classes, Clerics have almost no cooldowns. They can use many of their powers just like at-wills. The mechanic that limits them from literally spamming their powers is divinity (yellow bar on the left). Clerics (and Paladins) have a divinity pool of 1000 points which diminishes when they use many of their spells. It replenishes with time, faster when out of combat. There are a couple of feats and powers that help divinity regeneration, but the most important mechanic is Channel Divinity. Clerics can Channel Divinity to rapidly restore their divinity to be able to use their powers more often.

In mod 19, we can’t Channel Divinity to regain Divinity anymore on Devout Clerics. This mechanic has been changed to a heal which actually consumes Divinity. Passive Divinity regeneration has been improved (we now get about 41-44 Divinity every 3 seconds, ticks on the clock), but it’s nowhere near what we could get from Channeling Divinity previously (about 25 divinity per second). Managing Divinity is now just waiting and doing nothing. It takes about 1 min and 9-15s to regain a full Divinity bar, so don’t spam your powers. People are responsible for their mistakes. You can’t heal everyone anymore, so focus on keeping the tank alive.

Arbiter Clerics also have divinity to work with, but they have Judgement on top of it (6 orbs on the right). Judgement are stacks of burning or radiant energy that make your powers stronger. When you use radiant powers, you gain stacks of Burning Judgement. If you use a burning encounter or daily power when you have Burning Judgement, it will be boosted and will deal up to twice its usual damage if you have 6 stacks of Burning Judgement. Your Judgement will be consumed and you will gain stacks of Radiant Judgement, which is gained when you use burning powers and consumed when you use radiant encounter or daily powers. You cannot build both Burning and Radiant Judgement : if you have Radiant Judgement and use a radiant at-will, your Radiant Judgement will be replaced by Burning Judgement. So, pay close attention to your Judgement.

The main mechanic for Arbiter Clerics to restore their Divinity is to consume Judgement using Channel Divinity. No point channelling divinity for hours. Just build some Judgement with your at-wills (or Divine Glow), and consume the orbs with Channel Divinity. Each time you have Judgement you will not use, Channel Divinity to instantly restore some of your Divinity. In the solo build I’ll show you later, that’s basically each time you use an encounter power. The only time you should be channelling divinity like a Devout Cleric is if you are low on Divinity between 2 fights, to make the recovery a bit faster. You can look at my video on the Hell Pit event (at the end of my solo Arbiter build) to get a grasp on how to use Judgement to restore Divinity and being able to fight at full power for long periods of time.

 

Powers for a Devout Cleric

 

 

Channel Divinity

Channel Divinity is now a healing spell. When you tap the button, you mark your target. It makes your heals 5% more efficient on your target, so always mark the Tank, as they need the healing.

When you hold the button, it prepares a heal, which is released when you release the button, on the player you have marked (you cannot mark a companion). The longer you have hold the button, the better the heal will be, to a maximum when you hold the button for 2.5s (at which point, the heal is released by itself !).

If you have the Battle Prayer feat, if you Channel Divinity after using an encounter spell, the divinity cost is reduced and the cast time is reduced to 1s. More importantly, the heal can now be hold as long as you want (only works when the Battle Prayer feat is trigerred, won’t work with Gathering Light, or Angel of Life). So, if you Channel Divinity too early, you can actually wait to release the heal.

If you have the Gathering Light feat, as long as the Battle Prayer feat was not triggered, the cast time is extended to 3s, and the heal will target everyone around the marked player. The AoE is very small though (about 15′ radius, barely bigger than Astral Shield), so, do not expect to heal many people with it.

If you have the Angel of Life feat, as long as the Battle Prayer feat was not triggered, the cast time is extended to 4s, then you can cast healing spells without paying the Divinity cost. It can only be triggered once every 3 minutes though.

 

At-Wills
  • Sacred Flame : single target damage spell
  • Scattering Light : AOE (area of effect) damage spell
  • Soothe : single target heal, was buffed and is now okay for healing damage dealers, just don’t spam it.
  • Blessing of Light : boosts next heal by 10%. As you won’t be able to use many spells, better make them as efficient as possible.

As Healing Word is a must have, Blessing of Light is too. If you are using Soothe, you can spam Blessing of Light to fill your daily. Make sure every single heal you use is buffed by Blessing of Light.

You can use Sacred Flame or Scattering Light if you have enchantments or sets that trigger effects on hit, but there are not too many of them. Sacred Flame has a better time cast, so it’s better to cast effects when you don’t want to hit many targets. The damage they do is about 0, especially since you shouldn’t have high offensive stats. They can also fill your daily.

Encounters
  • Healing Word : now the only spell you should use… and mostly the only spell you CAN use… Because by the time the effect is over, you will have just enough divinity to cast it once again + a single Soothe. It basically heals 7 times better than Bastion of Health, for 2.2 times the Divinity cost.
  • Bastion of Health (RIP) : nerfed to the abyss since the magnitude is now split among those it heals… only “good” for a couple of aoe heal checks. A waste of Divinity.
  • Divine Glow : helps Divinity Regeneration but takes a spell slot…
  • Geas : decreases the damage of the target by 5% for 6s with a 20s cooldown. I would like this one if the duration was longer and cooldown shorter. Developers, if you read me, I command you…
  • Exaltation : increases outgoing healing by 20% for 8s with a 20s cooldown. Always use it before casting Healing Word.
  • Cleansing Light : removes one negative condition for everyone in an AOE (doesn’t always work first time, so you may have to cast it twice). Necessary everywhere enemies apply debuffs or DoTs (damage over time / poison)
  • Astral Shield : reduces damage by 10% for people in the shield (small area), has to be channelled. Good if you know when big hits are coming. But very situational.
  • Intercession : THE Emergency Button ! Fully heal the party member with the least HP% (or almost, when it’s a tank with plenty of HP), no need to target them.

Use Blessing of Light, Exaltation, and Healing Word, wait 20s, dot it again. Boring, but there’s not much more you can do. Intercession is your emergency button, great to have. Cleansing Light is quite useful in a couple of places. And that’s mostly it.

Daily’s
  • Guardian of Faith : good damage, awesome on mimics in LoMM. Helps a bit with dps (mostly to burst small things) and triggers Persistent Guardian if you have the feat.
  • Hallowed Ground : a must have. 10% damage mitigation + heal over time. The best thing to mitigate damage.
  • Anointed Army : a reserve of life + a 3% damage boost for every member of the party for 10s. You need the Anointed Arms feat to benefit from all the effects.
  • Guardian of Life : Emergency healing if you failed to manage your divinity, or can’t keep up with the damage the party takes. Also triggers Persistent Guardian if you have the feat.

I’ve been using Guardian of Faith + Hallowed Ground for the whole mod 16. I’ve changed Guardian of Faith for Anointed Army because I don’t run LoMM a lot nowadays, and boosting the party damage is great (even though it doesn’t last long). Guardian of Life (coupled with the Persistent Guardian feat) can be a solid option if your outgoing healing is low and you have trouble keeping up divinity or healing people, otherwise Hallowed Ground is a better version (no initial heal but a 10% damage reduction for the whole duration). I’m actually considering going back to using Persistent Guardian, because healing sucks in mod 19, and Anointed Army only works on your own group, which is not practical in trials.

Class Features
  • Hallowed Armor : 5% less damage taken, 10% when channelling divinity. Have you ever survived a red dragon’s breath ? I have (don’t try this until you have tons of HP though) !
  • Expended Faith : a 15% bigger pool of divinity. Not too useful if you can manage your divinity properly.
  • Desperate Prayers : up to 20% more outgoing healing when your divinity is below 50% with a maximum when your divinity is depleted (useless when your divinity is at or above 50%). Realistically, that means a 8-10% better Healing Word if your Divinity is going to fall to 0. Useless compared to the others.
  • Swift Prayers : you can move, very slowly, when you channel divinity. Sounds cool but you will often have to stop channelling divinity when you are in a red area anyway.
  • Hallowed Guide : 5% increased healing when the target is within 15′. A small increase but it works.
  • Overflowing Spirit : when your divinity is full, your outgoing healing is increased by 25%. A big boost, a good reason to never forget to regenerate your divinity. Most of your heals can be improved with this (especially Healing Word if you are using it). A big yes !

Overflowing Spirit is a must have. If you want better heals, Hallowed Guide is a good one. I prefer Hallowed Armor, because you can be the last one standing and revive your whole party from time to time, or kill a boss with the last dps alive. Staying alive is generally a good idea.

Feats
  1. Repeated Blessings vs Empowered Soothe : Repeated Blessing would be cool if we actually had the Divinity to make it work… We don’t. And Astral Shield doesn’t trigger Repeated Blessing. Soothe was buffed in mod 19, so Empowered Soothe isn’t bad anymore.
  2. Cycle of Prayer vs Battle Prayer : whoever though it was a good idea to have a feat which reads as “do nothing for more than 12s”, should be fired. Battle Prayer is the only way to hold the heal of Channel Divinity (so that it doesn’t heal when it’s ready but when you need it, as long as you keep channeling). It doesn’t work with Gathering Light, but reducing the cast time of Light of Divinity from 2.5s to 1s and making it holdable is invaluable.
  3. Blessed Armaments vs Towering Light : since Exaltation is kind of a must have now, Blessed Armament, which decreases damage taken for 10s after using Divine Glow or Exaltation, is definitely the choice to do.
  4. Anointed Arms vs Persistent Guardian : 3% more damage for the group using Anointed Army or a beautiful heal bot after using Guardian of Faith or Guardian of Life. Pick this feat depending on the daily you use. Both have value.
  5. Gathering Light vs Angel of Life : I’m actually considering not taking any of these… Gathering Light extends the cast time of Channel Divinity to 3s instead of 2.5s… while Angel of Life extends the cast time to 4s… Which means you’ll be less reactive if you need to use Light of Divinity without the Battle Prayer feat triggered (you will have to release the button after 2.5s instead of the heal being released by itself). Besides, while Gathering Light sounds good on paper, it has a 15′ range (which is barely bigger than Astral Shield), and will never heal the whole group. Angel of Life reads as “if you let your whole group die, then you can heal them”… With good knowledge on the fights, it could actually be somewhat useful, but it can only be used once every 3 minutes, so it’s not a reliable mechanic at all…
General
  • Divine Protection : Critical Avoidance is increased by 10k when your divinity is full, diminishes as divinity goes down.
  • Composed Insight : Accuracy is increased by 10k when your stamina is full, diminishes as stamina goes down.

Do not forget about these. Accuracy is not too useful for a Devout Cleric, but Critical Avoidance is a big stat, especially for ToMM. You need up to 10k more than regular caps if you do not want to fall below the cap in many situations.

 

Powers for an Arbiter Cleric (Tipping Scale / Angel of Death / Burst Solo build)

 

 

When playing solo, this is a fantastic build. You never run out of divinity and you are not relying on a mechanic that necessitates you to use powers in a specific order. Just burst your way through anything, and it works !

At Wills
  • Scattering Light : AOE
  • Lance of Faith : Single Target

You only want Burning Judgement for your encounters.

Encounters
  • Sun Burst : okay, this one is fun for leveling. But you should never use it ever after.
  • Divine Glow : divinity regeneration is good. Getting a full stack of Burning Judgement through Tipping Scales is the main reason to use it though (either for instant divinity restoration, or a big burst of damage).
  • Searing Javelin : after using an at-will and Divine Glow, that’s an AOE encounter with a magnitude of 720. Goodbye monsters.
  • Forgemaster’s Flame : with a full burning judgement (after using an at-will and Divine Glow, for example), that’s a single target spell with a magnitude of 1250… as strong as a daily ! (Judgement desu no!)
  • Chains of Blazing Light : you were so great when you were dealing damage, before mod 16… Good old times.
  • Break the Spirit : yeah, well… Why would you bother when you can burn it down with Forgemaster’s Flame ?
  • Prophecy of Doom : deals 30% of the damage you dealt for the last 10 seconds to a dead body. Now that I think about it, that could be useful against undeads…

Let’s be honest, most of the time you open up with Searing Javelin to kill the small monsters, and Forgemaster’s Flame to finish the big one and jump to the next group of monsters. If you need more firepower, an At-Will and Divine Glow will double your encounter power while restoring some divinity. Any time you have Radiant Judgement, you channel divinity to never run out of divinity. Any time you need divinity, an At-Will + Divine Glow can solve the problem. On longer fights, you use At-Wills to charge your Encounters. That saves divinity.

Daily’s
  • Guardian of Faith : simple and clean.
  • Hallowed Ground : Yes, you can heal yourself !
  • Flame Strike : do you have time for a barbecue ?
  • Celestial Prominence : if you are okay with waiting 5s.
  • Hammer of Fate : that one can be interrupted midway…

Hallowed Ground is a must have to be able to survive any kind of situation. You will have full stacks of Radiant Judgement from time to time, Guardian of Faith is a great way to use them, when you don’t need divinity. Celestial Prominence is another option but I really don’t like the way it works. You end up losing plenty of time waiting for the daily to be charged, and the AOE is not that big, monsters can move away by the time it’s charged. Flame Strike is even worse (though it can deal good damage on a static target). Hammer of Fate is an alternative to Guardian of Faith but it uses Burning Judgement instead of Radiant Judgement. You’d rather use your Burning Judgement on your Encounters. Guardian of Faith may not be the daily that deals the most damage, but it works really well.

Class Features
  • Hallowed Armor : 5% damage mitigation, 10% when channelling divinity.
  • Pilgrim’s Light : 5% more damage when there are no party members nearby.
  • Expanded Faith : 15% more divinity.
  • Critical Insight : restores 10 divinity when you land a critical strike. Basically reduces the cost of your encounters by about 30 divinity if you charge them with your At-Wills.
  • Doomsayer : 10% more damage for 10s after using an encounter that inflicts a negative condition (Geas, Chains of Blazing Light Break the Spirit, Prophecy of Doom ?)… You don’t use these with this build.
  • Light of the Scales : Increases the divinity restored by Channel Divinity by 10% when it consumes Judgement.
  • Divine Equilibrium : 15% more damage when your divinity is at 50%, decreases as divinity gets full or empty.

More damage = faster fights = less use of divinity and less damage taken, right ?

Feats
  1. Lightspeed vs Piercing Javelin : guaranteed critical strikes on Searing Javelin, yes please !
  2. Focused Light vs Tipping Scales : how to save divinity and burst though things at the same time.
  3. Sudden Verdict vs Inner Balance : Encounters filling the Judgement gauge 25% of the time = plenty more divinity (or a fully charged Guardian of Faith). You will never benefit from the maximum amount of divinity Inner Balance can give you… and that’s pretty low anyway.
  4. Critical Sun vs Burning Path : Well, whatever…
  5. Perfect Balance vs Angel of Death : it doesn’t happen very often, but being able to spam encounters like At-Wills is fun.
General
  • Divine Protection : Critical Avoidance is increased by 10k when your divinity is full, diminishes as divinity goes down.
  • Composed Insight : Accuracy is increased by 10k when your stamina is full, diminishes as stamina goes down.

Do not forget about these. Critical Avoidance is not too important for an Arbiter Cleric (though it helps), but Accuracy is. You need 10k more than regular caps if you do not want to fall below the cap in many situations.

 

How I play this build

 

Here is a video of the Hell Pit event where you can see how I play this build. I save my daily for healing if I need some. Getting divinity back from Radiant Judgement is key to being able to spam powers.

 

Powers for an Arbiter Cleric (Focused Light / Perfect Balance / Sustained Damage Dungeon build)

 

Let’s be honest, I have never played this build. But if you want to play in dungeons and to be efficient against bosses, this build is probably much better than the previous one.

At Wills
  • Lance of Faith : Single Target
  • Conflagrate : AOE

These two are simply better than the other two.

Encounters
  • Daunting Light : boosted with Forgemaster’s Flame to burn bosses down, or to kill groups of monsters.
  • Geas : reducing the target’s damage by 5% may be useful.
  • Searing Javelin : to burst through groups of monsters faster.
  • Forgemaster’s Flame : the highest single target damage spell.
  • Break the Spirit : increasing the target’s damage taken from magical and projectile attacks by 10% for 10s every 20s. With pretty decent damage.
  • Prophecy of Doom : deals 30% of the damage you dealt to your target after 10s. Is better than Break the Spirit if your rotation is good.

On groups of monsters : Break the Spirit then alternate Searing Javelin + Daunting Light

On bosses : Artifacts, Prophecy of Doom, Daily, alternate Forgemaster’s Flame+Daunting Light (x4  if timed properly with Perfect Balance). The thing is to start with 2 Burning and 2 Divine Judgement (which you can build before a fight with Sun Burst and Daunting Light), so that your divinity fully replenishes in the middle of your FF/DL rotation, to maximize the damage output of Prophecy of Doom. Use Prophecy of Doom twice per minute, so that one of them is always after the group uses their artifacts. Replenish Divinity with Conflagrate and Channel Divinity between two rotations. Do not Channel Divinity during your FF/DL rotation, to maximize your damage output. Hard to manage, any mistake will break the Perfect Balance… But if you manage your rotation properly, you’ll deal huge damage.

Daily’s
  • Guardian of Faith : 1300 magnitude damage on 1 target + AOE stun. 1.5s casting time.
  • Hallowed Ground : if your healer is not good enough.
  • Flame Strike : massive damage on static targets in an AOE.
  • Celestial Prominence : if you are okay with waiting 5s and wasting time reactivating it.
  • Hammer of Fate : 1500 magnitude damage on 1 target, can be interrupted midway.

I think Flame Strike is more reliable than Celestial Prominence against static targets, just like Guardian of Faith is more reliable than Hammer of Fate. But pick the ones that feel best to you.

Class Features
  • Hallowed Armor : 5% damage mitigation, 10% when channelling divinity.
  • Expanded Faith : 15% more divinity.
  • Critical Insight : restores 10 divinity when you land a critical strike. That’s not much (you have 1000).
  • Doomsayer : 10% more damage for 10s after using an encounter that inflicts a negative condition. Perfect for boosting your Prophecy of Doom ! When you’re not using PoD, start all of your fights with Break the Spirit !
  • Light of the Scales : Increases the divinity restored by Channel Divinity by 10% when it consumes Judgement.
  • Divine Equilibrium : 15% more damage when your divinity is at 50%, decreases as divinity gets full or empty.

As a dps, you just want damage. But if divinity is hard to manage, Expanded Faith is a solid option (perfect balance will restore that much more each time it procs).

Feats
  1. Lightspeed vs Piercing Javelin : you won’t use too many at-wills, Piercing Javelin won’t be too useful in boss fights. More Judgement = more damage.
  2. Focused Light vs Tipping Scales : that’s what makes you good vs bosses.
  3. Sudden Verdict vs Inner Balance : every time Sudden Verdict procs, that means more damage for your next encounter power in your rotation.
  4. Critical Sun vs Burning Path : make them burn !
  5. Perfect Balance vs Angel of Death : you cannot cast all of these encounter powers without a way to restore your divinity regularly.
General
  • Divine Protection : Critical Avoidance is increased by 10k when your divinity is full, diminishes as divinity goes down.
  • Composed Insight : Accuracy is increased by 10k when your stamina is full, diminishes as stamina goes down.

Do not forget about these. Critical Avoidance is not too important for an Arbiter Cleric (though it helps), but Accuracy is and you need to be able to evade red areas without hesitation. You need 10k more than regular caps if you do not want to fall below the cap in many situations.

 

Boons

Campaign Boons

 

 

Anyone, any class, any role
  • Every Power node
  • Every HP node
  • Marathon Runner (12.5% movement speed)
  • Simple Support (10% companion influence : 622 in all stats + 2242 HP with a legendary augment companion, worth it with power and HP alone)
Devout Cleric
  • Tier 5 : Blessed Touch (2% Outgoing Healing)
  • Tier 5 : Call of Power (4% Action Point Gain = Anointed Army or Hallowed Ground more often) or Severe Criticism (4 % Critical Severity = 1.33% more healing) or Quick Turnaround (Exaltation more often, means you can boost your next HW 1s earlier, more divinity used but a bit more healing too on the long run). I often have my daily ready before my artifact, better stack them if you can, if your artifact makes monsters take more damage. Call of Power is better if your daily is healing. Severe Criticism improves your average heal, but since we don’t heal that often nowadays, it’s a bit random.
  • Master Boon : Blessed Advantage (more power and reduced cooldowns for the party)
  • Remaining Points : Critical Strike (unless you are capped but that’s unlikely), Disenchanting Aura (Control Resistance is great too), Defense, Deflect (always useful, if your other stats are capped), Demonic Mastery (though not as useful since it only works for fiends now)
Arbiter Cleric
  • Tier 5 : Severe Criticism (4% Critical Severity)
  • Tier 5 : Call of Power (4% Action Point Gain)
  • Master Boon : Blood Lust (chance for decreasing target awareness by 1500 + 150% weapon damage attack + 1.5% action point gain on encounter use) or Deathly Rage (chance for 1500 combat advantage buff + 6% more damage + 12k damage per attack, on kill, for 10s). I like Blood Lust better, because it’s more reliable. But Deathly Rage is more powerful, for sure ! Do you want to kill big monsters on your own (Blood Lust), or to kill groups of monsters even faster (Deathly Rage) ?
  • Remaining Points : any stat you haven’t capped. Demonic Mastery for mod 18.

There are not too many cultists, dinosaurs, nor undead. At least, they shouldn’t be a problem for you when you meet them. Taking the corresponding boons is a waste for most content, and not necessary where you can benefit from them.

 

Guild Boons

 

Being in a high level guild is a huge advantage : you will have access to 3 very big boons at their maximum power (and that’s also 1500 item level for you, useful to unlock dungeons).

Devout Cleric
  • Offense : 8k Power is the best way to make your heals more reliable. 15% Critical Severity gives you better average heals, but only improves your Critical heals, and you cannot afford the divinity to make a crit happen. Furthermore, Healing Word ticks are always or never crits, depending on your initial heal, and it varies from people to people on a single Healing Word. So, it’s not consistent, and it’s better to improve the heals for those who will receive less than for those who will get more.
  • Defense : 32k HP (or 8k Defense if you need this amount to cap your stat)
  • Utility : Experience Points Bonus (that’s some free RAD for you at level 80) or Mount Speed Bonus (if you want to speedrun the rare dungeons where you actually can use your mount… there are not too many).
Arbiter Cleric
  • Offense : 15% Critical Severity (or 8k Armor Penetration if it’s not capped, or 8k Power if your stats are below 60k. Check what’s best for you)
  • Defense : 32k HP (or 8k Defense if you need this amount to cap your stat)
  • Utility : Mount Speed Bonus (faster quests = you can do more stuff), Experience Points Bonus (free RAD), Treasure Hunter (when you are collecting mastercrafting materials from explorer’s charts, which you get in the Stronghold)

 

PVP

 

I’m not into PVP, so I leave that to you. Keep in mind that your opponents will have quite different stats than monsters.

First boon for a Devout would be HP if you’re not changing your Defense (oponents will have their Armor Penetration capped anyway), Defense if you’re going to put more Defense on yourself (you need tons to make it useful but it will be pretty efficient if you can have 130k+). Armor Penetration for an Arbiter (if you want to be efficient against high defense players).

Second boon would be control resistance, or AP gain (if you can cast a daily often enough).

Third boon would be Deep Wound (Role Reversal is also useful for an Arbiter).

 

Companions

Augment Companions

 

 

Augment companions are companions which have the Augmentation and the Enhancement powers. They do not fight with you, but follow you around. The non augment companions usually have 2 active skills, 1 passive that enhance their skills and 1 passive that improves their stats (role expertise). They do fight with you but, with the exception of a couple of them, do not expect much from them.

The Augmentation skill is available at lvl 1 and makes your companion share their stats to you. You get all of their stats, including companion gear and runestones slotted in your companion gear (except HP from runestones for some reason). That’s about 3 rank 8 bonding runestones you get for free, on top of your own bonding runestones. Thanks to this skill alone, an uncommon (green) augment companion lvl 25 gives you more stats than a non augment epic (purple) companion lvl 35. And a rare (blue) lvl 30 augment companion gives about the same stats as a legendary (orange) non augment companion lvl 40. At lvl 40, a legendary augment companion gives an average of 8k more to all stats compared to a legendary non augment companion.

The Enhancement power (unlocked at blue quality, lvl 30) gives 1k bonus to 3 stats of your companion… Which translates to a 3.1k bonus to these stats for you (with rank 15 bonding runestones). The Enhancement power is what makes all the augment companions different. They would be strictly identical otherwise. And so they are, below lvl 30, which is why it doesn’t matter which augment companion you get for leveling.

HP is the worst stat to have on an augment companion Enhancement power. The reason is you usually get 4 HP per stat point, on most items. Here, you get 1 HP for 1 stat point. Furthermore, stat points are boosted by bonding runestones, while HP are not. So you are effectively trading up to 3.1 stat points for 1 HP. That’s 12.4 times less than what you would get by trading stat points for HP on anything else. And that’s not even the end of it : most of the augment companions with HP in their Enhancement power actually bug and give you less HP than the others… So, if you have the choice, use an augment which doesn’t have HP in its Enhancement power.

In higher end dungeons, you need very high stats to be able to perform properly. But, in lower end dungeons, the scaling mechanic makes your stats melt. In both cases, a non augment companion will perform very poorly. You absolutely need an augment companion if you are going to play random dungeons. Otherwise, you are just a dead weight for your party.

 

Leveling Companions

 

The easiest way to make a new companion gain levels, is to put the companion as active when you complete a quest. You can even boost the experience with the “Experience Points Bonus” Guild Boon and with Azure enchantments. No need to have a ball at your feet all the time.

Always train your companions when you leave the game. Otherwise you won’t have access to them for the time of their training, or it will cost AD to get them back earlier.

 

Upgrading Companions’ Quality

 

The best way to upgrade your companions is to wait for a sale in the ZEN market (you can also get 20% coupons from time to time by invoking your god), and to buy Companion Upgrade Packs (that’s 75 tokens for a maximum of 375k AD when there’s no sale).

With a -20% coupon for Companion Upgrade Packs, upgrades cost a maximum of 4000 AD per companion upgrade token (depends on the exchange rate) :

  • Common (grey) to Uncommon (green) : 30 tokens or 50k AD : always use AD.
  • Uncommon (green) to Rare (blue) : 60 tokens or 250k AD (save at least 10k AD with a coupon, use AD if you don’t have one and there’s no sale)
  • Rare (blue) to Epic (purple) : 90 tokens or 500k AD (save at least 140k AD with a coupon)
  • Epic (purple) to Legendary (orange) : 120 tokens or 1M AD (save at least 520k AD with a coupon)

When there’s no sale, a companion upgrade token costs a maximum 5k AD. So, it’s not worth it to upgrade an uncommon companion this way if the AD to Zen rate is at 750 AD/ZEN. But it’s still worth to upgrade a Rare companion to Epic (and of course better to upgrade an Epic companion to Legendary).

With mod 18, we can (very) occasionally get 20 companion upgrade tokens from Juma bags (in Avernus, lvl 80+). It takes time, but it’s a good way to upgrade your companions !

 

Bonding Runestones

 

Now that we have established the fact that an augment pet is a necessity because they gives 100% of their stats to you… Consider the fact that Bonding Runestones can transfer up to 210% of your companion’s stats to you. Yes, they are absolutely fantastic, and an absolute priority for everyone. Get these to rank 15 as soon as possible. The only thing you should buy before upgrade your bondings is your active companion for your main role (and upgrading it to epic if it’s not already).

To upgrade your bonding runestones, better start with rank 9 (super cheap) while you are leveling, then buy rank 13 one after the other, then upgrade them to rank 14 and 15 with materials you will collect along the way. If you buy the next upgrade and sell the previous one, you will lose 10% of the value of each upgrade in auction house fees. By getting rank 13 directly, you will only lose 10% of the value of your rank 9 bondings when you sell them, and nothing else.

The best way to get wards for upgrading your rank 13 is to wait for a sale in the ZEN market and to buy regular wards (you need an average of 38 wards per bonding)… or wait to get free ones during an event ! The best way to get wards for upgrading your rank 14 is to invoke your god every day (on all of your characters) in order to get a Coalescent Ward. This will guarantee an upgrade, and you will get it for free ! The marks of potency can be acquired by completing weekly missions (which help completing your legacy campaigns) given by Sybella in Protector’s Enclave. The enchanting stones rank 6 can be acquired in the hardest dungeons (many of which are in the epic dungeon queue and are pretty accessible).

 

Bolster

 

Bolster improves your companion stats by up to 15% at maximum (with 5 companions at the legendary quality in the same category as your active companion). Each rarity improvement on one of your top 5 companion in a category gives you 0.5% Bolster. Let’s face it : 1% in Bolster with a legendary companion only improves your stats by about 134 points. Upgrading Bolster is not worth it. You will get plenty of companions along the way, there’s no need to spend AD for a useless companion.

 

Companion Influence

 

Companion Influence works about the same way Bolster does. Five rank 15 Dark enchantments (30% Companion Influence) give a total of about 1866 in all of your stats and 6726 HP (with a legendary augment companion and rank 15 bondings), or 2422 in all of your stats but no HP (with a legendary non augment companion). It’s really not a big stat.

 

Companion for Leveling

 

Make sure to have an uncommon augment companion (cat, watler, goldfish, goat, whatever), rank 9+ bonding runestones, 965+ item level companion gear, and empowered runestones, as soon as possible. Nothing can make you stronger than these while you are leveling (at such a cheap price too). Bonding runestones and most of the companion gear items can be transferred to any of your characters at any time. So, if you have a high level character, make your new Cleric happy with proper companion gear !

 

Devout Cleric

 

Active : Polar Bear Cub

The best active companion for a Devout Cleric is the Polar Bear Cub. It is an augment companion that gives a bonus to Power, Critical Strike, and Awareness. Power and Critical Strike are the two most important stats for you. The only other augment companion with a bonus to Power and Critical Strike is the Icosahedron Ioun Stone, but it gives Combat Advantage instead of Awareness, which is less useful to you. On top of being the best augment companion, the Polar Cub also is one of the passive companions you will have equipped all the time, making it the most important companion for you. The first companion you should buy and upgrade to legendary.

Passives
  • Polar Bear Cub : 3% Outgoing Healing + 2k Defense
  • Quickling : 3% Outgoing Healing + 2k Critical Strike
  • Ioun Stone of Radiance : 3% Outgoing Healing + 2k Deflection
  • Neverember Guard : 3% Outgoing Healing + 2k Awareness
  • Rebel Mercenary : 3% Outgoing Healing + 2k Accuracy

Of course, you want those sweet 3% Outgoing Healing bonuses (nerf from 10% in mod 19…). They will boost your healing more than anything else. There’s also one version of the Faithful Initiate that gives Outgoing Healing, but with Combat Advantage as a secondary stat, not too useful. And the Vallenhas Elite Soldier (which you can obtain as a random reward from the Box of Vallenhas treasures). The Quickling is very expensive but it’s also one of the best passive companions due to it giving Critical Strike, a stat you will hardly cap as a healer.

Note that with the huge healing nerfs in mod 19, the Deepcrow Hatchling is now a better option than a 3% Outgoing Healing companion until you reach about 155k Power. And the Alpha Compy becomes a better option once you reach above 200k Power. The Tamed Velociraptor is also a solid option if everyone in the group has it. Look at Janne’s website to get the exact values for you.

Enhancement
  • Potency : chance on hit to increase Power by 2k (<= 1% healing) and companion’s Critical Avoidance by 4% (it doesn’t work, at least not shown on your companion sheet, and doesn’t transfer to your stats either).
  • Potent Precision : chance on hit to increase Critical Severity by 5% (> 1.5% healing if Critical Strike close to cap)

It works both with an augment or a non augment companion. The chance is pretty high too !

Potent Precision is better than Potency by a solid margin, even with relatively low Critical Strike.The Rebel Mercenary (which you want for its passive), has this enhancement. Enhancement scales on your summoned companion quality. The quality of the companion which has Potent Precision doesn’t matter.

Companion Gear
  • Gold Icon of the Companion (12k Critical Strike, 2 Empowered Runestones) x2
  • Platinum Icon of the Companion (12k Critical Avoidance, 2 Profane Runestones)

You can get these by completing the questline in the Stardock (12 days) on 3 different characters. That’s the easiest way, as it doesn’t rely on RNG. With these, you will easily cap your Critical Strike (unless you have tons of Power), and your Critical Avoidance. The Profane Runestones will help you cap Defense and the Empowered Runestones will give you 4k power each at rank 15, with Bonding Runestones at Rank 15.

These are the Companion Gear I’m using. If you do not have your Defense capped, it takes priority over Critical Strike or Critical Avoidance.

 

Arbiter Cleric

 

Active for solo : Stalwart Golden Lion (if your stats are capped, any augment otherwise)

The Stalwart Golden Lion is a non augment companion. It can buff you, taunt, has a large HP pool, and is shiny ! Non augment companions are only good if you have your stats capped for the content you are running. That is, if most of your stats are above 60k (110k for combat advantage) in most places, or above 85k (135k for combat advantage) in Avernus (mod 18 area).

The point of using a non augment companion is to benefit from their buffs (if they have any), and from combat advantage. There’s also Xuna or the Abyssal Chicken, which actually deal pretty good damage (Xuna is super expensive, but the best of the two). But if your stats are not capped, it’s not worth it : using an augment companions will boost your stats a lot more, and you will end up dealing more damage and also being tankier.

Using a non augment in Undermoutain and in the Stronghold is a good idea if you have high bonding runestones. But it is a lot harder to use one in Avernus and you will have to trade a lot of Power to get your stats where they need to be. I highly recommand using an augment companion in Avernus unless you are a very end game player (even then, the difference between an augment and a non augment is not that big, and the augment is always better when you play with other people around).

Active for dungeons : Deepcrow Hatchling

Bulette Pup, Quasit or Icosahedron Ioun Stone have a better enhancement power for a dps and are considered best in slot (bis), but they are not a priority : you need rank 15 bondings first to really take advantage of their enhancement power anyway. Polar Bear Cub is also good. Deepcrow Hatchling is the best augment pet to start with at lvl 80, as it is epic from the start, can be bought with tarmalune trade bars (vip rewards), and gives 8k power at legendary. So, get a Deepcrow Hatchling before even thinking about getting a Bulette Pup or any other “best in slot” companion.

Passives

The only ones that really matter on these lists are the ones that give +% damage or Power (if you have your stats capped). All the others are only good if you need to cap your stats. As capping your stats for Vallenhas and The Infernal Citadel is harder than before, the Wandering Scarecrow (10k total useful stat points !), Staldorf, and Black Dragon Ioun Stone are much better than the others, and mandatory if you want to use a non augment companion in Vallenhas (for which you need rank 15 bonding runestones and very good gear) ! Stats are displayed for companions at Legendary quality (lower stats at lower quality). 4% Critical Severity is not as good as 4k Power, most of the time (thanks Janne for the Maths). Many companions can be used in many slots, but they can only be used once. You cannot use the Mercenary both in Offense and Utility at the same time, for instance. You have to choose, and pick another companion for the other slot.

Offense slot (2) :

  • Netherise Arcanist : +5% damage to enemies that are not facing you (has an internal cooldown, so not all hits will be affected)
  • Batiri : +4% damage against bosses
  • Grung : On critical hit: Poison target for 50 magnitude damage every 2 seconds for 10 seconds (tested : doesn’t work at all, not in mod 19 either, at least not in the SH)
  • Deepcrow Hatchling : 8k power (better than 4% damage below 100k Power, up to 166k Power if you have BiS gear with +% damage)
  • Chultan Tiger : 10% Movement Speed + 6k Power for 10s at start of combat
  • Tamed Velociraptor : 2k Power per player with the Tamed Velociraptor in the group
  • Kenku Archer : 4k Power, 2k Armor Penetration
  • Mercenary : 4k Power, 2k Combat Advantage
  • Ghost : 4k Power, 2k Critical Strike
  • Wandering Scarecrow : 8k Armor Penetration, 2k Defense
  • Wolf : 8k Armor Penetration
  • Alphonse Knox : 4k Armor Penetration, 2k Combat Advantage
  • Assassin Drake : 4k Armor Penetration, 2k Accuracy
  • Barbarian Shaman : 4k Armor Penetration, 2k Power
  • Boar Shoat : 4k Armor Penetration, 8k HP
  • Dog : 4k Armor Penetration, 2k Power
  • Hawk : 4k Armor Penetration, 2k Critical Strike
  • Staldorf : 8k Combat Advantage
  • Book Imp : 4k Combat Advantage, 2k Accuracy
  • Laughing Skull : 4k Combat Advantage, 2k Defense
  • Mystagogue : 4k Combat Advantage, 2k Armor Penetration
  • Flame Sprite : 4k Accuracy, 2k Critical Strike
  • Black Dragon Ioun Stone : 8k Critical Strike
  • Armored Orc Wolf : 4k Critical Strike, 2k Accuracy
  • Alchemist Experimenter : 4k Critical Strike, 2k Combat Advantage
  • Fawn of Shiallia : 4k Critical Strike, 2k Power
  • Lightfoot Thief : 4k Critical Strike, 2k Armor Penetration
  • Traveling Entertainer : 4k Critical Strike, 2k Defense
  • Helmite Paladin Ghost : 4k Critical Strike, 8k HP
  • Cambion Magus : 4% Critical Severity, 2k Accuracy
  • Razorwood : 4% Critical Severity, 2k Accuracy
  • Dancing Blade : 4% Critical Severity, 2k Combat Advantage
  • Crystal Golem : 16k HP, 2k Power
  • Cave Bear : 16k HP, 2k Accuracy
  • Zhentarim Warlock : 16k HP, 4k Combat Advantage
  • Kingfisher Intern : 16k HP, 2k Combat Advantage
  • Rimefire Golem : 16k HP, 2k Armor Penetration
  • Star of Simril : 16k HP, 2k Critical Strike, +4% gold gain
  • Wayward Wizard : 4k Defense, 2k Armor Penetration
  • Mini Apparatus of Gond : 4k Defense, 2k Armor Penetration
  • Werewolf : 3% Incoming Healing, 2k Defense

Defense slot (1) :

  • Minstrel : 4k Power, 2k Awareness
  • Gelatinous Cube : 4k Power, 2k Critical Avoidance (is technically bettter than the Minstrel but may not be available as it was for a promotion event originally)
  • Yojimbo : Increases deflect chance by 4%. Whenever you take damage, your power is increased by 2000 and your deflect chance is reduced by 2000 for 10 seconds
  • Red Slaad : 4k Accuracy, 2k Armor Penetration
  • Fey Panther : 4k Accuracy, 2k Combat Advantage
  • Cantankerous Mage : 4k Accuracy, 2k Defense
  • Hunting Drake : 4k Accuracy, 8k HP
  • Ice Sprite : 4k Accuracy, 2k Critical Avoidance
  • Laughing Skull : 4k Combat Advantage, 2k Defense
  • Phase Spider : 4k Combat Advantage, 2k Critical Strike
  • Redcap Powrie : 4k Combat Advantage, 2k Critical Avoidance
  • Grazilaxx : 4k Critical Strike, 2k Deflection
  • Ioun Stone of Allure : 3% Incoming Healing, 2k Power
  • Duergar Theurge : 3% Incoming Healing, 2k Armor Penetration
  • Red Dragon Ioun Stone : 3% Incoming Healing, 8k HP
  • Wayward Wizard : 4k Defense, 2k Armor Penetration
  • Mini Apparatus of Gond : 4k Defense, 2k Armor Penetration
  • Man at Arms : 4k Defense, 2k Combat Advantage
  • Pewter Golem : 4k Defense, 2k Critical Strike
  • Sergent Knox : 4k Defense, 2k Accuracy
  • Green Slime : 8k Defense (seems to be bugged and does not work properly)
  • Iron Golem : 16k HP, 2k Defense
  • Moonshae Druid : 16k HP, 2k Critical Avoidance

Utility slot (2) :

  • Stalwart Golden Lion : 10% damage buff (equivalent to 25k power if you have 150k power) for 10 seconds after your companion uses a power (50% chance, for 10s, 15s cooldown). Only works with a non augment companion ! So, only good for solo !
  • Owlbear Cub : If you fail to critically hit, you have a 10% chance to do an additional hit for damage equal to 50% of your Power (not the best for a Cleric, but an average of 5% of your Power per hit is not too bad)
  • Alpha Compy : +5% Power (very expensive, but best in slot)
  • Githyanki : 4800 Power + 8% stamina regeneration (best power in utility after the Alpha Compy and the Stalwart Golden Lion). Comes from the Gith Booster Pack (which is very valuable if you have multiple characters, because it gives a 30 slot bag, an epic mount and an epic Githyanki companion to all of your current and future characters, and more, for 4k Zen).
  • Neverember Guard Archer : 4k Power, 2k Defense
  • Ghost : 4k Power, 2k Critical Strike
  • Kenku Archer : 4k Power, 2k Armor Penetration
  • Mercenary : 4k Power, 2k Combat Advantage
  • Minstrel : 4k Power, 2k Awareness
  • Storm Rider : 4k Power, 8k HP
  • Wandering Scarecrow : 8k Armor Penetration, 2k Defense
  • Wolf : 8k Armor Penetration
  • Barbarion Shaman : 4k Combat Advantage, 2k Power
  • Book Imp : 4k Combat Advantage, 2k Accuracy
  • Alchemist Experimenter : 4k Critical Strike, 2k Combat Advantage
  • Fawn of Shiallia : 4k Critical Strike, 2k Power
  • Helmite Paladin Ghost : 4k Critical Strike, 8k HP
  • Snowy Fawn : 4% Critical Severity, 2k Defense
  • Pewter Golem : 4k Defense, 2k Critical Strike
  • Energon : 32k HP
  • Crystal Golem : 16k HP, 2k Power
  • Star of Simril : 16k HP, 2k Critical Strike, +4% gold gain
  • Cave Bear : 16k HP, 2k Accuracy
  • Zhentarim Warlock : 16k HP, 4k Combat Advantage
  • Kingfisher Inter : 16k HP, 2k Combat Advantage
  • Rimefire Golem : 16k HP, 2k Armor Penetration
  • Iron Golem : 16k HP, 2k Defense
  • Moonshae Druid : 16k HP, 2k Critical Avoidance
  • Cleric Disciple : 3% Incoming Healing, 2k Power
  • Ioun Stone of Allure : 3% Incoming Healing, 2k Power
  • Battlefield Medic : 3% Incoming Healing, 2k Combat Advantage
  • Dedicated Squire : 3% Incoming Healing , 2k Accuracy
  • Red Dragon Ioun Stone : 3% Incoming Healing, 8k HP
  • Silver-Scaled Cleric Disciple : 3% Incoming Healing, 2k Critical Strike

List of all companions (thanks to Rainer)

Enhancement
  • Potency : chance on hit to increase Power by 2k (<= 1% healing) and companion’s Critical Avoidance by 4% (it doesn’t work, at least not shown on your companion sheet, and doesn’t transfer to your stats either).
  • Potent Precision : chance on hit to increase Critical Severity by 5% (> 1.5% healing if Critical Strike close to cap)

It works both with an augment or a non augment companion. The chance is pretty high too !

Potent Precision is better than Potency by a solid margin, even with relatively low Critical Strike. Companions with the Potent Precision Enhancement are : Fire Archon, Hawk, Panther, Rebel Mercenary, Swashbuckler, Traveling Entertainer, War Boar, Werewolf, and Xuna. Pick the cheapest you can find (or the Rebel Mercenary for your Devout Cleric build). Enhancement scales on your summoned companion quality. The quality of the companion which has Potent Precision doesn’t matter.

Companion Gear
  • Noble Emerald of the Companion (7k Armor Penetration, 5k Defense, 1 Empowered Runestone, 1 Profane Runestone)
  • Prestine Belt of the Companion (7k Combat Advantage, 5k Defense, 1 Empowered Runestone, 1 Profane Runestone)
  • Imperial Diamond Belt of the Companion / Prestine Belt of the Companion (7k Combat Advantage, 5k Defense, 1 Empowered Runestone, 1 Profane Runestone)
  • Burnt Belt of the Companion (7k Accuracy, 5k Defense, 1 Empowered Runestone, 1 Profane Runestone)
  • Silver Talisman of the Companion (7k Accuracy, 5k Combat Advantage, 2 Empowered Runestones)
  • Gold Talisman of the Companion (12k Armor Penetration, 2 Empowered Runestones)
  • Gold-Clasped Sword Knot of the Companion (12k Accuracy, 2 Empowered Runestones)
  • Chained Talisman of the Companion (7k Armor Penetration, 5k Accuracy, 2 Empowered Runestones)
  • Gold-Leafed Grimoire of the Companion (12k Combat Advantage, 2 Empowered Runestones), it’s a 4 leaf one !
  • Ivy Grown Grimoire of the Companion (7k Armor Penetration, 5k Combat Advantage, 2 Empowered Runestones)

Any combination with 5k Defense, 7k Armor Penetration, 7k Accuracy, and as much Combat Advantage as possible is great. You do not need Combat Advantage if you are playing with an augment companion. But as soon as you cap your stats with a non augment companion, you should use one instead, for benefiting from Combat Advantage and doubling your damage output.

Only the single stat companion gear can be acquired from the questline in Stardock. You will have to farm WE’s (and Zok Boxes) quite a lot to loot the best pieces of Companion Gear. But there are slightly lesser pieces of gear with an item level of 990 instead of 1010 which are about as good. Worst case, non epic companion gear has very good stats too. You will only miss out a runestone slot, not as important as the stats on the items, really.

 

Mounts

 

 

Mount Speed

 

Mount speed usually depends on the mount quality.

  • Green : 150%
  • Blue : 180%
  • Epic : 210%
  • Legendary : 230%
  • Mythic : Coming soon !

It can be improved by up to +20% with the guild boon Mount Speed Bonus. A legendary mount only goes 8.7% faster than an epic mount with this boon. But an epic mount goes 35% faster than a green one. So, it’s a pretty good improvement.

Despite being a rare mount, the Frozen Demon Sled has a mount speed equal to an epic mount. It may be a cheaper option than an epic mount to get some good movement speed. The faster you go, the more things you can do !

There are many opportunities to get Epic mounts during events. There will even be a Legendary mount accessible with the Hell Pit event, running throughout 2020 (playing through many of them will be necessary to get the mount). Check the calendar to know if you can get a good mount soon.

Mythic mounts are coming soon, so it’s a good idea to save your VIP keys for them.

 

Mount Combat Powers

 

Only Legendary mounts have a Combat Power. Legendary mounts are luxury items. You do not need one. I do not have one. You can send one to me at Astrielle@Obikin89 on PS4 (only on this platform)…

The best Mount Combat Powers are :

  • Armored Bulette : monsters in front of you take 500 magnitude damage and deal 10% less damage for 8s
  • Armored Griffon : monsters around you deal 15% less damage for 10s
  • Commander Tyrannosaur / Warpainted Tyrannosaur : monsters around you take 10% more damage for 10s
  • Swarm : monster around you take 5% more damage and deal 5% less damage for 10s
  • Swift Golden Lion : party members get a 30% HP shield for 10s, then a 6% damage buff for 12s
  • Tenser’s Floating Disk : for 12s, you get 10% power, 10% speed, +2 strength / dexterity / constitution

Most of the others deal about 500 magnitude damage to monsters around you… Which is still pretty good, considering the fact most of the encounter powers deal less than that.

 

Mount Equip Powers

 

All of the epic and legendary mounts have an Equip Power, that’s one more reason to have an epic mount. The legendary mount powers are usually twice as good as the epic mount powers (though it’s not worth it to buy a legendary mount for their mount power unless you have upgraded everything else before)

The best Equip Powers at epic quality are :

  • 5k Power (Apparatus of Gond, Enchanted Broom, Guard Drake, Heavy Giant Spider, Heavy Twilight Nightmare, Trained Basilisk, Whirlwind)
  • 25k HP (Armored Bear, High Forest Bear, Triceratops)
  • 12.5k HP + 5% movement speed (Blue Butterfly Swarm, Red Butterfly Swarm, Yellow Butterfly Swarm)
  • 5k in any stat you need to cap

The best Equip Powers at legendary quality are :

  • 10k Power (Arcane Whirlwind, Black Ice Warhorse, Crystalline Warhorse)
  • 50k HP (War Triceratops)
  • 10% movement speed (Armored Giant Strider)
  • 10k in any stat you need to cap

HP are very valuable, especially when your defense is capped (and you need to cap defense). Consider the fact that, at 150k Power, getting 10k more Power makes you deal 4% more damage or heal 2% better. On the other hand, 50k HP make you 12-20% tankier. That’s also a ratio of 5 HP for 1 power, which is pretty good.

Of course, an Arbiter Cleric would always pick Power if they can manage not dying. But sometimes, it’s better to deal a bit less damage to ensure victory at a slow and steady pace. Remember that a dead dps deals no damage… and gets a debuff until they get to a campfire. Surviving is often a good idea to be able to deal more damage.

Movement speed is also a good option to make things faster, if you do not need HP or Power. It’s also good to be able to avoid big attacks.

 

Mount Insignias

 

You will find many rare (blue) insignias and you won’t need better ones for a long time. Legendary insignias are very expensive. Insignias can only be slotted in mounts that have corresponding slot types (there are mounts with universal slots though). There are 5 different types of slots (barbed, illuminated, regal, crescent, and enlightened) and most of the insignias do not have variants for all of the types. Dominances insignias do not come as crescent or enlightened, for instance.

The best insignias (at legendary) are :

  • Dominance (barbed, illuminated, regal) : 1120 Power, 1.2% Companion Influence (about 75 in all stats + 269 HP with a legendary augment or 97 in all stats with a non augment)
  • Brutality (any) : 1120 Power, 480 Armor Penetration
  • Prosperity (crescent, enlightened, regal) : 4480 HP, 16% glory and gold gain
  • Fortitude (any) : 4480 HP, 480 Defense

Power and HP are certainly very valuable and you never have enough of them. But any insignia that helps capping your stats is good. Insignias are the easiest way to balance your stats, so do not focus on them too much at first.

 

Mount Insignia Bonuses

 

Depending on the type of insignias you slot in mounts, you will have access to different bonuses. The complete list of combinations and bonuses is accessible in the Insignia Bonuses tab in the Mounts menu. There are variants for 2 or 3 insignias sloted. Most of the bonuses can be stacked 3 times, but successive bonus only gives half of the benefits of the previous one.

The best Insignia Bonuses are :

  • Gladiator’s Guile : 10% movement speed (5% for the second one, 2.5% for the third)
  • Wanderer’s Fortune : chance to get gemstones (refinement points) when killing stuff
  • Traveller’s Treasures : chance to get extra RAD when killing stuff (small but useful)
  • Barbarian’s Revelry : on critical strike, you are healed for 1% of your HP
  • Shepherd’s Devotion : when using a daily power, 1500 defense + 10% movements speed buff for the party for 10s
  • Berseker’s Rage : when action points are at 10% or lower, get 2500 deflection. When they are 90% or higher, get 2500 Critical Strike

Any mount (rare or higher) with the good combination of insignia slots is good enough. So, fill your stable with rare mounts. Cheaper is better. You only need one epic mount for its movement speed and equip power.

Pick Gladiator’s Guile 2 or 3 times for a good boost to movement speed. It makes it easier to avoid big attacks and you run faster in dungeons, makes your daily quests faster too. Black Stallion, Moss-Daubed Horse, and Wolf of the Wild Hunt are 3 rare mounts with access to Gladiator’s Guile.

Wanderer’s Fortune is the first thing you should get though. It lets you get plenty of refinement points (RP). You need about 500k refinement points to upgrade an artifact to mythic. Needless to say, you need tons of RP. Wanderer’s Fortune is a very good start. Gilded Giant Spider, Suratuk’s Giant Spider and Suratuk’s Teal Spider are 3 rare mounts with access to Wanderer’s Fortune.

Traveller’s Treasure is not fantastic but it helps getting daily RAD. Good to have, but not necessarily worth it at first. Trained Basilisk, Gold-lined Apparatus of Kwalish, and the Apparatus of Kwalish are 3 Epic mounts with access to Traveler’s Treasure (no rare mount with this bonus).

Barbarian’s Revelry won’t really help much in dungeons but any HP count. If you are playing Arbiter, that’s a good one to have. It really shines while playing solo. Polar Bear is the only rare mount you can buy with access to Barbarian’s Revelry.

Shepherd’s Devotion and Berserker’s Rage are not really great powers… But you can fill all slots with Dominance insignias. More Power is always good ! There’s also Artificer’s Persuasion, Alchemist’s Invigoration, Combatant’s Maneuver, Protector’s Camaraderie, but these powers are mostly useless for a Cleric. Many mount possibilities, so I won’t list them all.

 

List of Mounts

 

Refer to this for the full list of mounts (thanks Rainer again).

 

Gear

 

Let’s start with the fact that higher item level (ilvl) doesn’t mean better gear. Of course, stats are important but the Equip Power, which do not influence ilvl, is much more important. This is why low ilvl items with +% damage are way better on dps than high ilvl gear with only better stats.

While leveling, just pick whatever you find. The only thing that makes a difference is your main hand weapon (for its weapon damage), so make sure to always have a weapon at a proper level (you can exchange tokens for rare equipment in most regions, always pick the main hand weapon first). Stats on gear are meaningless if you have an augment companion with good bondings and companion gear.

 

Equipment for Devout Cleric

 

 

Weapons
  • Celestial (1300 ilvl) : reward from Zariel’s Challenge, the hardest content in the game (extremely long term goal).
  • Lionheart (1200 ilvl) : reward from ToMM, the second hardest content in the game (very long term goal). Increases damage dealt and outgoing healing by up to 10% when stamina is full. Decreases damage received by up to 10% when stamina is empty. Nothing is better.
  • Legion Guard (1150 ilvl) : +1k Power, Combat Advantage, Defense, Critical Avoidance to you and your party members (stacks up to 5 times). The best weapons to get until you can obtain the LH ones. Obtained by opening chests found with Treasure Maps in Avernus Wastes.
  • Hellfire Engine (1100 ilvl) : 15% more stamina regeneration and movement speed at the start of combat, refreshed when you kill an enemy. Can be bought in the Path of the Fallen campaign store. Kind of a waste, considering you can get the Legion Guard set (which is way better) in the same area with not much more effort.
  • Burnished (980 ilvl) : 5% more Power and Defense for 10s, if you are hit or healed for more than 15% of your HP. You can buy them with Seals of the Deep. Only upgrade them to epic, max rank, and get the Legion Guard set as soon as possible.
  • Alabaster (980 ilvl) : 5% more power and Critical Strike for 1 minute against a single monster, or 1% to 10% for 10s against multiple monsters, renewed when killing an enemy or at start of combat. Random quest reward from ME’s (requires finding all 9 relics). Only upgrade them to epic, max rank, and get the Legion Guard set as soon as possible.
  • Any weapon with the highest weapon damage. Upgrading anything else than the weapons above is a waste of resources.

Weapon Modifications :

  • Main Hand : Enhanced Blessing of Light (from +10% to +15% more healing on every heal you do, with Blessing of Light)
  • Off-Hand : Critical Severity (really 7.5% Critical Severity, that’s 10% of your base Critical Severity) and up to 2.5k Power (or 10k HP, that’s a good option too)

Weapon Damage is very important to determine both damage and healing, so always pick the weapon with the highest weapon damage during your progression. As soon as you reach lvl 80, get either the Alabaster or Burnished set, and upgrade it to epic max rank. Then go to Avernus Wastes, kill monsters for treasure maps, and get your Legion Guard weapons. When you are ready (fully capped and with proper companions), you can start training for ToMM, and later for ZC.

 

Neck and Waist
  • Woven Vine (neck) and Blooming Cord (waist), from Zok boxes.
  • Chains of Glory (neck) and Belt of Victory (waist), coupled with the Sword of Zariel (artifact), from Zariel’s Challenge.
  • Amulet of Tiamat’s Demise and Tiamat Sash (waist), coupled with Tiamat’s Orb of Majesty (artifact), from Rise of Tiamat.
  • Apocalypse Chocker (neck) and Apocalypse Binding (waist), from the Barovia campaign store, coupled with the Apocalypse Dagger (from the Day of the Dungeon Master event).

Armor Enhancement Kits : 2% Stamina Regeneration from Major Stamina Regeneration Jewel (lvl 70 Jewelcrafting, affordable from AH)

The Woven Vine and Blooming Cord are the only ones you should consider. Very affordable too. Plenty of Critical Strike, some Critical Avoidance, Constitution and Wisdom… They are just perfect for a healer. Too bad the set bonus is not good (but that also means you do not necessarily need the Staff of Flowers, which is very expensive). The Tiamat Set gives 5% Outgoing and Incoming Healing but you lose a lot of stat points with it, especially HP, which you need tons of in very end game trials. The Victory set gives you Power as you lose HP. It’s not great but it’s not bad either, so, if you have the Sword of Zariel (artifact, from Zariel’s Challenge), it can be an alternative to the Woven Vine and Blooming Cord.

If, and only if, you have the Apocalypse Dagger (artifact from the Day of the Dungeon Master event), the Apocalypse set is good to give a small damage bonus to your party when doing random queues. That’s the only way I’ve found to to something somewhat useful to avoid being bored to death after the healer’s nerf to the abyss… And I’m still feeling depressed and pretty useless…

 

Head
  • Lion Guard’s Restoration Coif (1250 ilvl) : 5k more Power when stamina is above 75%, 1750 Critical Strike, 750 Critical Avoidance. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel
  • Fancy Duelist Mast of Cormyr (1225 ilvl) : 5k more Power when in combat with only one enemy, 1225 Armor Penetration, 1225 Combat Advantage. Loot from the Abyssal Flock rare monster, or Juma bags, in Avernus.
  • Infernal Forged Coif (1200 ilvl) : 10% chance when dealing combat advantage damage to get 5k more Power for 10s (30s cooldown), 1680 Critical Strike, 720 Critical Avoidance. Bought with Seals of the Fallen, can be upgraded twice, up to 1230 ilvl with items obtained in Avernus Wastes (it will gain slightly more stats points, and eventually 1% damage against Demons, Devils, and Fiends).
  • Protégé’s Crowned Coif (980 ilvl) : 5% more damage in Undermountain (including LoMM and ToMM), 1372 Critical Strike, 588 Critical Avoidance. Bought with Seals of the Deep.

Armor Enhancement Kit : 880 Power from Major Power Armor Kit (lvl 70 Blacksmithing, affordable from AH)

The very best are the Lion Guard’s Restoration Coif. For ToMM, the Fancy Duelist Mask of Cormyr is a good alternative and is relatively easy to get. To start with, you can get the Protégé’s Crowned Coif, and the Infernal Forged Coif.

 

Armor
  • Stealer of the Star’s Hides (1000 ilvl) : 1% Power for 10s when you hit or heal your target for more than 15% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a time), 1k Armor Penetration, 1k Critical Strike, 800 Critical Avoidance. Found in Zok Boxes and ME’s.
  • Infernal Forged Scalemail (1200 ilvl) : +1k Defense for each player in your group. 2400 Deflection. Bought with seals of the Fallen, can be upgraded twice, up to 1230 ilvl with items obtained in Avernus Wastes (it will gain slightly more stats points, and eventually 1% damage against Demons, Devils, and Fiends).
  • Ebonized Scalemail (882 ilvl) : 1% Power for 10s when you hit or heal your target for more than 10% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a time), 1764 Deflection. Found in ME’s. There’s a lvl 75 varient which can be obtained in the lvl 75 area Runic encounters which lets you get 10 stacks (while the Ebonized armor was nerfed recently to have only 5 stacks… People assume the lvl 75 varient is going to get nerfed too but we never know).

Armor Enhancement Kit : 880 Power from Major Power Armor Kit (lvl 70 Blacksmithing, affordable from AH)

These are still the best ones you can get. If you do not have them, then any armor which is NOT the Poisoned Leathers of Rage is good. The more Power and Critical Strike, the better. The Infernal Forged Scalemail is interesting if you need the Defense, but not as good as the Stealer of the Star’s Hides.

 

Arms
  • Spiked Defender Vambrace (1225 ilvl) : gain up to 5% damage resistance when you strike an enemy, gain up to 5% more damage when you get hit, 2450 Critical Strike, 980 Armor Penetration. Loot from Juma bags (Avernus).
  • Lion Guard’s Restoration Braces (1250 ilvl) : gain 250 Power when you hit an enemy (up to 5000 Power, at 20 stacks), lose a stack when you get hit. 1250 Critical Strike, 1250 Deflection. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel.
  • Frenzy Mitts (1225 ilvl) : gain 300 Power per enemy you are engaged with (up to 4500), 2450 Accuracy, 980 Armor Penetration. Loot from Ralbog the Ruined (rare monster), or Juma bags, in Avernus.
  • Infernal Forged Braces (1200 ilvl) : gain 1k Power when you deflect for 10s (up to 5 stacks), 1200 Critical Strike, 1200 Deflection. Bought with Seals of the Fallen, can be upgraded twice, up to 1230 ilvl with items obtained in Avernus Wastes (it will gain slightly more stats points, and eventually 1% damage against Demons, Devils, and Fiends).
  • Protégé’s Trimmed Gloves (980 ilvl) : 250 Power per player in the party (1250 Power in a full group), 980 Critical Strike, 980 Deflection. Bought with Seals of the Deep.
  • Primal Restoration Isikrinis (700 ilvl) : 1% Power for 10s when you hit or heal your target for more than 15% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a time). Does not stack with Stealer of the Star’s Hides, but does with Ebonized Scalemail. Bought with Seals of the Crown.

Armor Enhancement Kit : 880 Power from Major Power Armor Kit (lvl 70 Blacksmithing, affordable from AH)

You basically have the choice between damage mitigation (with the Skiped Defender Vambraces), or Power either with the Lion Guard’s Restoration Braces or the Primal Restoration Isikrinis (The Primal Restoration Isikrinis requires lots of Power to be worth it, considering you lose many many stats points compared to the others).

 

Feet
  • Lion Guard’s Restoration Cuisses (1250 ilvl) : gain 300 Power per enemy you are engaged with (up to 4500 with 15 enemies). 1250 Critical Strike, 1250 Critical Avoidance. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel.
  • Infernal Forged Cuisses (1200 ilvl) : gain 200 Power every 5s in combat (up to 4800 after 2 minutes), 1200 Critical Strike, 1200 Critical Avoidance. Bought with Seals of the Fallen, can be upgraded twice, up to 1230 ilvl with items obtained in Avernus Wastes (it will gain slightly more stats points, and eventually 1% damage against Demons, Devils, and Fiends).
  • Infernal Forged Gaiters (1200 ilvl) : gain 200 Power every 5s in combat (up to 4800 after 2 minutes), 1440 Critical Strike, 960 Combat Advantage. Bought with Seals of the Fallen.
  • Mighty Storm Slippers (1225 ilvl) : gain 5k Power when action points are full, 1225 Critical Strike, 1225 Combat Advantage.
  • Protégé’s Trimmed Gaiters (980 ilvl) : gain 250 Combat Advantage per enemy you are engaged with (up to 3750 with 15 enemies), 980 Critical Strike, 980 Critical avoidance. Bought with Seals of the Deep.

Armor Enhancement Kit : 880 Power from Major Power Armor Kit (lvl 70 Blacksmithing, affordable from AH)

The Lion Guard’s Restoration Cuisses are fantastic for most content. The Infernal Forged Cuisses or Gaiters are best for longer fights. The Mighty Storm Slippers are an okay alternative if you do not have the others. Protégé gear is quite bad, but it’s better than nothing to start with. Probably the first item to upgrade.

 

Rings
  • Ring of Fallen Power +5 (1100 ilvl) : 8800 Critical Avoidance, 13200 Critical Strike, on hitting a foe, gain 535 Power for 4s (stacks 10 times). 2 offense slots. Loot from Garyx the Unforgivable (The Scab) and Siegebreaker Mog’dorath (Stygian Dock) in Avernus Wastes.
  • Ring of Fallen Power +4 (1050 ilvl) : 8800 Critical Avoidance, 12600 Critical Strike, on hitting a foe, gain 435 Power for 4s (stacks 10 times). 1 offense slot, 1 defense slot. Loot from Garyx the Unforgivable (The Scab) and Siegebreaker Mog’dorath (Stygian Dock) in Avernus Wastes.
  • Ring of the Brutal Fiend +5 (1100 ilvl) : 8800 Armor Penetration, 13200 Critical Strike, every 30s in combat you gain 7500 Power for 10s. 2 offense slots. Loot from Garyx the Unforgivable (The Scab) and Siegebreaker Mog’dorath (Stygian Dock) in Avernus Wastes.
  • Ring of the Brutal Fiend +4 (1050 ilvl) : 8400 Armor Penetration, 12600 Critical Strike, every 30s in combat you gain 7500 Power for 8s. 2 offense slots. Loot from Garyx the Unforgivable (The Scab) and Siegebreaker Mog’dorath (Stygian Dock) in Avernus Wastes.
  • Dragon Turtle Scale Ring (1010 ilvl) : 12120 Critical Strike, 8080 Defense, targets are poisoned for 5s after using a daily power, 1 offense and 1 defense enchantment slot. Random drop from ToMM, very expensive at the Auction House.
  • Hydra Scale Ring (990 ilvl) : 11880 Critical Strike, 7920 Defense, targets are poisoned for 5s after using a daily power, 1 offense and 1 defense enchantment slot. Random drop from ToMM, quite affordable at the Auction House.
  • Striking Ring of the Veteran (1010 ilvl) : 20200 Critical Strike, 3% more damage with melee powers (we don’t have these), 2 offense enchantment slots. Random drop from ToMM, very expensive at the Auction House.
  • Striking Ring of the Master (990 ilvl) : 19800 Critical Strike, 3% more damage with melee powers (we don’t have these), 2 offense enchantment slots. Random drop from ToMM, still very expensive at the Auction House.
  • Protégé’s Restoration Ring (980 ilvl) : 8232 Critical Strike, 3528 Defense, 3% more damage with daily powers, 1 offense and 1 defense enchantment slots. Bought with Seals of the Deep.

Armor Enhancement Kits : 2% Stamina Regeneration from Major Stamina Regeneration Jewel (lvl 70 Jewelcrafting, affordable from AH)

The Hydra Scale Rings are the best for tons of Critical Strike and Defense at an affordable price. Dragon Turtle Scale Rings are such a small improvement over Hydra Scale Rings, they’re not worth it. Striking Rings of the Master/Veteran are an option to get more Critical Strike, but you will need to get Defense from somewhere else then. Protégé are the first rings you should get until you can afford better ones. With mod 19, the Ring of the Fallen Power +5 is the best ring we can get (especially for ToMM where we need the Critical Avoidance). The Ring of the Fallen Fiend +5 isn’t bad either, but we do not need the Armor Penetration and the Power is not reliable.

 

Shirt
  • Shirt of the Champion (1010 ilvl) : 4040 Critical Strike, 10% chance to reduce encounter powers cooldown by 1s (5s cooldown). Random loot in Fragment Expeditions.
  • Shirt of the Gladiator (990 ilvl) : 3960 Critical Strike, 10% chance to reduce encounter powers cooldown by 1s (5s cooldown). Random loot in Fragment Expeditions.
  • Infernal Forged Restoration Shirt (1200 ilvl) : gain 1% action point when you damage or heal your target for more than 15% of your maximum HP (5s cooldown), 2400 Critical Strike, 2400 Combat Advantage. Bought with Seals of the Fallen.
  • Protégé’s Restoration Shirt (980 ilvl) : 10% chance to reduce encounter powers cooldown by 1s (5s cooldown), 1960 Critical Strike, 1960 Combat Advantage. Bought with Seals of the Deep.

As Critical Strike is not that great anymore (though still very appreciated), the Infernal Forged Restoration Shirt is now better than the Shirt of the Champion/Gladiator (as it provides more Power and HP, and action points).

 

Trousers
  • Pants of the Sentinel (1010 ilvl) : 4040 Defense, 10% chance on critical strike to gain 25 action points (5s cooldown). Random loot in Fragment Expeditions.
  • Pants of the Keeper (990 ilvl) : 3960 Defense, 10% chance on critical strike to gain 25 action points (5s cooldown). Random loot in Fragment Expeditions.
  • Infernal Forged Raid/Ward Trousers (1200 ilvl) : 5% movement speed for 10s when you are damaged for more than 15% of your maximum HP (5s cooldown), 1603 Defense, 3197 Critical Avoidance or Deflection. Bought with Seals of the Fallen.
  • Protégé’s Raid/Ward Trousers (980 ilvl) : 10% chance on critical strike to gain 25 action points (5s cooldown), 1309 Defense, 2611 Critical Avoidance or Deflection. Bought with Seals of the Deep.

Infernal Forged are great but Pants of the Sentinel/Keeper provide so much more Defense (and action points) that they are still very appreciated.

 

Equipment for Arbiter Cleric

 

 

Equip Powers

When considering equipment for an Arbiter Cleric, Power is important but +% damage is way more important : 3% damage = 7500 power at 150k power. Equip Powers matter much more than item level. You can stack equip powers which have the same name but not the same numbers (like butcher’s might on the Ebony Stained Hide and on the Primal Restoration Isikrinis). You can have the Sniper’s Perk twice (Ranged Powers do 3% more damage). But the other equip powers won’t stack.

 

Weapons
  • Celestial (1300 ilvl) : reward from Zariel’s Challenge, the hardest content in the game (extremely long term goal).
  • Lionheart (1200 ilvl) : reward from ToMM, the second hardest content in the game (very long term goal). Increases damage dealt and outgoing healing by up to 10% when stamina is full. Decreases damage received by up to 10% when stamina is empty. Nothing is better.
  • Legion Guard (1150 ilvl) : +1k Power, Combat Advantage, Defense, Critical Avoidance to you and your party members (stacks up to 5 times). The best weapons to get until you can obtain the LH ones. Obtained by opening chests found with Treasure Maps in Avernus Wastes.
  • Hellfire Engine (1100 ilvl) : 15% more stamina regeneration and movement speed at the start of combat, refreshed when you kill an enemy. Can be bought in the Path of the Fallen campaign store. Kind of a waste, considering you can get the Legion Guard set (which is way better) in the same area with slightly more effort.
  • Burnished (980 ilvl) : 5% more Power and Defense for 10s, if you are hit or healed for more than 15% of your HP. You can buy them with Seals of the Deep. Only upgrade them to epic, max rank, and get the Legion Guard set as soon as possible.
  • Alabaster (980 ilvl) : 5% more power and Critical Strike for 1 minute against a single monster, or 1% to 10% for 10s against multiple monsters, renewed when killing an enemy or at start of combat. Random quest reward from ME’s (requires finding all 9 relics). Only upgrade them to epic, max rank, and get the Legion Guard set as soon as possible.
  • Any weapon with the highest weapon damage. Upgrading anything else than the weapons above is a waste of resources.

Weapon Modifications :

  • Main Hand : Conflagrate
  • Off-Hand : Critical Severity (really 7.5% Critical Severity, that’s 10% of your base Critical Severity) and up to 2.5k Power (or 10k HP, that’s a good option too)

Weapon Damage is very important to determine both damage and healing, so always pick the weapon with the highest weapon damage during your progression. As soon as you reach lvl 80, get either the Alabaster or Burnished set, and upgrade it to epic max rank. Then go to Avernus Wastes, kill monsters for treasure maps, and get your Legion Guard weapons. When you are ready (fully capped and with proper companions), you can start training for ToMM, and later for ZC.

 

Neck and Waist
  • The Engine Master’s Mantle and Whip of the Erinyes (980 ilvl) : coupled with the Book of Vile Darkness (artifact), increase damage dealt by 2.5%, +2.5% more against demons, devils and fiends. Best in the mod 18 area and a couple other places like Demogorgon. Drop from the Infernal Citadel.
  • Baphomet’s Infernal Talisman and Demogorgon’s Girdle of Might (575 ilvl) : coupled with the Shard of Orcus’ Wand (artifact), up to 10% more damage as the difference in HP% increases between you and your target. Low item level but an average of about 4% more damage for you. Best in scaled content, still good everywhere else.
  • Jhesiyra’s Tattered Mantle and Trobriand’s Conduction Cable (980 ilvl) : coupled with Arcturia’s Music Box (artifact), 15% more damage if you have combat advantage for 10 seconds after using a daily power. Great for bursting.
  • Necklace of the Mad Mage and Belt of the Mad Mage (980 ilvl) : coupled with Halaster’s Blast Scepter (artifact), 5% more damage and movement speed if you stand still for 3 seconds or more. Standing still is usually not a good idea though…
  • Skin of the Serpent and Wrap of the Serpent (700 ilvl) : coupled with the Charm of the Serpent (artifact), up to 5% more damage if you move for 15s, removed if you stand still for more than 5s. Call it Hit and Run.
  • Vistani Pendant and Vistani Raiments (700 ilvl) : coupled with the Tarokka Deck (artifact), when hitting a single ennemy with an aoe (area of effect / multitarget spell), the target takes 5% more damage for 5 seconds. Good for solo, fantastic for boss fights. It would be better on a melee class though, because it gives strength and no intelligence.
  • Apocalypse Choker and Apocalypse Bindings (ilvl 700) : coupled with the Apocalypse Dagger (artifact, only available during the Day of the Dungeon Master Event), whenever you hit an enemy with a critical strike, the target takes 1% more damage for 5s, stack 5 times. Depending on how stacks work, this can be great or not.

Armor Enhancement Kits : 2% Stamina Regeneration from Major Stamina Regeneration Jewel (lvl 70 Jewelcrafting, affordable from AH)

The Demogorgon set, even after the nerf, is still the most useful set in scaled content, but it has a low item level, which means it gives less stats than the other sets, especially in regular content. The new set (Book of Vile Darkness) is best in the new area. The others are interesting alternatives for other places like ToMM, Stronghold and Undermountain.

 

Head
  • Lion Guard’s Raid Coif (1250 ilvl) : 5k more Power when stamina is above 75%, 1500 Crtitical Strike, 1000 Combat Advantage. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel.
  • Infernal Offering Helm (1225 ilvl) : gain 400 Power every 5s after the start of a fight to a maximum of 4800 after 1 minute (12 stacks), then lose 450 Power every 5s to a total loss of 4200 Power after 2m40s (20 stacks, less than 0 Power after 1m55s), 1225 Armor Penetration, 1225 Critical Strike. Loot from Sir Galahan and Pippy (rare monster), or Juma bags.
  • Infernal Forged Hood (1200 ilvl) : 10% chance to get 5k more Power for 10s after dealing combat advantage damage (30s cooldown). Bought with Seals of the Fallen.
  • Protégé’s Hood (980 ilvl) : 5% more damage in Undermountain (including LoMM and ToMM), 1176 Critical Strike, 784 Combat Advantage. Bought with Seals of the Deep.

Armor Enhancement Kit : 880 Power from Major Power Armor Kit (lvl 70 Blacksmithing, affordable from AH)

Of course, the Protégé’s Hood is the best in Undermountain (solo or dungeons, including LoMM and ToMM). Everywhere else, the Lion Guard’s Restoration Coif will always be best. The Infernal Offering Helm is pretty good in solo. The Infernal Forged Hood is a good alternative.

 

Armor
  • Stealer of the Star’s Hides (1000 ilvl) : 1% Power for 10s when you hit or heal your target for more than 15% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a time), 1k Armor Penetration, 1k Critical Strike, 800 Critical Avoidance. Found in Zok Boxes.
  • Executioner’s Black Garbs (940 ilvl) : 3% more damage if you have combat advantage, 564 Armor Penetration, 564 Critical Strike, 752 Combat Advantage. 20k Guild Marks at the Mysterious Merchant (temporary structure at the Stronghold, west gate outside, look at your alliance structures or ask for one if there’s none).
  • Ebony Stained Hide (882 ilvl) : 1% Power (actually 1% of your Power without your pet summoned, so closer to 0.75% of your total Power) for 10s when you hit or heal your target for more than 10% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a time with an aoe), 1764 Armor Penetration. Found in Zok Boxes and ME’s. There’s a lvl 75 varient which can be obtained in the lvl 75 area Runic encounters which lets you get 10 stacks (while the Ebonized armor was nerfed recently to have only 5 stacks… People assume the lvl 75 varient is going to get nerfed too but we never know).
  • Ebonized Scalemail (882 ilvl) : 1% Power for 10s when you hit or heal your target for more than 10% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a time), 1764 Deflection. Found in Zok Boxes and ME’s. There’s a lvl 75 varient which can be obtained in the lvl 75 area Runic encounters which lets you get 10 stacks (while the Ebonized armor was nerfed recently to have only 5 stacks… People assume the lvl 75 varient is going to get nerfed too but we never know).
  • Infernal Forged Hide (1200 ilvl) : gain 1000 Defense for each player in your party, 2400 Armor Penetration. Bought with Seals of the Fallen.
  • Lion Guard’s Raid Surcoat (1250 ilvl) : 10% chance to restore 5% of your health when you critically strike (5s cooldown), 2500 Armor Penetration. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel.
  • Protégé’s Layered Leather (980 ilvl) : gain 5% Defense for 10s when you get hit for more than 10% of your total health, 1960 Armor Penetration. Bought with Seals of the Deep.

Armor Enhancement Kit : 880 Power from Major Power Armor Kit (lvl 70 Blacksmithing, affordable from AH)

The Executionner’s Black Garbs are pretty straightforward : get combat advantage (through your party members or a non augment companion) and you deal 3% more damage. The Stealer of the Star’s Hide ar better above 150k Power (actually a bit less than that, due to it having better stats).

 

Arms
  • Spiked Defender Vambrace (1225 ilvl) : gain up to 5% damage resistance when you strike an enemy, gain up to 5% more damage when you get hit, 2450 Critical Strike, 980 Armor Penetration. Loot from Juma bags (Avernus).
  • Frenzy Mitts (1225 ilvl) : gain 300 Power for each enemy you are engaged with (up to 4500 Power with 15 enemies), 2450 Accuracy, 980 Armor Penetration. Loot from Ralbog the Ruined (rare monster), or Juma bags.
  • Lion Guard’s Raid Braces (1250 ilvl) : gain 250 Power when you strike an enemy (up to 5k Power with 20 stacks), lose a stack when you get hit, 1500 Armor Penetration, 1000 Accuracy. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel.
  • Infernal Forged Braces (1200 ilvl) : gain 100 Power when you deflect for 10s (up to 5 stacks), 1200 Critical Strike, 1200 Deflection. Bought with Seals of the Fallen.
  • Infernal Forged Bracers (1200 ilvl) : gain 100 Power when you deflect for 10s (up to 5 stacks), 1440 Armor Penetration, 960 Accuracy. Bought with Seals of the Fallen.
  • Trapper of the Twilight’s Braces (1000 ilvl) : encounter powers do 3% more damage, 1k Armor Penetration, 1k Critical Strike, 800 Critical Avoidance. Found in Zok Boxes.
  • Protégé’s Trimmed Gloves (980 ilvl) : 250 Power per player in the party (1250 Power in a full group), 980 Critical Strike, 980 Deflection. Bought with Seals of the Deep.
  • Primal Restoration Isikrinis (700 ilvl) : 1% Power for 10s when you hit or heal your target for more than 15% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a time with an aoe). Does not stack with Stealer of the Star’s Hides, but does with Ebony Stained Hide or Ebonized Scalemail. Can be bought with Seals of the Crown.

Armor Enhancement Kit : 880 Power from Major Power Armor Kit (lvl 70 Blacksmithing, affordable from AH)

Depending on your playstyle and on the stats you need the most, the Spiked Defender Vambrace, Frenzy Mitts, Lion Guard’s Raid Braces or Trapper of the Twilight’s Braces may be best for you. The Primal Restoration Isikrinis are best if you have tons of Power and do not need more stats (mostly for random queues), assuming you can keep the stacks. The others are okay alternatives to start with.

 

Feet
  • Lion Guard’s Raid Cuisses (1250 ilvl) : 300 Power per enemy in battle (up to 4500 with 15 enemies), 1500 Critical Strike, 1000 Combat Advantage. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel.
  • Infernal Forged Gaiters (1225 ilvl) : gain 200 Power per 5s in a fight (to a maximum of 4800 with 24 stacks after 2 minutes), 1440 Critical Strike, 960 Combat Advantage. Bought with Seals of the Fallen.
  • Mighty Storm Slippers (1225 ilvl) : 5k Power when your action points are full, 1225 Critical Strike, 1225 Combat Advantage. Loot from Jugg the Destroyer (rare monster), or Juma bags.
  • Rusted Iron Leggings (1225 ilvl) : 5% more damage but -25% Incoming Healing, 1225 Critical Avoidance, 1225 Awareness. Loot from the Abomination (rare monster), or Juma bags.
  • Stealer of the Star’s Boots (1000 ilvl) : 250 Power per enemy in battle (up to 3750 with 15 enemies), 1k Critical Strike, 800 Critical Avoidance, 1k Combat Advantage. Found in Zok Boxes.
  • Protégé’s Buckled Boots (980 ilvl) : 250 Combat Advantage per enemy you are engaged with (up to 3750 with 15 enemies), 1176 Critical Strike, 784 Combat Advantage. Bough with Seals of the Fallen.

Armor Enhancement Kit : 880 Power from Major Power Armor Kit (lvl 70 Blacksmithing, affordable from AH)

The Infernal Forged Gaiters are the best for ToMM. Lion Guard’s Raid Cuisses, Mighty Storm Slippers and Rested Iron Leggings are great for solo, pick the ones that fits your playstyle. Do not use the Rusted Iron Leggings for group content, you would make things harder for everyone and your healer may stop focusing on you if they can’t heal you properly. The others are good to start with.

 

Rings
  • Ebonized Raid Ring (882 ilvl) : Ranged Powers do 3% more damage, 6350 Critical Strike, 4234 Combat Advantage. Loot from ME’s.
  • Gold-Plated Ring (1010 ilvl) : Encounter Powers do 3% more damage, 12120 Armor Penetration, 8080 Critical Strike. Loot from ToMM.
  • Nickel-Plated Ring (990 ilvl) : Encounter Powers do 3% more damage, 11880 Armor Penetration, 7920 Critical Strike. Loot from ToMM.
  • Guiding Ring of the Sharp-shooter (1010 ilvl) : Ranged Powers do 3% more damage, 20200 Accuracy. Loot from ToMM.
  • Guiding Ring of the Spy (990 ilvl) : Ranged Powers do 3% more damage, 19800 Accuracy. Loot from ToMM.
  • Leading Ring of the Sage (1010 ilvl) : At-wills and Encounters do 3% more damage, but Daily powers deal 30% less damage, 20200 Combat Advantage. Loot from ToMM, only good for solo where you won’t use your daily too often (mostly to heal yourself).
  • Leading Ring of the Teacher : At-wills and Encounters do 3% more damage, but Daily powers deal 30% less damage, 19800 Combat Advantage. Loot from ToMM, only good for solo where you won’t use your daily too often (mostly to heal yourself).
  • Protégé’s Assault Ring (980 ilvl) : Daily Powers do 3% more damage, 8232 Armor Penetration, 3528 Accuracy. Bought with Seals of the Deep at the Yawning Portal.
  • Protégé’s Raid Ring (980 ilvl) : Daily Powers do 3% more damage, 7056 Critical Strike, 4704 Combat Advantage. Bought with Seals of the Deep at the Yawning Portal.

Armor Enhancement Kits : 2% Stamina Regeneration from Major Stamina Regeneration Jewel (lvl 70 Jewelcrafting, affordable from AH)

All of these have 2 offense slots.

The Ebonized Rings are the easiest to get and you should have these as soon as possible.

The rings from ToMM have a legendary variant (1010 ilvl) which is largely overpriced at the AH, and an epic variant (990 ilvl) which is more affordable. The best powers to have are Ranged Powers or Encounter Powers deal 3% more damage. But you also have to remember you can only stack 2 of the Ranged Powers buffs, the others do not stack with each other. So you have to consider stats and equip powers before buying one of these.

You can consider one Protégé Ring (or Spy’s Guild, the lesser variant) if you are wearing the Hag’s Rags and cannot afford a ring from ToMM.

 

Shirt
  • Ebony Stained War Shirt (882 ilvl) : when stamina is over 75% damage is increased by 3%. 1764 Critical Strike, 1764 Accuracy. Random loot in ME’s.
  • Ebony Stained Assault Shirt (882 ilvl) : when stamina is over 75% damage is increased by 3%. 1764 Armor Penetration, 1764 Accuracy. Random loot in ME’s.

You do not want any other than one of these.

 

Trousers
  • Pants of the Sentinel (1010 ilvl) : 10% chance on critical strike to gain 25 action points, 4040 Defense. Loot from FE’s
  • Infernal Forged Raid Trousers (1200 ilvl) : 5% more movement speed for 10s when you are hit for more than 15% of your total health, 1603 Defense, 3197 Critical Avoidance. Bought with Seals of the Fallen.
  • Protégé’s Raid Trousers (980 ilvl) : 10% chance to gain 25 action points when you critically strike, 1309 Defense, 2611 Critical Avoidance. Bought with seals of the Deep.

More Defense is always better.

 

Artifacts

Upgrading Artifacts

 

Artifacts are very expensive to upgrade. They require a total of about 500k Refinement Points (RP) each to reach Mythic quality. So, yes, you will need 2 million RP to upgrade all 4 artifacts. These are not a priority. Focus on your main hand weapon first and foremost. Then on your bonding runestones. Artifacts come later. Start with your active artifact, so that you can use a cool power to help you, then on your passive artifacts to get better stats. A green lvl 1 artifact is good enough for set bonuses.

 

Active Artifacts

 

They give you stats, but the main thing is their power. At Mythic quality, their cooldow is 60s. Do not forget to use them. Some of them are pretty powerful !

 

Active Debuff Artifacts

The most important of them are debuff artifacts. It’s important for endgame content that people use different debuff artifacts, because they do not stack if they are the same (unless they are at different quality !), but they stack together if they are different.

  • Charm of the Serpent : attacks enemies in a cone in front of you, reduces targets’ damage resistance by 16%. Loot from T9G.
  • Halaster’s Blast Scepter : single target, stun + damage, reduces target’s damage resistance by 15%. Loot from ToMM.
  • Wyvern-Venom Coated Knives : deals damage around you, poison for 10s, poisoned enemies takes 12% more damage and deal 12% less damage. Can be bought in the Undermountain Campaign store (in the campaign menu).
  • Lantern of Revelation : deals damage around you, increases the damage they take by 10% for 10s. Quest reward (lvl 21 at Protector’s Enclave) or random loot in dungeons.
  • Heart of the Black Dragon : deals damage to up to 7 enemies in a line in front of you and inflicts a damage over time for 6 seconds. Enemies take 6% additional damage for the duration.
  • Thirst : lunge forward, deals damage to enemies, reduces targets’ damage resistance by 10% for 10s. Loot from Castle Ravenloft (difficult to handle because of the movement, which can be cancelled to avoid being in front of the monster, not recommanded if you can use another one).
  • Token of Chromatic Storm : summons 9 chromatic meteors that will strike near your target’s location after a brief delay. Each meteor deals damage to nearby enemies and has a special effect depending on its damage type. One of them increases damage taken by the target by 10% for 10s.

Other Active Artifacts

  • Sigil of the Paladin : creates a small AoE at your feet which increases damage resitance for the whole party by 15% and heals over time for 10s.
  • Sigil of the Cleric : fills 25% of your next Daily power in 15s, and heals yourself a bit when you use encounter powers. Quest Reward (Vault of the Nine) at lvl 70.
  • Defender’s Banner : allies gain 5k Power and Awareness, foes deal 5% less damage, for 30s. 40k Glory, from Erik Sundershield, at the Trade of Blades (Protector’s Enclave).
  • Staff of Flowers : allies gain 5k Power and Critical Strike (it’s written 10k in the collection, but it’s 5k), foes are slowed and take damage every second for 15s. Loot from Zok Boxes.
  • Aurora’s Whole Realms Catalogue : summons a vendor. Keep one in your inventory if you are not VIP 7. Quest reward (lvl 21 at Protector’s Enclave) or random loot in dungeons.
  • Storyteller’s Journals : look below for more infos.

All of these can be used as a main artifact. The Sigil of the Cleric is very easy to get and a good artifact to start with : having your daily more often can be very convenient. The Sigil of the Paladin is the most useful to mitigate damage. The Aurora’s Whole Realms Catalogue is a good little trick for those who are not VIP rank 7 (only use it when soloing, you can’t change it that easily because of the cooldown).

Take into account the fact that active artefacts powers are limited to their rare (blue) version in scaled content (random queues). Only the cooldown and stats can be improved at higher qualities.

 

Passive Artifacts

 

For passive Artifacts, you mostly care about the stats. The ones given to you at the start of Undermoutain at lvl 70 are good enough to start with. But eventually, you will take the artifacts from Undermountain (which are item level 300, while the others are only item lvl 150).

  • Sword of Zariel : 3k Power, 6k HP, 1.5k Critical Strike. Loot from Zariel’s Challenge.
  • Book of Vile Darkness : 3k Power, 1.5k Armor Penetration, 1.5k Deflection. Loot from TIC (The Infernal Citadel, mod 18 dungeon).
  • Halaster’s Blast Scepter : 3k Power, 6k HP, 1.5k Critical Strike. Loot from ToMM.
  • Trobriand’s Ring : 3k Power, 1.5k Defense, 1.5k Critical Avoidance. Loot from LoMM.
  • Arcturia’s Music Box : 1.5k Power, 1.5k Armor Penetration, 3k Combat Advantage. Loot from Zok Boxes.
  • Staff of Flowers : 3k Power, 1.5k Critical Strike, 1.5k Awareness. Loot from Zok Boxes.
  • Erratic Drift Globe : 3k Defense, 6k HP, 1.5k Deflection. Bought from the Undermountain Campaign Store (in the Campaign menu).
  • Wyvern-Venom Coated Knives : 1.5k Armor Penetration, 1.5k Critical Strike, 3k Accuracy. Bought from the Undermountain Campaign Store (in the Campaign menu).

The ones with Power are certainly the best, but the others are good if you need the stats.

 

Artifact Sets

That may also be the place where you will put an artifact to complete a set with your neck and waist items. These include :

  • Sword of Zariel : gain up to 6500 Power as you lose HP, doubled when an ally dies. Only good for a healer… But really not fantastic, as you should have full HP most of the time and the Power boost is not that impressive.
  • Shard of Orcus’ Wand : up to 10% more damage depending on the difference of HP% between you and your target (about 4% on average).
  • Book of Vile Darkness : increase damage dealt by 2.5%, +2.5% against demons (Avernus, IC, Demogorgon…).
  • Halaster’s Blast Scepter : When you stand still for 3s, your damage and movement speed is increased by 5%.
  • Arcturia’s Music Box : 15% more damage if you have combat advantage for 10 seconds after using a daily power.
  • Tarokka Deck : when you hit a single target with an aoe, it takes 5% more damage for 5s.
  • Charm of the Serpent : up to 5% more damage if you move for 15s, removed if you stand still for more than 5s.
  • Apocalypse Dagger (only available during the Day of the Dungeon Master Event) : whenever you hit an enemy with a critical strike, the target takes 1% more damage for 5s, stack 5 times.
  • Tiamat’s Orb of Majesty : 5% more outgoing and incoming healing.

These are very situational. Look at which waist and neck you want first. The Book of Vile Darkness is best in Avernus. The Orcus set is still very good in scaled content. Any other can be good depending on your playstyle.

 

Storyteller’s Journals

 

If you participated in the Tales of Old Event, you may have collected the 4 Storyteller’s Journals. These are the best artifacts in the game. They give lots of stats (though less than Undermountain artifacts). But most importantly, they give 2 set bonuses which boost your HP a lot and improve your damage a bit. If you have a set bonus with your waist and neck, you can still use 3 Journals and benefit from all of the set bonuses. If you do not have a set bonus with your waist and neck, you can either use 3 journals as passive + a good active artifact or all 4 journals with one of them as active.

Active Journal (if you unlocked all of their powers)
  • Frozen Storyteller’s Journal : deals ice damage in an area, stuns enemies for 3.4s, summons 3 ice dwarves for 20s, increases your defense by 5%, increases the party damage by 5%. Best for a Devout Cleric.
  • Envenomed Storyteller’s Journal : deals damage in an aoe, add a stackable effect when you attack (after 15s, the target takes 5% weapon damage times the number of stacks), stun enemies for 3.4s, summon an orb that deals poison damage, increases your damage by 5%, generates 20 AP every second for 15s (30% of your next daily). Best for an Arbiter Cleric.
Passive Journals
  • Envenomed Storyteller’s Journal : 750 Power, 750 Defense, 750 Critical Strike, 750 Combat Advantage.
  • Frozen Storyteller’s Journal : 750 Power, 3k HP, 750 Critical Avoidance, 750 Armor Penetration.
  • Flayed Storyteller’s Journal : 750 Power, 3k HP, 750 Critical Avoidance, 750 Accuracy.
  • Darkened Storyteller’s Journal : 750 Power, 750 Deflection, 750 Awareness, 1.9% Companion Influence (about 300 in all stats).
Set Bonuses
  • 2 or more : 1k Power, 10k HP for EACH journal equipped (yes, 4k Power, 40k HP if you have all 4 equipped), +1 to all ability scores.
  • 3 or more : Do an additionnal hit for weapon damage on a critical strike (around 4k damage). Powers have a chance to deal 10% of your weapon damage.

That’s a total of about 7.5k Power and 46k HP + many other stats and bonuses. With the Undermountain+Avernus artifacts, you get 7k more Power at the cost of 40k HP… Considering Power has relatively low returns for a healer (because more Power = less critical chance), If you have the Journals, use them. If you don’t, let’s hope they become available again in the future.

Unfortunately, the Tales of Old event is not planned to come back in the near future. That said, the difference with Undermountain+Avernus artefacts is not extremely big. It’s mostly a trade between Power and HP.

Halaster’s Blast Scepter and the Sword of Zariel are on par with the Tales artifacts (less HP, but more Power, and Critical Strike, which is perfect for a Devout Cleric, if you do not need the HP).

 

Enchantments

Enchantments are a very big investment for only a couple of thousands of stat points each. Rank 9 enchantments are cheap and usually good enough. Upgrading these is not a priority. You should focus on everything else first (especially bonding runestones). The only thing you should have left to do after upgrading your enchantments is buying a legendary mount.

You can have up to 18 offense/defense/utility enchantment slots on your gear + 2 overload enchantment slots + 1 weapon enchantment slot + 1 armor enchantment slot.

Offense
  • Radiant : 1080 / 2400 Power at rank 9 / 15.

Radiants are the only enchantments that really matter for a Devout Cleric. An arbiter Cleric may consider other enchantments if they need to cap their stats but radiants are usually best for everyone.

Defense
  • Radiant : 4320 / 9600HP
  • Azure : 1080 / 2400 Defense
  • Brutal : 2400 / 5280 HP + 600 / 1320 Defense

Capping Defense is very important for anyone. Then, more HP means you can survive bigger hits. You may need one or two Azure or Brutal Enchantments to cap your Defense, but everything else should be HP.

Utility
  • Tactical : 0.9% / 2% incoming healing
  • Dragon’s Hoard : 4.5% / 7.5% chance to loot a gemstone (white pearl to black opal)
  • Dark : 2.7% / 6% companion influence (at rank 15 : 373 to all stats + 1345 HP with a legendary augment ; or 484 to all stats, no HP with a legendary non augment), not worth it

If you are going to dungeons (either as a Devout or Arbiter), Tactical enchantments are must haves. They are the best help at maintaining yourself at full life. Dragon’s hoard enchantments are excellent to get plenty of refinement points while doing solo content. And you need tons of refinement points. If you have different gear for solo and dungeon content, put Dragon’s Hoard on your solo equipment. Dark are not worth it : 5 of them at max rank only give you 2k to all stats with a legendary companion.

In mod 19, Tactical enchantments have been nerfed hard (from 6% to 2% at r15), but are still quite relevant.

Overload

Overload enchantments have an expiration date. You can only use them for 2 to 10 hours of combat. I’m not using them. The most interesting for a Devout Cleric is the Greater White Dragon Glyph (improves power by 800 and healing by 10% for 20 seconds, once every 60 seconds). There are others (Dragon Glyhs and enchantments from Stronghold), but the fact they are pretty small boosts and they don’t last long doesn’t make them good investments in my opinion (of course, for ToMM any little thing helps).

Armor
  • Soulforged : once every 75s, when you die, you resurrect. Higher ranks do not reduce this cooldown.
  • Barkshield : every 8/6s, you will receive a charge which will shield you from the next attack. You can receive up to 3/4 charges (after not being hit for 24s), which will shield as many attacks. Shields reduce damage depending on how many charges you have. Lowest shield (1 charge) reduces damage by 3600 / 12000 (at rank 7 / 14). Best shield (3/4 charges) reduces damage by 10800 / 48000. It’s the best enchantment to reduce damage if you almost never get hit. But in most dungeons you will get hit too often for it to be really useful, and it’s very expensive.
  • Shadowclad : if you get hit often, the Shadowclad enchantment is the best way to mitigate damage, with up to 30% damage mitigation at rank 14.

For real, there’s no better enchantment than Soulforged. It will save you very often, from very bad situations. Bigby’s hand, permafrost… Your team didn’t help you, or you were somewhere you shouldn’t have been ? You resurrect. No need for a scroll. And rank 7 is as good as rank 14, no need to upgrade it. I absolutely love this enchantment.

Weapon
  • Vorpal : 6% / 20% Critical severity (at rank 7 /14), makes you heal better and deal more damage. The best.
  • Prominence : makes yourself tankier with a shield, and deal radiant damage ! Yeay ! Not bad, but it won’t help your healing much.
  • Holy Avenger : a 10% chance for a party Heal over Time (HoT) that procs every second (better than Healing Word which procs every 3 seconds… at least this HoT will do something…) + a 15k defense buff (which is okay in scaled content, but useless if your party members Defense is capped). Problem is there is a 15s cooldown, and you spend most of your time regenerating divinity… so it will only proc once every blue moon… Too bad, because it would be great otherwise…

I was using Dread for a while and it’s good enough in random queues. Also good if your Armor Penetration is not capped while playing Arbiter. Holy Avenger would be so much better without the cooldown and with a better chance of being triggered. I would have loved it on my Devout. Prominence would be awesome if the shield was party wide. Vorpal is really the only solid option at high level.

 

How to upgrade enchantments ?

Wards

 

There are many ways to get wards :

  • Free wards during events like the Summer or Winter Festival
  • Free coalescent wards from Coffer of the Celestial Artifacts (invocation rewards, about 1 chance out of 30, so about 1 a year per character if you only invoke your god once a day on each of them)
  • 100 Zen / 10 wards (never buy them at full price, wait for a sale or a 25% coupon from invoking your god)
  • 1000 Zen / Coalescent ward (not worth it : on average you need 77 regular wards to upgrade something with a 1% chance of success)

I advise buying character slots and invoking your god once a day on each of your characters for free Coalescent wards. These will be useful for upgrading your bonding runestones to rank 15, then your weapon enchantment and all of your enchantments.

Never use a coalescent ward for anything but a 1% chance of success. And never buy Coalescent wards, even for a 1% chance of success : regular wards are more cost efficient on the long run. There’s a 36% chance you will use more than 100 wards on a single upgrade, 9% chance you will use more than 1000 wards on 10 upgrades, 1% chance you will use more than 3000 wards on 30 upgrades (maths there). Unless you are very unlucky, buying regular wards will save you about 23% of the cost on the long run. Of course, if you have a Coalescent Ward, use it.

You can also have plenty of wards from events like the Summer / Winter Festivals, get the rewards with all of your characters !

Always use a ward when upgrading anything that requires rank 4 or higher marks of potency, or rank 5 or higher enchanting stones. Wards are cheaper than the materials you would lose if you failed (you never lose the item, only the materials to upgrade it).

 

Enchanting Stones

 

You can get plenty of enchanting stones from the Dread Ring campaign. Farm the campaign and exchange currency to get keys for the lairs. When a Double Refinement event comes, farm the Phantasmal Fortress (eastern lair) on a Thurday, Saturday, or Sunday (you only get enchanting stones on these days in this lair, and it’s the fastest lair to run. Other lairs loot enchanting stones on other days). Make sure to start after the time the events start, not at the daily reset (event reset is about 8h after daily reset). Dread Ring days are reset at the same time events are, so if you come on Saturday before the time events reset, you won’t get enchanting stones. You can get enchanting stones up to rank 5 with this method.

Enchanting stones rank 6 are found in higher end dungeons (T9G, CR, LoMM, CoDG, ToMM…). You can get them in both chests, and they are doubled during Double Refinement events. Cradle of the Death God (CoDG) is often run during this event : it can be done in less than 15 minutes with a proper group, but the mechanics are a bit hard to get. Just run whatever dungeon you like the most that drop them. You will eventually get plenty. Reroll tokens from VIP are great to use in these dungeons to get more of them.

You can also get them from time to time from lootboxes (you get a daily key with VIP).

 

Marks of Potency

 

Marks of Potency can be bought in the Wondrous Bazaar with Astral Diamonds. They are pretty expensive but VIP 12 reduces their price by 25%. Their price is reduced by 15% more (for a total 40% reduction) during Wondrous Bazaar sale events.

You can also get them from Sybella in Protector’s Enclave by completing her quests (and advancing Legacy Campaigns faster).

You can also get up to rank 5 Marks of Potency from the Gauntlet in the Dread Ring campaign.

And you can get them from time to time from lootboxes (you get a daily key with VIP).

 

DO NOT sell and buy the next upgrade !

 

You are only getting 90% of whatever you sell in the auction house. 10% go to fees. If you want to buy from the auction house, buy the highest rank you can afford, then upgrade them to the maximum rank yourself. You can sell rank 9 enchantments, but higher ranks cost a lot of auction house fees.

 

Priorities

 

Refer to the corresponding sections for each part. This is only a rough summary on what you should focus on and in which order.

While leveling, the most important things to get are an augment companion, proper companion gear, and rank 9 bonding runestones. Equipment doesn’t matter, just make sure you have a good weapon for your level. Your main hand weapon damage is the most important multiplier for damage and healing. Your active companion and its equipment are the main source of your stats. You will also want a rare (blue) Spider mount for the wanderer’s fortune mount bonus (which will provide you tons of refinement points which you will need later). You will be able to get an epic mount for free during many events, try to get one whenever you can.

Join a high level guild as soon as possible. Not only they will help you, but they will also provide guild boons which are a huge help (8k Power/Defense/ 20% mount speed, or others which may be better for you… and 1500 item level) !

At level 70, you should start the Undermountain campaign. This is where you will level up to 80 and start to get proper gear. It is especially important to farm expeditions there for many good items and most importantly for companion gear (which you can only get there, and is one of the highest source of stats).

Once you are at level 80, your priority is to get Burnished weapons (bought with Seals of the Deep, which you get from random queues) and to upgrade them to epic max rank (the legendary upgrade is expensive but doesn’t bring much). You will also want to get an epic augment companion (either the Polar Bear Cub if you are focusing on healing, or the Deepcrow Hatchling if you are focusing on being a damage dealer).

Now, you can buy your enchantments : rank 9 everywhere is a good start. They are not a priority. So once you have them, forget them. You will upgrade them later, when you have everything else.

You can also buy rare mounts to be able to use 15 mount insignias (you’ll find green and blue insignias everywhere, no need to buy better ones). Just like enchantments, insignias are one of the last thing you should focus on. They are an easy way to balance your stats at higher level.

The next step is to buy rank 13 bonding runestones. These will give you even more of your companion stats, including companion gear and runestones. They are expensive but very worth it ! Do not upgrade them one step at a time (unless they are overpriced in the auction house, it’s better to buy rank 13 directly from rank 9). You will upgrade them to rank 15 as soon as you get the materials to do so.

Then, you want to upgrade your active companion to legendary, and to get good passive companions to boost your stats (which you will also upgrade to legendary whenever possible). These are a very big upgrade. As soon as you have your active companion to legendary, rank 15 bonding runestones, and proper companion gear, you can start balancing your stats.

Now, you should be properly equipped. You should be able to start the Avernus campaign. You may need some help at first, but you will be able to get some of the best gear in the game there. Complete the campaign, and start the Path of the Fallen one in order to get access to the best weapons before very end game ones : the Legion Guard set (which you get by opening chests found with treasure maps, obtained by slaying monsters in the Avernus Wastes).

You can also start the Legacy campaigns if you feel like it (you can start them earlier but they are not really a priority). These take a lot of time but Sybella in the Protector’s Enclave will help you with weekly missions (and rewards). Campaigns do not reward much, but each of them will give you 4 boon points, which will make you a bit stronger.

This is when you reach end game. You can now focus on your artifacts and balance your stats with legendary insignias. You can also improve your enchantments, starting with runestones.

The last thing you will have to get, unless you are extremely lucky, is a legendary mount.

Once you have everything maxed out, you can eventually improve your bolster to 15% for the last improvement on your character. Then it’s just about balancing your stats and items even better for any situation and preparing for the next mod !

 

Undermountain

 

At lvl 70, you can (and should) start the Undermountain Campaign. Go to Sergent Knox and read the note behind him. You will get free gear that is better than anything you got so far. In Undermountain, you will level up to 80. When you finish the campaign, you will have access to expeditions, in which you can find some the best items in the game ! Do not start the Avernus campaign until you have proper companion gear from these expeditions (and good bonding runestones).

 

Important items

 

The following items are very good and you should try to get them ! Companion gear is especially important. You get tons of stat points through companion gear (via an augment companion and bonding runestones). This is the place where you get proper companion gear, nowhere else (it’s a shame : newer players would really benefit from having good companion gear in dungeons…).

 

Artifact sets

 

  • Arcturia’s Music Box : 1500 Power, 1500 Armor Penetration, 3000 Combat Advantage. Active : summons 2 mimics that deal damage and eat minions.
  • Jhesiyra’s Tattered Mantle : 1960 Accuracy, 1960 Combat Advantage, +5 CON
  • Trobriand’s Conduction Cable : 1960 Critical Strike, 1960 Combat Advantage, +2 STR, +2 INT

Set bonus : when you use a daily power, you deal 15% more damage to enemies on which you have combat advantage on for 10s. Loot from Zok boxes.

 

  • Staff of Flowers : 3000 Power, 1500 Critical Strike, 1500 Awareness. Active : creates a ring of flowers around you, friends in the ring will get 10k more Power and Critical Strike, enemies are damaged and slowed.
  • Woven Vine : 1960 Critical Strike, 1960 Critical Avoidance, +5 CON
  • Blooming Cord : 1960 Critical Strike, 1960 Awareness, +2 WIS, +2 CHA

Set Bonus : when you use a daily power, creates a rune on the ground for 6s, people standing on the rune will get 5k more Awareness and Combat Advantage and become immune to control effects. Loot from Zok boxes.

 

  • Wyvern-Venom Coated Knives : 1500 Armor Penetration, 1500 Critical Strike, 3000 Accuracy. Active : deals damage to enemies around you and poisons them for 10s. Poisoned monsters deal 12% less damage and take 12% more damage.
  • Wyvern Eye Necklace : 1960 Critical Strike, 1960 Awareness, +5 CON
  • Wyvern-Skin Belt : 1960 Armor Penetration, 1960 Deflexion, +2 DEX, +2 INT

Set Bonus : when you use a daily power, creates a rune on the ground for 6s, people standing on the rune will get 5k more Power and Armor Penetration and will deal 5% more damage. Bought from the campaign store.

 

Gear

 

  • Stealer of the Star’s Hide (armor, 1000 item level) : 1000 Armor Penetration, 1000 Critical Strike, 800 Critical Avoidance, Butcher’s Might : when you damage or heal for more than 15% of your max health, you gain 1% of your base Power (Power without your companion summoned) for 10s, max 5 stacks (independant stacks). Loot from Zok Boxes.
  • Ebony Stained Hide (armor, 882 item level) : 1764 Armor Penetration, Butcher’s Might : when you damage or heal for more than 10% of your max health, you gain 1% of your base Power (Power without your companion summoned) for 10s, max 5 stacks (independant stacks). Loot from Master Expeditions.
  • Ebonized Scalemail (armor, 882 item level) : 1764 Deflection, Butcher’s Might : when you damage or heal for more than 10% of your max health, you gain 1% of your base Power (Power without your companion summoned) for 10s, max 5 stacks (independant stacks). Loot from Master Expeditions.
  • Trapper of the Twilight’s Braces (1000 ilvl) : encounter powers do 3% more damage, 1k Armor Penetration, 1k Critical Strike, 800 Critical Avoidance. Found in Zok Boxes.
  • Ebonized Raid Ring (ring, 882 item level) : 6350 Critical Strike, 4234 Combat Advantage, Sniper’s Perk : ranged powers deal 3% more damage (can stack twice). Loot from Master Expeditions.
  • Ebonized Restoration Ring (ring, 882 item level) : 3175 Defense, 7409 Critical Strike, Sniper’s Perk : ranged powers deal 3% more damage (can stack twice). Loot from Master Expeditions.
  • Ebony Stained War Shirt (clothes, 882 item level) : 1764 Critical Strike, 1764 Accuracy, Charged Fury : when your stamina is over 75%, you deal 3% more damage. Loot from Master Expeditions.
  • Shirt of the Champion (clothes, 1010 item level) : 4040 Critical Strike, Encounter Reprieve : 10% chance on critical strike to reduce encounter cooldowns by 1s (once every 5s). Loot from Fragment Expeditions.
  • Pants of the Sentinel (pants, 1010 tem level) : 4040 Defense, Critical Charge : 10% chance on critical strike to gain 25 action points (once every 5s). Loot from Fragment Expeditions.

 

Companion Gear

 

  • All of them ! Complete list can be found in the Undermountain’s Companion Gear collection in Undermountain. You can complete the stardock questline on multiple characters to get a single stat 1010 item level companion gear of your choice each time. Almost all of the companion gear items are bound to account (and do not bind to character), and can be transfered to any of your characters at will. Found in Warden Expeditions and in Zok boxes.

 

Expeditions

 

There are 3 types of expeditions in Undermountain : Master Expeditions (ME’s) in the Yawning Portal, and Warden Expeditions (WE’s) and Fragment Expeditions (FE’s) in the Stardock. It is recommanded to do them with 1 rune (which you get by collecting crystalized resonances in runic encounters throughout Undermountain), in order to get Zok boxes to gain extra rewards (AD, items, artefacts…).

 

Master Expeditions (ME)

 

The quest is given by Obaya Uday, on the first floor of the Yawning Portal. It can be taken 3 times a day. In these, you have to collect 9 relics (3 in each zone, you cannot go back so make sure to collect them all) in order to get the best rewards from the quest. You often get pieces of gear as rewards from the mini-bosses. But the best rewards are the Alabaster weapon set, and +% damage gear.

 

Warden Expeditions (WE)

 

The quest is given by Yrlakka in the Stardock. In order to be able to take the quest for a Warden Expedition, you need 2 Illithid or Githyanki Intelligences (which you get in Reconnaissance Quests). So you can do them twice every two days, or do plenty of Reconnaissance Quests and do all your Warden Expeditions whenever you want (as long as you have Intelligences). You do not need to collect relics for these, but the end boss is a bit stronger. The end boss always loots a piece of companion gear (maximum quality being 1010 item level epic, listed under Undermountain’s Companion Gear in the collection). All of the pieces are bound to account (and do not bind to character, so you can send your main character’s companion gear to a completely new character if you want a fast progression with them), with the exception of 965 item level companion gear (which are the ones I recommand buying on a new leveling character).

 

Fragment Expeditions (FE)

 

The quest is given by Yrlakka in the Stardock. In order to be able to take the quest for a Fragment Expedition, you need 3 Illithid or Githyanki Stardock Rod Sections (which you get in Warden Expeditions). So you can do them twice every six days, or do plenty of Warden Expeditions and do all your Fragment Expeditions whenever you want (as long as you have Stradock Rod Sections). You do not need to collect relics there either, but the end boss is a lot stronger. The end boss always loots a piece of clothes (pants or shirt, maximum quality being 1010 item level epic, listed under Rings of Undermountain in the collection… don’t ask me why).

 

Zok Boxes

Now, the biggest rewards come from Zok boxes. In order to get them, you need to complete any expedition with at least one rune (Crystalized Resonance) used at the start of the expedition. This will allow you to open a chest at the end of the expedition. You can enter any expedition, as long as someone in the group has the quest to start the  expedition, but you can only open the chest if you have the quest for this expedition. In this chest, you will receive rewards corresponding to the type of runes used, plus a Rune Etching. This Rune Etching has to be brought to Zok, a little guy hiding below the stairs at the Yawning Portal. He will reward you with 5000 RAD, a potion, and an item. This item can be one of the best artifacts in the game (Staff of Flowers or Arcturia’s Music Box, or their associated belt or necklace), a piece of gear (highest item level being 1000, listed in the Antiquities of Undermountain in the collection), a piece of companion gear (same as in WE’s), or a vanity pet. Of course, it’s totally random. So, cross fingers to get the things you want ! With all the expeditions, you can get an average of 4.33 Zok boxes a day (that’s almost 24k RAD, not bad !). Always do your expeditions with one rune (more make things unnecessarily hard for no better rewards). Always group up for expeditions with runes (unless you are an experienced player with a good and well equipped companion, expeditions with 1 rune are hard to solo).

 

How to get Crystalized Resonances ?

After you finished the Undermountain campaign and completed your first Master Expedition, you need to talk to the Runemaster Sinyé (close to Obaya Uday, on the same floor, next corner). She will ask you to collect resonances in Runic Encounters (the big coloured bubbles you’ve seen around Undermountain) and a Runic Resonator. To get the resonances, simply go to any runic encounter and hit monsters (no need to kill them, just hit them, a lot). The Runic Resonator requires you to kill monsters though. Once you have completed that quest, you can take the next one… and forget about it (it’s not worth it). Taking the quest will let you to collect more resonances in runic encounters. You need 10 resonances of the same type to be able to make one Crystalized Resonance (on the altars at the start of any expedition). It sounds like a lot of work, but getting plenty of resonances is actually pretty fast.

So, that’s it ! That’s how you will get most of your end game gear !

 

Descent Into Avernus

Descent into Avernus is an end game campaign. Contrarily to other places, where you only need 60k in most of your stats to reach the cap, you need 85k in most of your stats (135k in Combat Advantage) in Avernus, both in the Vallenhas area and in the Infernal Citadel. That means : you will have trouble if you go there without a proper companion, companion gear (from expeditions in Undermountain) and high rank bonding runestones.

 

Reaching Stat Caps

 

One way to boost your stats (on top of companion gear, bonding runestones and a legendary companion) is via companions that give plenty of stat points. The very best ones are the Wandering Scarecrow (8k Armor Penetration, 2k Defense), Black Dragon Ioun Stone (8k Critical Strike), and Staldorf (8k Combat Advantage). You can also get tons of Accuracy through a Guiding Ring of the Spy or a Guiding Ring of the Sharp-shooter (legendary variant).

If you cannot cap your stats (especially Armor Penetration, Critical Strike and Defense), it is very recommanded to use an augment companion, even in the Vallenhas area for soloing. It is okay to trade some Power with other stats (remember that going from 100k to 200k Power only improves your damage by 50%, while you can do double damage with Combat Advantage), but as soon as you are not capped for Armor Penetration and Critical Strike, you lose much more than what you could get with Combat Advantage (Accuracy is less important but still relevant). And you won’t survive long if your Defense is not capped.

 

Important Items

 

From hunts and Juma bags

 

  • Fancy Duelist Mast of Cormyr (head, 1225 ilvl) : 5k more Power when in combat with only one enemy, 1225 Armor Penetration, 1225 Combat Advantage. Loot from the Abyssal Flock (rare monster), or Juma bags.
  • Infernal Offering Helm (head, 1225 ilvl) : gain 400 Power every 5s after the start of a fight to a maximum of 4800 after 1 minute (12 stacks), then lose 450 Power every 5s to a total loss of 4200 Power after 2m40s (20 stacks, less than 0 Power after 1m55s), 1225 Armor Penetration, 1225 Critical Strike. From Sir Galahan and Pippy (rare monster), or Juma bags.
  • Spiked Defender Vambrace (arms, 1225 ilvl) : gain up to 5% damage resistance when you strike an enemy, gain up to 5% more damage when you get hit, 2450 Critical Strike, 980 Armor Penetration. Loot from Juma bags (Avernus).
  • Frenzy Mitts (arms, 1225 ilvl) : gain 300 Power per enemy you are engaged with (up to 4500), 2450 Accuracy, 980 Armor Penetration. Loot from Ralbog the Ruined (rare monster), or Juma bags.
  • Mighty Storm Slippers (feet, 1225 ilvl) : gain 5k Power when action points are full, 1225 Critical Strike, 1225 Combat Advantage. Loot from Jugg the Destroyer (rare monster), or Juma bags.
  • Rusted Iron Leggings (feet, 1225 ilvl) : 5% more damage but -25% Incoming Healing, 1225 Critical Avoidance, 1225 Awareness. From Abomination (rare monster), or Juma bags.

 

From the Infernal Citadel dungeon

 

Artefact Set

  • Book of Vile Darkness (artefact) : 3k Power, 1.5k Armor Penetration, 1.5k Deflection. Active : for 6s, at-wills either (one effect per activation) increase your damage resistance by 0.5%, or decrease the target’s damage by 0.5%, or decrease the damage resistance of the target by 0.5%, stacks 6 times.
  • The Engine Master’s Mantle (neck, 980 ilvl) : 1960 Armor Penetration, 1960 Critical Strike, 5 CON.
  • Whip of the Erinyes (waist, 980 ilvl) : 1960 Defense, 1960 Accuracy, +2 INT, +2 CHA.

Set Bonus : increase damage dealt by 2.5%, +2.5% more against demons, devils and fiends. Best in the mod 18 area and a couple other places like Demogorgon. Drop from the Infernal Citadel.

Trophies

Bosses also drop items that are necessary to buy the Lion Guard Set in the campaign store. You can only get one item per week, so choose wisely and pass on items you do not want (you need 3 or 4 items to get a single piece of gear). These pieces of gear, apart from the armor piece, are pretty good. Though many of them are situational and may not be the best, depending on your playstyle.

  • Lion Guard’s Restoration Coif (head, 1250 ilvl) : 5k more Power when stamina is above 75%, 1750 Critical Strike, 750 Critical Avoidance.
  • Lion Guard’s Restoration Braces (arms, 1250 ilvl) : gain 250 Power when you hit an enemy (up to 5000 Power, at 20 stacks), lose a stack when you get hit. 1250 Critical Strike, 1250 Deflection.
  • Lion Guard’s Restoration Cuisses (feet, 1250 ilvl) : gain 300 Power per enemy you are engaged with (up to 4500 with 15 enemies). 1250 Critical Strike, 1250 Critical Avoidance.
  • Lion Guard’s Raid Coif (head, 1250 ilvl) : 5k more Power when stamina is above 75%, 1500 Crtitical Strike, 1000 Combat Advantage.
  • Lion Guard’s Raid Braces (arms, 1250 ilvl) : gain 250 Power when you strike an enemy (up to 5k Power with 20 stacks), lose a stack when you get hit, 1500 Armor Penetration, 1000 Accuracy.
  • Lion Guard’s Raid Cuisses (feet, 1250 ilvl) : 300 Power per enemy you are engaged with (up to 4500 with 15 enemies), 1500 Critical Strike, 1000 Combat Advantage.

 

From Seals of the Fallen

 

You get Seals of the Fallen every time you beat an Heroic Encounters in Vallenhas, or when you complete Epic or Trial Random queues (once a day). These seals can be used to buy items from a Seal Trader. The Boots are particularly interesting for boss fights (especially long ones). Clothes are great but there are alternatives with specific ones from FE’s. Other items are good to start with, but not best in slot.

  • Infernal Forged Gaiters (feet, 1225 ilvl) : gain 200 Power per 5s in a fight (to a maximum of 4800 with 24 stacks after 2 minutes), 1440 Critical Strike, 960 Combat Advantage, can be upgraded twice, up to 1230 ilvl with items obtained in Avernus Wastes (it will gain slightly more stats points, and eventually 1% damage against Demons, Devils, and Fiends).
  • Infernal Forged Restoration Shirt (shirt, 1200 ilvl) : gain 1% action point when you damage or heal your target for more than 15% of your maximum HP (5s cooldown), 2400 Critical Strike, 2400 Combat Advantage.
  • Infernal Forged Raid/Ward Trousers (trousers, 1200 ilvl) : 5% movement speed for 10s when you are damaged for more than 15% of your maximum HP (5s cooldown), 1603 Defense, 3197 Critical Avoidance or Deflection.

 

Juma Bags

 

Juma is an imprisoned merchant on the left side, outside of the Stronghold, close to the Seal vendor and the target dummies. For 100 Chaotic Writings, he will give you a Suprise Bag. In this bag, you can get a piece of gear (any from the Antiquities of Avernus, in the Descent into Avernus collection), some AD, or occasionnaly a random mount or companion, or companion upgrade tokens (20). The easiest ways to get Chaotic Writings are by farming Heroic Encounters throughout Vallenhas (especially the Siege and Balgura ‘Ape’ ones) or by doing any quest in Vallenhas (your weekly quests give you plenty).

 

Hunts

 

In order to get many of the new items in Vallenhas, you can look for specific rare monsters that can drop specific pieces of gear (drop rate seems pretty high, but it’s not guaranteed). These monsters only spawn when their surroundings are cleared from other monsters or heroic encounters. If they are patrolling, it is also required to get rid of the patrols on the same path. Here are two maps that show the different items rare monsters drop, where they spawn, and their patrol path if they have one.

 

Rage of Bel

 

The rage of Bel update added a new farm to the game. It starts with the Infernal Reconnaissance quest from Alric. After a series of quests, you will receive an amulet which you can charge by 20% every day in Insurgencies. Once it’s at 100% it will be upgraded to the next quality, until it reaches Mythic. This upgrade gives you access to the best rewards from Alyssa Misdani, and the box she sells will also be updated with new rewards. You will also receive a trinket (which you can put in your belt, where you have potions, stones of health…), the Forger’s Box, which you can upgrade to Mythic, and which buffs your Power and a random stat.

Insurgencies

Insurgencies are only available 1H after Bel goes away. They are available when the Rage of Bel meter is filling on the map. To get there, from the Vallenhas main campfire inside the Stronghold (where you spawn when you teleport to Vallenhas), look on your left. If the insurgencies are available, there will be a red portal there. Enter the portals and kill monsters to fill your amulet.

Bel

Once the Rage of Bel meter is full, Bel will spawn for the next hour and will be available through a portal near the Siege Heroic Encounter. You can face him alone (the easy way but you get less rewards, great to learn the mechanics first), or with a group.

The Bel fight has a couple of phases. First phase, you can dps Bel until the first threshold. Then he will teleport to where he spawns, will be invulnerable, and players will have aoes spawning on their feet. If you are playing in a group, you should wait for 3 red warnings to spawn at your feet before you move, so that aoes are all at the same place and the arena is not covered with fire. The fire hurts a lot. One of the player will have a blue orb on their head. It means, they have to look for the boulder, which is indicated by a blue light, and then put the boulder into a catapult (also indicated with a blue light, not just any catapult). Once the boulder hits Bel, he is vulnerable and you’ll deal lots of damage to him, but he will quickly push you away and will be invulenrable again for about 5s. Then you’ll have a couple of other thresholds until you beat him down to 25%. After a last boulder phase, after he pushes you away (not when he’s vulnerable), you will have to use every debuff/daily/power you have to burn him down quickly, because he will fight you while aoes also put the arena on fire. When fighting with a group, there will be fire everywhere if you cannot kill him quickly. If you are alone, you will obtain 4 Infernal Secrets (which you can use to get rewards from Alyssa), +1 per player in the group, to a maximum of 9. There’s also a hard mode, which gives more rewards, but not too many people manage to beat it (even with very good players). You can obtain up to 54 Infernal Secrets every day. That is beating Bel 6 times with a full group.

The Forger’s Box

At the Mythic quality, the Forger’s Box improves Power by 2800, and a random stat (Critical Strike, Accuracy, or Combat Advantage by 1750, or Critical Severity, Action Point gain, or Recharge Speed by 6%), for 30 minutes. It can be renewed every 10 minutes.

To upgrade the Forger’s Box you need Metal Rods, which you can find in many different places (only once you have completed the first series of quests from the Rage of Bel episode).

  • The Reinforced Metal Rod can be found in Heroic Encounters in Vallenhas.
  • The Broken Metal Rod can be found in nodes everywhere in Neverwinter.
  • The Balanced Metal Rod can be bought from Alyssa once you have the Marshal rank.
  • The Battle Worn Metal Rod drops from bosses in insurgencies.
  • The Infused Metal Rod drops from Bel.
  • The Dented Metal Rod is a random loot from the Ornate Box of Vallenhas Treasues, bought from Alyssa for 5k AD and 15 Infernal Secrets (once you have upgraded your amulet to the highest rank).

It’s a nice trinket, but the farm is real ! It’s been improved though.

 

Path of the Fallen

 

The Path of the Fallen campaign takes place directly after Descent into Avernus, and you need to complete the later to start the former. It’s even harder than Vallenhas. Here, you’ll find a new weapon set, new rings… and that’s mostly it for now… Because there’s more coming in episodic content which will be gradually released in the next months !

 

Stat Caps

 

In Avernus Wastes (campaign area), and in Zariel’s Challenge (new extra end game trial), the caps are 5k higher than in Vallenhas (90k for most stats, 140k for Combat Advantage). Reaching stat caps is a lot more complicated than in Vallenhas. An augment companion is very recommended if you cannot at least cap Armor Penetration and get relatively close to the other caps (plus there are many NPCs which can provide Combat Advantage in many places, enemies teleport, non augment companions cannot follow you properly everywhere…).

 

Important Items

 

The most important items to get here are the Legion Guard weapons which you can get in treasure maps. There are also rings you can get on Garyx the Unforgivable, who spawns in the Scab when the war meter becomes fully red, after killing Demons, and the Siegebreaker Mog’dorath, who spawns in the Stygian Dock when the war meter is fully purple, after killing Devils.

From Treasure Maps
  • Legion Guard weapons : +1k Power, Combat Advantage, Defense, Critical Avoidance to you and your party members (stacks up to 5 times). The best weapons to get until you can obtain the LH ones. Random loot in chests from treasure maps.
From Garyx the Unforgivable (The Scab) and Siegebreaker Mog’dorath (Stygian Dock)
  • Ring of Fallen Power +5 (1100 ilvl) : 8800 Critical Avoidance, 13200 Critical Strike, on hitting a foe, gain 535 Power for 4s (stacks 10 times). 2 offense slots.
  • Ring of Fallen Power +4 (1050 ilvl) : 8400 Critical Avoidance, 12600 Critical Strike, on hitting a foe, gain 435 Power for 4s (stacks 10 times). 1 offense slot, 1 defense slot.
  • Ring of the Brutal Fiend +5 (1100 ilvl) : 8800 Armor Penetration, 13200 Critical Strike, every 30s in combat you gain 7500 Power for 10s. 2 offense slots.
  • Ring of the Brutal Fiend +4 (1050 ilvl) : 8400 Armor Penetration, 12600 Critical Strike, every 30s in combat you gain 7500 Power for 8s. 2 offense slots.
  • Ring of the Overwhelmed +5 (1100 ilvl) : 8800 Awareness, 13200 Deflection, gain 10% damage mitigation when running. 2 defence slots.
  • Ring of the Overwhelmed +4 (1050 ilvl) : 8400 Awareness, 12600 Deflection, gain 10% damage mitigation when running. 2 defence slots.
  • Ring of the Condemned +5 (1100 ilvl) : 22000 Defense, generate threat around you when you run. 2 defence slots.
  • Ring of the Condemnd +4 (1050 ilvl) : 21000 Defense, generate threat around you when you run. 2 defence slots.

 

Treasure Maps

 

By killing monsters in Avernus Wastes, you can loot treasure maps. Once you get a map, and find the location it depicts, you can dig up a chest and loot its content. In these chests, you can find the Legion Guard weapons, some gear, and Canian Iron Bars (campaign currency), which do not count for the weekly haul !

The esiest way to farm treasure maps is to run over Manes in Avernus Wastes, as shown by Rainer in his video.

Once you have treasure maps, you can look at this map, made by Stephen, the best friend and editor of Northside, to find the location of all the chests.

 

Scaling

 

This is how scaling worked in mod 18. In mod 19 it’s a pure mess. Add or remove items, you will randomly gain or lose stats… Scaling is the worst thing in the game. It is totally unecessary because of hard caps. It is a huge waste of resources for the devs, and makes progression useless because you’ll have about the same stats with 28k item level or with 12k item level… Just use the hard caps and put a soft cap on Power if you really want us to be scaled down in dungeons. Really, devs, this is dumb !

 

 

In many dungeons (actually all the dungeons in random queues), you will be scaled down to a certain item level. What this means is that all of the items you have (including boons, enchantments and insignias), which exceed a certain level, will be scaled down to the maximum level allowed, which depends on the scaling. Here is a table displaying the maximum stats of items that scale down :

 

Scaling, Total Item Level 14k (Malabog) 15k (Demo/Tiamat) 16k (FBI) 17k (Svardborg) 18k (T9G) Unscaled
movement speed boon 6,00% 6,00% 6,00% 6,00% 6,00% 12,50%
outgoing healing boon 2,40% 2,40% 2,40% 2,40% 2,40% 4,00%
simple support boon 4,80% 4,80% 4,80% 4,80% 4,80% 10,00%
bondings 47% (Rank 11) 50% (Rank 11) 54% (Rank 12) 56% (Rank 13) 60% (Rank 13) 70% (Rank 15)
empowered runestones (power) 660 (Rank 10) 700 (Rank 11) 760 (Rank 11) 780 (Rank 11) 840 (Rank 12) 1320 (Rank 15)
Radiant enchantments (power) 1300 (Rank 11) 1400 (Rank 11) 1500 (Rank 12) 1560 (Rank 12) 1660 (Rank 12) 2400 (Rank 15)
mount insignias (power) 532 (epic) 616 (legendary) 742 (legendary) 717 (legendary) 756 (legendary) 1120 (legendary)
companion equipment + rings (combined rating) 605 673 730 777 825 1010
Equipment + weapons (combined rating) 484 (uncommon) 538 (uncommon) 584 (uncommon) 622 (uncommon) 660 (rare) 808 (legendary)
equipment modifications (power) 20 200 300 300 400 880
active artifact power quality rare rare rare rare rare mythic

 

Yup, no need for high item level items. No need for a fantastic active artifact power. No need for max rank enchantments… (and mount insignias are too expensive to be a good investment until you reach higher item level). The scaling on equipment is actually the worst part, because it impacts newer player the most (it’s easy to have high item level equipment through expeditions in Undermountain). But People with capped stats for the hardest content also lose so many stat points that they are not capped for the lower item level dungeons… Which makes the Dread weapon enchantment a very good alternative for lower item level players… This is really bad design. Having stats above the cap brings nothing, so there shouldn’t be a need for scaling them down. If anything had to be scaled down, there should just be a cap on Power. It would make things easier, would not impact newer players and would not make veteran players hate scaling that much.

 

Things that do not scale down

 

  • artifacts cooldowns
  • artifacts stats
  • set bonuses
  • item equip bonuses
  • mount equip power
  • passive companion bonuses
  • active companion base stats
  • guild boons

 

Did I highlight how important an augment companion is ? Well, a legendary augment companion, with rank 13 bonding runestones, is really the best source of stats in scaled content. Your guild also makes a big difference. Set and item equip powers are also very important, especially since item level doesn’t matter at all. It also makes the Demogorgon set (which is almost 10 years old) the best for any scaled content, for the next thousand years until they change how scaling works (or they nerf it to oblivion)…

Epic Dungeons

 

Most of them are pretty easy. But there are a couple of things you need to know for some of them.

The general rule is : avoid the red areas, stand close to your party (to be able to heal everyone with a single BoH), and try to give your party combat advantage by standing on the opposite side of the monsters.

 

Temple of the Spider

 

On last boss, the tank has to intercept a ray that will heal the boss. But it puts a dot on the tank. Better remove it with Cleansing Light.

 

Cragmire Crypts

 

On last boss, there will be aoes everywhere. Problem is : they are not always displayed properly. So, if you are taking damage over time, move until you don’t.

 

Gray Wolf Den

 

On last boss, when the boss becomes immune to damage, a red wolf will spawn. It has to be killed close to the boss for you to be able to damage the boss again.

 

Malabog’s Castle

 

On last boss, someone can get grabbed. Free them (or heal them) or they will die.

 

Castle Never

 

First boss : do not stay too close to one another. When you are chained with someone (green chain), move away from them. If you get too close, both of you (and those around) will take lots of damage.

Second boss : just make sure not to stand on the red squares when gravity gets funky.

Area after second boss : you can skip most of the monsters by jumping on the furnitures on the sides of the room (right / left / right). You will then reach an area with big green orbs which deal quite high damage. Avoid them, or dodge through them. Take the left passage, just after the door at the left side of the end of the corridor, to avoid monsters. There is a group of monsters in the last room before the campfire. Don’t go there alone. Or rush to the campfire if you are having trouble.

Last boss : do not stand too close to each others, green chains are back. Beware to the green orbs that spawn when the boss raises its hands : they are deadly and move around.

 

Valindra’s Tower

 

On last boss, there are phases where you need to avoid specters and aoe’s on the ground. You can avoid the aoe’s by dodging at the proper timing. Do not go too fast, try to go in the same direction with your group. Usually people turn clockwise around the boss during this phase. The boss will also summon Soul Caskets all around the room, get close to them to destroy them (it’s an action, no need to hit them), or monsters will spawn and submerge you.

 

Lair of Lostmauth

 

On last boss, do not stand directly behind it, better be on the sides. Stay close to it. Orbs which deal lots of damage are turning around at a middle range. Lava comes and goes in different sections of the arena. Avoid it at all costs. When the boss goes away, get to the middle platform, everything else will be under lava. Beware to spikes falling on the ground, they will push you away from the platform if you are not careful during this phase.

 

Fangbreaker Island (FBI)

 

First boss : When the boss is not in the arena, get close to the wall, or you will be pushed away. Red areas apply poison. Use Cleansing Light as often as needed.

Second boss : Stay on the side, not directly in front of the boss. Do not hit runes randomly. You need them to hit the boss when it emerges.

Third boss : when the boss goes on a side, get close to it and move to it, or it will push you against the opposite wall and you’ll take lots of damage. Always look at your feet. Avoid the ice, do not hit it. Stay away from it. If someone gets caught by the ice, help them or they will die. When the boss goes to the sea side, it will kill anyone who is not hidding behind the ice. These phases happen at 50% and 25% of the boss health bar. Do not rush the dps, or you will have no ice to hide behind. From time to time, someone will have an aoe on them with arrows toward them. This is the time for a group hug ! Damage is shared between players, one Bastion of Health and everyone is at full life again. If they are alone in the aoe, they are almost guaranteed to die (unless they are the tank).

 

Spellplague Caverns (MSPC)

 

DO NOT trigger all the encounters. Stay away from anything that stands out. It’s a pain to have to fight 3 times too many monsters to reach the end.

First boss : the boss is immune to damage until you pull a fire orb to it. You need to kill enemies that spawn in the middle first. Always stand either in the inner or outer section where the boss is. It will often put on fire the other section. Better stay close to the boss. From time to time, you will be chained with another player. These chains deal damage to you. Break them by putting the chain in a fire orb (they spawn when you kill bigger enemies). There will be a phase where you are chained with the boss (which will stand in the middle of the arena), kill the monsters around to make fire orbs spawn. Do not get close to the boss until everyone is freed and the boss has returned on the ground. Once you have killed it, get away from the fire orb. People often get killed by it.

Second boss : stay in the middle of the arena. Look away from the boss when an eye appears above it. Make sure not to fall after the boss jumps. There’s a small red area on the ground before it jumps, you will be pushed away when it lands. You can reduce the impact of the push by moving towards the boss. DO NOT jump : you would be pushed further away and would be guaranteed to fall.

Third boss : same eye mechanic. Except this time, you can get a damage over time (DoT), indicated by a big dark horned head on top of your character… The only way to get rid of the damage (which gets bigger and bigger), is to look at the boss in the eye. At 80% and 50%, there will be tentacles. After killing them, a dps has to take a yellow portal to kill the planar tears that remain there. At 25%; 5 planar tears will spawn around the arena. Kill them fast and everyone has to take a portal. Then you’ll be able to kill the boss. Do not rush the phases by hurting the boss over its thresholds, or you may trigger a death flag.

 

Tomb of the Nine Gods (T9G)

 

At the beginning, there are 3 ways, the right way is indicated by a face on a wall. You’ll then come into a big room in which there are pictures in the middle and sarcophages (and monsters) around. You just have to activate the sarcophages which have the same picture behind them than on the ground in the middle of the room.

There are enigmas along the way. If you get potions, people should drink them and indicate to others which color they are (we often use the first letter of the color, so P for Purple, B for Blue…). You just have to stand on the stale with the animal colored with the same color. There are 10 potions. It doesn’t matter who takes them. If you get relics on pedestrals, you have to find the correct sequence to activate them. It’s trial and error. Make a mistake, start again. Everyone can participate at the same time, it doesn’t interfere with others. If you do not care about the enigmas (for which you are rewarded), and cross the door (don’t be that guy), you will have a punishment game which is about as long (if not longer) but doesn’t get you rewards.

First boss : there are 3 pedestrals you can activate after turning around a big room. The left pedestral makes the user invulnerable : they will have to intercept green orbs that spawn in the corners of the arena and follow a player (they are linked with a green chain). If they touch someone, this person dies. Look at everyone to know where the orbs are and who they are targeting. As soon as you see a green chain, rush to the orb. Multiple orbs can spawn at the same time. The middle pedestral makes the user deal more damage against adds but less against the boss. The right pedestral makes the user deal more damage against the boss but less against the adds. As a healer, I always take the left one so that dps can focus on hitting the boss and tank doesn’t have anything to worry about (they take the middle one). But if someone else takes the left one, I take the middle one, so that nobody has a damage debuff against the boss.

Second boss : Break the capsule, and kill the boss. I wish it were that simple. There can be water. If there is, get out of the water if you have a target on you or there will be electricity and you will be paralysed all the time, which makes healing very hard. Someone can get grabbed and you must free them or they die. It’s not an hard boss, but it’s the most annoying one because of the electricity.

Third boss : puts people on fire with its first attack (and any time it does it again), use Cleansing Light to make things easier. When a ghost appears on one side of the arena, rush to the other side and stay there until the ghost pulls everyone. When monsters spawn, focus the souls at all costs. If the souls are not killed, they fill a meter on the right side of your screen. If it’s full, it’s a party wipe. As long as dps focus the souls, it’s pretty easy. But healing can be tough because the boss will apply armor debuffs which cannot be cleansed… And people will take big damages if the debuff is too high.

 

Castle Ravenloft (CR)

 

First boss : someone has to take the book in the middle of the arena. They will draw the attention of the ghosts for them to not interfere with the fight (pull them to the other side of the arena). When one boss is down, everyone must rush to the middle to destroy the portal of power that spawns there. It’s a party wipe if it’s not destroyed fast enough. Repeat until all 3 are dead.

Second boss : it’s a dps rush. When the boss starts whirlwinding, he becomes immune to damage. Pull him to a pillar to stop him. If all 4 pillars are broken, it’s your last chance before a party wipe. Just don’t stand in front of it, and things should be fine.

Third boss : a dps has to take the sword. Before going in, everyone can use the sword to get a buff. Always stay together. You will have to face big bursts of damage. If someone has an aoe with arrows towards them, they have to move away from the party or they will kill everyone. You can be teleported in a room with ghouls. Do not hurt them, run away. Hide behind a pillar, then another… stay there if the ghouls stop following you. Red flames indicate where big aoes will strike. You do not have much time to move away. They hurt a lot. During each phase, you will have to get the sword back, hit the boss, sustain damage, kill 4 monsters around the arena… At the end (25%), everyone has to go to the center of the room, and the one with the sword has to use its daily power at the right moment (when the boss says “raise me to the heavens”) to protect everyone. Then you finish the boss.

 

Lair of the Mad Mage (LoMM)

 

First boss : everyone has to pick a corner, tank and healer will be together (usually at green corner). Mimics will spawn in these corners, and your duty is to kill the mimics before they reach the middle of the room. Otherwise, monsters will spawn and submerge you. After the mimic phase, someone will be pulled in a cocoon and put to low HP. They must be fully healed right away or they will die and take everyone around with them. Do not stand too close to the cocoon to avoid taking damage. And that’s about it.

Second boss : Hit the boss. Avoid the center of the room when the boss is not there (insta perma death). Kill the boulders before they reach the center. After the boulder phase, rush to the entrance gate and stay together. That’s where the healer has to use all they’ve got to make everyone survive the consecutive attacks. If people are away from the aoe, they make the others take more damage, so always stay together. If you are alone in the aoe, you are dead. The second time, monsters will spawn. You have to kill most of them (leave one or two alive, this stops the boss from attacking when its attacks hit the monsters), while staying together. If there is a big red aoe on you, move away and try to dodge it. If you are hit, people close to the boss will take damage (it’s not much but every little thing helps).

Third boss : tank can position themself to wake the scorpions up with the boss attacks. Dps have to focus the scorpions. They hit hard. If the boss is rushed, all the scorpions can wake up together and may kill the party. Take your time and keep your powers for scorpions. From time to time, people will be chained together with a + or – sign. If it’s the same sign, they will be pushed away from one another (stay close to the middle to avoid being pushed too far away). If it’s a different sign, they will be pulled to one another, and if they get too close, they will take damage and get a debuff to damage (it can and must be cleansed). Then, it’s a dps race to destroy the 4 pillars around the arena. Once they are destroyed, everyone will take lots of damage, proportionnal to the time it took to destroy the pillars. It’s time for damage mitigation. Then you can kill the boss, but beware of the scorpions if you are not fast enough.

 

The Infernal Citadel (IC)

 

Not in the random queues.

First Boss : 3 demons will give you their powers to “help” you. You must choose which will help you.

  • Ozgannon (left) gives a power that interrupts and hold enemies.
  • Zaxumander (middle) gives a power that deals damage and helps with poison
  • Urzuuroch (right) gives a power that helps breaking the chains (2 are almost enough to break one chain)

It is very recommanded to have everyone in the party use the same power, otherwise you will be split and a bug may occur that will prevent the boss from spawning. In which case, you will have to wipe and start again. People generally take the power from Urzuuroch : it makes breaking the chains much faster and the other powers are unneccessary anyway.

Then you will have to choose which path you will take. You can either break a portal or a spore. Breaking both portals or spores will prevent them from spawning during the boss fight. It is largely preferable to break both portals so that adds do not spawn during the boss fight.

The fight itself is quite easy (though hard on the tank). Never stay in front of the boss : it can charge and all of its attacks will cleave and deal damage to everyone it faces. When the boss launches into the air, stay close to it and don’t move : this should be enough to avoid taking damage. From time to time, it will deal some damage and bump those behind it : this is very manageable. As long as the tank can sustain the damage and block when necessary, and the damage dealers destroy the spores when they spawn so that there’s not poison everywhere, it’s quite an easy fight.

Second boss : the hardest one, to some extent. It’s clearly a tough one. You will need to heal continuously a tank that will fight for their life. It will be especially tough if your tank doesn’t have capped defense (85k) and critical avoidance (90k for Barbarians and Fighters, 100k for Paladins), and as much deflection (capped at 85k) and HP (at least 700k) as possible. The way the tank will move is crucial to the fight. If dps are running in every corner, you won’t able to save them all : focus on healing the tank. Tank should circle around the arena while others stay in the middle or at least not too far away so that healing them is easier.

The boss must not face anyone but the tank or people will die. The tank must always be visible from the boss or the boss will target someone else.

During phase 1, there will be big red AOEs on the ground that will spawn under everyone’s feet. These are deadly. And I mean really, whatever your HP and defensive stats. When they spawn : move away. These will continue appearing during the whole fight.

At 75/50/25/7%, the boss will teleport to the middle and 2 imps will grab players. Players should be saved from the imps and hide behind pillars. The boss will explode and, unless you are very tanky and very lucky, you won’t survive. I did survive once, with almost no life remaining, and I think I deflected the attack (and I was at full life, 460k HP, before being grabbed by the imp).

During phase 2, starting with the first boss explosion, everyone will be targeted with a small aoe. When that happens, simply count to 3 : position yourself so that at 3 you are somewhere where it’s okay to have fire until the next threshold/boss explosion (if you can sustain the damage, put them where there’s already fire, close to the pillars). At 4, fire will spawn where you were the previous second. Just get the proper timing and/or keep moving to avoid the damage.

This boss is tough, but it can “easily” be finished by just a tank+healer, so do not despair if your dps are dead and there’s not too much life remaining on the boss (otherwise it would take ages). The only problem is you will probably have to use a scroll on the next threshold. But there’s no time limit.

One interesting thing to note, which is actually a key to making this fight way easier (though it would require very good knowledge on the attack timings), is that if the boss cannot see you, you will not be targeted by any aoe : nor the big deadly ones, nor the small annoying ones. This means, as a healer, you can easily hide constantly behind a pillar while healing the tank with aoes (it requires some precision but it’s not that hard). Healing the tank will be a bit harder, but not being targeted by anything is nice. Doing this is not always a good idea. It really depends on the group.

The main thing is to stay very close together so that you can easily escape the big aoes and they are not all over the place.

As it is a very intense fight, Divine Glow is very recommanded to sustain your divinity.

Third boss : now, this is the tough one. The strategy is simple : avoid the attacks, and do not break the ground too fast. But the execution is a bit harder and you will need good team efforts to make it. That one cannot be beaten with half of the team dead from the start.

During the whole fight, everyone will be targeted by small aoes (bombardment attack). Just like for the previous fight, you can move to place the aoe where you want it to land. As soon as the aoe is ready to land (it will be fully darker red and you will hear a sound), move or you will die. These aoes break the tiles on which they land, so always make sure to make the aoe hit a single tile, otherwise the arena will be destroyed faster. If you move on a destroyed tile, you will die. A tile can sustain 1 hit before breaking. If the whole group is targeted, everyone should regroup on a single tile (preferably one in a corner, which is already damaged). If a single person is targeted, they should move on an undamaged tile, preferably in a corner, so that the arena does not become smaller. The goal is to kill the boss before the arena is destroyed.

Now, the attacks you will have to avoid (they are cyclical) :

  • charge : the boss will charge a dps from time to time. Just don’t be on the way.
  • tiles on fire : from time to time, a single tile will become red and it will burst fire for a second. If you are on the tile when that happens, you’ll take big damage.
  • successive rows or columns on fire : the whole arena will burst fire row after row or column after column. Avoid being where you shouldn’t. Simply teleport on the row/column on fire just before the row/column on which you are becomes dangerous.
  • laser : don’t stay in front of the boss. Well, never do that. Move around the monster.
  • lasers : sides are not safe either. Healing is not safe during this phase, better wait for it to end before landing a Bastion of Health.
  • chain : this is the real test ! The tank will be chained and damaged hard for about 3-5s (about once every minute). Spam Bastion of Health like there’s no tomorrow, and use Intercession if necessary (it probably will), otherwise your tank will die, yes even with all stats capped and 1m HP, they will die if you do not react fast enough. To make it easier, before the chain hits, you can protect your tank with artefacts (like the Sigil of the Paladin) and mount powers (like the Armored Griffon). The boss will roar for 3 seconds before the chain lands. That’s the signal to use your artefact/mount and prepare to heal.
  • adds : at the end of the fight, there will be small monsters that will spawn. They are not too dangerous by themselves, but they can bump you into destroyed tiles, which would kill you.

The main thing to remember is that the boss will always use its laser(s) attack after a group bombardment. And right after the laser(s), it will chain the tank.

As soon as you are capable of avoiding all the attacks, it’s really about coordinating with your team. The only tough part (well, everything is tough, but as far as healing is concerned) is being able to heal the tank on the chain attack. If they do not have their defensive stats capped, the damage spike may kill them (especially if they take a critical hit). Then it’s really a matter of being with good dps. As long as they can stay alive until the end, and they do good damage, if you do not break the arena too fast, it will work out.

A great guide from Rainer, on Youtube.

 

Trials

 

Trials in the Random Trial Queue are not very hard as long as people are geared properly (lack of dps is the main cause of failure in Rise of Tiamat) and do not mess things up by doing stuff they are not supposed to (like opening all the portal in Demogorgon…). Those which are not in the random queue are a bit, to a lot, harder… But you’ll get there eventually !

 

Demogorgon

 

You will gradually stack a debuff when you get hit by attacks. If it reaches 16 or above, you will be stunned, then dazed and won’t be able to use your encounter or daily powers. To remove the daze, or the stacks, go to a blue well, like the one at the entrance. If a monster is in the well, it will become orange and it won’t cure the daze nor the stacks.

Phase 1 : Only open the purple portals or you will be submerged by monsters. One good tank stays close to the well at the entrance. One good healer heals the tank. And dps stay together to open the purple portals with the other tank and healer.

Phase 2 : Regularly, Demogorgon will cast an attack on everyone. Purple rays go from him to you. To not get hit, rush to a well (blue or orange). If you are hit, you will be dazed (if not dead) and have to go to a well anyway. Never send Demogorgon to a black portal, that heals him. Send him to a gold portal if you can, or close to the entrance so that dps can still hurt him.

Phase 3 : better tank Demogorgon close to the entrance, so that if people get dazed, they can recover at the entrance well. There will be wells everywhere but if you get dazed, only the one at the entrance will appear to you. Better if people don’t have to run from one side of the arena to the other.

 

Rise of Tiamat

 

Phase 1 : Kill the summoners. Grab a Dragon Soul from the summoners (you won’t be able to get them later). Kill Severin.

Dragon Souls are the mechanic that will protect you and your party from Tiamat’s Breaths. Each Dragon Soul protects from the breath of the same colored head (not the others). You cannot succeed without them. The most important ones are the Green, Red, and White ones. I suggest healers and tanks pick the Green Dragon Soul (green head is the deadliest, 4 people with this soul is a good idea), Melee dps pick the White Dragon Soul (if the White Head uses its breath attack close to it, melee dps cannot do anything), and ranged dps take the Red Dragon Soul (the second deadliest head).

Phase 2 : Protect the clerics and avoid the breath aoes. Just make sure the clerics are not hit by monsters so that they fill their meter. When both meters are full, phase 3 starts.

Phase 3 : Kill the heads. Usually, people start with the black head (left side) and finish at the white head (right side). If you do not have the dps to kill them all, leaving them at 20% HP is better (they come back at 20% HP if you can’t kill them all at once). That’s where you need the souls. When there’s a big aoe that fills the platform, you need to use the Dragon Soul corresponding to the color of the head.

  • Black Head doesn’t do any damage.
  • Green Head fills the whole platform with a strong poison. It will kill everyone without the Dragon Soul protection. It’s the only one that can kill me, so I always pick the green dragon soul.
  • Red Head just does huge damage and will kill everyone at once except the tankier (I barely survive with 440k HP).
  • Blue Head deals small damage. Just heal it.
  • White Head makes a big aoe which freezes the people inside when it lands, and deals big damage to those who stay or go inside. It stays there for a while and isn’t always properly displayed… which is a problem because people tend to run in and die almost instantly… Just move away when the head does its breath attack, and don’t go where it landed for a while. You can cleanse the freeze, but you won’t be able to heal someone who stays in the aoe more than a couple of seconds. If you are a melee dps, the aoe can be a problem. But if you are at range, it won’t be one.

As the heads will always use their breath when they are engaged, it’s usually a good idea to have someone trigger their breath attack before everyone goes on the platform (especially for the red head). The dragon soul protection is a small aoe. Better make sure everyone is there. The Heads will use their breath attack every 40 seconds after the first one.

Phase 2 and phase 3 (again) : if you didn’t kill all the heads at once, and there is still time (timer on the right side of the screen), you will have to start phase 2 and phase 3 again. Usually, people start at the White Head the second time, to put all the Heads at low life if they need to do it a third time (if you are fast enough on phase 2, there’s barely enough time for a third phase 3).

 

Assault on Svardborg

 

Remember FBI ? Well, you better, because all the mechanics come from there.

There will be permafrost on 2 players every 30 seconds or so. If you do not free them, they die. And if they cannot revive, they won’t be able to come back in the arena. Always focus permafrost. That’s the most important thing.

There will also be 2 players with red aoe’s around them and an arrow on their head. They should move away, because it will leave aoe’s which deal damage to those who stay inside.

And from time to time, a player will have an aoe with arrows towards them on their side. That’s the time for a big hug. The more people in, the less damage everyone will take.

Phase 1 : kill the giants. They hit hard, better avoiding their attacks. Staying together is key to be able to heal everyone and be reactive for permafrost.

At the end of phase 1, once you have killed all the monsters, you have to hide behind a pillar on the side of the arena (left or right, doesn’t matter). If you fail to hide fast enough, you die.

Phase 2 : you will alternate fighting the boss and 2 manticores (yup, the first boss of FBI, except there’s 2 of them at once). Just make sure to kill the manticores one after the other and to cleanse poison.

Phase 3 : when both manticores are dead, get into the protection of Serissa. Then you can kill the boss.

 

Cradle of the Death God (CoDG)

 

Alright, this one is a bit tricky. There is a push/pull mechanic wich you need to master if you want to survive until the end. But it can be completed fast and is pretty rewarding (especially on double refinement events for enchanting stones rank 6).

Phase 1 : after a couple of waves of enemies, there will be gelatinous cubes which will spawn in the middle. They will follow the closest player. You need to kill them on the corners to stop the mechanics. Then, there will be skulls following someone from time to time. They need to bring the skull close to the ghost which will appear on one side of the platform. Then, the dps need to kill the skull in the direction of the ghost. After doing this a couple of times, phase 2 starts.

Phase 2 : you need to kill all the tentacles. Stay together, and hit them one after the other.

Phase 3 : now, that’s the real thing. Avoid the aoes, especially the smaller ones, which are deadly. But stay close to one another. When the boss disapears, you need to move in the direction of the statues around the arena. They will push you to the center. When the wind stops, change direction immediatly. You will be pulled the other way. As long as you do not fall from the platform during this phase, and avoid the smaller aoes, it is just a big piñata.

 

Tower of the Mad Mage (ToMM)

 

Not in the random queues.

This one would require its own section. I have not completed it yet (haven’t tried either, but I should take the time, because I’m ready for it). The mechanics are pretty tough. The dungeon requires very high stats. It is a very long term goal. Do not worry about not being there yet. It took me an entire year to reach the requirements as a F2P. It takes time, but everyone can reach them eventually.

Here is a great guide I’ve been reading to prepare for this trial. Thanks to Lightbringer, Sharpedge, and Viral for making it, and Janne for hosting it.

I beat it on the 7th of July (mod 18) with my guild, after 3 weeks of intense training. I had to play as an Arbiter because Devout Clerics were not exactly welcome in completion runs due to Paladins being overwhelmingly powerful compared to us, so don’t look too much at my gameplay and pay more attention to the mechanics. That was basically the first time I really played Arbiter in group content.

 

Zariel’s Challenge (ZC)

 

Not in the random queues.

Here is a guide from Rainer.

 

Pro Tips

No Fall Damage

 

You can totally negate fall damage by dodging just before you hit the ground. You will not dodge the ground, but the altitude which will be taken into account for fall damage will be reset to the altitude at which you have dodged. If it’s low enough, you will take no damage.

 

Dodging Perfectly

 

If you dodge just before an attack lands at you, or at your feet, you will avoid the damage entirely. Of course, it’s better not to be in a red area. But with the right timing, you can dodge mostly anything (including a red dragon’s breath, for which you need to dodge twice with proper timing).

 

Avoiding Big Attacks

 

Many monsters are charging big attacks that do not display a red area. They will hit everyone in front of them when they release their attack. And they often hurt a lot. It requires a bit of attention, but you can easily know when a big attack is coming. The monster will always have an animation, like raising their sword, and will remain idle for one or two seconds before releasing their attack. During this time, you can simply move on one side of the monster, or away from the monster, to avoid the attack entirely (no need to dodge). Big attacks with no red area are almost always targeting a very small area in front of the monster. The giants and polar bears in Fangbreaker Island are a pretty good example of monsters whose attacks you can avoid by moving around them : just spot when they are raising their weapon or claws and you will be safe if you move rapidly.

 

Positionning in a Party

 

Always stay close to one another. The radius of Healing Word is quite big (80′), but if someone isn’t in the area, they won’t be healed for the next 18s ! Avoid the red areas, never stay in front of the monsters, move around them… For group healing checks, people have to be in the 20′ radius of Bastion of Health (if your healer uses it). So, avoid rushing too far away and regroup when necessary.

 

Combat Advantage

 

You have the advantage over a monster when you surround them. It is indicated by small strips at the feet of monsters. When they turn blue, you have the advantage. Where they are white, is where you need to be to get the advantage. The distance at which you get the advantage is pretty big, but it’s better to stay close to monsters as it is easier to reposition when they move (the closer you are, the easier). Having the advantage over a monster means you can deal up to double damage against them. The damage multiplier is dependant on your Combat Advantage stat. Under the enemy ratings, Combat advantage will have no effect. So, it’s not too important when playing solo (unless you can have your stats capped for solo with a non augment companion, in which case a non augment companion can give you the advantage and will increase your damage output quite a bit). But it’s very important for group content. As a damage dealer, you should always have the advantage to deal proper damage. As a healer, positionning yourself on the side of the monsters will help your damage dealers getting the advantage and will make the fight easier (shorter figth = less risk of running out of divinity).

On the other hand, you can avoid being surrounded by monsters by simply moving one way. All the monsters who target you will follow you and will be on the same side. As long as they don’t surround you, you will take no additionnal damage. And while you are moving, some of the monster may even not be able to attack you because they also need to move to get to you.

 

Conclusion

 

Moving and positionning yourself properly is really one of the most important thing in this game. It either means you can deal double damage or you can avoid being hit entirely. Always pay attention at the monsters, and make sure you are safe, and where your party needs you the most.

 

Events

 

There are many events you need to know about to save resources for the right time. Most of them are cyclical and come back regularly.

 

Double Refinement

 

During Double Refinement events you can earn twice as many enchanting stones from many sources.

The most notable source of enchanting stones is the Dread Ring campaign. In lairs, you can get up to enchanting stones rank 5. You can buy Thayan Lair Keys for 10 Vanguard Scrips in the campaign menu (you get them by completing quests in Dread Ring). You can also exchange Onyx Fragments (currency you get by killing monsters in Dread Ring) with Vanguard Scrips at the Bounty Master in the Dread Ring camp. When there’s an event, go to the Phantasmal Fortress lair (it’s the easiest to farm) on a Thursday, Saturday or Sunday after the event reset time (events reset at a different time than everything else and lairs are on the same clock). You cannot get enchanting stones the other days from this lair. Farm the lair (make sure you get 2 enchanting stones), make more keys with the Vanguard Scrips you will get at the end of the lair, go back to the Bounty Master to make even more keys… and do that until you have no more keys, Vanguard Scrips or Onyx Fragments. You should have tons of enchanting stones by the end.

Enchanting stones rank 6 loot regularly in the higher end dungeons and trials which require 17k item level or higher. Save reroll tokens (vip rewards) for these. You can get 4 at a time if you are lucky and have a key for the bonus chest.

 

Double Guild Marks

 

During these, you can can earn double guild marks from anything you give the mimic at your Stronghold. Guild Marks are mostly used to get explorer charts for masterwork materials (you can sell them at a good price if you are not interested), but you can also buy overload enchantments, food, … or some of the best gear from the Mysterious Merchant (temporary structure, ask one if there’s none in your alliance) !

Farm Influence as often as possible (especially during double influence events). You only have to beat 5 encounters in your Stronghold for a maximum of 400 Influence (doubled during double influence events). The easiests to beat are Beast Attack!, Demon Attack!, Spider Attack! and Drake Attack!. You can also beat one Tier 3 encounter for a bonus of 10 Heroic Shards of Power, the easiest being Giants among the Dead (No Sympathy and Beholders are also soloable if you can move properly). There’s always at least one easy encounter available. If you are looking for an easy Tier 3 encounter, you can also look in the other Strongholds of your alliance.

During 20% Guild Mark sales, you can buy anything you want, be it the Executioner’s Black Guarbs or explorer’s charts.

 

15% Sales in the Wondrous Bazaar

 

If you are VIP 12, that’s a 40% sale ! Buy marks of Potency during that time to save some AD.

 

30% Sales in the Zen Market

 

There are regularly sales in the Zen Market, especially on the Anniversary (june), on Black Friday (november), and from time to time on other occasions.

 

Summer and Winter Festivals

 

During the Summer and Winter Festivals, you can share gifts with others to get plenty of rewards (wards, companions…). Grab a gift every day on every of your characters and share them with friends to get tons of good stuff.

 

Any Other Event

 

There are often good mounts or companions available during events, like the epic Enchanted Broom mount available during Halloween. Make sure to grab them if you can ! Participating in events is usually a very good idea. There are events for end game players, but most of the events are accessible to everyone.

 

Crafting

 

 

You can start crafting at lvl 20. You get a quest to get your workshop from Sergent Knox at Protector’s Enclave.

Crafting is in a bad state nowadays, and mod 18 won’t change this. But maybe it will be better in mod 19 ?

Items for Clerics come from Artificing (weapons) and Armorsmithing (armor). You can also benefit from Alchemy (potions), Weaponsmithing (crafting tools + power kits on head, armor, feet and arms), or Jewelcrafting (rings, stamina regeneration or combat advantage kits on neck, waist and rings). But there is nothing you can craft that is best in slot apart from the reinforcement kits (which you can buy at affordable prices at the auction house).

You can eventually lvl up each and every craft if you feel like it.

The retainer you pick at the beginning will stay with you but will not have any impact on your crafting.

 

Artisans

 

A couple times a day, you will receive artisan applications. You can also use Zen to receive a new random application.

There are many very good common artisans, many very good rare artisans and many very good epic artisans, but there are also bad ones in every quality. Quality isn’t really a good appreciation of how good an artisans is (just like item level for players…).

The best artisans are those with the highest commission cost reduction (usually -75%, -50% in artificing) when making armor reinforcement kits. These require Astral Diamonds to craft, and the cost is reduced with proper artisans.

When leveling your crafts, or when making gold (look below), the best artisans are the ones with miracle worker (when using morale) and the highest speed multipler (when you’re not in the workshop). It’s of course better for your finances if they do not have a big commission multiplier.

The best artisans for crafting high end items (especially masterwork) are the ones with the highest Dab Hand (when making materials) or Recycle (when making finished products). That said, Proficiency and Focus matter too. The goal is to maximize your chances to make an item (+1 if necessary), and to avoid losing materials which may be very expensive.

The complete list of artisans can be found here. Stats are for lvl 70 artisans, lvl 80 have 50 more points in their stats.

 

Tools

 

You can get a free set of beginner tools for every craft in a box behind the artisan’s counter. Higher level tools are made with different crafts. You need a certain level in your crafts to be able to use higher level tools.

  • Alchemy requires an Alembic, which are made by Armorers.
  • Armorsmithing requires a Raising Hammer, which are made by Blacksmiths.
  • Artificing requires a Picatrix, which are made by Artificers (how convenient !).
  • Blacksmithing requires a Cross-pein Hammer, which are made by Blacksmith (cool too !).
  • Jewelcrafting requires a File, which are made by Blacksmiths.
  • Leatherworking requires a Round Knife, which are made by Blacksmiths.
  • Tailoring requires a Needle, which are made by Jewelcrafters.

You also need different tools to gather different items with adventurers.

  • Buckets and Crossbows are made by Artificers.
  • Hatchets and Scythes are made by Blacksmiths.
  • Nets are made by Tailors.

Proper tools make things way easier. The best tools you can craft are Cobalt+1 tools which give your artisans a 575 proficiency and focus bonus. These require your craft to be at level 80 for your artisans to use them.

There are also Legendary tools (which are random rewards from lootboxes). These only give a 550 proficiency and focus bonus to your artisans, but they also provide a +10% recycle effect, which means that you can avoid losing your materials up to 35% of the time when you fail making an item with an artisan who already provides 25% recycle. That is very useful when crafting masterwork items for which you do not have a 100% chance of success. You need your craft to be at level 70 to be able to use a legendary tool.

But the very best tool is the Forgehammer of Gond. It is an artefact which lets you craft any item in the game and provides a bonus of 600 proficiency and focus to your artisans. It is better than a legendary tool if your proficiency is above 75% (that is if you use Wintergreen Balm +1 supplements to craft masterwork items). You need your craft to be at level 70 to be able to use a legendary tool.

 

Upgrading Workshop

 

In order to upgrade the workshop, you need to complete a series of quests. Upgrading your workshop will let you recruit more artisans, better artisans, and will make the delivery box bigger.

  • Workshop 1 : 12 slots in the delivery box, up to 8 artisans.
  • Workshop 2 : 18 slots in the delivery box, up to 14 artisans.
  • Workshop 3 : 24 slots in the delivery box, up to 20 artisans, you can also recruit rare artisans (regularly, not every day).
  • Workshop 4 : 30 slots in the delivery box, up to 26 artisans, you can also recruit epic artisans (once in a while).

Upgrading your workshop is not a necessity but it makes things practical, especially if you are doing many crafts at the same time.

To upgrade your workshop to rank 3, you need 500k commission points. The easiest way is to craft Beeswax (Alchemy lvl 44) and give them to Lady Begum when she accepts them (it changes every day). You need 2223 Beeswax (less if you make +1’s). It takes about a month or two. I think it’s a very good investment if you are serious about crafting.

To upgrade your workshop to rank 4, you need 5M commission points. And the easiest commissions you could fill for level 3 are no more accessible. The easiest way is now to craft Myrrh (Alchemy lvl 68). You need 6667 Myrrh (less if you make +1’s). It takes about 6 months. Epic artisans are not a lot better than rare ones (many common or rare artisans are better in many circumstances), so it’s only a good investment if you are going for Masterwork, or if you have nothing else to do with your artisans.

 

Making Gold

 

You can litteraly craft money. You do not need money for many things but if you want to craft higher level items, you’ll need tons of gold. Removing enchantments can also cost quite a lot of gold… You can also sell it at the auction house !

The method is simple : level up Jewelcrafting to 16+, buy Deer Antler (1.31 silver each) and Sandstone Whetstone (1.15 silver each) from the merchant. Craft Hartshorn Rings (3.16 silver commission cost, reduced to 79 copper with a -75% commission cost artisan) and sell them (34.18 silver each, +1’s or not, same price) for a minimum profit of 28.56 silver each (that’s a daily 22.84 gold). With a Miracle Worker artisan (Patime Hoshur), you can craft 100 of them with morale every day for a minimum profit of 28.56 gold per day ! And there is one rare artisan (Aiha Amaphilel) with -75% comission costs and miracle worker, with whom you can make 30.93 gold a day with morale alone… add in the ones you will have in the box (let’s say 24) and that’s a total of 38.35 gold you can make by just connecting and selling your rings every day. And that’s per character !

At the current price of gold bars in the auction house (gold bars can be bought and sold to and from vendors at the same price, so they are an easy way to sell gold at the auction house). which is about 220 AD each on PS4 at the moment I’m writing this, that’s about 8.5k AD you can make this way, daily, per character. It takes less than 5 minutes per character, worth it !

There are now better crafts to make gold, as lvl 11+ items now sell at 34 silver each (while it was only lvl 21+ previously). So you can actually make a couple more gold per day ! Make sure you use a miracle worker artisan when using morale, and a -75% commission costs artisan when leaving the workshop, to maximize your profits !

 

Making Kits

 

You can craft kits to improve your gear. These kits either give up to 880 in one stat, 3520 HP or 2% stamina regeneration. They can either be put on your armor pieces (head, torso, arms, feet) or on your rings and artefacts (rings, neck, waist). The best kits require your craft to be at level 70. Crafting a kit costs 125k AD (which can be reduces to 31250 with a -75% commission cost artisan). If you do not have the proper artisan and tool to guarantee a +1 at minimum AD costs, it’s better to buy them directly from the auction house (a Cobalt tool with a -75% commission costs artisan is enough).

Armor kits (head, torso, arms, feet) :

  • Defense and HP, from Armorsmithing
  • Accuracy, from Artificing
  • Power, from Blacksmithing
  • Critical Strike and Deflection, from Leatherworking
  • Armor Penetration and Critical Avoidance, from Tailoring

Rings and Artefact kits (rings, neck, waist) :

  • Awareness, Combat Advantage, and Stamina Regeneration, from Jewelcrafting

 

Masterwork

 

Masterwork is very very expensive. You will spend millions of AD before reaching Masterwork 5 in any craft (probably around 5 or 6 million, if not more). Currently, you can still only craft lvl 70 items with masterwork… and there’s absolutely nothing of interest. All the lvl 80 crafts are better.

Currently, masterwork is a gamble (hoping for masterwork 6 in the future), or an activity for the completionnists. It takes years to reach the top.

If you still feel like doing it (don’t), you will need to farm stronghold encounters every day. Wait for Guild Mark x2 events to exchange Influence with Guild Marks, and 20% Guild Marks sales to buy explorer charts, in order to get materials for Masterwork (which will take hours to gather in their respective areas). You will need tons of materials. And you will lose plenty due to the fact you never have a 100% chance to succeed.

Here are the quests you need to complete before unlocking Masterwork 1 to 5. You start with the Master of Coins at the Stronghold (you need a guild at a high enough level, and a craft at lvl 70 or more).

There is one little trick you need to know : you can convert any +1 item in your profession tab to a regular item. It converts the whole stack. So, make sure to split them if you don’t want to convert everything. Many times, you will be asked regular items and not +1’s.

Make sure to craft tons of Wintergreen Balm +1 to reduce the chances of failing a craft. Materials are too expensive to waste them.

You will eventually need all crafts at Masterwork 1 (or more), to be able to make Masterwork 3 or 4 items. I advise unlocking masterwork 1 on many characters to be able to use more morale on early masterwork materials. The quest for masterwork 5, which requires filling commissions in Chult (which are very expensive), enables you to unlock all the masterwork 5 recipes (as long as you complete the masterwork 4 quests for each craft and don’t spend your comission points in between). This is why it’s not a good idea to have different characters specialise in different crafts for masterwork. If you do so, you will have to fill Chult commissions for all of your characters instead of just one. Of course, that means you need at least one good artisan for each craft on your main character. But if you have your workshop at rank 4, you can get epic artisans in any craft and you should be able to recruit enough artisans for your needs.

In the end, you’ll be able to craft items that were best in slot in mod 15 and are useless since mod 16… Mod 18 is coming and it won’t change anything (though it’s been confirmed that new masterwork recipes are coming in the future). If you start now, you may reach Masterwork 5 by the time mod 21 is out. Things may change by then…

 

Zen Market

Acquiring Zen

 

You can buy Zen with real money.

Or you can exchange Astral Diamonds with Zen (player to player exchange). The maximum rate is 750 AD per Zen. This rate is reached on PC and can be reached occasionaly on consoles. It can happen that no one is selling Zen, in which case, the first person to have made a proposition will be served when someone brings Zen to the market. This means that there are times you have to wait for a relatively long time to get your AD exchanged to Zen, especially on PC.

 

Taking Advantage of Sales and Coupons

 

There are big sales during the Anniversary (June) and for Black Friday (November). If you save your Zen for these, you can save 30% off your purchases (it was better last year). That means you can buy almost 43% more stuff that usual, for the same price ! That’s a VIP 12 for 7140 Zen instead of 10200. You are saving yourself about a month of daily AD.

If you need something at a moment there are no sales, invoke your god on many characters until you get a coupon for whatever you are willing to buy. There are 25% coupons for most of the items, 33% coupons for mounts, 20% coupons for anything. It would be a waste not to use one. A coupon doesn’t add up with a sale : if you have a 20% coupon and there is a 20% or higher sale, your coupon will have no effect. But a coupon will replace a sale if it’s better : an item will sell at -25% if you have a -25% coupon and there is a sale lower than 25%. You get the best out of the two.

 

Best Things to Buy

 

  • VIP 12 (10200 Zen) : daily keys for lootboxes + tons of advantages (access to teleport, merchant, bank, 15% more AD from dungeons, 25% reduction in the Wondrous Bazaar, no injuries…). Get VIP 12 as soon as possible (you get all the advantages as soon as you buy 12 months of VIP), that’s the best investment in the game. It will pay off with keys alone.
  • Gith Booster Pack (4000 Zen) : an epic mount, an epic companion, a 30 slot bag… all of these on each and every character you will ever create on your account ! Plus many goodies. Awesome if you have many characters.
  • Character Slots : more characters = more rewards from the festivals, and more chances to get Coalescent Wards.
  • Companion Upgrade Tokens : to get your companions to legendary at a cheap price.
  • Wards : you never have enough wards.
  • Bags : you never have enough space.
  • Bank Slots : for more space, because bags are not always enough.

 

Mod 19’s Healer Nerf

 

Outgoing Healing : x 77%

My Outgoing Healing went from 62% to 25% : average heal is now 77% of what it was just because of this.

Incoming Healing : x 87%

My Incoming Healing went from 24% to 8% : average heal is now 87% of what it was just because of this.

Critical Severity : x 82%

Critical Severity for healing was halved and my 120% Crit Severity now counts as 60% : average heal is now 82% of what it was just because of this.

Divinity Regeneration : x 58%

I actually forgot this one in my reddit post… It’s a lot worse than I thought.

Divinity regeneration is now less than 45 (around 41 to 44) every 3 seconds, compared to 100 in 4 seconds when channelling divinity in mod 18 : within 12 seconds that’s less than 180 divinity now, compared to 300 before, so we can heal less than 60% (55 to 58%) as often as we could before… But realistically, we’d prefer using a spell with full divinity to benefit from Overflowing Spirit, which means waiting 9 seconds to be able to use Bastion of Health at its full potential, that’s 44% as often.

Bastion of Health : x 43%

Bastion of Health now has its magnitude split between players (maximum 5 times), and while the magnitude was improved to 1600, in a full group, or in a trial, that’s down to 320, from 750 no matter how many people were in the AoE. That’s 43% as good as it was.

Total Nerf with equal magnitude : – 68%

Let’s do the maths :

with OH * IH * Crit Sev * Divinity…

0.77 * 0.87 * 0.82 * 0.6 = 0.33

With the same magnitude, we can heal less than 33% (30 to 32%) of what we could before.

Total Bastion of Health Nerf : – 86%

With total modifier * BoH…

0.33 * 0.43 = 0.14

Bastion of Health, on a full group, now heals 14% of what it did in mod 18 (and that’s being generous, I could round it down to 10% if I took the worst values, or if I considered the fact tanks have way better Incoming Healing, and my tacticals are not even r15…). The spell is dead, and should only be used if you need to heal the group during an emergency and can’t do anything else, knowing it’s gonna eat your divinity quickly and it takes more than 1 minute to replenish fully.

 

Discussion

 

The biggest problem with the nerf is not that we heal less, because monsters also deal less damage. The biggest problems are the magnitude split on Bastion of Health, Divinity Regeneration, and the cast time on most spells. And the mark mechanic is just bad.

Bastion of Health was a fantastic heal. It required proper positionning, timing, and was not a pain to use on consoles (even though bumpy terrains didn’t help sometimes). It was perfect. And now, it’s dead. It’s a waste of divinity and has a lower magnitude than Empowered Soothe when healing the whole group. It sure heals the whole group… But Healing Word does that 7 times better for 2.2 times the divinity cost. Problem is Healing Word was already a bad spell in the first place because it heals only once every 3s.

We went from fully healing anyone with a single heal (and we had to), to barely have the divinity to sustain Healing Word once every 18s (we just have enough for a single soothe in between). Since monster’s damage was nerfed too, we can still heal “decently”. But we are so powerless now… We can’t do anything because we do not have divinity to do anything. Our heals are lackluster, not responsive at all, mostly because cast times are way too long to be able to react with anything but Intercession.

The mark mechanic is horrible, clunky in every way. I’m not even using it when I don’t have to, because I hate it. I forget about it as much as I can. The mark doesn’t show properly, we never know if it’s there or not… It uses the same button to put the mark and to heal the marked person (how to mess up hard 101)… The heal is unreliable at best, because of the cast time without Battle Prayer, and the fact it can only be hold with Battle Prayer… The AoE of Gathering Light is barely bigger than Astral Shield (it will never heal more than 2 players)… And Angel of Life is a bad joke…

Yes, Healing Word is enough to heal most things now, especially with a good group, with people who take barely any damage and have some self healing. But we may as well be healing bots. It’s extremely boring and frustrating. The worst thing in all of this is Cycle of Prayer. Who in their right mind would think it’s funny to do nothing for 12s when playing at an action rpg ?

The only thing I’ve found to be very slightly useful, and enjoyable to some extent, is using the Apocalypse set to put a 1 to 5% debuff on monsters so that the team deals more damage on them (pretty weak, but better than just sitting and waiting for divinity to replenish…). If I didn’t have a good friend to run random queues with, I think I would quickly move away from healing and find a way to be way more useful… Because healing sucks in mod 19.

 

Links

Rainer’s Pocket Wiki : looking for informations on companions, mounts, artifacts, and many other things ? You will find them here !

Janne’s website : looking for formulas about damage, healing, or any stat in particular ? All the necessary tools are there !

On the Youtube :

Rainer : yes, the one guy who made the most useful thing ever for Neverwinter… He also gives plenty of good advices on his channel !

Northside : another very good channel, main a Barbarian.

Silv3ry : for Cleric/Paladin resources. She’s great !

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Leave a reply
  • Contractions of Fate
    January 15, 2020 at 12:16 am

    Nice guide, Cheers!

  • rob stevens
    January 18, 2020 at 10:55 am

    We are not worthy! Great stuff!

  • Erin
    February 12, 2020 at 11:16 pm

    I haven’t read the whole thing yet (I intend to, don’t worry!) But I must say I really enjoy what I’ve read so far, very thorough, and I like seeing guides that don’t assume that everyone is endgame already, too many guides assume you have the metallic ancestry dragonborn and multiple legendary mounts, etc. Thank you for realizing that some people out there are just starting out in the game. Great job! 🙂

  • February 19, 2020 at 10:20 pm

    Nice to see a guide that covers leveling, and other questions a lot of new players have, very thought out and neat. Best Cleric guide I’ve seen in a long time. Cheers!

  • Dave
    February 23, 2020 at 10:42 pm

    Wow awesome work! Thanks for the detail.

  • Tim
    February 28, 2020 at 12:41 am

    Awesome job! Looking forward to seeing your thoughts since mod 18 has dropped on ps4. I haven’t got lucky with mysterious merchant for guise of the wolf king or zok for crown of lost king. Was using broken crown of the omnipotent but i am currently using fancy duelist mask of cormyr from the new mod. Wanted your opinion. Keep up the good work 👌

  • Anski
    March 12, 2020 at 3:43 pm

    Awesome work. It was very helpful to me 😉

  • LordNagy
    March 12, 2020 at 9:44 pm

    I went Constitution over Dex. Once you max crit and have over 50% outgoing heals, hp, in my opinion, become more important than crit sev. This is especially true in TOMM and soloing as an Arbiter in Avernus.

    • March 12, 2020 at 10:58 pm

      While I do agree that HP makes a difference… I mean, that’s me and my 450k HP… 850 HP won’t make much of a difference (it’s less than 0.2% of my HP). On the other hand, crit severity means about 1% better healing (which is mostly overhealing but that’s really helpful when healing tanks with large HP pools). On my Arbiter loadout, it’s about 0.24% HP versus 1% damage. Would the 3% HP be on your whole HP pool, it would matter much more. That said, ability scores make very little difference anyway, so if you think the HP is relevant to you, and the AP gain is good enough, you are free to adapt your build to your playstyle.

  • March 22, 2020 at 12:39 pm

    Thoughts on the Tales of Old gear?

  • nickyg
    March 29, 2020 at 7:01 pm

    Do you really think you should use repeated blessings over empowered soothe? I though you said healing word wasn’t that great (which I agree with) so why would you use empowered sooth?

    • nickyg
      March 29, 2020 at 7:02 pm

      why wouldn’t* you use empowered soothe over repeated blessings. Lots of typos before

    • April 16, 2020 at 12:02 pm

      The point is : while Healing Word is not a great healing power, it can still be used situationally (mostly when people are scattered around). Soothe, on the other hand, is absolutely useless and a waste of divinity. So, you may use Healing Word occasionally, but you will never use Soothe.

  • ShanVean
    April 3, 2020 at 8:03 am

    Merci beaucoup pour votre guide. Il est vraiment très bien fait. Je joue prêtre depuis 2 ans en reroll et je n’avais pas compris certaine mécanique. Maintenant tout est clair et je vous en remercie. Continuez comme ça. Vous êtes génial.

  • Jason Lloyd
    April 9, 2020 at 1:27 pm

    Excellent guide pal. Where can I get the polar bear cub? I’m level 80 and cannot find it anywhere!!

    • April 16, 2020 at 12:07 pm

      You can buy it at the auction house. There are a couple of lootboxes which have a chance to reward a Polar Bear Cub, but it is also a very rare drop in dungeons.

  • VanDeaM
    May 10, 2020 at 12:26 am

    Infernal Forged Hide gives ‘leader’s guard’ gain 1000 armor for each player in your team, not 1000 power. Also I have 1 million diamonds and I need to know which is the better way to spend it. buying 1 rank 13 bonding stone (from rank 9) or upgrading Polar bear cub from rare to legendary?

    • May 21, 2020 at 8:18 pm

      Thanks for pointing it out ! That was a poor mistake ! I’d say Epic Polar Bear Cub then full rank 13 bonding runestones, then Legendary Polar Bear Cub and rank 15 bondings whenever possible. But I didn’t do the maths, so I’m probably off a bit.

  • Contractions of Fate
    October 9, 2020 at 4:22 am

    Glad this has been updated for Mod Nerfteen!

    I am on PC, so I don’t know if there are still differences. When was his last updated, I can’t seem to find a date. But I am sending the link to a Guild member with a Devout Cleric.

    Cheers!

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