Czar Jarek’s AC Righteous/Virtuous PVE MOD 13 Guide
UPDATED on March 20th 2018!
What was added to this guide for Mod 13? :-
An explanation as to why my build is the same. Under the picture of my build, I explained why I didn’t change it for mod 13 so please read and understand.
A new variation to suite those to run with DO DC’s a lot. In the section ‘Variations of this build’, there’s a build that I recommended for those who run with DO DC’s a lot as there are cleric changes for the coming mod which you can see a pic I took for it HERE. Please read this properly.
In the Gear section throughout, I added pictures of the new important/best gear for us AC DC’s that caught my eye. As mentioned, now when you scroll through that gear section, some of the best gear for us DC’s, you will now see pics of them by clicking on the link which will open up pictures so one can see their new stats and the superiority they have over our current/older gear.
Underneath Artifacts at the end, explained why I don’t use the GWF sigil trick. Simple explanation about that in that Artifact section.
Full change in recommendation for offense slots on ourselves. In the enchantments section, instead of recommending a mixture of cruels and radiants, I recommended outright radiants as number 1 choice. More explanations in that same section.
Updated the companions section. In the full companions section, I updated to add info on the chultan tiger (new companion for mod 13) and my personal opinions on getting it or not/if it replaces the sellsword. Also added and took a pic of the new companion line up I have and explained why I changed around somethings. Also for the companion gear combo, I recommended something different as well.
From this point on wards, just updated pics around the guide, added some info for mod 13 etc and that’s basically it. For any questions or for anything I missed out as the guide is quite big, just either mail me @jeffslider in game on PC or leave a comment here. (Warning, with my hectic schedule now a days, I honestly don’t have time as much to really check comments here so I apologize in advance.)
Master/Epic Spellplague Caverns three man run – here
DO Loadout build, old one – here
New DO loadout (semi old)- HERE
FOLLOW MY YOUTUBE PAGE – HERE
FOLLOW MY TWITCH PROFILE – HERE
Good day everyone, my name is Jarek. I’m a long time member and guild leader of The Holy Crusaders guild & the Relentless Alliance. I present today, my current DC build for pve content, which will be AC righteous. This will basically be a guide that not only displays my current build/feats in use, also some of the simpler things that will be common knowledge for cleric enthusiasts and will answer questions for those who aren’t so familiar with the cleric class, like my opinions on the gear to get, mount abilities, race to use, and so on. It’s my first time doing this so feel free to give constructive criticism. (I want to note as well every single inch isn’t calculated besides the fundamentals most other clerics will already know.)
The understanding of this particular pve build
With this build, I just want to simply summarize that your goals is to make your party dps beasts(Buff/Debuff build with good/great base power) with passable heals & boasting fair/excellent recovery/ap gain to have low CD’s & spam dailies. As a DC, you can give your party such excellent buffs to help them defensively and most importantly help them offensively to destroy anything that’s in their way. With being a DC and along with choosing righteous, you give your party a huge increase in terms of their damage. (Feats like bear your sins and condemning gaze combined are suppposed make targets you tagged with your damage over time abilities take 25% more damage & multiple power share abilities like Weapons of Light (10% of your power), Blessing of Battle (15% with Virt Feat) & Anointed Army (50% – 17% = 33% due to recent cleric changes). This build will make you the life of the party and well appreciated by your hard hitting comrades. So in short, the main goals of the build stat wise, along with being an excellent debuff/buff with passable healing is getting high base power & high enough recovery to spam your AC dailies (Mainly Anointed Army)
Why Did I Choose AC Righteous & not DO Righteous?
I actually, for my support builds, used to be strict DO righteous. One day, while discussing with a fellow guild member who’s into clerics as much as I am, she was suggesting to me to use AC instead of DO since I was clearly more support oriented than actual DPS oriented which I believe DO does give more flexibility when it comes to personal DPS which has never really been a goal of mine. So we went to the test server together and we spent a lot of time testing everything in terms of AC righteous and she showed me it will better be suited for my taste to which I agreed, tried and never looked back since. As mentioned here, if you know you want to be the best support possible, I do believe that AC has better options for that, especially with the whole ‘Anointed Army vs the dailies DO specifically has’ debate. I also understand the DO’s point of view with foresight saying with that feat and the benefit of foresight feat from the faithful paragon, you give your party 13% less incoming damage that lasts for only 10 seconds. (When you heal others, this activates. Basically it’s 8% from rank 4 foresight itself and an additional 5% from benefit of foresight).
In my opinion, I believe if you’re striving for righteous support and point out DO for that reasoning, it’s not a good choice for what you want to achieve because hypothetically speaking if you heal a Control Wizard, it activates and in that 10 seconds on let’s say, on Orcus in Castle Never, he/she randomly gets a supposed 204k hit while the foresight buff is up, that person will still die. 13% of 204000 is 26520 so it’s 204000 – 26520 = 177480 and I know no Control Wizard has that sort of health. If you’re AC and activate Anointed Army, that person will survive since that daily makes any player ‘take very little damage’ for the duration it’s activated.(Basically saying that with AA up, it can save you from those possible one shots which foresight won’t). Another instance can be as well if a Guardian Fighter is struggling on a boss fight like yet again, Orcus in CN, and needs a bit of a survivability boost, the same Anointed Army daily will better serve him/her than anything Divine Oracle has to offer. Divine Oracle still rocks if you’re looking for personal glory/damage giver and it can certainly be a choice to support, but if you want to support much more efficiently, thanks to the options like Anointed Army and Blessing of Battle & the feat it possesses in the Virtuous Tree if you’re AC, I just believe Anointed Champion is better suited.
The dragonborn race is to me the best available option for righteous regardless if you’re more support oriented with your buffs or dps oriented. In looks, it’s absolutely ugly. Not even beer goggles can save it but what it brings to the table is great. It gives you +2 Stats to any two stats you want (Basically either +2 WIS & STR or +2 WIS & CHA), +5% incoming healing and it increases power and critical rating by 3%, you can’t go wrong with that at all. Other choices include Half Elf which gives +2 CON, a choice of +2 CHA or WIS, ‘Knack for success’ which includes +1% crit severity and ‘Dilettante’ which is a +1 ability score to a non class ability. Sun Elf is also valid in choices because of the Action Point Gain it brings along with the choice of +CHA if you’re into recovery. Human is an alright choice but not worth it in my opinion with the whole ‘three extra heroic feat points’ debate when us clerics don’t have spectacular options in this regard. (I just want to point out, I brought up the stuff each race brings to the table, but talking strictly looks, if you know you care about your looks, then dragonborn is not for you. I personally went for Sun Elf strictly for the looks). Currently switched to Moon Elf for the looks so I’m no longer Sun elf but Sun Elf is still among the best choices of course for DC’s but saying again, I’m moon elf due to fashion reasons specifically.
Before I explain what to roll, I just want to say there’s really no wrong choice between WIS (Bonus Healing/Damage), STR (Critical Chance Increase by 1% per point) & CHA (Adds to recharge speed and Action Point Gain by 1% per point). With that being said, it’s really a choice between going all in on WIS/STR or WIS/CHA and in my opinion, I’ll go for the WIS/STR side of this because I believe you’re better off placing all silveries into your gear’s offensive slots since 200 recovery = 1% recharge speed (1 CHA = 1% recharge speed) and for the STR, it’s 400 crit stat = 1% crit chance so you should indeed go for the WIS/STR all in since you get better bang for your buck and can cover the recharge speed through enchantments and other means like your artifacts, rings, etc. I learned from Kaelac’s old stat guide back in the days that there’s great balancing rolling between 16 WIS, 16 STR & 12 CHA or 16 WIS, 15 STR & 13 CHA so really aim for one of these two. I’ll just add for my ideals of this build, you will want to go for the 16 WIS, 16 STR, 12 CHA. After this, when you’re finally leveling or even using a respecc, as mentioned, you’re going all in to WIS/STR. See pic below to get the idea and IMPORTANT!!! FOR ME PERSONALLY, I HAVE DIFFERENT NUMBERS NOW A DAYS BECAUSE I MADE A FASHION CHANGE TO GO WITH MOON ELF FOR NO REASON OTHER THAN FASHION PURPOSES SO MY STATS ARE SLIGHTLY DIFFERENT. Same idea with the roll and points allocation but remember if you see me around with slightly different points, only because of me changing to moon elf and when rerolled, didn’t get back my ideal stats!:
Power Points Allocation and Feats
Basically you are witnessing a layout of how I allocated the 112 points I got available on my DC. What I’ll list now are moves you’ll 100% for sure, want to get to rank 4 as quickly as possible and in the order I believe you should strive for: On a side note as well, I’m currently maxed out in the power tree, having every single power point 4/4 in each ability but leaving this pic as is because I don’t want to confuse anyone so I believe having this pic with some points missing is better suited as you can see where I maxed out firstly with just these 112 points. (You can have your own personal preference here but for sure you want Anointed Army, Blessing of Battle and at least Hastening light in your top 3 to max asap) . The list below is the goal to make sure you max out asap/overall when you are early on in the cleric world and trying to get stuff to 4 points.
Blessing of Battle
Break the Spirit
Bastion of Health
Chains of Blazing Light
My Current Build (Heroic Feats & Paragon Tree)
Basically this is how my feats/build look currently, both heroic and paragon (27 righteous, 14 virt). As this new mod is here, Mod 13, I actually despite cleric changes had no reason to change my build and I will explain why:
The first vital change for clerics was our feat called weapons of light. Now this feat doesn’t stack and the cleric with the higher base power is the one that will share this ability. Basically if people still run with AC and DO clerics together, you obviously want your AC to have this ability and the higher base power. DO who truly understand clerics and know they constantly run with another DC who is AC, should be the ones actually speccing out of weapons of light so us AC DC’s are the ones to keep this ability hence why I won’t change my build/adjust.
The second vital change that still favors AC over DO (For specifically if you are solo cleric most of the time) is Bear your sins, another feat. As of Mod 13, this feat doesn’t stack with multiple clerics. If you mostly run in dungeons as the solo cleric (Most people when solo cleric go AC over DO) you will obviously want to have this feat because it’s 10% more dmg taken to foes who are under one of your damage over time abilities/moves. The only time I can understand that AC SHOULD NOT HAVE THIS FEAT is if you constantly run with a DO specc DC. If you 100% all the time run with a DO DC, 24/7, then what you need to adjust as an AC DC is simply take out all your points from Bear your sins and based on my build, those free 5 points you’ll have now, put 4 of those 5 into either Astral Fury or Fire of the gods and then put your 1 remaining point into Gift of Haste to max it out.
I want to explain here for those who really don’t know this, but god, the cleric heroic feats are so awful. These are my options/choices for them, but read my explanations carefully for the ones I took & the ones I passed on.
Healing Action – 3/5 (Optional), You basically gain 1/2/3/4/5% more action point gain when using a healing ability. This feat is still bad to me, just like Domain Synergy but if you don’t need Domain, you can put 3/5 here
Greater Fortune – 3/3. ‘Your wisdom now grants 3% more healing’. Take this
Toughness – 3/3. ‘Increases your max HP by 3/6/9%’. A free HP boost so take.
Holy Resolve – 0/3. ‘Gain 5/10/15% of your max hp as hit points when you’re below 30% max hp. Has a 5 minute cooldown’. I don’t like this either, don’t see the use. However, if you’re not feeling the healing action, you can indeed take this if you want ‘extra insurance’ in a near death situation.
Domain Synergy – 3/5 (Optional). ‘You gain 1/2/3/4/5% more recovery’. My old explanation was that it wasn’t worth it and honestly, it hasn’t changed that much, my views, however, if you’re looking to get even more recovery, even if it’s not that much, then you put 3/5 here instead of 3/5 in healing action.
Weapon Mastery – 3/3. ‘Increases your critical chance by 1/2/3%’. Take it, embrace it as it adds to your crit chance. Something that’s actually useful for us.
Initiate of The Faith – 0/5. ‘Your crit stat is increased by .2/.4/.6/.8/1% of your power stat’. This is so bad. Don’t bother with this.
Repurpose Soul – 3/3. ‘When one of your spells has a critical effect, the target of that spell disperse a small area of effect heal, healing yourself and your allies for 5/10/15% of the spell’s effect.’ Basically here, it’s free heals so you definitely want to take this.
Battlewise – 0/3. ‘You create 2/4/6% less threat’. Don’t even bother with this.
Cleanse – 1/3. ‘When you heal an ally, you have a 10/20/30% chance to remove a damage over time effect from them. You may not re-cleanse for a target for 8 seconds’. You just need one point here, it actually procs alot, no need to have any more than one point & in my opinion, it’s very useful compared to the other choices.
Templar’s Domain – 0/5. ‘When dealing damage, you have a 5/10/15/20/25% chance to gain 30% more armor penetration for 5 seconds.’ Not the goal of this build and besides, this feat is useless. So many other ways to get your armor penetration to the 60% Resistance Ignored goal anyways if it’s important to you. I also learned there’s a 5 minute cooldown & if this is accurate, 100% not worth it.
Bountiful Fortune – 4/5. ‘Gain 3/6/9/12/15% more divine power.’ Not much more to say here, take this. Helps with your divine power.
Furious Intervention 5/5: You generate 10% more ap with your damaging moves. This gives you great AP gain and since this build is not ‘dps’, you must take this instead of astral fury.
Ancient Warding 5/5: When Anointed Army is over, it heals for 3% max hp and gives allies 5% of their own AP.
Weapons of Light 5/5:- Not much to say here, you give allies 10% of your power so get this. Note as well, this is 10% of your base power, not BUFFED power. (Thanks @silverkelt). Also, this move doesn’t stack anymore as of mod 13 but as an AC DC, we’re in the clear to use this, DO DC’s are the ones to switch off from this.
Bear your Sins 5/5: Enemies that are affected by your DMG over time effects takes 10% more dmg from all sources. This along with what I’m going to explain next is the whole point of being righteous so make sure to take this and the following (Condemning Gaze). Note as well that bear your sins doesn’t stack anymore. If you run with a DO DC alot, I have a recommendation later on for a build to have if you know the DO DC will be taking this feat.
Condemning Gaze 5/5: Your damaging encounter powers applies a stack of ‘Condemned’ for 30 secs. When the foe reaches to 5 stacks of this, it takes 15% more damage from all sources for 15 secs. Again, the whole point of being righteous, so take this.
Fire of the Gods 1/5: This is important to have being AC righteous because it will help proc bear your sins. Currently, from what I was told from @contractionsoffate, the likes of the frost, plaguefire etc still doesn’t procc fire of the gods (has been like this since october), will need to test those certain enchantments to see if it finally works with fire of the gods again or if it’s still broken.
Avatar of the Divine 1/1: The Capstone. ‘When you enter combat you gain Avatar. Avatar increases your damage by 40% and increases your cooldown speed by 40% for 25 seconds. After you have activated Avatar you cannot benefit from it again for 60 seconds. Avatar will reactivate automatically when it is ready. Leaving combat cancels Avatar and resets its cooldown’. Not much more to say about it except take it.
Lasting Wishes 5/5: You heal for 10% more. Basically, you’re a DC regardless if you’re righteous. Depending on your party set up, you’ll have to have some sort of heal. This will help your heals to be better.
Batter Fervor 5/5: When you have Blessing of Battle slotted and tagged it on a mob or boss, you give your party 15% of your power. This along with weapons of light is great to have, gives your party that extra 25% of your power (BASE power, not buffed).
Gift of Haste 4/5: This basically, having 4/5 in it, will give any target hit with your heal over time moves 4% of their ap over 5 seconds, including yourself so a must have in this build.
Variations of this Build
The following are just variations of this build that you can also try/see what you like if the original isn’t to your liking or if you’re curious to try something else:
With Fire of the gods
1) 1/5 Fire of the Gods & 4/5 Have Faith – Basically for us, as the Guardian Fighter’s ITF was fixed where our moves like Astral Shield, Have Faith won’t be a booster to it anymore however it isn’t ‘completely useless’ as at least you can still have this move to give your party an added Dmg resistance. Please check here
2) 1/5 Fire of the Gods & 4/5 Desperate Restoration – This variation is for those who might have that ‘healer’s feel’ despite speccing to righteous. Since Lasting Wishes has been constant in my build, adding Desperate Restoration will be viable if you want to cover heals even more since righteous is weak in that category. Please check here.
With Ancient Warding’s Problem (if it’s still not working as I mentioned, I last tested on December 28th, 2016)
1) Removing 5/5 from Ancient Warding & going with Astral Fury – The only option I see useful here if Ancient Warding isn’t working still to give the ap it says it’s supposed to. Going for 10% extra dmg from astral fury might be the best option at this time A.W isn’t working. (I’m still keeping mines at 5/5 AW since I really don’t need the extra 10% dmg). The build itself remains the same everywhere else, it’s just to remove 5/5 from warding (If it’s broken still) and put it into Astral Fury.
A variation if you run a lot with DO DC’s and Bear your Sins doesn’t stack anymore
Removing all 5 points from bear your sins and placing it into astral fury – The reason I’m bringing up this recommendation is as I mentioned before, bear your sins doesn’t stack and if you run a lot with a DO DC and they have this feat, you should MAKE ANOTHER LOADOUT and have this build handy (Very strongly recommend to only have this as an actual loadout slot so you don’t replace your real AC build if sometimes you run as solo DC). You can check this build HERE
Understanding & building Divinity, Divine Mode and Empowered
This part will be for those people who never quite understood the ‘tab’ mechanics on the DC. I’ll do my best to explain these things for a better understanding:
Divinity – Divinity is simply, when you attack the mobs/bosses with your at-wills, you should notice there’s a bar to the left of your screen that fills up. For each time it’s full, a cross(pip) will light up. It will mean that you have one pip of divinity. Do your best to actively attack so you can fill up all three pips. Being AC you get Blessing of Battle and it’s the best builder of divinity available to a cleric. The cast time of it is slow and it may seem a bit weird using it, but it’s as mentioned, the best builder of your divinity with Astral Seal second placed out of the four at-wills you have available. (I want to make clear, you only build divinity through you at-wills).
Divine Mode – When you have divinity available from the bar, you can press the ‘TAB’ button and you’ll enter divine mode. In this mode, it allows you to cast encounter powers regardless of cooldowns and also, it changes your encounter powers in the sense that it will have a different effect. For each encounter used, it takes a pip from your divinity bar, so if full, you can use up to 3 encounters in a row without any CD. A side note to this is you need to read your powers. The descriptions will tell you the different effects it has in divine mode, normal, empowered, etc. (At-wills) are also replaced in divinity mode but as I mention, read your powers to understand.
Empowered encounters/skills – When you’re in divine mode, every time you used an encounter/spell, you gain a blue orb that will float around you. That’s the empowered stack. You can gain up to three of those orbs. The moment you switch from divinity to use any encounter, that encounter you use will consume the number of orbs you had and it will make your encounter stronger so basically, the more orbs, the better for your next encounter outside of divine mode.
Clerics are all about getting a feel of the situation and understanding what to do in those situations. The following will be a list of moves you will be switching in between the most depending on what situation you are up against.
Blessing of Battle – As mentioned, despite its slow cast time, it’s still legit to use because it’s the best divinity builder we clerics have. Also, for the build itself, as you have your points into battle fervor, you’re giving your party that power buff.
Astral Seal – This is your sidekick to BoB. It can help with divinity since it’s the second best divinity builder based on research & also it can help a little with your heals. (Try to not use this during activities like Dragon flight, heralds & tiamat as it apparently still causes bad lag in these instances when so many people are around.)
Divine Glow – Cleric-ing at its finest. This move in almost all situations, you’ll have it(Heals as well). This is perfect especially for the trash mobs you’ll encounter in dungeons since you can tag them all and with critical hits, you’ll have your buffs active on more than one target. (FINALLY, IT PROCS WEAPON ENCHANTMENTS, HALLELUJAH!!)
Break the Spirit – Despite the current changes on this, mod 13 as it’s now 20% instead of 30%, it’s still pretty great.
Bastion of Health – Slotted in case your party needs the heals. It’s the strongest heal we have.
Astral Shield – Astral Shield won’t be boosting a GF’s ITF anymore for this Mod 10 update however it will be still useful if the party is squishy and will need the protection.
Forgemaster’s Flame – I use this in either a situation where the party needs no sort of heals and I use this along with Divine Glow & Break the Spirit, Or, if there’s another DC in the party, one DC should use Break the Spirit, the other should use Forgemaster’s Flame.
Exaltation – I use this basically on the highest dpser in the group to give them more dps (If my party clearly doesn’t need alot of protection, I just slot this as my third encounter with Divine and break/forge if I have a second DC). To note here, if you can’t aim, there’s a keybind that helps one to aim on the target they want to hit with Exalt but I myself don’t use this bind and I don’t ever plan too so if you’re looking for the keybind, you’ll have to ask around on your own because I actually don’t even remotely know this key bind since I’m on a level where I can aim this properly on the top dpser.
Hallowed Ground – One of the changes they made, Hallowed ground again like the old days, you can gain ap while it’s up/laid on the ground and thanks to this change, you’ll see later on how I’m stressing on a particular stat more than ever for our class. Also, as of Mod 13, this now gives 35% more dmg to the party instead of 40% but it doesn’t change the fact that it’s still a great daily.
Anointed Army – This got fixed, finally and I honestly love the change as it doesn’t make dpsers lazy anymore and they’ll have to dodge out of red. The power share isn’t bad as it’s 33% from the original 50%, I can respect that and when it’s up, it absorbs 100% incoming damage for up to 20% of the target’s MAX health which is still pretty fair so if you’re AC, you really should enjoy these changes as I’ll explain later on in this guide.
Divine Fortune – Builds 5% extra divine power for every point into it, so getting this at rank 3 or 4(I currently use this at rank 4 with the heroic feat bountiful fortune at rank 4/5 since I went 1/3 in cleanse). The combo of this & bountiful fortune builds/recharges your divinity in no time.
Healer’s Lore – Basically, if you feel your party needs the heals in anyway, slot this so it can help you heal even more since at rank 4, increases the potency of your heals by 20%
Holy Fervor – Your attacks generate 5% extra action point gain. Having this maxed out is a beauty. I have this slotted most of the time and helps a lot with my AP gain. With the way I play and want to spam out my dailies, this is actually perfect for me personally and if you fit this mold, slot it.
Hastening Light – This will basically, when maxed, reduce your allies’ recharge time by 4 seconds. This along with Holy Fervor is the premier choices. Most of the times, you’ll have holy and hastening light on your bar. This benfits, not only your allies, but yourself as well. Unlock it, max it, use it. (The offhand feat finally works again so def slot the offhand feat along with having hastening as one of your two class feats, ALWAYS!)
Anointed Armor – This should only be used when you feel you’re having personal problems surviving.
Light of Divinity – This applies a heal that’s divided every 3 secs to allies within 50′ feet (Doesn’t count as a heal over time). This actually isn’t half bad in my opinion, can be useful in FBI/ESP if you’re needing even more heals and it’s pretty excellent in MSVA/NSVA as well (I was told this was a fixed number it divides but I haven’t used ACT to check)
Top Tier – I used to have everything jumbled into a huge paragraph here so I’ll space out the info so it’s easier to read.
Best head piece to have – The top two choices heading into mod 13 are still the Guise of the wolf Clan and Rex Corona. Guise comes from Mysterious Merchant in SH (A chance to appear in there) and Rex Corona comes from the hunt called ‘King of Spines’. Basically, Guise is better for sustained power over a longer period of time while Rex Corona is better to have in melt/burn groups so it’s your call here. To elaborate more due to discussions in my comments, I exactly mean that for longer boss fights in particular, guise is better. In very short phases (specifically mobs) Rex will be better. Basically any fight on the whole that’s under 2 mins, rex corona beats guise while any fight over 2 mins, guise will win. (Hope this clarifies what I’m trying to say)
Best Chest to have – Currently, heading into mod 13, it’s like this :-
If you are looking to possibly maximize your base power then you want Bronzewood Restoration Eziwa via Masterworking. Check it out HERE
Other choices of main chest pieces are Vivifiedand Regular Primal Restoration Eziwa. The vivified version, you simply need to run the new trial, Craddle of the death god to get the item needed to vivify it I believe (You get one per week so think of it as the same grind we once had getting vivified gear by doing MSVA)
Other chest pieces to have include Titansteel Restoration and Rex Amiculum. These round out the top choices of chest pieces.
Best Arm/Bracers to have – Heading into mod 13, the following are the best choices :-
To maximize your base power, the current best choice based on recently cleric forum calculations and me doing my own testing with two active clerics on the forums who I mostly trust, The Vivified Restoration Isikrinis & Regular Restoration Isikrinis are the best because the ability of gaining a max of 5% more power when you heal or dmg a target for 15% or more of your Max hp, is not only base power, but when you do direct maths vs survivor wraps, it will give you at least 1000 + more base power when all that is into play more than the survivor wraps, making this the best choice and the survivor wraps (2,785 base power) second currently.
Other choices include the Bronzewood Restoration Isikrinis via Masterworking, Either piece of the huntsman bracers that drops as epic gear when you run Tomb of the Nine Gods and also, the bracers called Pilgrim Restoration Sawar is another good choice if you of course can’t get the best possible I suggested. Another one that’s worth looking into if you’re wanting to do a lil more dmg personally is Jawripper’s Gloves
Best Boots/Cuisses to have – Vivified Primal Restoration Qalisas or Vivified Primal Raid Qalisas or their Regular versions are the best currently boots wise to have along with the new masterworking boots, both Bronzewood Raid Qalisas and Bronzewood Restoration Qalisas. Titansteel, Fadeless Walkers and Vivified Lighttender’s Restoration boots round out the best choices.
Alternative sets if these choices aren’t in your immediate reach – Basically your t1 gear, t2 gear, guild stronghold cheap guild marks gear, the Morlanth’s Shroud from completing that mini story in 11.5 B’s Mod, The pilgrim, pioneer and league armor that was added in Mod 12/12.5. There’s alot of choices here. To add more, your tradebar gear can get you the dusk gear, especially two pieces of it thanks to its set bonus, drowcraft gear etc. My advice is when you’re going thru all this to make sure to pick the possible peaces that has power/recovery together. If you don’t see those power/recovery pieces, power/crit is your next best choice.
Best to have – This is a toss up. Either you can go for the Prelate Gemmed Exquisite Elemental Chainmail & Chausses because of the stats or the Drowcraft Shirt & Pants because with that set, when you land a critical strike, you heal allies for 1% of their max hp up to 1000 and it occurs once every three seconds. Whatever floats your boat here. (The drowcraft is quite easy to obtain if you’re budgeting AD). Another good choice can be the recently added in Mod 12.5 shirt and pants called ‘shirt of the chultan merchant’and ‘pants of the chultan merchant’.
Alternative – Thanks to recent changes in the game, an alternative that has captured my attention is the Bloodstained Shirt that seems to drop from Epic Gray Wolf Den. Not a bad alternative at all, especially if you have that Assassin’s Covenant ability.
Best to have – As of mod 13, due to the new weapons having higher base dmg and base stats, they will obviously be better than what we all currently have, regardless of the bonus whatever sets we have currently possess. The current sets (5 of them) are the Feathered set from masterworking that you can see HERE and HERE, the Pioneer set from the chultan campaign store which you can see HERE and HERE, the Primal set you get via seals of the brave in Port Nyanzaru which you can see HERE and HERE, the Tyrant set you can either trade for with currency called ‘teeth of the tyrant’ or get them from the T3 hunt next mod. You can see it HERE & HERE and the final new set is called the Pilgrim set that you can get via buying the chultan tiger pack and the enchanted key pack next mod. You can see the set HERE & HERE. Note well that all these sets has an ‘exalted’ version where it gives more stats than the regular but barely any (Power wise tho, it’s at least 500+ more power on top of the high power it has already)
The best new set? – In my opinion, the Feathered is the best. It’s basically an updated version of the brightsilver set just with more stats on it. It will be a bit hard to obtain off the get go if you don’t have the AD so it’s about patience to get this.
What do you recommend if one can’t get the Feathered right away? – You can either stay with the brightsilver set or whatever older set you had entering this new mod, mod 13 but since these new stats are superior to what we have right now and you can assume most people will change to a new set, you will either have to settle for as a DC either the Pioneer Set or the Primal set. To update here as of March 2nd 2018, one of my best friends in game who’s my personal tester when he’s actually around confirmed to me that the Pioneer’s set bonus is indeed base power as the stats on it are unbuffed. I haven’t personally tested it myself as I haven’t been able to obtain it (Will have full set by second week of new mod) but I have no reason to doubt my friend Roy so thanks again for the testing @thelightmccoys
Alternatives – Alternatives now include the brightsilver set, the fey set, the teak set, the lighttender’s set, the ensorcelled arsenal etc. Also, another alternative that I deleted accidentally a while back is the burning set (Thanks to the multiple people who told me this heads up for months now and finally got time to add it back)
Main Hand Equip & Offhand Artifact Stat bonus & class feat – Just gonna add this here because a lot of mails I got wondered what do I use here. The answer to this is for the main hand, my equip will either be Blessing of Battle’s Equip Bonus or Astral Seal’s Equip Bonus, varies while for my offhand’s artifact stat bonus, it’s having action point gain which I have 399 stat on that (Max is 400). The class feat for it, as hastening light’s offhand feat is working, I use this now a days.
Best to have – Mod 13 has some excellent belts that stood out for me via masterworking. The two that to me are the best are the Fanged Sash and the Beaded Sash. If you are looking to MAXIMIZE your base power, then you must set a goal to eventually get the Beaded one and you can see the stats HERE. I understand that the ability scores isn’t exactly the best (The INT), but the 1400 power if you’re looking to max that base power is def the best to get. If you just wanna follow the basic cleric ability scores and you’re looking to get more recovery, you def should go for the Fanged one which you can check out HERE. So this will be your call to decide. Either way, they both are the best choices to go for and later on, you’ll see the neck piece I said to go for as well which is another masterworking on so you’ll also if you go this route (which you should eventually) will have the master work bonus of the recovery. (If you want to know what I’m going for, I’m leaning towards the sash with more power when it’s time to get it). To add here as well, Skull lord’s Sash from t2 hunts in omu is yet another addition to this list. Pics to come eventually.
For now the, the secondary choices will be the likes of the Greater Belt of Wisdom, Tiamat Sash (Tiamat neck piece and artifact gives set bonus of 5% outgoing heals and 5% incoming heals), Greater Imperial Waistband of Honor and Sphene Sash (With masterwork set, ideally Sphene amulet, you get a nice bonus of 500 recovery and 1000 movement which stacks up to 3 times when you use an encounter power) Another great choice here is the Company Ward Belt because combined with the Company Duelist Cloak, you can gain an extra 500 base power for those who are needed/wanting to maximize power sharing abilities but the new masterwork stuff in mod 13 is obviously better so this will just be filler until you can get your hands on that.
Best to have – To add to the current list of best rings, the stand out rings to me next mod as a DC are Ring of Offensive action, Ring of the Shadowstalker +5 and Ring of the Gravestriker +5. You can check out these three rings in the link HERE and please note, the ring of offensive action, although it’s purple, it has two offensive slots and also, the +4 versions of the Shadowstalker and Gravestriker also has two offensive slots. To note here, the Gravestriker’s ring ability that gives extra power apparently thanks to numerous testers seems to be counted as base so this ring is currently the best in slot choice for us. Note well that x2 +4’s or x2 +5’s don’t stack together so you’ll have to ideally get a +4 and +5. Also, in masterworking, there are two rings as well that stand out among the best along with those first three rings which are the Beaded Restoration Ring and the Bronzwood Raid Ring. These also have two offensive slots & you can see these two rings HERE.Other good choices still include the Ostorian Ring of Hellig +5 x2 and in Mod 12, the one called Ring of the Goblin Slayer +5 which is better than the hellig stats wise. You have a chance to get the Goblin ring in ‘Hunts of Chult – Clawglaze while the hellig +5/Greater Ostorian Hellig as y’all should know, comes from FBI/MSVA.
Alternatives – Tons to choose from here. Primal Raid Ring, Primal Restoration Ring, Ring of the Golbin Slayer +4, Ostorian ring of Hellig (Epic version), Huntsman Restoration Ring, Sphene Restoration Ring, Ring of Brutality +4 & 5, Ring of Sudden Precision +4 & 5, Ring of Rising Power +4 & 5, Ring of Rising Precision +4 & 5, and Ring of Rising Recovery +4 & 5. More options include x2 of either the Personalized Adamant Ring of Recovery or x2 Rosegold Raid/Restoration Rings. If these rings aren’t obtainable, your other bets include the Dragonflight/Elven Restoration Rings, Dragonflight/Elven Raid Rings, Drowcraft Raid/Restoration Rings.
Best to have (On your Armor pieces) – Power. To gain more base power, Simply Major Power kits.
Alternative – If you can’t get Majors, settle for Greater Power Armor Kit. In my opinion however, it’s not that hard to get the Major kits. You either work up your professions to rank 25 (Mailsmithing makes these power kits) or you save the AD up and buy it. (The kits varies in the 180k-240k mark.)
Best to have (Neck, Rings, Belt) – For this, no doubt about it, the Major Action Point Gain Jewels.
Alternative – If you can’t get Majors, you simply get Greaters.
Best to have – Mod 13 currently has increased stats on multiple items, and Masterworking yet again has the best items for a DC if you’re looking to get an increase in stat gain. The best one I recommend to get as an AC DC if you’re looking to maximize base power is the one called Fanged Beaded Amulet. You can see the numbers for yourself HERE. The reason why I’m talking about this one is this is the only one out of the new masterworking necklaces that has 1400 power as a stat. This is def the number one choice at this time for us clerics because of all that power. Also, the Skull Lord’s Medallion is a cheap substitute for those who can’t afford the Fanged Beaded Amulet as it’s the only other necklace that’s worth it for us that has high base power. This neck comes from t2 hunts in omu. Pics to come eventually..
The secondary choices now for necklaces will be the likes of Greater Imperial Dragon Cloak, Sphene Amulet. – Basically any cloak that has great stats for us like Power/Crit/Recovery and along with that, has ‘Increase Action Point Gain by _% every 3 seconds while in combat’ effect. Also, for those who might want the Company Ward Belt, the Company Duelist Cloak will be a great option with that belt specifically for those into more power share capabilities.
What to use – Well this section was added as people were asking me what potions do I use and the following are the answers –
Effervescent Potion of Force – Power (The best power one at this time and it persists thru death)
Watermelon Sorbet – Power/Recovery
Prime Rib – Power and HP
Elixir of Corellon’s Blood – Power
Elixir of Steadfast Devotion – Defense
Foehammer’s Favor Elixir – Deflection
Sunlord’s Gift Elixir – Recovery
Wild Storm Elixir – Crit
Both Elixir of Fate & Potion of Heroism
Any Enhanced Superior Elixir (They persist through death)
Weapon Enchantment – As of the recent changes/tooltips in Mod 11/Mod 11.5, nothing basically changed for what we need but i’ll just lay out here the ideal ones you want (Thanks to @michela123 & @thefabricant for the info). So for debuffing :-
Pure/Transcendent/Unparalleled Frost – This enchantment, due to the changes to me is the best currently as the debuff is 10% on the usual lvl 70 mobs but is 75% effective against the lvl 73 mobs, hence making the debuff 7.5% roughly against those mobs (Unparalleled is a lil bit higher than this as the debuff itself on that rank is like 12% and at least 9% against those level 73 mobs). Please note, this is only for the pure/trans ranks as I have to keep reminding that few people, the rest of the frost ranks, has NO DEBUFF. The changes that happened, the frost really in my view got a sweet deal. The uptime on this is now 10 seconds when it used to be 4 seconds so much better for starters and along with an excellent debuff and it’s an enchantment that can go pass the 200% cap (Thanks for that info again @thefabricant & @michela123). Overall, I put on the top in terms of debuff enchantment for our DC class and as unparalleled is around the only other enchantment in my view that rivals frost for us is plague at this point so you can’t go wrong now a days.
Transcendent Plague Fire/Unparalleled Plague Fire – This enchantment, i’m torn with it and i’ll explain why as I label info about it. So firstly, against your usual lvl 70 mobs, it’s a 9% debuff when you have all three stacks up while against the tough, lvl 73 mobs, that debuff is 75% effective so basically it’s roughly 6.75% debuff on that level. And here’s my problem/torn feelings with it. For starters, if you keep the stacks up, it probably is better than frost depending on who you’re asking but in my opinion, I don’t think a dc can consistently keep this up compare to a class like a mof cw and yes, I still think that. There’s the positive in this sense, if you can’t afford a pure/trans frost, it maybe better for you to get a plague as plagues period has some sort of debuff while only the pure and trans frost ranks have debuffs. So i’m a bit torn on it. I usually frost personally to debuff in these situations but if you have plague, you can use it as well. As unparalleled is around however, at this point, I feel with plague and frost, it doesn’t matter which one you go with, they’re both really on par with one another at this current time.
Transcendent Bronzewood/Unparalleled Bronzewood – The other two above I mentioned is way better at this time. Don’t even bother with this anymore, it’s either pure/trans frost or any sort of plague or bust! lol (Trans Bronzewood I believe is still 5% on the level 70 mobs while on level 73 mobs, it’s like 2.5%, not totally sure but it’s not good regardless as for Unparalleled however, with what it says, I’ll like to get one to test myself as on that rank, it seems pretty good for sure but I can’t 100% say as I personally never had it to really tell people to go for it but it’s def a choice in the matter)
For the heals (And they got some sort of debuff as well) :-
Pure/Transcendent/Unparalleled Vorpal – These are the only ranks of Vorpal that possess a debuff or sorts along with that ability for when you crit, to give you stronger heals. The debuff is measly however but the capability this provides when you want to have some sort of stronger heals is a pass, but the other enchantment i’ll mention below this to me is better. Also, the highest rank, Unparalleled, you gain 5% more crit sev and 1% more to the debuff I believe and that’s meh to me, so don’t bother either way.
Pure/Transcendent Dread – This enchantment, another one I personally have along with frost and plague and this enchantment has served me well and continue to do. I use this mostly when i’m the only healer and want to be safe with the party and provide that extra healing ability. This rocks when you have the crit and with that crit severity, def gives you alot of strong healing ability. The debuff with is as well is excellent, much better that the Vorpal’s so to me, this is the top choice with healing aspect while you want to debuff and on the whole, it depends on what direction you want to go with Frost/Dread/Plague cause these three are the top choices in my opinion at this time. Dread will be regardless, great to have if you have a DO loadout so even if you don’t see the purpose of Dread for AC, def have one for your DO’s loadout (I have a trans for my DO, unparalleled it will be eventually but I’m very disappointed with that increase from trans to unparalleled for this enchantment because it’s literally the same thing except for 5% more crit sev, boring…)
For Armor – Due to the content now a days, I prefer barkshield and actually believe barkshield it the best choice for all classes outside of tanks. So Barkshield (Especially if you get it trans) is my premier choice. If you can’t get barkshield, Soulforged or Negation. The reason I’m against the soulforged is because I see soulforged at times as a ‘Hey, I just killed you, mind if I kill you again real quick like?’ type of enchantment in harder content so I see this more as a secondary, cheap option if you can’t get a proper barkshield.
The artifacts that I find to be great for this updated version of my build will be:
Sigil of the Devoted – Power/Defense/Incoming Heal Bonus
Symbol of Fire – Power/Recovery/Defense
Sigil of the Hunter – Power/Recovery/Stamina/Guard Gain
Symbol of Air – Power/Recovery/Movement
These four together give you even more base power with more recovery which is vital for the build. I’ll say later on about the stats that will be important to this build. Honorable mentions of artifacts/artifacts to think about if you can’t get the ones I mainly stated are:
Thayan Book of the Dead – Critical Strike/Armor Penetration/Action Point Gain.
Heart of the Blue Dragon – Critical Strike/Recovery/Combat Advantage Bonus.
Tome of Ascendance – Power/Defense/Deflection/Life Steal.
Heart of the Black Dragon – Recovery/Armor Penetration/Action Point Gain.
Sigil of the Controller – Power/Critical Strike/Control Resist
Tiamat’s Orb of Majesty – Power/Crit/Recovery/Armor Penetration/Action Point Gain.
Sigil of the Oathbound Paladin – Max HP/Power/Aoe Resist
Artifacts you can go for as your primary if you’re past the point of not needing a DC sigil and you’re probably best in slot are :-
Vanguard’s Banner – HP/Power/Lifesteal (Your allies gain 605 power & lifesteal while it’s active & it reduces monster’s DR by 8% on mythic)
Lantern of Revelation – Crit Strike/Armor Pen/Combat Advantage (Works as intended now a days thanks to @michela123 bringing it up)
Charm of the Serpent – Power/Arm pen/Lifesteal (Excellent artifact to have handy as well in melt groups)
Token of the Chromatic Storm – Hp/Power/Defense/Regen/Aoe Resist (The Acid ability of it has 20% debuff which makes it top notch but my only beef with it is to aim. Probably easy to aim on bosses, will have tougher time on mobs but just know, once you miss, then it’s a complete waste)
‘Hey Jarek, why don’t you go with the GWF sigil trick?’ – For those who asked me in the past about it, I’ll just answer it here for future people who may ask this. The reason I didn’t recommend this in my build/guide is this guide for some people to remember, is like a cleric basics so I’m keeping everything to a simple tone. The GWF trick in my opinion for the DC can be a bit inconsistent if you mess up a couple of times and honestly, to best put, I see some other DC’s saying ‘Now with this trick, I can put into other stats’. Ask yourself this question as an AC DC, what other stats?. Because if you think the gwf sigil will be a reason you don’t need silveries in your companion’s gear which is true, then it leaves to allocate what stats exactly?. I see AC DC’s thinking to be more dps but no one and I repeat, no one invites an AC DC to a dungeon group to ‘lay out the dps’. If you’re thinking to add crit/armpen to be able to do dailies even easier and also, if you like this trick just because it’s fun to do, then I can understand but you won’t be doing much dmg in a group anyway in dungeons so yes, it’s something you can do (also gives you faster movement) but on the whole it’s not something that’s gonna change the cleric world a lot.
Offense slot: Update here and important. Due to how I have slight changes in the guide overall and how there’s so much ways to gain recovery and high numbers thanks to Mod 13, now a days you’re better off going full radiants and remaking your recovery by the gear, artifacts and offensive slots in your companion’s gear to have/stack on silveries. With radiants, try your best to get them to at least rank 9 and upwards. Cruels are now to me a secondary choice based on how there is even more ways to gain recovery and if you choose cruels, get them to rank 10 and upwards. As of right now, Radiants, full ones to me are your best choice as there’s many ways to make sure you have enough recovery.
Defense slot: Radiants for HP. You want to at least get to rank 8’s and work your way up if possible (and if you’re not using Assassin’s Covenant). If you are using Assassin’s Covenant, then you want to maximize defensive enchantments, so mainly black ice enchantments and cruels are the top two to slot in defense. If you can’t afford these, then azures but black ice and cruels, especially on higher ranks gives you full benefit to Assassin’s Cov. Also, make sure if you’re in a guild and they have the defense boon, you need to choose that as well. If they have that boon maxed out, that’s a free 8k defense you get which helps alot with Assassin’s.
Utility Slot: Dark enchantments rank 7’s, Dragon Hoard’s, Fey Blessings, Quartermaster’s Enchantment, whatever you can get there that’s rank 7+
Overload Slot: Greater Black Dragon Glyph/Greater White Dragon Glyph/Greater Corrupt Black Ice Enchantment/Greater Corrupt Lethal Enchantment
The stats to prioritize for AC pve righteous support
Power – Power is the love of DC’s, it’s the life. Basically the more power for us, the better. You want to realistically get to at least 25k power as a new cleric and work your way up to as much as you possibly can (The ideal promise land in my view is at least 28k-30k for new time clerics. From that point, ideally for both new and old veterans, you already know you want to have as much power as possible. The true end game cleric builds over 40k+ power when they’re capped out and thanks to rank 13’s and 14’s now a days, that’s def much easier to make/achieve and you can easily achieve 50k + base power now thanks to further updates in mod 13 so remember, for our main stat, the sky is the limit!.)
Recovery – With the cleric changes, recovery in my opinion has become slightly more important that power, but slightly. The way they made Hallowed ground now, you want to obtain a high number of recovery to ideal make this work to use two dailies alot, over and over. For this build and the changes, ideally you’ll want to get a reasonable number to start of with. At least 10k recovery+ and work it up to as much as you can. Due to so many sources, including a bonding pet, insignias, gear within the bonding pet and so on, you should be able to get that ideal number of recovery which you want to at least have 10-16k recovery, base, as for buffed, due to your bondings (at least perfect ranked) and with artificier’s mount bonuses of persuasion and influence, you can buff your recovery to at least 25k+. Once you obtain that high number of recovery, watch how easy as you can be spamming Hallowed and Anointed Army, over and over (With my recovery, I have like a 10-12 second wait until I can use Hallowed again and I believe while I’m spamming Anointed Army with Hastening light on as a class feat, it helps it go even faster, but I’ll need to check again to confirm that last part.)
Critical Strike – You want an ok critical chance number. With the gear that’s recommended along with going all WIS/STR in your ability points, you should be around 27-30% for starters and just find ways to work upwards from there if possible. (30%-35% is a solid number for this build. Since we’re not dpsing here, we truthfully don’t need that much after this point and due to what gear you may have in your companion, you may have even more, just roll with whatever number you ultimately end up on, especially if you manage 50-60% and you went with my companion combo that you’ll see later on.)
Action Point Gain (Stat Number) – Add to this number anyway you can (Via ap kits/if you have the tiamat’s orb/your offhand artifact stat). This basically to the percentage of AP gain which is important for us clerics to get the dailies up faster.
Action Point Gain (Percentage) – I personally feel like 50-60% range is a good range to reach at for starters (without bondings procc) From that point, maybe get it to at least the 70’s as you can most likely have other ways to have a huge boost via bondings, mount bonuses like the artificer’s persuasion/influence, etc. Just as long as you have a high number when everything is procced, you’ll be fine.
Hit Points – This is more like the common stuff for any DC to have. Build this to whatever you can. At least get it over 110k for starters and work your way up.
Defense & Dmg Resistance – If you’re using assassin’s covenant, you’ll want to stack on defense so you can in return gain power. If not roll with whatever number you got. If you have problems, Anointed Armor & just be alert & dodge (If you rock a companion & bondings, the defense slots in your companion’s gear can be used with azures and when proccing, will give you good defense along with if you use negation for those who wants the ‘Better safe than sorry’ feel).
Lifesteal – This can be a great help for you if you take those one or two surprise hits. Our self heals are pretty weak & regen is a bit useless in my opinion so lifesteal will benefit you. The number you’ll want to aim for is roughly 5-10% for this build. (You’ll see later on through boons & your companion, you’ll get this easily)
Basically, i’ll put two options here. For those who didn’t go with assassin’s covenant and those who went with that mount ability
With Assassin’s Covenant
Without Assassin’s Covenant
Without Assassin’s Covenant
With Assassin’s Covenant
The following are to me the four best options you can get as our type of debuff/buff support cleric:
Sellsword (Active = 300 power on epic)
- Three offense slots.
- It possesses a great debuff called ‘Consumed by Battle’ which when unlocked at level 30, shreds the target’s defense by 10% when the third strike of wicked strike hits. (This is an AoE as well so perfect for mobs along with being good in single target)
- This debuff can stay up easily thanks to wicked strike’s CD of 2 seconds
- If you use protector’s camaraderie/friendship, this will get all four stacks in no time.
- Stacks with other sellswords/Con artist
- It’s a melee companion so greater chance for it to die easily
- Due to the heightened chance of perishing in battle, the sellsword may occasionally have trouble getting the third hit required to proc the debuff.
- Furthermore, upon its death, any debuff applied by the sellsword will disappear.
- It has random times where it stands around, doing nothing. (To fix this, just move a bit, so it can follow you, thus making it active again)
- If the buff is up & your companion happens to miss a window to keep it up, the buff will last only 3 secs until your companion will easily proc it again.
Overall: This turned out to be a great option & I believe it’s worth the investment as a main companion. We must remember as DC’s, we don’t even have that many options in the first place to choose from so companions like this are welcomed. As a righteous AC Cleric, you can give this companion more survivability thanks to your Anointed Army daily & Astral Shield if a GF is in the party. To properly test, myself & my guildie @bonnine took off our weapon enchantments & practiced on the dummies by hitting it with at-wills to get a better understanding of how good this debuff is & studies showed its effectiveness was 110% meaning it was a 10% increase in damage it gives & we found out it stacks with plague & bear your sins so that’s a huge plus. (Weapons of Light appears on the companions bar but actually adds nothing to it) I wanted to add to this that overall, it’s to me the Best in slot option due to the fact that with multiple sellswords/con artist, it stacks. The others I’m going to put later on, I believe don’t stack/has been fixed from being super overpowered.
- Two offense slots & one defense slots. (This is passable)
- Has a debuff called ‘Deadly Infection’ which unlocks at level 30 that makes its attack ‘Septic Bite’ apply a 20% defence debuff.
- Septic bite is a 1.5 second CD thus getting protector’s camaraderie/friendship up pretty quickly & keeping up the debuff easily.
- Single target so excellent on boss fights.
- It won’t be great on mobs, since the debuff is single target. (Don’t sweat this too much though, as mobs die quickly now-a-days anyway.)
- The active is useless.
- Another close ranged companion so susceptible to dying more. (The stealth does help its survival to an extent.)
- Death = The debuff will disappear immediately.
- Death = The debuff gets mitigated against higher level monsters/enemies so at lvl 73, that debuff isn’t much. Was explained too that it’s like 5.5% – 7.5% from guildies.
Overall: This companion got nerfed. It no longer scales with power and whatever else crazy things it was doing I believe. For that reasoning actually, Sellsword. Sellsword or bust!
Dancing Shield (Active = 2% Deflect Chance on epic)
- Possess a debuff called ‘Shield Slam’ that when it connects on a target, it reduces its defenses by 20%, hence a 20% increase in dmg on that target.
- The debuff stays up basically 95% of the time (Others claim it’s 100%, others say it never stays up. My personal experience is it stays up most of the time, in dungeons other than FBI, at least)
- High Survivability
- Single target debuff, making it excellent on the boss fights
- It can mess up a tank’s aggro (At least those who don’t know how to manage aggro)
- As the debuff is single target, it won’t be great on mobs (Not something to cry over however)
- Dancing Shields don’t stack with one another therefore if there’s two in the party, one is not going to work.
- It has random times where it stands around, doing nothing, just like the sellsword. (To fix this, just move a bit, so it can follow you, thus making it active again)
- It’s slow keeping up the whole protector’s camaraderie/friendship combo.
- The active is garbage
Overall: I used it & despite that it has a 20% debuff, I won’t be switching to it. I’ve seen alot of tanks using this and as mentioned, it’s not going to stack if there’s two or more shields in the party. This companion in my view, should be used by tanks while the rest of possible debuffers like DC’s, MoF CW’s for instance, may be better off using the sellswords because at least the shield and sellsword can work in harmony & as well, sellswords stack.
Chultan Tiger (Active = On the start of combat, your run speed and damage are increased by 5% for 25 seconds)
To sum up this Chultan tiger easier, I’m just going to call overall notes on it I did and test on test server:-
Bonding slots? – It’s three offense slots so has that like the sellsword.
What gear is needed? – Basically, it needs a neck and two rings (The rings make it very easy for one to gear)
What is so great about this tiger that people drooled over for so long? – Along with its active, this companion actually has a combo of abilities that is great. Firstly ‘Claw’. When the tiger gets of claw while having combat advantage, it activates a bleed which does dmg over time and during the course of this dmg over time, it activates another ability called ‘Killer Instinct’ which when this is active on the target while the tiger indeed activated its bleed, it also causes the target it got to take 10% more dmg from all sources. So the tiger is overall a really good companion. You can obtain this companion from the zen store.
Is it your personal number one choice for DC’s? – No. The only time I’ll recommend this for people who have DC’s is basically if you want to have a good companion that’s much easier to gear up than a sellsword. If you can indeed have the resources/luck to gear up a sellsword, then to me, the sellsword is better for us DC support types. In my opinion, dpsers should be the ones striving to get this companion a lot as I believe on boss fights, it will have great synergy with the sellswords/dancing shields etc. For us AC DC’s, if you have a sellsword already and you don’t care about damage, then I believe you should stick with sellsword.
I currently don’t possess a Harper Bard so no way to test for me, so I can’t truly say off of personal use if it’s valid or not (I only have words from friends that it’s a great choice but I would rather test it myself). If you have any companions you believe are valid to try that have a noteworthy buff/debuff, feel free to comment/contact me in-game so I myself can actually see if I can obtain that companion & test myself. This next list here are just companions to have along with your main that have decent enough active bonuses :-
Erinyes of Belial – Critical Severity. Won’t hurt to have this. 5% on rare, 10% on epic.
Dancing Blade – Critical Severity. 3% on rare, 5% on epic
Lillend – Upon using a daily power, heals your allies for 2% of their max hp once every 30 seconds.
Owlbear Cub – On encounter use, if you fail to critically hit, do an additional hit for damage equal to 50% of your power.
Deva Champion – 4% Incoming Heal Bonus & 4% Outgoing Heal Bonus on epic.
Young Yeti – 10% chance for you or your companion becoming bloodthirsty, increasing damage dealt by 10% (Epic)
Laughing Skull – On the start of combat, 500 power and 500 recovery for 25 seconds.
Cambion Magus – Critical Severity – 5% on rare, 10% on epic.
Polar Bear Cub – 5% outgoing heal bonus
Sprite – 2% Action Point Gain
Book Imp – 2% Recharge Speed
Fire Archon – Increases your dmg by 7% on enemies that are 50% health or under. Each archon adds a bonus of .5%. (epic)
Air Archon – Increase your dmg by 5% on enemies/targets that are not on full health. Each archon adds a bonus of .5% (epic)
Companions that possess at least on epic, the possibly of getting 300 power/165 power and 165recovery
Rust monster – On damage taken, 25% chance to inflict a 5% damage debuff on target/attacker. Stacks up to 3 times (Epic version. Side note, @michela123 tested this and says this comp gives slightly less than it says but nevertheless, an alright choice, I just prefer this for the tanks to use, not us dc’s)
So I added more comps to the list like dmg ones. I spent time and AD investing in multiple different comps to have more choices but honestly, I wasn’t too impressed with any of them. Yet again, I feel like the comps in this game doesn’t suit the DC class properly, most of them anyway. Now a days, outside of the sellsword and the crit severity ones, I’m a bit stomped on choices so I advise to simply from the list, go with what you think is best to add with your sellsword summoned.
Note about Augments
I changed my mind about for those who can’t afford the bondings to choose augments. For those who don’t have bondings, you really should try to save up and get some as bondings are the absolute top of the game at this time. Augments in my view, are obsolete (The rework recently with it is honestly nice and all but I feel like it benefits the tanks the most as they can get insane numbers of hp). So stressing on the importance here to GET BONDINGS AND PET THAT CAN PROC IT. You want those bondings ranks to be at least perfect and upwards. If you really must settle with augments, def go for as most people were thinking in the earlies, a bulette pup as I think that’s the one with three defense slots and you can probably use eldritch runestones in those three defense slots. I haven’t experimented with that sadly so I can’t 100% for sure say how it will be for dc’s.
The following is an up to date picture of companions I currently use:- (Sellsword, Dragonborn Brawler, Zhentarim Warlock, Air Archon, Siege Master.)
‘Why did you change your companion set up?’ – I was trying a change and this honestly made no difference. Obviously the Air and Siege master helps with damage but it’s just more like filler on my AC’s side. I truly use the Air and Siege comps on my DO’s side since I can actually deal alot of dmg on that DO’s build., as for the warlock and Brawler, I wanted to try the whole adding more base power and yea, if it’s one thing this game should do, is up these companions stats as when they upped stats from mod 6 onwards, they really should have made these weaker companions like a couple hundred points stronger……so in many ways, I felt like AD was wasted here but hey, at least this set up if I do dailies on the AC side, gives me more dmg than usual!
To update this for Mod 13. Ever since like there’s an increase to having now rank 13’s and rank 14’s, if you’re reaching that threshold, I believe a combo of 1 piece of gear having two offense slots and the remaining two having one offense and one defense to me is the best way to go for us AC DC’s because along with having an extra slot of offense to stack up on recovery even more, you still have a nice balance of defense when you use Azures. So the gear I recommend will be a mixture of like loyal gear, adorable gear (For the ones that have one offense and one defense) and for the one you want double offense, any good piece for the companion you choose that comes from farming the skirmish ‘IG’ will be helpful. A +4 like fierce, bold, heroic will be brilliant to have. As for the enchantments itself on your companion, Have it at least rank 10 and higher.
As we all know now, they added a mount system to the game which is pretty cool and useful. There’s a lot of valid options for us righteous DC’s in this department and I’ll be listing the ones that I found useful:
Artificer’s Persuasion – This basically when you activate your artifact, your recovery, movement, action point gain, and stamina gain are increased by 10% of your Power for 15 seconds. This along with the following right underneath is very excellent in my view for any build really.
Artificer’s Influence – This is the ‘poor man’s’ artificer’s persuasion but it’s still valid to use. You can actually use artificer persuasion & artificer’s influence together when you use activate your artifact so it’s 10% + 5% if you have them at least once each. This helps along with persuasion to give you high recovery numbers (I usually have with everything buffed, 49-53k recovery thanks to these for those 15 secs)
Gladiator’s Guile – This one is golden, it’s so useful to have on whatever class really. When your stamina is above 75%, you move 15% faster. When your stamina is below 25%, gain 15% of your power as stamina gain. Enough said, get this.
Protector’s Camaraderie – Whenever your summoned companion attacks, you gain 3% of your power and defense for 10 seconds. This effect can stack up to 4 times. So 12% of your power and defense, not bad at all, very good option to have. (Protector’s Friendship is the cheap option, it’s 1% instead of 3% so overall, it’s 4% of your power & defense & as well to note, these abilities don’t count into power sharing.)
Barbarian’s Revelry – Whenever you perform a critical strike, you are healed for 1.5% of your maximum Hit Points. It’s alright, gives you a little bit of self healing in case you get a couple of minor to medium surprise hits from mobs.
Oppressor’s Reprieve – Whenever you are stunned, knocked, or immobilized, you are healed for 4% of your max HP over 4 seconds. Another option if you feel you need some self heals.
Champion’s Return – Whenever you are reduced to 50% Hit Points, you instantly recover 20% of your stamina and are healed for 20% of your max HP over 10 seconds. This effect can only occur once every 60 seconds. This can be a savior in an ‘Oh crap!!’ situation.
Cavalry’s Warning – Whenever you activate a mount combat power, you gain an increase of 10% to your power, recovery, armor penetration, critical strike, defense, deflection, regeneration, and life steal. Mount powers are only on legendary mounts so basically, if you got one, it will be a decent option.
Shepard’s Devotion – Shepard’s Devotion finally works as intended. It finally gives what the tooltip says which is ‘Whenever you use a daily power, your teammates’ defense, deflection, and movement are increased by 5% of your power for 15 seconds.’ It’s still valid to use despite the change of it to work properly.
Slayer’s Redemption – Whenever you kill a target, you are healed for 10% of your maximum Hit Points over 5 seconds. One of the abilities added for Mod 10. Not bad really, can be pretty useful to have if you can’t get the other things on this list.
Assassin’s Covenant – You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power. Again, another one that was added for Mod 10. It’s a valid, great choice & I def recommend this strongly as it’s a free way to build easy base power to overall, share with your comrades. This mount ability is basically a 100% must have for anyone who’s trying to get more and more power to share.
Berserker’s Rage – While you have full Action Points, you gain 10% of your Armor Penetration as Power. I saw this one and was instantly torn. It might be an alright choice but I won’t press that much for this ability because as a DC when you have full AP, the second that happens, you’re gonna pop off a daily so I can’t see this being super, super useful.
The following is a picture of what I currently have set up in my stable (Currently updated as of 20th March 2018):
To strongly recommend – As you all can see, this is the current 5 mount powers I use (The first pic of my stable). I labelled of course other mount abilities one can use but I’ll strongly recommend for anyone if you’re following this build or any build for that matter, to have at least Assassin’s Covenant, Artificer’s Persuasion and Artificer’s Influence, at least. These three abilities are pretty much key for this particular build or in general, it’s great for anything. The second pic of my stable is for when in certain parties, I can drop one artificer’s, preferably influence, I just use protector’s camaraderie.
Combat Mount Powers for this build. – In my view the three I would recommend for this build would be the Tenser’s Combat Power, the Golden Swift Lion’s Combat Power or the Warpainted/Commander Tyrannosaur. Anyone one of these three if you get your hands on them should be good. In my personal view, I really would recommend either the Swift Lion or Warpainted/Commander if I have to recommend what to specifically focus on as both are really great for pve regardless (The lion is better for pvp is what most people say but it actually in tougher dungeons in certain situations can be a real game changer so I can personally say it’s pretty good in pve as well.) I currently use the lion’s ability on mobs sometimes and the commander tyrannosaur on bosses but now a days, starting to consistently use the Tyrannosaur regardless more (Unless if the party clearly needs that protection more, will use lion)
Equip Powers for this build. – I recommend either the Coastal Flail Snail/Flail Snail (Legacy) equip powers which is using a daily power grants 25% of your total action points over 10 seconds or you can go with the 4k power mounts of either the Black ice warhorse or the Arcane Whirlwind Mount. If these can’t be afford/aren’t in your reach, you simply either go for the cheaper versions of these abilites like 15% of your ap over 10 seconds, 2k power or 2k recovery mounts. Check this link out via neverwinter gamepedia to see the mounts that provide power or recovery.
For more information on other bonuses and the mounts needed to achieve these bonuses, you can check it out at this helpful link most already know of (Credit to the creators of this chart, I do not own it).
If you are wondering what types of insignia to use, you want either power ones or recovery ones (The names are Dominance for power, Mastery for recovery). You want to at least basically have the blue versions (100 power/recovery) or the epic versions (200 power/recovery). Thanks firstname.lastname@example.org for this reminder.
My current stat line (with no companion & bondings active) goes like this : (Note well, since this pic was taken on test server where my guild is missing the pvp boons along with the fact that some of my gear currently had no kits when I took this pic, my item level is 500+ points higher than what it seen and also my base power is higher than 53,895 but not by much.
That will be it for me! Hope you enjoyed reading this build & my thoughts along the way. As mentioned at the start of my guide, I’m open for constructive feedback. It will be greatly appreciated. I just want to shout out a few people. My guild The Holy Crusaders for being great, my fellow officers in the guild for encouraging me to do this, my guild leader and one of my best friends Lia Knowles @rinat114 for helping me out as well on how to lay this out, format it and giving me the encouragement as well to do this in the first place. You can also check out her guide HERE if you’re looking to have a GWF& I’ll like to thank one of my guild mates specifically, @bonnine for actually helping me to lean towards the direction of AC righteous in the first place and giving me her thoughts as well throughout the way. I want to thank those who since the guide came out, helped me along the way in some manner with key info for parts of my guide whether they directly told me, had the info available throughout multiple outlets like spreadsheets or outright had it in the arc forums. @rapo973, @putzboy78, @thefabricant, @lerapiso818, @michela123, @silverkelt & so many others (word limit). The Cleric Community has been absolutely great.
If there’s any questions you need answered, you can contact me in-game (Czar Jarek@jeffslider) or ask them in the comments and I’ll do my best to answer as quickly as I can.