Smthcrmnl’s Updated MOD 9/10 Protection DPS Paladin Build
Smthcrmnl04 here. I have updated this build with the new changes to how the Owlbear Companion reacts with Burning Light. We lose a little bit of DPS, but not enough to really hurt this build.
I started playing about 8 months ago. I chose Oathbound Paladin, because I don’t always have a ton of time to run in groups and the OP, like Chewbacca, is very solo-friendly. While this is a Protection Paladin build, and will tank with the best of them, this is also a very high DPS build (for a Paladin). I will regularly out DPS similar Item Level (IL) GWFs/SWs/CWs. This build is PvE build. I do not enjoy PvP, so I have no idea whether this build is PvP viable or not. This build can get a little expensive (in terms of AD, not ZEN). In fact, one of the most important pieces to this build runs roughly (at this time) around 1 Million AD on the AH.
*Important Note* – To get the most out of this build, you will eventually need to get the Owlbear Cub companion. This companion is currently not available on the PS4. This build is still viable without the Owlbear Cub, but you will need to make some changes. Please see the comments below for more information.
This build will rarely be top DPS against bosses and single targets. Where it really shines is in Skirmishes and Dungeons where there are large groups of enemies at a time. You will have very high survivability, so pull as many of those mobs to you at a time as you can. With that in mind, I am constantly tweaking this build, so if you have any feedback, it is greatly appreciated.
Sorry I don’t have a lot of pretty pictures. I run on the Xbox One, and didn’t think grainy phone pics of my television added much to the build. I did what I could.
There are several great race choices for the Paladin, although any race can be viable, but for those that like to maximize everywhere they can, here are some of the better choices.
1. Human- 3 Additional Heroic Feat Points, 3% more Defense, and +2 to any ONE stat
2. Sun Elf- 2% additional AP gain, 10% resistance to Crowd Control Effects (The only downside here is the two stat increases are +2 to Intelligence and +2 to either Dexterity or Charisma. You will want to take Charisma for the AP gain)
3. Dragonborn – +2 to any two stats on initial roll, 3% increase in Critical Strike and Power, and +5% healing from all sources (Constitution and Charisma are the stats of choice, and the 3% additional power is nice, but the additional Critical Strike actually hurts this build)
4. Half-Elf – +2 to Constitution and either Charisma or Wisdom, plus +1 to any non-class ability score, 1% additional Deflect, Critical Severity and Gold Gain. You will want to take Charisma over Wisdom as this is not a healing build. An OK choice for the stat increases, but there is still a better choice.
5. Tiefling – +2 to Charisma and either Constitution or Intelligence, 5% additional damage to targets below 50% health, and 10% chance on taking damage to lower attackers Power by 5% for 5 seconds. This gives us the stats we want, and the additional damage to targets below 50% health is higher than a 3% increase in power, plus Power debuffs help everyone. This is the race I use and it has proven immensely effective.
Any of these races are viable, and honestly, as stated above, you can make it work with just about any race. So, play the race you want and that will be the most fun for you.
You are going to want to focus on getting your HP, Damage Resistance and AP gain as high as possible, so you want to focus your stats on Constitution and Charisma. If you can only put +2 into one, I would put it in Constitution.
No matter your race, you want Constitution and Charisma to both be in the 18 – 20 range to start. If you can get both 18 or above, that is a great start.
Every 10 levels you will get an ability score increase. These should always go towards increasing Constitution and Charisma.
1. Power – This is the most important Rating to focus on. With the Owlbear Cub companion, on encounter use, if you fail to critically hit, you will do an additional hit for damage equal to 50% of your Power. If your Power is above 20K, you will do an additional hit for 10K on from every encounter power that doesn’t crit, and we are building this character to crit as little as possible.
2. *Critical Strike* – This is the second most important Rating to focus on, and you need to focus on KEEPING CRITICAL STRIKE AS LOW AS POSSIBLE. Yes, it is cool when you do a critical strike and no you do not get the additional power bonus on your At-Will or Daily powers, but you will be using you Encounter powers all the time, and will do more damage if you don’t crit.
3. Hit Points – You should try to get your HP above 120K. There are so many ways to increase your HP, so this shouldn’t be too hard. HP adds to your Radiant Damage from Aura of Courage, and from the Oath of Protection Mechanic.
4. Recovery – More Recovery means quicker cooldowns on your Encounter powers and Dailies, which equates to more damage. Try to get this as high as possible, but not at the expense of Power. Try for at least 8000 Recovery.
5. Armor Penetration – You want your Resistance Ignored (RI) to be at about 60%. You don’t need it to be any higher than this. You can even keep it a little lower than this, as you will be rushing into most mobs with Radiant Strike, which increases your AP by 5% for 15 seconds. Put everything else into Power or Recovery.
6. Defense- The PvE cap on Damage Resistance is 80%. This is the second defensive rating to focus on after Hit Points. You want this as high as possible also, particularly going into MOD 10. (There is a new Mount Insignia Power in Mod 10 called “Assassins Covenant”, which decreases your Defense, Deflect and Life Steal Ratings by 10%, but adds that amount to your Power. More Defense, Deflect and Life Steal = more Power = more DPS)
7. Deflect/Life Steal – Don’t focus on increasing these through gear or enchants. However, if a boon gives you an opportunity to take this, without sacrificing one of the above Ratings, take it. (Remember, more Deflect/Life Steal = more Power = more DPS)
You want to get Armor that gives you the ratings you want, and avoids giving you the ratings you don’t want (ie Critical Strike). There are several different combinations that work well, and some of this depends on if you run solo more often, or run in a party more often, if you run in a party then go with the below, if you run solo, then change out the Dusk Gear for Elemental Dragonflight Gear.
1. Dusk Ward Armet/Dusk Restoration Couter – This set gives you Power/Defense and gives you the Dusk Set Bonus of 5000 HP, 1000 Power and 1000 Defense when in a party.
2. Elemental Drowcraft Restoration Cuirass/Elemental Drowcraft Restoration Poleyns – I have done the comparisons, and this set is ultimately better than the Dragonflight Set, as you get more Power and less Critical Strike, and only a couple thousand less HP. You have to have your Black Ice Profession to level 5 before you can make this set, and it is better to go with the Dragonflight Set until you can make the Elemental Drowcraft set.
Again, you want to get the Equipment that gives you the stats you want, and avoids giving you the stats you don’t want. I originally went with the Lathander Cloak/Belt/Artifact set, for the bonus upon being brought back from near death via the Soulforged Armor Enchantment. Both the Belt and Cloak give Power, Recovery and Defense, but I found I wasn’t using the soulforged very often, so there are better options in these slots. Here is what I went with.
1. Cloak – Amulet of Tiamat’s Demise – This gives Power, Recovery and Defense and AP gain. These are currently running around 130,000 AD on the AH right now for the Uncommon (Green) version.
2. Belt – Greater Plated Band of Constitution – This gives HP, +4 to CON (more HP and Damage Resistance), Armor Penetration and Defense. These are currently very cheap on the AH, running less that 5,000 AD for the Uncommon version.
3. Rings – Try to get the best double slotted rings you can, that give Power/Recovery/Armor Penetration/Defense, etc…This will probably be the Personalized Adamant Rings you can make via the Jewelcrafting profession for awhile, until you can get a lucky drop in one of the Underdark Skirmishes or Demogorgon Raid. I got a Ring of Brutality +4 in a regular Demogorgon run, so you don’t have to run all EDemo to get the best drops, but it helps. (Some people have said it is better to use a Ring of Rising Power over a Ring of Brutality. If you average the bonus power from both rings, they are very similar, but I would rather have the extra power up-front, because most mobs don’t last much longer than 8-10 seconds anyway)
4. Shirt/Pants – You can either run with the Gemmed Elemental Shirt and Pants from the Platesmithing Profession, or the Drowcraft Shirt/Pants. The Gemmed Shirt/Pants give you a little more Power, but the Drowcraft set gets you about 1K more HP. Both are good options.
Until you are able to artifact weapons, go with the Ensorcelled Mulhorand set. It is BiS until at least level 70, and even beyond until you level up your Artifact weapon set.
1. Main – I use the Burning Mace for the AP Gain Bonus, and have the Oath Strike Artifact Class Feature slotted, although the Valorous Strike Artifact Class Feature is also viable
2. Offhand – Again, use the Burning Kite Shield for the AP Gain Bonus, and I use the Aura of Courage Artifact Class Feature, as Aura of Courage is the one Aura that never leaves my setup, and an extra 25% control resistance is always nice.
I actually like the Twisted set better than the Burning Set long term, but it was incredibly easy to run Heroic Encounters in Fiery Pit. I had to use two wands, but was able to get 15 -17 motes from each wand use. If you have a good group to run EDemo, you could probably get the Twisted Set easily as well.
1. Offense Enchantments- Get your Armor Penetration high enough to give you 60% Resistance Ignored, then use a mix of Silvery (Recovery) and Radiant (Power). My Recovery right now is around 7000 and I have no problem keeping an almost constant stream of Encounter Powers and Dailies. If you have the AD or time, you can put Cruel Enchantments in these slots for the Rec/Pwr they give.
2. Defense Enchantments – I like Azure’s here for the additional Defense (remember, with the new mount insignia power, more Defense equals more power), but Radiants for the HP are also a good option. And Brutal Enchantments give you the best of both worlds.
3. Weapon Enchantment – I prefer the Feytouched Enchantment here, as you encounter powers drain away your target’s damage, and add it to your own, and you will be using your encounter powers a lot. Dread Enchantments are also good. While we want our Critical Strike as low as possible, having a high Crit Severity is a good thing for those times when you do crit (and it will happen).
4. Armor Enchantment – Negation is a good choice for the added DR when taking damage, and Shadowclad for the same reason. Shadowclad may be the better option of the two, because it can be combined with the Shadow Demon Companion and allow you to take very little to no damage when you deflect. I really like Briartwine as well, and is what I currently use. This is a DPS build, so I want to deal damage anywhere I can, and this enchantment reflects a portion of the damage back on the attacker. It is a small amount, but you are constantly getting hit, and will add up quickly.
5. Utility Enchantments – Use Azure Enchantments (XP gain) until you get to 70, then use Dark Enchantments (Movement), Dragon’s Hoard Enchantments (Refining Stones) and Fey Blessing Enchantments (Enchanting Stones) as needed. I have seen people recommend using either Dragon’s Hoard or Fey Blessings until their timer runs out, then swapping out for the other. I have not tried this tactic yet, because I didn’t want to give up the gold to keep swapping these out, but it is worth a shot.
You should focus on getting artifacts that have the stats you want and don’t have the stats you don’t want. There are a lot of really great/popular artifacts that give critical strike. We want to avoid these artifacts and focus on the one’s we need. I mainly focused on Power, HP Recovery, Armor Penetration and Defense. Power was my main concern, with the others sprinkled in based on cost and where I was weak.
1. Sigil of the Great Weapon – This one is free, if you have a level 60+ GWF that can run Vault of the Nine. It gives HP, Power and Armor Penetration.
2. Sigil of the Devoted – This is another great free artifact (although if you want both free artifacts, you will need additional character slots). This is my slotted artifact, because it has a great artifact ability to recover AP quickly.
3. Symbol of Fire – Gives you Power, Recovery and Defense. Nothing fancy, but exactly what I need.
4. Kessell’s Spheres of Annihilation – Gives Power, Armor Penetration and Combat Advantage Bonus. I have this slotted one, because I needed the Armor Penetration, and two, because I got it from a Lockbox drop, so I didn’t have to pay for it. There are other, just as useful option, depending on the stats you need.
5. Wheel of Elements – This is a great option as well, giving HP, Power and Stamina gain. It also has a pretty good artifact ability.
Any of these can be switched out for others that give us the stats we need. I would just recommend keeping Power as one of the stats because it adds so much to our damage.
There are some really good powers for the Protection Paladin, and some that are just plain bad. With the bubble nerf, I find myself using Shield of Faith more than Divine Protector. Also note, while Relentless Avenger is great for building AP, it also knocks back enemies, which will not make you friends when running in groups, and is counterproductive to our DPS strategy.
1. Radiant Strike – Great power for moving around the battlefield and gives you extra Armor Penetration. This is always slotted.
2. Oath Strike – Builds threat, and does pretty good damage. Better option for a Devotion Paladin, but still a great option for the Protection Paladin and is also currently slotted.
3. Valorous Strike – I was using this as it give a bonus to DR, but I found I was having a harder time keeping threat than staying alive, so I switched to Oath Strike. Still a great option though.
4. Shielding Strike – This might be a good option, but I have never used it. Like I said, I don’t have a problem staying alive, but I could see its usefulness if you feel squishy.
1. Burning Light – *Edit* With the nerf to how Burning Light reacts with the Owlbear Companion, this power lost some of it’s overall damage, but is still one of the Paladin’s most powerful DPS encounter powers. This power is the reason we have such low crit and don’t use Relentless Avenger. When charged to full, you emit burning light that damages enemies every second for 4 seconds. This power will enemies up to 9 times each when fully charged. The first of these (when not a crit) combines with the Owlbear Cub Companion to add 50% of your power stat to the damage. So while this does not proc on every one of the 9 hits, it still hits every enemy in its range for a huge amount upfront, with successful lower hits. When running solo, I usually deal around 20-30K on the first hit and around 5-10K on each successive hit (for each mob in range). This power is still a monster for Skirmishes and mobs. That being said, I usually trade this out for Bane or Binding Oath for bosses.
2. Templar’s Wrath – Love this power. The Temp HP it gives are insane. I pop this early and often and my base HP almost never goes below full.
3. Smite – Does a large amount of damage to one target, applies a damage debuff, recharges quickly and refreshes a good amount of AP with every use. This power also has no knockback like Relentless Avenger, and is usually slotted, unless I am fighting bosses, when I switch to Binding Oath or Bane
4. Binding Oath – *Edit* I have heard they are making some changes to binding oath, which will now provide you with an additional pool of temp HP, but will no longer absorb all damage to you. Once this change is made, I will test out and see how much the changes affect overall survivability. As it stands now, this power absorbs all damage to you for 8 seconds (with 4 points) and then hits you for 50% of that and hits enemies for 20% of the damage taken. I use this for boss fights, Stronghold Dragons, etc… otherwise, I have no problem staying alive.
5. Bane – With 3 charges target deals up to 30% less damage and takes 30% more damage from all sources. This is great for bosses and dragons, and is a better choice than Vow of Enmity simply for the DR it provides.
6. Some of the other powers have their uses, Cleansing Touch, Vow of Enmity, but I haven’t found them to be particularly useful. Relentless Avenger is powerful, but it pisses people off by scattering mobs, and you want enemies as close to you as possible, so Burning Light can melt them.
1. Divine Judgement – Does a serious amount of damage and is great for upping your DPS when you are not worried about mitigating damage for the rest of your party
2. Shield of Faith – Straight 30% DR bonus for 12 seconds. I like this because it affects a large area, lasts twice as long as Divine Protector, and I am able to keep this up pretty much constantly.
3. Divine Protector – Even with the nerf, this is still an incredible daily power, you just have to work on your timing to ensure you have it up when the biggest hits come. I don’t run with this as often, but switch to it if the party keeps getting one shot.
4. Heroism – Only lasts 10 seconds, but a monster solo power for staying alive. I rarely have trouble staying alive when by myself, and the other dailies are better when running in a group, so this is rarely used.
Most of the Auras have uses in some situation, except for Aura of Wrath and Aura of Valor. I have yet to see a situation where either of these auras are a good choice.
1. Aura of Courage -Pretty much always slotted. You will have so many HPs that this Aura should be almost always used. With 120K HP, and 3 points in this Aura, you and your allies will deal an additional ~1450 damage with every hit. For your brethren that hit a lot, this will seriously up their damage.
2. Aura of Wisdom – I have 4 points in this, and it gives a 25% recharge speed bonus. I use this a ton.
3. Aura of Radiance – Doesn’t do a ton of radiant damage, but it does help with building threat, and you want all attention on you, all the time.
4. Aura of Solitude – This is great when running solo. With 4 points in this, you will be doing an extra 21% damage.
5. Like stated, all the others have their uses as well, but will depend on what type of party you are in and how squishy you are.
MY USUAL ROTATION
1. Non-Boss – When running against Mobs, or lower level bosses, I will open with Radiant Strike to close the distance, pop Templar’s Wrath, followed by Burning Light, and then Smite whoever has the most HP left. I hit them with Divine Judgement for some serious damage. I follow this up with Divine Call to shorten my cooldowns, and end with a couple of Oath Strikes. By this time, most mobs are dead, but if not, apply liberally as necessary.
2. Boss – Open with 3 shots of Bane, pop Binding Oath, close the distance with Radiant Strike, pop Templar’s Wrath, and Shield of Faith. Hit Divine Call to shorten your cooldowns, and Oath Strike until you can pop another encounter power or daily. As my kids say…Easy Peazy Lemon Squeazy
Now, I have received some advice to pop Divine Call right off the bat to get that 35% damage increase. I would agree that this is extremely beneficial for enemies that you can kill before you burn through all 3 of your Divine Calls. For harder enemies that take longer, I recommend holding your Divine Call until after you have run through your encounter rotation, to give you a 4 second shorter cooldown. When you are relying on the bonus HP from Templar’s Wrath and the damage absorption from Binding Oath (for now), it is more important to have shorter cooldowns than to increase your damage for one encounter rotation.
Remember, we building a DPS Paladin here, so we want Feats that give us more damage, reduce our cooldowns on Encounters, increase our AP, and then keep us alive.
1. Toughness 3/3: More HP equals more damage and survivability
2. Divine Action 5/5: Quicker AP gain, for quicker Daily use
3. Exemplar’s Haste 3/3: Encounter Powers are our bread and butter. Let’s get them up quicker.
4. Wrathful Strikes 3/3: More At-Will Damage
5. Light’s Shield or Impassioned Pleas 1/3: Filler
6. Steadfast 5/5: Again, more HP equals more damage and survivability
1. Bound by Light 5/5: Extra Control Strength is good, and the movement bonus from Swift Flash is so short, it has limited usefulness
2. Flash of Light 5/5: Encounter Powers have a chance to reduce cooldowns of everyone’s encounter powers by 10%. You use encounters all the time, so this will proc all the time.
3. Radiant Champion 5/5: More movement and shorter cooldowns = great
4. Echoes of Light 5/5: At-wills have a chance to reset all encounter powers = more damage
5. Purifying Fire 5/5: More damage = more damage = great
6. Vengeful Judge 1/1: Divine Call increases Damage by 35% when used, and encounter powers have a chance to recharge a use of Divine Call
1. Gifts of Light 5/5: Because you have to put points somewhere
2. Warrior’s Bastion 5/5: Grants 10% more Defense from Equipment (Remember, more Defense equals more DR, as well as more Power from the mount insignia power, Assassin’s Covenant)
3. Aura Gifts 5/5: The reason we put points in this Path. Allies within 30’ of you gain 25% of your Power. I’m not there yet, but I see situations where your resting Power could be upwards of 40K. That means you are sharing 10K power with your allies.
Remember the stats we care about Power over everything, and we never take Critical Strike (we do take Critical Severity though) Here is what I use:
1. Abyssal Regeneration – 400 Incoming Healing Bonus – Filler
2. Demonic Resilience – Control effects have 5% shorter duration on you. I hate being stunned
3. Demonic Swiftness – Gain AP 3% Faster – More Dailies
4. Baleful Clutch – 10% increased Control Strength
1. Wave of Force – 300 Power and 2000 HP. Great!
2. Earth’s Renewal – 400 Regeneration and 2000 HP. HP is great, Regeneration is OK. Your lifesteal is so low, that increasing the severity seems pointless
3. Blazing Resilience – 400 Recovery and 2000 HP, and you avoid taking Critical Strike
4. Wall of Wind – Chance when taking damage to heal for 24K HP and gain 1000 Recovery for 10 seconds. The heal is nice, but rarely needed, but the additional recovery means quicker cooldowns, which means more damage.
1. Dark Fey Hunter – 400 Power
2. Fey Elusiveness – 400 Deflect
3. Elven Haste – 3% Action Point Gain
4. Elven Ferocity – Chance when striking a foe to deal 20K Arcane Damage = Nice!
5. Elvish Fury – Gain 135 Power when killing an enemy. Last 45 Seconds and can stack up to 30 times = 4050 Power. Not as useful in boss fights, but for trash clearing/skirmishes, it rocks!
1. Primordial Might – 400 Power and 1600 HP, Great Choice!
2. Primordial Regenesis- 400 Life Steal and 1600 HP, Because you don’t want Critical Strike and Life Steal adds to Power
3. Drow Ambush Tactics- Combat Advantage Bonus 10%, better than Regeneration
4. Dwarven Footing- Control Effects have 5% shorter duration on you, both are good options here, but I hate being controlled.
5. Abyssal Strikes- 10% damage versus demons. Damage is Good!
1. Reliquary Keeper’s Strength- 250 Power and Movement. Power always, Critical Strike never.
2. Evoker’s Thirst- 400 Life Steal, Life Steal adds to Power
3. Forbidden Piercing – Additional 3% Resistance Ignored. Allows you to put points in Power or Recovery instead of Armor Penetration
4. Shadowtouched- Chance when dealing damage to deal an additional 20000 Damage. Honestly, both are good options here, but this is a DPS build, so I went with the one that deals damage.
5. Rampaging Madness- Gain stack of “Madness” when dealing damage. When you reach 50 stacks, gain 4000 Power, Life Steal and Regeneration for 10 seconds. I can do a lot of damage with an extra 4000 Power, even for 10 seconds.
Tyranny of Dragons
1. Dragon’s Claws- Gain 400 Power. Because Power, that’s why!
2. Dragon’s Shadow- Gain 400 Deflect, better than Critical Strike and adds to Power
3. Draconic Armorbreaker- Gain 400 Armor Penetration. Could easily have gone Defense here, but helps get RI to ~60% quicker.
4. Dragon’s Greed- Gain 400 Life Steal. Better than Regen and adds to Power
5. Dragon’s Grip- Increased Control Strength. Dragon’s Fury is also a good choice, because you will Crit occasionally, and when you do, you might as do more damage.
1. Encroaching Tactics- Gain 400 Combat Advantage Damage, because Damage is good.
2. Refreshing Chill – Stamina = Damage Resistance = you stay alive longer to do more damage.
3. Rapid Thaw- Gain 400 Recovery. Crit Severity doesn’t hurt this build, but Recovery is better.
4. Cool Resolve- Gain Power based on how much your Stamina is drained. You will be using Sanctuary a lot, so you might as well increase your damage while using it.
5. Winter’s Bounty – You will be killing a ton of enemies with this build, and getting AP back quicker will only increase your DPS.
There is one must have companion for this build, and every other companion just adds to it. You will notice that I went with companions that increased my damage %, over companions that reflect damage. I built it this way because when I am soloing, I can lunge into a group, stun them with Templar’s Wrath and then melt them with Burning Light before they every get a hit on me, and I don’t have a chance to reflect any damage. I would consider changing out one of these for the Young Yeti though.
1. Owlbear Cub – Your Encounter Powers deal additional damage equal to 50% of your power when you fail to critical hit. You will fail to critical hit All…The…Time, so you will be doing a ton of extra damage, even with the nerf to Burning Light. This companion is expensive, no doubt, but well worth it. The Owlbear Cub also has 3 Offensive Rune Slots, and 2 Ring and 1 Talisman Slot, making it a good Augment Companion until you can get your bonding runestones high enough to make the Fire or Air Archon a better choice.
2. Fire Archon – Increases Damage against targets at less than 50% HP by 7%, and this percentage increases by .5% for every other active Archon Companion. This stacks nicely with the Tiefling Racial power (which deals an additional 5% damage against targets at less than 50% HP), and with 3 Archons, you are doing an additional 1% damage. This makes an ideal bonding companion as well, since it also has 3 Offensive Rune Slots and 2 Rings and 1 Talisman Slot.
3. Air Archon – Increases Damage against targets not at full health by 5%. As soon as you lunge in with Radiant Strike, all targets in your area are no longer at full health, and start taking more damage, and with 3 Archons, you are doing an additional 1% damage. This is also an ideal bonding companion with 3 Offensive Slots, 2 Rings and 1 Neck Slot.
4. Earth Archon – Increases Damage against targets by 6% when you are at full health. By popping Templar’s Wrath, you are at full health pretty much all the time, so this is just extra damage, and with 3 Archons, you are doing an additional 1% damage.
5. Siege Master – Deals additional 4% increased Damage, which increases to 8% increased damage on the Stronghold map.
Let’s add all this up. Fire Archon (7% + 1%) + Air Archon (5% + 1%) + Earth Archon (6% + 1%) + Siege Master (4%) = 25% additional Damage to target at less than 50% health (when you are at full health). I know that seems like a lot of conditions to pull off, but I promise you, these conditions are met so quickly and easily.
Ideally, you want a mount that gives you the stats you want. I would recommend a mount that gives you Power or one that gives you AP Gain. Some good choices include:
1. Black Ice Warhorse – 4000 Power
2. Coastal Flail Snail – Using a Daily Power grants 25% of your total Action Points over 10 seconds.
3. Gorgon – Using a Daily Power grants 15% of your total Action Points over 10 seconds. The Gorgon also has the “Assassin’s Covenant” Insignia Power.
4. Any other Epic Mount that gives you Power
I would recommend slotting Dominance (Power) Insignias into your mount insignia slots. Dominance insignias some of the most expensive on the Auction House right now, but they are definitely worth it in the long run. Otherwise, just get the best insignias that give you the stats you want, and the mount powers you want, without giving you Critical Strike. Some Mount Powers I recommend:
1. Assassin’s Covenant – You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power.
2. 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. Only use this if you are using a Bonding Companion. If you are using an Augment, this mount power is useless.
3. Warlord’s Inspiration – Your summoned Companion does 20% more damage. Again, this mount power is useless if you are using an augment companion.
4. Wanderer’s Fortune – You have a 4% chance after killing a foe to find a Refining Stone at your feet. Great for getting refining stones to refine your artifacts/gear/enchantments.
5. Gladiator’s Guile – When your Stamina is above 75%, you move 15% faster. When your Stamina is below 25%, gain 15% of your Power as Stamina Gain. I only use Dragon’s Hoard Enchantments and Fey Blessing Enchantments in my Utility Slots, so this helps with my movement speed.
That is pretty much it. I look forward to your feedback, and if you choose to use the build, I hope you have as much fun with it as I do.