Jarek’s AC Righteous PVE MOD 9/MOD 10 Guide

by Czar Jarek on July 20, 2016
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Jarek’s AC Righteous PVE MOD 9/MOD 10 Guide

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Note well, I plan to update some things/add things/slightly edit info when Nov. 8th comes for mod 10b (this date is for PC players) so consider for now, that my guide is slightly outdated in some areas (Weapon Enchantments mainly)


Good day everyone, my name is Jarek. I’m a long time member of The Holy Crusaders guild & the recently made 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 & also note that the lifesteal ring in my picture isn’t viable for this build, the actually ability of it, but because of the two offense slots it possesses thanks to it being legendary, I opted to go for it since you don’t get these rings everyday.)

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 passable heals. 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 makes targets you tagged with your damage over time abilities take 25% more damage). This build will make you the life of the party and well appreciated by your hard hitting comrades.

Why 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).

Ability Rolls

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:


Power Points Allocation and Feats

Basically you are witnessing a layout of how I allocated the 105 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:

Hallowed Ground
Anointed Army
Break the Spirit
Divine Glow
Blessing of Battle
Astral Shield
Bastion of Health
Chains of Blazing Light
Holy Fervor
Divine Fortune
Healer’s Lore
Astral Seal
Hastening Light
Forgemaster’s Flame

Heroic Feats & Paragon Tree


Basically this is how my feats/build look currently, both heroic and paragon (31 righteous, 10 virt).

Heroic Feats

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 Word
– 3/5, You basically gain 1/2/3/4/5% more action point gain when using a healing ability. To sum up, this is so useless in my opinion but because of the other horrible feats, had no choice 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 – 0/5. ‘You gain 1/2/3/4/5% more recovery’. This isn’t worth it at all. Best way to explain, if you got 7000 recovery and max this out, you gain 5% of 7000 = 350 so 7000 + 350 = 7350. Yea, not worth it.

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. A must have.

Weapons of Light 5/5
:- Not much to say here, you give allies 10% of your power so get 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).

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 5/5
: This is important to have being AC righteous because it will help proc bear your sins. Also, if you have a plague fire or dread enchantment, this helps as well to proc this.

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.

Variations of this Build with Fire of the Gods.

I updated this part in a way to properly display the variations I previously explained here through typing. I took away my explanation of me not going with gift of haste & added pictures now of the variations for those who didn’t understand before so check out the following:

1) 1/5 Fire of the Gods & 4/5 Gift of Haste – As previously mentioned in my older post, I’m not a huge fan of this feat, however if you’re struggling for AP gain, then this variation is for you. Please check here.

2) 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

3) 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.

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.

What you should have slotted in your dungeon runs

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.

At wills

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. (Note that DG doesn’t proc your weapon enchantments, still….)

Break the Spirit
– This is the best, the butter to your bread . In empowered, this give your party 10% dmg per stacks of empowered consumed, so basically, full empowered = 30%. This is love, this is life & the fact it’s CD is so short, it has basically a 100% up time. Just use, sit back and watch your allies melt and destroy. (Single Target so great on boss fights especially)

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.

Chains of Blazing Light – This is another option for your AoE along with Divine Glow. If your party seems to not really need heals, you can switch out DG for Chains since the main difference here is, chains will procc your weapon enchantment.

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.


Hallowed Ground – It’s something you must use. It enhances damage and damage resistance for your allies by 35% (leads back to what was mentioned earlier with GF’s being around with their DR and the whole boost to ITF). This daily along with Anointed Army, the dps in your party will be in heaven.

Anointed Army – This is quite the awesome daily to use. This to me is the ideal option to use basically with trash mobs battles since Hallowed Ground might be a waste in those 3-5 second trash mob battles and AA is also ideal in particular boss fights. To explain this daily in particular, it’s a huge power booster which studies/testing show is it’s 50%. That’s 50% your allies gain of your power & with BoB + Weapons of Light, power galore! Along with cc immunity and making you take less incoming damage for at least 10 seconds, this is truly a great daily along with HG. (Note that, as was explained to me, AA + BoB together will not build upon your buffed power, using instead your base total from equipment, enchantments etc. However, while this means using AA after bonding procs will not benefit you, using it before will. This is as AA will apply to your pet as well as nearby allies and thus create a stronger bonding proc. Thanks @lerapiso818 for this explanation.)

Class Feats

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. With the new mod 10 dungeon, I found this to be on my bar in all those runs. This ability has grown more on me. I still hate how the offhand feat doesn’t work from what I was told but regardless, the 4 sec CD reduction speed when maxed is great.

Anointed Armor – This should only be used when you feel you’re having personal problems surviving.


Armor set

Top Tier – Because of this new mod & its dungeon, the gear from farming that Fangbreaker Island dungeon (Head, Chest, Braces) & the Heroic Encounters in those new areas (Bryn Shander in particular, just the boots from the HE’s) is currently the ‘best option’. It’s called the Lighttender’s Set and in my opinion, the best balance will be two Restoration pieces (Chest, Bracers) & two Raid pieces (Head, Boots). These pieces of gear, in general ,has good stats for us so in your own view, you can go for what you like here/need. Raid = Power/Crit/Defense, Restoration = Power/Recovery/Defense so your call. If you’re not going for this gear, stick to the Dragonflight/Elemental Dragonflight gear. The best combo to rock in my opinion for this dragonflight gear will remain the same as I had before which is 3/4 Dragonflight Restoration (The helm, chest piece and bracers) and 1/4 Dragonflight Raid (The boots).

Alternatives – If the dragonflight gear isn’t immediately in your reach, then settle for the Alliance Restoration set (The T1 set from the PE vendor) and from that, move on to the Elven set (3/4 Restoration Set which will be the bracers, helm and boots and 1/4 Assault which will be the chest piece for the power and crit) or the Dusk set (3/4 Restoration which will be the helm, chest & braces and 1/4 Raid which will be the boots)

The other alternatives if possible – Basically, this option is more if you have it laying around from the previous mods which will be the High Prophet set. I know quite a good bit of clerics that still got this around. I’m not a huge fan but still, it’s an option for sure and it will make your party melt things more. Also, another alternative if you have the Dragonflight gear is mixing this gear with the Dusk Restoration. A nice balance will be 2 of the Dragonflight (Restoration helm & Raid Boots) & 2 Dusk (Restoration Chest & Restoration Braces. This also with 2 pieces, when in a party, gives 5000 hp, 1000 power & defense. Pretty nifty option.)

Shirt and Pants

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)
Weapon and Offhand

Best to have – In my opinion, I will suggest the burning set. You get this from farming the fiery pit (Must take the elemental quest for this in Protector’s Enclave by the big tree first). I absolute love this set as it gives you back 25% of your ap as you use a daily. I think they still have the tooltip wrong as it used to read ‘A chance to restore’. It’s not a chance, it’s a guaranteed 100% that you’ll get back 25% of your ap when you use a daily power. For my play style & the build, it’s golden. (Please note that there’s an internal CD of this set of 30 seconds)

– If you somehow can’t get the burning set, a worthy mention can be the twisted set. You get this from farming epic demogorgon. You get a nice defense and power boost from it, so it’s a great, valid option.


Best to have – Greater Belt of Wisdom, Tiamat Sash, Greater Imperial Waistband of Honor, All are valid choices, I prefer the latter two because of the crit stat it has and the imperial one gives +2 STR as well.


Best to have
– If you can get a hold of the +5’s legendary rings like Ring of Brutality+5, Ring of Sudden Precision +5, Ring of Rising Power +5, Ring of Rising Precision+5 or Ring of Rising Recovery+5, two out of those five and you should be golden. If you can’t, settle for the +4’s of these same exact rings.

Alternatives – x2 of either the Personalized Adamant Ring of Recovery or x2 Rosegold Raid Ring. If these rings aren’t obtainable, your other bets include the Dragonflight/Elven Restoration Rings, Dragonflight/Elven Raid Rings, Drowcraft Raid/Restoration Rings

Reinforcement Kits

Best to have – For this build, you’ll want to work on/purchase the Major Critical Strike Armor Kit to give yourself a boost to your crit chance (4 kits is 200 x 4 = 800, therefore 800 crit = 2% extra crit chance).

Alternative – If you can’t get Major, settle for Greater Critical Strike Armor Kit. In my opinion however, it’s not that hard to get the Major kits. You either work up your profession (Leather working makes these kits) or you save the AD up and buy it. (170k per kit currently so will def. recommend leveling up leather working)


Best to have – Greater Imperial Dragon Cloak – 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.

Weapon and Armor enchantment

Weapon Enchantment (The bit about the plague is incorrect & will be updated on Nov 8th)
 – As Mod 10 is finally here, there were quietly some changes to the debuff enchantments. Thanks to my guildies @groo111 & @archangelzorak01, they informed me and showed me these changes. The enchantments like Plague & Terror are now completely useless as they don’t give your party decent dmg increase. The plague for example, currently gives 1.3% increase to your party in dps which isn’t alot. So, our choices will be still Dread & Vorpal (For that crit severity which will give us stronger heals) & the debuff enchantments that have now emerged for us are Transcendent Bronzewood & the Pure & Transcendent Frost. Transcendent Bronzewood gives a 5% increase in dmg to your allies while Pure Frost & Transcendent Frost gives a 7% increase. My only knock on these enchantments are the bad uptimes. Trans Bronzewood is basically a 50% uptime while Pure & Frost, if the tooltip is correct, it only lasts 4 secs and occurs once every 20 seconds.

For Armor – Soulforged or if you’re confident enough to not need soulforged, then use Negation.


The artifacts that I find to be great for this 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

Sigil of the Controller – Power/Critical Strike/Control Resist

I like these four together. A great power boost, good addition to recovery and that extra critical strike. 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.

Heart of the Black Dragon
– Recovery/Armor Penetration/Action Point Gain.

Symbol of Air – Power/Recovery/Movement

Tiamat’s Orb of Majesty – Power/Crit/Recovery/Armor Penetration/Action Point Gain.

Sigil of the Oathbound Paladin – Max HP/Power/Aoe Resist


Offense slot: I’m assuming most guilds have the barracks in their SH’s up and running so if you do, you are going to activate the power boon, giving you the liberty to slot silveries for recovery in your offense. If you don’t possess a power boon, you’ll have to slot radiants in your offense. At least you want to strive for rank 8’s +. (Note as well, if you feel you need a balance, cruel enchantments, which are power & recovery together, will be the answer for you, however, you must go all in for this enchantment to get the full benefit meaning slotted in every offense slot & I also believe for starters, you must have this at least rank 9 & up, maybe even 10 for starters.)

Defense slot
: Radiants for HP. You want to at least get to rank 8’s and work your way up if possible.

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 18k power and work your way up to as much as you possibly can.

Recovery – For this build, ideally you’ll want to get a reasonable number of at least 6k recovery+ and work it up to as much as you can. (Currently on 12.4k and an example is it gives me a 6.8 sec CD on my BTS while at 6k, it’s roughly around 8.4 secs which is pretty good so I found 6k to be an obtainable goal to start but as stressing here, do your best to build it up as much as you can after that 6k point).

Critical Strike – You want a good 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% is a solid number for this build. Since we’re not dpsing here, we truthfully don’t need that much after this point.)

Action Point Gain – If you can add to this number in any way, that will be great, it adds to the percentage of AP gain which is important for us clerics to get the dailies up faster.

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 – This isn’t a big deal for righteous, whatever number you’re on, roll with it. If you have problems, slot Anointed Armor. Other than this, just be alert and dodge when needed (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)


UPDATED! – Went to the test server to experiment with some boons & changed it a little bit. The following are the boons you’ll take from each campaign. (Note well, I only completed 6/7 in the ToD campaign, if you have that maxed, you can go 3/3 into Dragon’s Fury or 1/3 Dragon’s Fury & 2/3 Dragon’s Thirst.):


Dread Ring

Icewind Dale




Maze Engine

Elemental Evil

Storm King’s Thunder (4th Boon – Glacial Strength, 5th Boon – Healing Warmth)

Stronghold Boons(Varies based on what your guild has available, which for my guild, I’m using, power/hp/mount speed bonus. I however switch to the revive sickness utility boon while in a dungeon like Fangbreaker Island.)


The new mod is finally out. As most should have known, the changes for the bondings were on the test server weeks beforehand. Because the bondings now give the stats in just one proc, it effectively ended the need to get companions just because of how that fast they proc those bondings. I just want to add before I continue on, that your goals are still the same in that you want to at least get your three bondings to perfect & work them up to rank 12. The following are options for the main companion that, thanks to suggestions, raised my curiosity because of particular abilities they possess:

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.
  • 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 (Overall, I view this as your second best option & you’ll see why later on). 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)

Ambush Drake (Active = 165 Armor Penetration & Recovery)


  • 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.

Overall: I believe this is the ‘BIS’ option to have as a main companion. It’s worth the investment & the same principles as the sellsword where this debuff is a 20% increase in dmg whereas the sellsword is 10% & it also stacks with the plague fire & bear your sins, however, this is super rare to get thanks to the fact that it can only be obtained from a Mysterious Drake Summoning Scroll that was only available in early December 2014 & has not returned since. So in a nutshell, if you have the option between the two, the drake will be better since it’s debuff is stronger. If you don’t have a choice with these two, you must go with the sellsword.

I also tested the Lillend & it was such a disappointment. Too buggy for my taste. Also, 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.

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

For those who can’t actually go down this bonding route, simply go for the augments if you can. Cheap alternatives like the Goat & Ioun stone of allure should do you well as a stat booster.

The following is an up to date picture of companions I currently use:- (Sellsword, Lillend, Polar Bear Cub, Erinyes of Belial & Dancing Blade)


What to use on the companion/bonding combo?

Loyal avenger gear on whatever companion you end up using if you’re running the whole bonding story. For the actual enchantments in the companion gear, for your offense, you can go with what you like here. Radiants to get even more power, silveries for more recharge speed/ap gain or azures for more crit chance. Really depends what you will personally want/lack & for the defense slots, you should invest in either azures for defense if you have the high prophet on or darks for lifesteal since our self heals are weak. For both of these, you want to at least have rank 9’s +.


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. A very nice choice to work on. You can either go for one of this, or x2 to get that number from 10% to 12.5%

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.

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)

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 – *UPDATED* 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. I can see people making use of this so it’s a valid choice.

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 8/31/2016):


Equip Power I currently useUsing a daily power grants 25% of your total action points over 10 seconds. This is via the Flail Snail mount. Basically, if you can’t afford this, other alternatives will be either mounts that provide power as a stat or recovery as a stat (Depending on what you lack of course. The Gorgon/Embellished Apparatus mounts are viable since they grant 15% of your total ap over 10 seconds). 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 simply are trying to get the ones with some sort of power, recovery and critical strike. To my personal opinion, it makes no difference, the insignia are more important to get the mount bonuses that the actual stats on it.

My current stats line

My current stat line (with no companion & bondings active) goes like this:



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 & 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.

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.

Leave a reply
  • Shadowblade
    July 24, 2016 at 2:39 am

    I also find that Righteous DO (Dwarf) with 3 Faithful feats for Gift of the Gods (Divinity) has been better for solo and PvP play, while the Righteous AC (Tiefling) with INT/WIS 21, CHA 26 and 3 Virtuous Feats for Gift of Haste to buff party APG has been better as a party buffer.

    My Righteous/Virtuous AC build stacks Recovery and APG with Cruel and Silvery enchants so she can spam Encounters and Anointed Army like At Wills (with a Trans Feytouched weapon enchant), with a cooldown that is shorter than the spell duration. She regenerates Divinity and Action Points before the spells wear off, with Holy Fervour and Anointed Action for solo play and Holy Fervour and Hastening Light for party play, with Hastening Light on the Burning Icon. The Burning Set also has a chance to cast a daily for effectively 75% of Action Points instead of 100%, and a blue Sunburst, a Divine Glow, 3 blue Break the Spirit or Daunting light followed by an empowered fills her Action Points back up while two or three hits of Blessings of Battle fills her Divinity.

    The key is:
    Blessings of Battle as the only At Will with the Battle Fervour Virtuous feat for defence buff and 15% of my Power stat;
    Weapons of Light Righteous feat for another 10% of my Power stat;
    Bear Your Sins proccing off DoT Encounters for 10% party dps buff;
    Condemning Gaze proccing off Encounters for 15% perty dps buff;
    100% up-time for Anointed Action for about 40% of my Power stat and massive party power, and therefore dps, buffs, as well as immunity to 4 hits;
    Ancient Warding for 3% Max hp heal and 5% Action Points when AA wears off, which is immediately refreshed.

    Gift of Haste from Virtuous is still good for buffing APG for myself and the party, despite the nerf, although I might respec out of that and into another Righteous Feat, like Fire of the Gods for solo dps if I can get a bit more Crit.

    Her recharge and APG are both over 100%, so she never needs the Sigil and uses Tiamat’s Orb to immobilise every 60 sec, and also has the mount insignia bonus for using an Artifact.

    At 16k Recovery and 24k base power, self-buffed to 36k, my cool downs are HALF those of my Dwarf DO (which is based on Crit and Power, and everything he does procs off Crits and DoTs)

    The down-side of Righteous AC is that we have no DoT At Will. So those Righteous Feats have to be procced by Encounters that lay a DoT down. divinity Sunburst (not entirely sure about this, as it lays a HoT as well), Break the Spirit, Chains of Blazing Light etc.

    For this reason, as well as having much lower Recovery, much higher Crit and the same Power, the Dwarf DO does about double the AC’s damage. But is just not as Tanky, despite having CON 17 instead of 13, and his Cool Downs are double that of the AC.

    The Tiefling AC, due to high INT/CHA and WIS only 21, does not hit or heal as hard as the Dwarf DO, but does it twice as fast. That’s why I gave him the Trans Vorpal and her the Trans Feytouched.

    Combine all this with a Companion with 3 OFF Rune slots, fast AoE attacks, 3 R12 Bondings and buffs to the Companion proccing and buffing the AC, and we have the Power Loop which in Uber-BIS parties gives some ACs with base 36k Power 240k Power for a time, and a lot of that goes to the party, along with ITF and other broken buffs.

    This is why Weapons of Light is being nerfed in Mod 10 for a flat bonus. Rather than proccing off current, buffed Power, it will proc off base Power. So people will just stack more Power. I have seen ACs with 50k base Power, with no sign of any self-buff being active.

    Personally, I use an Ioun Stone anyway, as I don’t have three R12 Bondings. And Ioun stones do not have any functions that will proc a Bonding.

    • Czar Jarek
      August 5, 2016 at 12:34 am

      One thing to answer here, I’m not a ‘full dps dc’. You commented about ‘Dwarf DO does about double the AC’s Damage which is not a goal on mines. I’m not here to do the super world of dmg. I can do reasonable dmg and let my party shine in their dps glory.

      Secondly, I know AC DC’s who are actually specced for DPS and they rock anything so DC’s on the whole, you can go with whatever floats your boat but you should probably go a dps race against a pure AC DC dpser and see how you hold up.

  • Rude Aura
    July 24, 2016 at 8:14 am

    Wow!! Hoping to build mine up like this, may take a awhile I know but out of all my toons my DC is the most fun. Thankyou for this

  • Keith
    August 2, 2016 at 3:16 pm

    Tried out this build and I’m loving it. I have a solo PVE setup that works for me in all content. Than in group content swap a few abilities around and I can keep everyone health up, do debuffing and buffing and a tiny bit of damage. Even if I go in as a DPS I am doing buffing and debuffing. Over all this has been my favorite DC build. Well thought out by the Jarek.

    Thank you for this guide it has helped me out as I played my DC from level 1 to IL 2300+.

  • babwvb
    August 2, 2016 at 6:43 pm

    Why strength? It looks like all it does is DOT resist and stam regen?

  • UmbrielEE
    August 3, 2016 at 8:51 pm

    So since blessing of battle doesnt exist anymore should we go with sacred flame instead?

    • Czar Jarek
      August 5, 2016 at 12:15 am

      I don’t understand what you’re saying. Blessing of Battle is in the Anointed Champion path of the Cleric. If you ‘don’t see it, it’s probably because you’re Divine Oracle.

  • Julio césar
    August 4, 2016 at 7:39 am

    Hi, can you help me whit the skills rotation for epic dungeons?

    • Czar Jarek
      August 5, 2016 at 12:30 am

      In epic dungeons, T1/T2/Castle Never, I use the following:

      If there’s a GF (with at least passable dmg resistance), I use the Divine Glow, Break the spirit and Astral Shield encounters (Depending on if there’s alot of trash, you can at least switch out Break if you want and use Chains to proc your weapon enchantment if you have a debuff one since Divine doesn’t procc your weapon enchanments but make sure to remember to have break the spirit slotted at least in the boss battles)

      Without a GF (or one that doesn’t have remotely good dmg resistance), I use, Divine Glow, Break the spirit, Chains of Blazing Light for those instances (If there happens to be another DC in your party, discuss with him or her to see what each other will use and well easily, one can have break the spirit, other can have forgemaster’s flame)

      It really depends as mentioned if there’s a Guardian Fighter with you since DC’s & Guardian fighters for now (Said ‘for now’ because the GF buff, Into the Fray got nerfed but it’s not a bad nerf) have a good synergy where the DC can overly boost a proper GF’s dmg resistance thus a stronger buff from Into the Fray.

  • Khita
    August 4, 2016 at 10:35 am

    Hi and thanks for your guide. I heave a question. Is Armor Penetration important for your build?


    • Czar Jarek
      August 5, 2016 at 12:18 am

      Not really, as I’m not a pure dps DC, strictly a pure buffer/debuffer but if I have to carry a party, I can. When my bondings proc, I do however reach 61% Resistance ignored but really, not my focus. I’m here to buff my dps in the party, not to ‘outshine’ them. Their job to dps stuff, not me.

  • Awsrin
    August 5, 2016 at 8:40 pm

    Hi, I’m following your guide to the best of my abilities as i just hit 70 a few days ago and my IL is about 2050 and I’ve been having problems with running epics. Any basic advice that you can give at face value? Just started out on PS4 and all of my teams have been extremely squishy and I feel like I’m usually the problem. The biggest problem I could specially point out is the fact I rely heavily on Bastion of Health, yet I’ve read in the majority of places that Divine Glow should be our staple. Am I not getting out as much power to make DG as reliable as others think it is or am I lack something else? Thanks for the reply in advance! Really digging your guide as well.

    • Czar Jarek
      August 10, 2016 at 12:41 am

      What is your current power at? Well if that’s the case, you can for starters have Divine Glow, Break The Spirit & Bastion of Health if that wasn’t the moves slotted. But need to learn more here (Currently on vacation because of the zika virus, recovering so will take longer than usual to respond.)

      • Austin
        August 18, 2016 at 3:32 am

        Well some good amount of time has passed since I last commented and I’ve been slotting those powers you mentioned and done better. My Item level is around 2.6k now so many of my problems have been solved. Your build has been helping me but I can’t do much when my tanks take less hits than I do. Also I really hope you enjoyed your vacation my friends and I enjoy following your build and your friends builds like Lia’s GWF build. Keep doing awesome stuff!

  • Aeus
    August 10, 2016 at 5:03 pm

    Great guide man!

    Just sondering, can this be used as leveling build?
    I’m having a hard time finding a good build to follow, currently lvl 52.

    • Czar Jarek
      August 19, 2016 at 12:40 pm

      Hey man, well of course you can, you just need to use particular encounters like Divine Glow, Break the Spirit and Chains. Or you can try to use Daunting light instead of Chains. I will say as well if you feel you can’t use this to level up which just a minor few feels like that, I’ve actually told them to specc into DO righteous first then when you’re lvl 70 and good to go, then respecc into this build. But overall on a large scale, I’ve had people use the build to level up and it was fine. The content isn’t hard so there really shouldn’t be any problems using this build to level up.

  • Erick
    August 10, 2016 at 5:59 pm

    Hey Jarek,

    I just want to say; this build is amazing. I am level 68 and close to 69 and I’m in love with this build. My item level is a bit over 1500 and i’m trying to push out more as much as I can. Should I focus on power a lot more than anything else or recovery? I also have points left in my feats but I noticed no other points were spent in this build; is there a reason those points are left unspent? Will spending them mess with anything? If I do spend those points, what other feats should I level up? The left side feats not paragon.

    Again, thank you for this. It’s amazing.

  • Erick
    August 10, 2016 at 11:18 pm

    Hey Jarek, this build is completely amazing! I’m almost level 69 and this build is just fantastic. I want to ask you a few questions; I notice in this build there are still FEAT points left over (Not paragon on the right) is there a reason for that or can I go ahead and use the leftovers? If I can, what should I put them on? I am almost item level 1575 and just wanted to make sure I’m following this build to the T.

    • Czar Jarek
      August 19, 2016 at 12:45 pm

      Hey Erick, well I read your both comments and if you still need answers, well leveling up, you should have more power in my opinion. And also, you have points unspent? That sounds like to me you maybe a human race. When you’re human, you actually get 3 extra Heroic points to spend. That’s why when you put your comments and said I have feats left over, you probably are a human devoted cleric. I’ll need to know this first but to say, if you’re actually human and you got 3 points left over, you can probably put either 3/5 into domain synergy or 2 more points into Healing Word & the remaining point into Bountiful Fortune.

  • Shazza
    August 11, 2016 at 3:25 pm

    Thank you sharing for your excellent guide. Best wishes for a speedy recovery.

    • Czar Jarek
      August 19, 2016 at 12:28 pm

      Thanks alot, I appreciate it. I’m currently doing much better, just my lower half of my body, mainly legs are a bit weak but I should hopefully be even better within a week.

  • Hidalgo
    August 12, 2016 at 8:18 am

    What encounter powers do you usually use? The at wills and the dailies are pretty strait forward but the encounter powers seem pretty open ended.

    • Czar Jarek
      August 19, 2016 at 12:35 pm

      Depends on the situation, that’s why I put all those encounters, it’s very dependent on the situation. In a usual party set up now a days because of the Guardian Fighter changes, Mod 10 (If you’re a PC player), I use Divine Glow, Break the Spirit, Chains of Blazing Light. If I notice my party is a bit soft and needs more healing, I’ll move out chains to use bastion or even, if my tank is a bit squishy, I’ll use Astral Shield instead. If you’re not a PC player and you haven’t got affected by the GF changes, you should probably use Divine Glow, Break the Spirit, Astral Shield as Astral Shield will be buffing your GF’s Into the Fray (Note again, the buffing of ITF doesn’t work anymore on PC so if you’re a PC player, you should know this)

  • gui
    August 16, 2016 at 8:35 pm

    This build works as a full support build? (focus on heals and buffs)?

    • Czar Jarek
      August 19, 2016 at 12:26 pm

      Yea, it does work great on buffs and decent enough on heals. If you’re geared enough, you can just use Divine glow as your sole heal, however, I must say, if you feel like your party is a bit squishy and clearly can’t survive without heals, then I recommend you slot bastion of health along with the divine glow. Also, the class feat call ‘Healer’s Lore’ does wonders with those heals, it really increases the heals nicely.

  • Octavio
    August 17, 2016 at 2:39 pm

    Hey man ! Can you help me, I’m not a geared player so… with the weapon enchants I only have (in this moment) a normal plague, normal terror and a normal bronsewood, can you advice me. Shall I use the normal brozewood? I noticed that you wrote the changes, for now. I’ll try to get a greater bronze but thats my part haha

    • Czar Jarek
      August 19, 2016 at 12:24 pm

      At this time, you should probably use the normal plague then. You can’t use the normal bronzewood. That’s why I wrote specifically for bronzewood ‘Transcendent Bronzewood.’ If you’re a PC player and is already experiencing Mod 10, they did changes to the weapon enchantments, mainly the debuff ones. Transcendent Bronzewood is the only rank of Bronzewood that gives your party that 5% increase in dmg so any other rank of Bronzewood, isn’t good. Plague and Terror isn’t good as well but they’ll do you better at other ranks than Bronzewood (Although not by much). So again, if you’re a PC player, this applies to you, what I just said.

  • gui
    August 19, 2016 at 6:21 pm

    hey Jarek 🙂

    you said it’s best str over cha

    it is also true if you go on full healing support?


    • Czar Jarek
      August 19, 2016 at 7:47 pm

      Hey there, well even as a pure healer, I do believe you should want STR over CHA for a better Crit chance and mainly, I feel like you get better bang for your buck with picking STR over CHA. CHA, for every +1 in it you gain 1% recharge speed & actually, with just 200 recovery, you gain the same 1% recharge speed. I feel like you can make that up with artifacts, your gear and enchantments. STR is for every +1, you gain 1% Crit Chance and it’s 400 crit strike = 1% Crit chance so to me as that’s more, you should invest the points into STR as even for a pure healer, you want to at least have a reasonable crit chance for your heals.

  • Skye
    August 21, 2016 at 10:43 am

    Hi thank you for that Guide 🙂
    But one Question. I play Full Heal the whole Time but everebody say a Debuff DC is better in the actual Mode. So..
    Have that Build enough Heal for Dungeons?

    Sry for my grammar, >.>
    i´m from Germany

    • Czar Jarek
      August 21, 2016 at 2:51 pm

      Hey Skye, well I understood what you asked so it’s alright. With heals, you have to remember, as righteous, the main goal isn’t healing, it’s buffs/debuffs to make your party stronger. However, with at least 20k power + & perfect bondings + I have seen clerics heal adequate enough in dungeons as righteous. If you have an augment, I still believe you can heal alright but maybe not as strong as bondings that at least perfect and upwards. With righteous, with divine glow slotted and well time, you can heal. If you feel you need backup with it depending on how your party is (really squishy), you should have the class feat called ‘healer’s lore’ with the encounter ‘bastion of health’ to help with heals. I always say for clerics, it’s situational so you got to pay attention and judge your party and see if they really need alot of heals or not.

  • Jay
    September 4, 2016 at 12:50 pm

    can i still use this for module 10? im starting to consider this sort of build rather than being a full healer.

    • Czar Jarek
      September 14, 2016 at 4:55 pm

      Yea, you can use it. If you are planning to run FBI (Fangbreaker Island), I’ll recommend slotting bastion along with divine glow and break the spirit. Class feats can be healer’s lore & Hastening Light

  • SirDebow
    September 5, 2016 at 6:41 pm

    My question is what Artifact Stat are you using in your off hand artifact (Burning Icon) and what stat did you go with on your main hand (Burning Holy Symbol)

    • Czar Jarek
      September 14, 2016 at 4:57 pm

      Hey there, my artifact stat I use is Action Point Gain and I rolled a 399 out of 400 on it and as for the main hand, I switch between Astral Seal & Blessing of Power

  • toflux
    September 6, 2016 at 12:35 pm

    Hi Jarek! Hope you are well!
    Thanks for your amazing build 🙂

    I’ve 2 question:
    1) How do you think about drawcraft armor? My intention is to take alliance restoration and then drawcraft before start to farm for elven.
    2) Any advice for powers for solo build?

    • Czar Jarek
      September 14, 2016 at 5:04 pm

      Hey man, thanks alot.

      1) You can def use it before your farming for elven, no probs

      2)Well if you mean what encounters to use while soloing, you can use divine glow, break the spirt, chains/daunting light

  • Josh Olson
    September 7, 2016 at 3:50 pm

    Thanks for the guide! I had been playing as Protection Paladin for a while and our guild needed some more clerics and I’m surprised I’m having as much fun as I am leveling up. I did notice you had said to get Action Point gain up as much as possible and wanted to point out Jewelcrafting profession has +100 Action Point gain jewels available at rank 25. I know you had pointed out professions, but maybe had forgotten this one for your build. Either way, great build and I look forward to playing a cleric and a paladin for a long time.

    • Czar Jarek
      September 14, 2016 at 5:25 pm

      Hey man,

      Well you’re right about that. I just assumed for that most people knew this offhand since Jewelcrafting is something I know everyone has to level up for the rings etc so I really didn’t forget about it, I just didn’t add it. I added other things because I know people might find no reason to upgrade leatherworking but mentioned that profession gives the crit kits. Trying to say along the way, you usually find out to level up Jewelcrafting thanks to research

  • Tom
    September 10, 2016 at 11:39 am

    I leveled up DO. Love this build but could you walk me through what it is like to solo, just doing random quests? The rotation confuses me cause I am not used to it

    Thanks for the great guide

    • Czar Jarek
      September 15, 2016 at 2:34 am

      Well as a solo player/doing those quests, you simply go with our more offensive moves

      Basically if you’re DO, you can try Divine glow, Break the spirit, Daunting light/Chains of Blazing Light.

      The Dailies you can try as well will be Flame Strike & Hammer of Fate

      At wills – Brand of the Sun, Lance of Faith

  • Dean
    September 13, 2016 at 12:11 pm

    You put a lot into that, impressive!
    Do you have a dps build with the same effort you put into this build ?
    Would greatly appreciate it if you could help

    • Czar Jarek
      September 15, 2016 at 2:37 am

      Hey Dean,

      I’m not completely sure what you’re asking. Are you asking for a dps version of this build or in general, any sort of dps build for any class?. If it’s a dps build for any class, then no. I do play a Hunter Ranger Stormwarden Trapper but I’m more focused on my Cleric.

  • Judicata
    September 19, 2016 at 4:46 pm

    What do you think about the rust monster companion?

    • Czar Jarek
      September 20, 2016 at 2:20 pm

      The rust monster companion, it really depends. If you’re in a very squishy group, I can see this working well. I tested with my guild leader on how it exactly works and came to the conclusion that indeed, this can work pretty decently in a squishy/soft group or if your tank is pretty bad.

  • babwvb
    September 21, 2016 at 7:48 pm

    Hey what artifact class feature and at will do you use on the weapons?

    • Czar Jarek
      September 21, 2016 at 8:30 pm

      Hey man,

      Well for the artifact class feature, since I mostly now a days slot the holy fervor & hastening light class feats, I actually use Holy Fervor’s own which is when you crit, you increase your dmg by 5% for 5 secs. I don’t use Hastening Light’s own because that offhand feat doesn’t work at all which is that it gives your allies 10% of their action points. I would have used that but as mentioned, it’s not working.

      The at-will own, well I basically switch between Astral Seal’s own & Blessing of Battle’s own

  • Danny
    September 22, 2016 at 10:25 pm

    How do you build up your power stats I’m currently at 11k and it just can’t boost it up 🙁 new to game

    • Czar Jarek
      September 23, 2016 at 3:36 am

      Hey man, well there is a ton of ways to build up your power. You can;

      Use enchantments of course (Radiants)

      Be in a guild that has the Barracks Structure so you can activate the power boon (When maxed out, you get 8k power)

      Your boons of course that has power stats

      Your gear (Remember when you get better gear, the power will obviously increase)

      There are mounts that have equip bonuses that are specifically power

      When you use insignia’s for your mount bonuses, you can put in ones that has power stats on them (Green Dominance Insignia’s = 50 stat points, Blue ones = 100, Epic/purple = 200)

      Reinforcement kits for your armor set (Power ones vary from 50 to 200 extra power)

      When you level up your artifact gear like your main/offhand, belt, neck etc

      There are tons of ways to increase power but based on you saying you’re on 11k power, are you even level 70 as yet?

  • Danny
    September 23, 2016 at 10:44 am

    Yeah I’m level 70 mate, haven’t unlocked all campaigns yet and was in a guild till someone decided to kick everyone 🙁

    • Czar Jarek
      September 23, 2016 at 12:56 pm

      Well that’s a start, trying to progress thru the campaigns to get more power, And wow, well at least now it gives you a chance to actively search for a guild that has the barracks structure for even more power.

      You can follow what I said up there in that list of ways to get power and see how it goes. I’m sure you’ll even find other ways along the way to gain even more power. Also, your artifacts as well. Try to get the artifacts I listed there to get power and rank them up to legendary and advance on to mythic

  • Danny
    September 23, 2016 at 1:19 pm

    Still need to farm for motes at fiery pit😩 And currently have alliance gear on and duck head, just takes ages 🙁 only got bear mount and tiger and have 3 Aritafacts, currently have artifact belt and some cloak that gives all stats but thanks for the help appreciate it m8

  • Jhovany
    September 26, 2016 at 10:29 am

    What enchants do u have slotted on ur utility slots for hands head and boots are the fey blessings? And the white ones are they all silveries im following the exact same i see on ur character screen shot im on ps4 i have everything rank 10 followed ur artifact recomendation aswell sigils with symbol of air and everything else and this build helps melt everything within seconds thank you so much for ur help

    • Czar Jarek
      September 26, 2016 at 2:24 pm

      Hey there, well I don’t use anything of importance there currently. I have azure rank 9’s in those slots that give xp bonus. I can also switch to use dark rank 9’s for the extra movement. I just recommend slotting there what you think you need the most. Also I think you’re talking about my overload slots. If that’s the case, I currently got greater white and great black dragon glyphs there. The whites ones give, when procced, some extra power & healing while the black ones give extra crit strike. And that’s good to hear man, no probs really for the help/guidelines. The guide is here for people to follow and they are free to make their own little adjustments if needed.

  • Taylor
    October 2, 2016 at 4:48 pm

    Good build !!!
    But for debuff weapon Enchantment the best solution is plague -15% defence and -5% power for foes its rly perfect…frost and bronzewood its rly sucks, especially frost…i have t.holy and i think its ok but i need more debuff or buff

    • Czar Jarek
      October 2, 2016 at 9:48 pm

      Are you a specifically a PC player and have you used ACT?. If you aren’t a PC player & you never used ACT to test things, then to explain to you, that info on the plague, though it’s the tool tip, it’s wrong. In actualilty the debuff it gives, multiple people has indeed tested it and it’s actually a 0.8% increase in dps to your party members hence, making the Frost & Bronzewood better. Trans & pure frost = 7%, Trans bronzewood = 5%.

      You maybe a Xbox or Ps4 player so these changes come to you guys soon

      • Taylor
        October 2, 2016 at 11:59 pm

        Im PC player.
        i asked in my guild and all say to me to use plague or dread(depends what build i play) no1 tell me about frost and especially for bronzewood…
        it seems to me very ridiculous plague say -15 defence and -5 power to foes and you tell me gives another buff…yes i know the neverwinter its full of bugs but this is rly ridiculous 😛

        • Czar Jarek
          October 3, 2016 at 4:59 am

          You can still keep it as an option but it’s not as much as you think it is.

          I was explained too that it can even still give as much at 4.7% debuff. You can check out the explanations of the plague on my guide’s comments on the neverwinter arc forums, last page of it. There’s at least 4-6 comments going back and forth trying to explain exactly how the plague is now a days

  • Raksika
    October 3, 2016 at 2:29 pm

    Hi Czar Jarek,

    I’ve just discovered this amazing build and I will read nicely – need to translate some in my langage 😀

    I wanted to recently up my re-roll DC and this will very helpfull even if i could do 1/3

    thanks so much!

    PS : Lazalia is also model for ou GWF 😀

    • Czar Jarek
      October 10, 2016 at 9:41 pm

      Thanks, I appreciate that ^_^ and I think you mean Lia there lol. Lia’s my guild leader and it’s her build that’s top dog for GWF’s

  • Cindy Nchantra
    October 4, 2016 at 8:03 pm

    Great build Karel, I just Respec my Account DC from just a healer, got tired of hearing everyone whine about no buffs, healing isn’t what other players want anymore, so I rolled with the changes after finding your build. Of course, I still have a long way to go, but the difference very noticeable.I haven’t tried roll yet with this build( that’s where everyone complained the most), but the internet quests I couldn’t get through by myself before hand, I easily made it through without going below 50_% health, Awesome. My next test….elol.
    I Thank You for sharing this build with us, please keep us updated if you make any changes.
    Thanks again

  • Cindy Nchantra
    October 4, 2016 at 8:06 pm

    Oooohhh forgive my typos Karel! That’s what I get for not proof reading beforehand. I looked for an edit option, didn’t find one, so I instantly set out to apologize for my blunder. Lesson learned

    • Czar Jarek
      October 10, 2016 at 6:51 pm

      Lmao no probs xD. And to comment here about my guide. I will be updating in properly on the day mod 10b comes out on PC which should be November 8th. I changed some minor things etc. So stay tuned ^_^

  • Lausi
    October 7, 2016 at 6:10 pm

    Hey man, first I want to thank you for that insane guide.
    I don´t know it I should use my rank10 radiants or should I trade them for silverys rank 10?
    I am using the High Prophet Set.
    Without any offense Enchantments I am at 21.5k Power and 9k Recovery, 6.5k Crit. (WIS+CHA)
    + I´m using the twisted weapons
    My defense Slots are full radiant rank 10.

    • Czar Jarek
      October 10, 2016 at 6:55 pm

      Before I answer this, are you a pc player?

      Because I have something to mention with your high prophet

      • Lukas Albrecht
        October 19, 2016 at 11:43 am

        yes I am playing on pc

        • Czar Jarek
          October 19, 2016 at 3:48 pm

          Ah ok, well to let you know for starters, I think when the new mod comes out on November 8th, mod 10b, those old sets like the high prophet won’t be useful anymore, they’ll be removing their armor bonuses.

          In terms of your actual question, you have a nice number of recovery already in my opinion. You can indeed get more through putting silveries in your companion’s offense gear slots so when bondings proc (assuming you have bondings), you can get even more recovery so for your offense slots, in that instance, I’ll go for more radiants then for more power. The defense slots are fine with radiants for hp. If you however, decide to use that mount bonus ability called ‘assassin’s convenant’, you will however need to remember to switch to azures for your defense as that assassin’s convenant ability makes you lose defense, deflection and lifesteal and in return, gives you more power. I don’t think it’s much but if you’re one of those who may want to get as much power as they can, that’s a way to go (Only if you ever look into assassin’s convenant)

  • Honor
    October 10, 2016 at 6:46 pm

    In the dread ring campaign, why did you not go with Burning Guidance or Rampaging Madness for the final boom?
    Also, do you think the Moon Elf is a viable race option for the 1% gain to AP and Stamina regen?

    P.S. I am LOVING this build thus far. I have a lot of work to do, but I hold my own well so far.

    • Czar Jarek
      October 10, 2016 at 7:05 pm

      Hey man, with rampaging madness, I don’t believe it’s worth it . I hate the timer on it. Basically it’s building 50 stacks for 50 secs just to have 4000 power, lifesteal etc for 10 secs. That is yuck to me in my opinion. As for Burning Guidance, a good dmg dealer. It’s a good option especially for Healadins

      • Czar Jarek
        October 10, 2016 at 7:16 pm

        As for Moon Elf, some things on it are pretty decent but I won’t recommend it for a DC. There’s better options for sure. The stats as well for it, +2 int and a choice between +2 Dex or +2 Cha, not ideal really for a DC (CHA is for a DC, of course, but not Dex or Int)

  • Monster Energy
    October 12, 2016 at 1:34 pm

    Why u dont get any set Bonuses like Tiamat? I dont get it. Why Belt of Wisdom and Dragon Cloak?

    • Czar Jarek
      October 12, 2016 at 3:58 pm

      Among my options, the tiamat set, each part is within my suggestions for cloaks, belts and artifacts, however I don’t use the set mainly because for me personally, the artifact in particular is not a first choice of artifacts for me and the artifacts I mainly wanted, I got easily & as well, I really don’t need from the belt +2 CHA as that +2 CHA is basically +2% recharge speed that you can get easily from other things and as for the cloak, it does have the ap gain in combat but as I possess the wisdom belt that gives power/recovery/defense, I didn’t want to have a cloak as well that gives power/recovery/defense. Yes, I’m support but I’m still righteous and whatever you goal is as a righteous DC, you still need some sort of crit hence why I went with power/crit/recovery cloak. Overall, it depends on your choice. The Tiamat set is a valid option for righteous DC but in my eyes, it’s especially valid for lower geared righteous DC’s who feel like they need some insurance for healing for whatever reasoning (Power isn’t as high as they want etc)

      When you’re higher end and you know what you’re doing, you really don’t need that set. I’ve been solo heals in runs like Fangbreaker Island where I’ve done heals with bastion of health for over 1 million. Multiple times as well. Since I have a lot of power when bondings procc and I can slot good feats, if needed like healer’s lore or even light of divinity, these things can happen. (Obviously the bastion was fully empowered and the target/targets health was really low). Clerics are a very ‘gear to how you envision yourself/want to play/gear to how you like type of class’ We’re not limited to a specific set of options like pve GWF’s where they have to get the orcus set to try to output the best damage available. As a cleric, you can gear however the hell you want. My guide is just as it says, a guide. I’ve had so much people use my guide as a template and made their own personal adjustments and basically if I talk to 10 clerics, at least 8 out of the 10 adjusted things to their own liking within that adjustments, they all have their own unique style of thinking and playing.

  • Taylor
    October 17, 2016 at 10:29 pm

    If use in abilities STR/CHA its not better?

    • Czar Jarek
      October 18, 2016 at 6:17 pm

      I don’t understand exactly what you’re trying to say, but I think if you’re saying what I think it is, then to tell you, you must have wisdom as a DC since it’s a bonus to our damage and mainly, healing. As for the other two stats, 1 CHA is basically equal to 200 recovery so that’s why I said in this guide to go more WIS/STR because STR is better bang for your buck as 400 crit strike stat adds 1% to your crit chance. You can easily get the recovery from your gear, armor stats etc.

  • Mat
    October 18, 2016 at 10:38 am

    I have the Transcent Plague Fire I’m a DC on XBOX. I also have a Transcend Frost.
    Will this frost proc Fire of the gods what you describe?

    We get Mod 10 today so will it be better using Transcent Frost instead of Plague Fire? (my DC is 3.6 k righteous)

    • Czar Jarek
      October 18, 2016 at 6:14 pm

      Yes, the weapon enchantments like frost will still indeed proc fire of gods. In terms of which is better, The frost is still better as the increase is 7% while specifically, transcendent plague fire gives for the most, I understand a range between 4.7% to 5.7%. Most people are not explaining it properly so I quite don’t understand but thanks to a post I saw, I understand it’s 5.7%. I’ll be updating this guide fully again on November 8th, when the new mod (mod 10b), comes out.

  • October 18, 2016 at 2:18 pm

    Hey Jarek! I´m playing in PS4 and using your build, It´s amazing man! I switched some things, like that:

    1. I´m using the complete Imperial Set(Imperial Cloak, Waisband of Honor, Rod of Imperial), the damage is more 25% aditional fire damage. The last Artifact is the symbol of fire(power, recovery,defense). Using the Cleric´s Artifact in the acting use, and the Paladin´s artifact too.

    2. Switched the companions, to “adequate’ my situation. The active companions is the mercenary with a bounding runestone, (3 spaces for rings, and add runestones od attack and critical strike, the ring of brutalitty+4 is working too, the damage is GREAT).The others I´m using are the Owl(-25 % Threat), Laughing skull(500 power 500 critical strike in encounters), Earth Archon(more damage with full health) , Fire Archon( More damage with enemies with less 50% health).

    3. The build WORKS GREAT to BUFF/DEBUFF cleric, but I´ve changed some things. I´m using the Armored Polar Bear to defense, and put all the status from the buffs to DEFENSE , ACTION POINT GAIN and RECOVERY. This will be great to survive enemies, and be the ´last stand`when all your group dies.

    4. I´m doing the Elemental Dragonfly set too, some armor you posted we don´t have in PS4 yet.

    5. One more time, congratulations for the build, is the best for the DC, in my opinion.

    • Czar Jarek
      October 18, 2016 at 6:31 pm

      Which armor y’all don’t have precisely?. I have the dragonflight set recommended in my guide and I believed y’all are supposed to have that. As for the fangbreaker set, you guys will be getting that added today if I’m not mistaken since XBOX and PS4 are supposed to have an update for mod 10 on the 18th of October. As for everything else you said, I’m glad to hear you used my guide and also made adjustments to your own liking. Cleric is really a class you are going to learn by being thrown into the fire and then think of your own unique ways to do what you think it’s best to do.

      Thanks again for your words man.

      • October 18, 2016 at 6:52 pm

        It´s the Lightender´s set, we don´t have the Fangbreaker´s island Dungeon Yet(PS4). The rest is perfect.

        • Czar Jarek
          October 18, 2016 at 11:58 pm

          Really?. So you ps4 players didn’t get the fangbreaker set added today?. I thought y’all had mod 10 added exactly today?

          • October 19, 2016 at 12:02 pm

            Yes, It was added yesterday(18/10). So many changes in the game too. The Dungeon ” Fangbreaker Island” suggest a 3100 Gear Score, I think I´I´ll wait to up my gear hehehe.

          • Czar Jarek
            October 19, 2016 at 3:51 pm

            Well yea, if you’re under 3100 item level, you’ll need to build it up first before entering that new dungeon and also, there’s an ‘everfrost resistance’ you need to meet as well along with entering that dungeon if you didn’t notice as yet. You need 28% of this everfrost resistance as well to enter the dungeon. I warn you in advance, this dungeon, depending on your luck, you maybe farming this for a long ass time. The pieces are basically a low chance to drop and even if pieces drop for you, you may actually get a piece you may not want. So this dungeon, can be quite a pain to farm in many ways.

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