[Mod 10] RDeviant’s GWF Destroyer DPS/Tank Hybrid PVE Build

by RDeviant on October 3, 2016
Great Weapon Fighter
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[Mod 10] RDeviant’s GWF Destroyer DPS/Tank Hybrid PVE Build

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RDeviant's GWF Destroyer DPS/Tank Hybrid PVE Build


Hey everyone, I am RDeviant and some of you may already know me on Reddit forums at https://www.reddit.com/r/Neverwinter/. I’ve been a long time Neverwinter player ever since the game released starting with Mod 1 and have been a long time fan of the Control Wizard class that I have played as my main class from Mod 1 to Mod 5. When the game initially released, I felt that the Control Wizard was a clear winner to choose given the requirements that I wanted to meet at the time. In any MMO that I have ever played I have always gone for a class that could:
  • Dish out insane amount of damage over a short period of time
  • Could be self sustained through some sort of healing ability or mechanic like Life Steal
  • Can sustain through damage by either damage mitigation or heal through damage
  • Move through content quickly and efficiently
This is important because it defines the core build of this guide and has been the foundation for any character that I have ever played. At the time I’ve also played the Great Weapon Fighter (GWF), but the damage scaling wasn’t as significant as it is now and so the Control Wizard has been the top DPS class for the longest time until a nerf came to Life Steal. The character would no longer gain a set percentage of damage dealt as health which at the time made CW’s nearly unkillable. With the introduction of the updated Life Steal mechanic, which now gives you 100% of damage done but has a chance to happen, made it much more difficult to keep up with healing due to inconsistency of Life Steal activation. On top of this change, using any AOE ability would result in getting 1/3 as much percent chance to activate Life Steal mechanic. This meant that if you have 9% chance to activate Life Steal, using an AOE attack causes you to have 3% chance to activate Life Steal, but rolling that chance on each target hit.
Given the changes to Life Steal and the fact that both points “Could be self-sustained through some sort of healing ability or mechanic like Life Steal” and “Can sustain through damage by either damage mitigation or heal through damage.” were no longer feasible, I’ve decided to look into other classes and see if I could find another class that can fulfill some or all of the points I mentioned above and this is when I settled on picking Great Weapon Fighter and making it my Main.



It has been a long road building my character up to the point where I could finally write this build and release it to the public for anyone who is interested in a different playstyle to play their GWF. With this build you will be able to play your GWF as a hybrid between DPS/Tank/Healer that also has outstanding utility, control immunity, and party buffs/debuffs. The following is a breakdown of everything that you can achieve with this build given my experience of over 1 year of testing the build.
  • Over 95% Critical Chance (Buffed with Bonding Stones. 65% unbuffed)
  • Over 85% Damage Resistance (Buffed with Bonding Stones. 60% unbuffed)
  • Over 60% Action Point Gain (Buffed with Unstoppable + Battle Fury)
  • Average 60 – 78k Power (Range depends on Brutality Ring activation and boons)
  • Stand in red areas in most dungeons/zones and live through hard hitters that would normally one shot anyone else other than a tank.
  • Be the first to the scene (Getting to a group of mobs first means you are the first person to do damage, get hit, and get agro. You mitigate party damage by taking all of the heat on yourself rather than the party)
  • Passively buff party and debuff any mobs you encounter
  • No more dependency on Indomitable Battle Strike as you will no longer use or need to prepare everything else just to use this skill. This provides you with more opportunities to do as much damage as you can through other means.
  • Be on top of Paingiver chart nearly 100% of the time and either double or quad-ripple the second highest dps. (EXCEPTION: Anyone wearing Orcus Set will more than likely match your DPS at 2800 iLVL – 3500 iLVL and pass you if they are 3800 iLVL. This is an assumption solely based on personal experience given the hundreds of dungeons that I’ve done in different scenarios)
  • Be able to solo most 5 man dungeons and bosses (This means that party composition no longer matters to you as you can carry a party of any composition and any iLVL. EXCLUSIONS: Only exclusion that applies is Orcus boss in CN and some HE encounters in the Lonelywood, Cold Run, and Bryar zones where you can get one shot most of the time due to unresistable damage from Everfrost)
  • This build accounts for a possible nerf to some of the GWF powers up to 35% loss in overall class effectiveness. This means that if the future nerf was to reduce total effectiveness of our class by 35%, this build would still be viable as there is no dependency on any one skill or combination.
It is important to note that much of the credit in creating this build goes to Lazalia for being one of the first GWF players to propose both a viable High DPS / High Crit build and also demonstrating GWF potential as a tank option. His guides and analysis of sets, feats, boons, powers, and playstyle provided a foundation for playing GWF as anything other than a pure DPS character by introducing the potential of Battle Fury and Daring Shout. Additional credit goes to Lia Knowles for her recent contribution to the game, specifically Orcus Set testing, Mount configurations, Mount insignia setup, and Companions.
Before moving on with this build, I would highly recommend reading both Lazalia and Lia Knowles guides before moving forward as what follows will be contradicting almost everything that both Lazalia and Lia Knowles recommend not to do when running dungeons. What follows is an in-depth analysis of the Great Weapon Fighter class and what makes this build work the way it does.
Lia Knowles Build
Lazalia’s Build
Lazalia’s Updated Blog



Picking a race in Neverwinter can definitely influence your character’s build and how effective you are in running dungeons so it is important to choose a race that fits your character well. The most popular choices for the GWF is going with either an Orc for +2 STR/DEX and +5% Critical Severity, a Human for +2 to any ability, +3% defense, and 3 heroic feats, or Dragonborn for +2 to any two stats, +5% incoming healing, and + 3% to both Power and Critical Chance stats. For this build I chose to go with the Dragonborn because of the bonuses provided. However, going with any of the above choice would be a good idea with Human being either the first or second choice to go with. The three additional heroic feats provided by the Human can push this build further on the tankier side and provide more defense. Given the state of current content, I haven’t really found the need for more defense than I currently have, but if you feel that you are struggling with staying alive, going with the Human would definitely be the go to choice.





For this build the recommended rolls are as follows if chosen race is Dragonborn:

  • STR: 18 (+2 Racial Bonus)
  • CON: 13
  • DEX: 17 (+2 Racial bonus)
  • INT:   11
  • WIS:  9
  • CHA: 11

If going with a Human the recommended rolls are as follows:

  • STR: 16
  • CON: ??
  • DEX: 18 (+2 Racial bonus)
  • INT:   ??
  • WIS:  ??
  • CHA: ??

If going with an Orc the recommended rolls are as follows:

  • STR: 18 (+2 Racial Bonus)
  • CON: ??
  • DEX: 18 (+2 Racial bonus)
  • INT:   ??
  • WIS:  ??
  • CHA: ??


Regardless of which race you have chosen, you would want to invest 1 Point into STR and 1 Point into DEX every 10 levels all the way to level 70. Doing so will provide you with additional bonuses to your Critical Chance and outgoing Damage, which is what we need.



For this build you will be using the following powers for majority of situations in the game:

  • At Will: Sure Strike (Used majority of the time when fighting single targets)
  • At Will: Wicked Strike (Used majority of the time when fighting multiple targets)
  • Encounter: Hidden Daggers (The only attack encounter that you will have in this build. Used to attack multiple targets in front of you to cause heavy damage and buff “all” of your attacks for a 6 sec duration. This encounter can be used up to 3 times and essentially expands GWF’s encounter bar to 5 total skills instead of 3)
  • Encounter: Battle Fury (This is your main utility skill that provides 25% more Action Point Gain, bonus damage to your encounters and at-wills, full Stamina refill, and 25% of it’s bonus is also applied to teammates in your party)
  • Encounter: Daring Shout (This is your primary buff and debuff skill that will allow you to gain Determination quickly, mark targets for an increased bonus damage (20% from skill + 15% from feats), and provide you with an additional layer of defense based on how powerful your targets are. This ability is key to maintaining your Damage Resistance as well as doing increased damage. This skills also provides you Combat Advantage against targets that you effect and an additional 8% damage bonus to applies in party)
  • Daily: Slam (This is a very powerful daily that when feated will provide you additional 25% more power for 8 sec based on the power that you currently have without certain buffs. Slam will help you generate threat, slow targets down, skill cancel all surrounding targets, and reduce target damage by about 10%. In addition to the above, Slam does additional damage which is fairly small, but the activation of this skill is extremely short which allows you to use other skills while it’s active. On average you will gain about 25% Action Points before the skill ends)
  • Daily: Savage Advance (You will almost never use this ability unless you encounter a situation where you may need to reduce your cooldowns. If you feel a need to do so, slotting this Daily will reduce all of your cooldowns by 25% for 15 sec)
  • Passive: Destroyer (This is a pinnacle features of the Destroyer GWF and should never leave your passive slot. It provides a heavy bonus to your damage)
  • Passive: Wrathful Determination (This is a secondary passive that should never leave your passive slot unless you don’t have enough Critical Chance or doing PVP. This passive provides you with about 12.5% damage and the effect is doubled when your Determination is full)



For this build you will be using the following Heroic Feats:

  • Unstoppable Action (4/5): This feat provides you with additional Action Point gain whenever you go Unstoppable to help you activate dailies quicker and promote Slam Daily further. The faster you gain AP the more often you can activate dailies and in our case, the more you receive +25% to Power when feated properly. For our purposes +20% extra AP gain when going Unstoppable is more than enough boost for the duration of Unstoppable.
  • Disciple of Strength (3/3): The usefulness of this feat is uncertain as it isn’t clear if this feat gives you additional +6% Strength which some people claim that it does, or if it provides 6% of your Strength stat to what you currently have. In any case, this feat increases your damage, but the exact benefit of this feat vs. Armor Specialization is to be determined through more testing.
  • Armor Specialization (3/3 Humans Only): I am still in the process of testing this feat to see if this is as beneficial as the tool tip claims it to be, but if you are playing a Human, I would definitely recommend adding 3 points into this feat for extra 15% Defense and Armor Specialization.
  • Steely Defense (5/5): This feat provides an additional 20% of your Defense as power to your main stat. At high Defense stat values this is a very worthwhile stat to have.
  • Weapon Mastery (2/3): Depending on how much Critical Chance you currently have you may or may not need all 3 points in this. Since this build is focused around a Dragonborn Race, the extra 3% to Critical Chance more than makes up for a loss of one point that could be better used elsewhere.
  • Devastating Critical (3/3): This is a must have feat no matter to build that you are going with. The extra +15% critical severity is simply too good of a bonus to pass.


For this build you will be using the following Paragon Feats:

  • Great Weapon Focus (5/5): Increases your At-Will damage by additional 10%, which is a must for this build.
  • Disciple of War (5/5): Grants you Power equal to 25% of Recovery and Armor Penetration. This is a great bonus that will be responsible for providing you with additional Power especially when your Bonding Stones activate on your Companion.
  • Mighty Blade (5/5): Increases your AOE damage by 12.5%, which is a huge bonus especially when your At-Wills will be the primary sources of doing damage.
  • Executioner’s Style (5/5): This feat provides you with up to 30% more damage to Sure Strike and Indomitable Battle Strike skills, which is a huge bonus especially when combined with the Orcus Set. However, this build does not use Indomitable Battle Strike, but still benefits heavily from this feat due to considerable use of Sure Strike.
  • Focused Destroyer (5/5): This feat provides you with an additional 3.5% bonus damage per stack and has a 25% chance of activating with any number of enemies. This is a must have feat for any build.
  • Battle Awareness (5/5): This feat provides you with 25% more Power whenever you activate Slam Daily and 25% shorter cooldowns for 15 sec whenever you activate Savage Advance. This is a very controversial feat that most builds do not recommend. However, since this build is focused on creating a self-sustained hybrid tank GWF, you will be building AP really fast and as such the 8 sec duration of this buff is more than enough to deal serious damage. Comparatively speaking, this feat is equivalent to wearing 2 – 3 Brutality + 4 rings with about 30 sec cooldown. On average, you will be activating dailies between 20 – 35 sec. In the case of this build, I am gaining about 15k Power whenever I activate Slam.
  • Destroyer’s Purpose (1/1): This is the pinnacle feat in the Destroyer paragon path that provides you a significant boost to your overall damage whenever you go Unstoppable. You get 5% more damage for each stack of this buff that stacks up to 10 and stays on you for 25 sec. Additionally, you gain extra 20% damage to your encounter powers that really only apply to Hidden Daggers in our case. Ideally, you would not want to use Hidden Daggers when you are Unstoppable as your At-Will attacks will be twice as fast and deal much more damage than the Hidden Daggers would even with the 20% damage bonus. EXCEPTION: If you are surrounded by mobs and they are unreachable with Weapon Master Strike, only in this case should you expand all of your Hidden Daggers while Unstoppable.
  • Scale Agility (5/5): With the release of Mod 10’s new boons, it now makes more sense to have a decent amount of Deflection Chance. This feat provides you with an additional 5% Deflect Chance that when stacked with Boons, DEX, and Orcus Set, you should be around 20% Deflect Chance. This is important because not only will this provide you additional layer of resistance once every five hits that hit you but you will also deal additional 5000 damage to your attacker with each deflect (Frozen Reflection Boon).
  • Powerful Challenge (5/5): This feat is a must have for any build and goes hand in hand with the Daring Shout encounter power. Whenever you mark a target, you get additional 15% damage against marked targets. For the purpose of this build you must use Daring Shout to benefit from this feat.



The following is a list of all of the boons that I have chosen for this build. Please feel free to ask me questions about boons that you have questions about as for the most part these boons are straight forward.


Tyranny of Dragons


Maze Engine

Icewind Dale

Elemental Evil

Dread Ring

Stormking Thunder



With the release of Stronghold came new boons that unlock a whole new perspective for customizing your character to different situations. The boons offered in Stronghold enable you to change available boons at any time during your play and at no cost when compared to all other boons that are permanent once you have made a selection. This opens a whole new spectrum of character customization that allows you to spec for PVP, PVE, or Hardcore PVE.
In the case of this build, reasoning for building up your base defense as high as possible is so that if you encounter extremely difficult situations where you still need lots of defense but you also need as much healing as possible, you have a sort of fallback option which we can refer to as “Overdrive”.
The three main Stronghold Boons that this guide focuses on are 8k Power (Offensive), 8k Defense (Defensive), and 8k Life Steal (Defensive). It is important to note that you can only have one of each, so one Defensive and one Offensive boon active at any time. For majority of dungeons you will likely not need any extra Life Steal as 12% is what I would recommend to be your base Life Steal. However, starting with Mod 10 the new Heroic Encounters as well as the new Stormbreaker dungeon will be causing quite a few one-shot attacks.
With the extra layer of damage that you will now receive from Everfrost Damage, you will almost certainly need healing much more often than what is currently required for other dungeons. In this case you will want to give up the 8k Defense boon for 8k Life Steal boon in Stronghold. This will place you at around 12k Life Steal and 12k Defense. When your companions activate bonding stones, you will still end up with about 20k Defense which is around 65% Damage Resistance. Overall, you will have about 33% Life Steal Chance and 65% Damage Resistance. This is more than enough for you to sustain extreme damage and still be able to do heavy damage. As some have said before, better to be alive and do some damage than to be dead and do none.




Primary Mount Choice

As the primary mount choice I would highly recommend to go with the Emperor Beetle if you can afford it. That has been the most expensive buy for me in this game so far, but it is hands down one of the best investments you will make. You can also choose to go with a cheaper epic version, but in general for this build to work properly go with a mount that provides Defense bonus as either 2k or 4k version.

Mount Stable Setup

Through testing different mount configurations it has been determined that the best setup for consistent Damage and Defense boost would be to go with four mounts that have Protector’s Camaraderie as their Insignia Bonus and one mount with Protector’s Friendship.
  • Protector’s Camaraderie: whenever your summoned companions attacks you gain 3% of your Power and Defense that stacks 4 times. The general rule is that the first mount of its kind gives 100% of its bonus and 25% of its stats for each additional mount up to 5 total. In the case of this Insignia Bonus, you gain 3% damage for the first mount and 0.50% damage for each additional mount for a total of 4.5% damage stacking 4 times.
  • Protector’s Friendship: whenever your summoned companions attacks you gain 1% of your Power and Defense that stacks 4 times. In the case of this Insignia Bonus, you gain 1% damage for a total of 1% damage stacking 4 times.
Once everything is said and done, you should get 22% bonus to both Power and Defense, which is a considerable buff. As far as Insignia’s go, you will be using Regal Insignia of Courage and Barbed Insignia of Skill. These two will provide a significant bonus to your Critical Strike and Defense. In my case, I am waiting for mount discount event to buy my last account unlocked mount, but in the meantime I’m using Artificer’s Persuasion for bonus whenever I activate an artifact.


List of Recommended Mounts:

  • Guard Drake
  • White Tiger
  • Giant Crab
  • Medium Black Horse
  • Bay Zakharan Horse
  • Emperor Beetle






As far as companions go I’ve chosen to stay with Zhentarim Warlock as my primary active pet. There are multiple reason why I’ve chosen to use this companion over others. For starters, it is very expensive to obtain a companion, level it, and finally upgrade it to Legendary. With every Mod that comes out there is always something new that comes about and becomes the “flavor of the mod” that everyone flocks to like it is happening with the Fire Archon. I personally cannot justify switching companions every time a new Mod comes out and so I am staying with Zhentarim Warlock for now. However, if you do have the funds and willing to switch companions constantly than yes, Fire Archon would be the best choice for a “DPS” oriented GWF, but not very viable if you plan to stick with this build.
Basically, you want a companion that has 2 offensive and 1 defensive slot, so any other companion should work as long as it has fairly short cooldowns on attacks. The second reason why I chose to stay with my companion of choice is the fact that I would be losing about 2400 Defense which comes out to be 6% Damage Resistance and 1% Damage Bonus from Power gained through 20% of Defense. Now, granted that the Active bonus on Zhentarim Warlock sucks, I will be switching it out for something else once I get a chance to test other viable options out.


Current Companion Setup:

  • Zhenarim Warlock (Primary Summoned): Provides 165 power and 165 Recovery which is mostly useless, but it is a fast casting companion and has AOE attacks which help activate bonding stones faster.
  • Erinyes of Belial: Provides +10% Critical Severity at Epic grade.
  • Air Archon: Provides  5% damage bonus vs. targets not at full health and additional 0.5% damage for each additional active Archon.
  • Earth Archon: Provides 6% damage bonus when you are at full health and additional 0.5% damage for each additional active Archon
  • Flying Sword: Provides 5% Critical Severity at Epic Grade

Companion Gear Setup:

  • Rank 12 Bonding Runestone x 3
  • Talisman of the Loyal Avenger x 2
  • Ring of the Loyal Avenger x 1
  • Rank 12 Azure Enchantment (Defense Slot) x 3
  • Rank 12 Brutal Enchantment (Offense Slot) x 3




For the most part the gear usage suggested for this build is the same across all builds, with the difference being that you will want to focus more on HP, Defense, and Life Steal stats.The following is a breakdown of my gear.



  • Elemental Dragonflight Assault Sallet
  • Elemental Dragonflight Assault Scalemail
    • Transcended Negation Enchantment
    • Rank 12 Savage Enchantment (Defensive Slot) x 1
  • Elemental Dragonflight Raid Greaves
  • Elemental Drowcraft Raid Vambraces
  • Twisted Labrys
    • Transcendent Vorpal Enchantment
    • Rank 12 Brutal Enchantment (Offensive Slot) x 2
  • Twisted Sword Knot
    • Rank 12 Brutal Enchantment (Offensive Slot) x 1
    • Rank 12 Savage Enchantment (Defensive Slot) x 1
  • Lostmauth’s Hoard Necklace [Needs Update to Orcus Set]
    • Rank 12 Brutal Enchantment (Offensive Slot) x 1
  • Ring of Sudden Precision + 4 
    • Rank 12 Azure Enchantment (Defense) x 1
    • Rank 12 Savage Enchantment (Offense) x 1
  • Ring of Brutality + 5
    • Rank 12 Brutal Enchantment (Offense) x 1
    • Rank 12 Brutal Enchantment (Offense) x 1
  • Golden Belt of Puissance [Needs Update to Orcus Set]
    • Rank 12 Savage Enchantment (Defense) x 1
  • Drowcraft Chaincoat [Needs Update to Mod 10 Gear]
    • Rank 12 Brutal Enchantment (Offense) x 1
  • Drowcraft Chausses [Needs Update to Mod 10 Gear]
    • Rank 12 Savage Enchantment (Defense) x 1



  • Wheel of Elements (Primary): Activate and get Fire buff to gain 30% bonus fire damage for 30 sec
  • Lostmauth’s Horn [Needs Update to Orcus Set]
  • Lantern of Revelation
  • Sigil of the Controller


Set Bonuses:

  • Elemental Dragonflight Armor Bonus: Gain +500 Power and 2000 HP
  • Elemental Drowcraft Armor Bonus: Gain + 10% Damage Resistance to Demons
  • Elemental Drowcraft Shirt / Pants Bonus: Heal yourself and your party for 1% of your HP upto 1000 HP whenever you land a Critical Strike. This effect happens only once every 3 sec
  • Lostmauth’s Set Bonus: Do additional hit for weapon damage when you land a Critical hit




The above image shows a breakdown of my character stats when standing (unbuffed left side) and attacking (buffed with companion gift + Campfire Buff). Both versions do not include additional buffs from boons to Power and Recovery based on how much stamina I have nor do they include +25% Power from Slam ability. Additional benefits from boon activation not included.
The above stats should serve as a guide for determining what stats you need and in which categories. How you hit these numbers is entirely upto you, meaning that what gear you wear, or what enchants you use is really your call as long as you get a good amount of stats in Power, Critical Strike, Defense, and Life Steal. Everything else is manageable and serves as an added bonus, but is not an absolute necessity to get exactly the same.
The other factor I would stress is getting a good amount of HP to your character. I would highly recommend getting VIP as it provides an additional +2k HP and extra bonuses. You should also aim at getting about 120k HP. I’d say that by endgame this is nearly a requirements to get by. With more HP you will have a much easier time in some of the harder dungeons like CN, EDemo, and Fangbreaker Island.



Now that the setup of your character is complete, it is only a part of what is required to make this build viable. The following is a closer look at class fundamental features.



This is likely the most powerful class ability in the game that makes GWF high power damage dealers as well as semi-tanks. The way unstoppable works is it requires the character to either take lots of damage or do lots of damage and both cases can happen at the same time. For you to be able to gain Determination from dealing damage you must follow the Destroyer tree and have “Destroyer’s Purpose” as your final capstone feat.
Through heavy testing of this ability it seems that the game keeps track of both the “average” damage you take and “average” damage you deal and based on those numbers it determines the rate at which your Determination builds up. What this means is that regardless if you are a 4k or a 1K iLVL GWF, you will essentially gain Determination at about the same rate for each hit you take or each hit you deal to your enemy. The variable that increases your Determination gains are “spikes” both in damage taken and damage dealt. So whenever you deal or take a higher damage than an “average” number, you gain more determination than you would otherwise.
This is very important to understand, because when you are tanking and attacking enemies you will be taking and dealing “spike” damage very often which would result in more Unstoppable that you can activate without requiring you to do any kind of build up.
The other aspect of Determination to note are the benefits that you gain from activating it. For starters, you become completely immune to “most” control effects, which already places you above all other classes with just that one factor. Immunity to control effects enables you to stand in “most” red areas and continue to do damage while most other classes have to avoid red zones and unavoidably lose out on damage that they would’ve been doing had they been immune as well. Immunity by itself isn’t everything, you also need high resistance, which if activated when Determination is at max, you should also gain upto 30% damage resistance and 16% or more temporary HP. The extra damage resistance and temporary HP adds an extra layer of buffer zones that helps you resist much harder attacks. It is also important to note that the more HP you have the more temporary HP you will get as a result, which could mean the difference between getting one shot or surviving.
Now, the most important part about this ability that really seals the deal is the increased attack speed of your At-Will attacks. This is the bread and butter of this build, which is extremely important to understand. Through testing, it seems that the increase to your attack speed on At-Wills is about 1.8 times the original speed. While Unstoppable, you are doing nearly two attacks per second, which is a huge boost to your overall DPS. The trade to such boost is that you are losing about 20% of your At-Will damage while unstoppable as a result. This is not a big issue as one of the boons in the Destroyer tree counteracts this effect and provides you with additional 12.5% damage to AOE attacks.
In the most ideal situation, you will want to activate Unstoppable as much as possible and to do that often you will want to do both take and deal lots of damage.


Destroyer’s Purpose:

Destroyer's Purpose

This capstone feat gives you the capability to gain Unstoppable by doing damage and also substantially increases your overall damage by 50% as long as you keep moving. While most fights don’t last 20 sec, you will likely never run out of Destroyer’s Purpose stacks. Combined with Battle Fury encounter, you will almost certainly have this on 100% of the time. The other aspect of this capstone feat is that it boosts your encounter powers by 20% more damage while Unstoppable is active. You will utilize this bonus through Hidden Daggers.



Destroyer's Purpose

Sprint is likely the most overlooked GWF class feature that most people who play the class take for granted without realizing what this feature can do at full potential. Sprint not only allows you to get to places faster and be immune to slowing effects, but it also allows you to cancel ability animations. This may not be such a secret to longtime players who have played the class for a long time, but it is extremely important to the functionality of this build. Sprint enables you to quickly cast your encounters without getting rooted to the ground or waiting for animation to end. This works well with Daring Shout, Battle Fury, and many other skills.



Jumping in Neverwinter is rarely talked about because for the most part it seems common sense and supposed to be a function of the game that most people understand. Unfortunately this is not the case as you must first understand how the game really works to take full advantage of this function of your character. First, lets look at the following:
  • An object in motion will stay in motion unless another force acts upon it. This means that if you are riding a mount,  moving in one direction and jump while activating your artifact causes your character to continue to move forward even though you are no longer on your mount. The speed of your mount, the jump height, and the momentum you have gained on your character while activating any skill during flight determines if your skill will actually activate and how many skills you can activate during flight. This is especially important when trying to perform multiple actions at the same time. If you are not jumping and decide to activate a skill or an artifact, your character will be pinned to the ground for about 1.5 sec. You can basically consider this as being stunned. Jumping is good, so the more often you do it the more cool things you will be able to accomplish in shorter amount of time.
  • Jump is a prerequisite for some abilities such as Slam, Daring Shout, and Battle Fury. For anyone using this build to fully utilize everything you must be able to add Jump + Anything to your rotations. It does not mean that every cast you do has to have Jump in it, but there are situations that I will talk about later on which will increase your ability to use skills quicker and more efficiently. As mentioned, casting Slam, Daring Shout, and Battle Fury while jumping will remove any disadvantages that these abilities come with.
Mastering Jump functionality and when to jump will be something that will come to you the more you use it. By end game, you should have no problem using your Artifact, Slam, and Encounters within 3 sec.



The following is a closer look at character powers, and how certain abilities influence this particular build.

Destroyer (Class Feature):


This class feature is already great by default and should never leave your feature slot no matter what. By default you get up to 36% more damage whenever you are at full stacks, but there is a catch. Without the “Focused Destroyer” you would have to hit at least three targets with a single attack to get 1 stack. By having the “Focused Destroyer” feat you can essentially get a stack no matter how many targets you hit or what attacking ability you use. This is important as it doesn’t just lock you in to using AOE based abilities, but you can now use any ability with 25% chance of getting a stack and up to 46.5% more damage.

Wrathful Determination (Class Feature):

Wrathful Determination

This class feature provides you with an additional 12.5% more damage as your Determination bar fills up and doubles when you are at full Determination. The idea behind this class feature is that you aim to activate Unstoppable whenever your Determination is full. Once activated, your Determination and damage bonus will start to diminish from this class feature. Additionally, Wrathful Determination seems to provide you with more damage bonus to all of your abilities. The damage difference can be noticed to be around 20% increase.
It is unknown if this is intended functionality but simply not documented in the tooltip or if this is a bug. For all intentions and purposes, you get a total of 45% damage increase just by slotting this class feature.



Sure Strike (At-Will):

Sure Strike

Sure Strike is the most powerful attacking At-Will that a GWF has and will be used as our main damage dealing power in majority of cases. Sure Strike by itself is not that powerful, but when you consider all of the buffs that you get from various abilities, you end up doing tons of damage in a very short amount of time. Sure Strike is empowered further with the feat “Executioner’s Style,” which increases your damage by up to 30% based on how much HP your opponent has. In general, you will be allocating about 6 sec of time to this skill whenever you are either Unstoppable or fighting a single target enemy.
Additionally, whenever you go Unstoppable, your Sure Strike and Wicked Strike At-Will’s will be buffed to attack nearly twice as fast, but less effective in terms of damage. Given all of the buffs, debuffs, and critical severity, you will almost certainly deal much more damage than you would with any other encounters. In our case, Unstoppable basically supercharges our At-Wills to do as much damage per swing as you would with a single Indomitable Battle Strike encounter in a half second!



Wicked Strike (At-Will):

Wicked Strike

Wicked Strike is the secondary At-Will ability that we will be utilizing in order to deal damage to enemies around you in AOE and also debuffing everything to deal about 30% less damage to you. Wicked Strike also increases attacking speed of this ability based on how many targets you are attacking. Hitting more than three targets is faster than hitting one or two targets and so it is recommended that you use this At-Will sparingly. Whenever you go Unstoppable, Wicked Strike also gains increased attacking speed, but the increase is not as high as Sure Strike. Through testing, it seems that the increase is 1.5 attacks per second whenever you go Unstoppable and further increases to 1.8 at max whenever you are attacking more than five targets.
You will likely not use Wicked Strike as your primary attack in a single target setting whenever you go Unstoppable, but do consider using it a few times just to debuff your targets to deal less damage to you. This is not so important in our build as you will be tanky enough not to depend on this debuff. However, in extreme cases you want to get as much benefit as you can get from each ability and in the case of Wicked Strike it can really help with softening strikes against you and your party.



Daring Shout (Encounter):

Daring Shout

Daring Shout has an important role to play in this build in that it provides you a number of benefits that really make this encounter ability a must have. Given that this is a hybrid build, this choice benefits you in many ways such as providing you with about 35% more damage, temporary damage resistance, combat advantage, and helps you gain determination based on how many targets you affect. You also reduce target resistance to your attacks which further increases party damage as a result. The range on this ability is far enough to provide a good bonus most of the time. Additionally, using this ability also helps to quickly activate your Destroyer class feature as well as other proc based features that increase your performance.



Battle Fury (Encounter):

Battle Fury


Battle Fury is another ability that I would call a hidden gem in that most people don’t see the potential this ability provides. There is a lot more to the ability than meets the eye. Lets start with the basics:
  • You can activate this ability while moving, which is a huge deal in our case. It’s one less ability to worry about when trying to skill cancel through Sprint or Jump.
  • You refill your Stamina all the way when you use this ability and.your party refills 25% of their Stamina. This means that you can run double the distance with this ability and get ahead of everyone else.
  • At rank 4, you get a bonus of 26% more AP Gain and your party gains 6.5% of this bonus.
  • At rank 4, you get a bonus of 26% more Damage and your party gains 6.5% of this bonus.
  • Very high utility to manipulate the Stamina based bonuses such as “Cold Resolve (0 – 2k Power)” and “Chill Determination (0 – 2k Recovery)”
  • At rank 4, this ability lasts about 8 sec and has an average of 17 sec cooldown.
  • This is the bread and butter for providing you with enough stamina to skill cancel most of your abilities and improve your mobility significantly.
Now that all of the bonuses from this encounter are laid out, it is a difficult encounter to pass by lightly. Having a long cooldown of about 17 sec is actually not a bad thing. You want to have some time in between abilities to deal damage with your At-Wills and Hidden Daggers.
Given that the buff lasts about 8 sec, you are basically only waiting for about 9 sec, which is perfect. With 8 sec of time while this ability is active, you can dish out way more damage than if you were using Indomitable Battle Strike, which requires a specific rotation and perfect timing to really be significant. The extra bonus from AP gain is actually enough for you to get at least 25 / 100 AP Points within the 8 sec duration.
Secondly, if you use Battle Fury right before activating Unstoppable, you will gain about 46% (20% from Capstone + 26% from Battle Fury) damage bonus to your Hidden Daggers. This is a huge buff to Hidden Daggers, which will be covered in the next section.



Hidden Daggers (Encounter):

Hidden Daggers

Hidden Daggers is an interesting Encounter in that most builds use it mostly for the 40% damage buff that it provides and not the actual damage that it does. This build changes that assumption and turns this ability into a full-blown encounter that does massive damage not only to a single target but to any targets in a cone in front of your character. It is important to understand the difference between a lateral attack type ability like Indomitable Battle Strike and a cone based attack like Hidden Daggers. Hidden Daggers have a long-range attack that allows you to reach far away targets without having to move an inch. Just to put things into perspective:
  • Hidden Daggers have 40′ ft range distance and a 90 degree cone in front of your character.
  • Indomitable Battle Strike has 12′ ft range distance and a 3′ ft diameter cylinder in front of your character
What this ultimately does for you is provide you with an encounter that not only buffs you, but also does damage to targets that are either close to you or far away. In other words you become a GWF with a total of five encounters instead of three since daggers stack up to 3 charges. How you use these charges is entirely up to you, but given that these charges can be used one after the other consecutively without a cooldown opens up your outgoing damage potential to a whole new level. You gain the flexibility to use the encounter at any given time and do more overall damage.
Additionally, Hidden Daggers take about 11 sec to refill a charge. The interesting thing about this is that the refill timer does not reset whenever you cast Hidden Daggers so if you expand all 3 charges at once, you will have about 8 sec cooldown before a new charge becomes ready. Well, this is awesome because Hidden Dagger buff lasts 8 sec as well and so with 8 sec cooldown, you basically cannot run out of the buff. In other words, not only are you constantly doing massive AOE damage, but you are also constantly buffing yourself with nearly 0 downtime between having the buff and not having it.



Slam (Daily):


Slam is an interesting Daily in that it has many uses that are easily overseen. In this build, you will be using Slam in 95% of all situations and Savage Advance as your secondary Daily for the 25% cooldown reduction on all abilities while it is active. The reason Slam is a the primary Daily we choose is because there is no delay in casting it other than the initial activation, which we can skill cancel. In comparison to a Daily like Crescendo, which locks you in for the duration of the attack, Slam does not lock you into skill casting duration like Crescendo does. What this means is that while Slam is active, you can continue using Encounters and At-Wills and build up your AP, which is extremely important to this build. Casting Dailies do not build your AP.

In the case of Slam, you get the following benefits:

  • Cancels any skills that an enemy is casting around you in a huge area of about 60′ ft radius (First Pulse)
  • Builds threat while this ability is active for 8 sec, and double the threat on initial activation (Helps to agro enemies to attack you instead of your party. Partially acts as “Come And Get It” Encounter)
  • Debuffs all surrounding targets to deal about 10% less damage to you and your party for a duration of 8 sec
  • Deals basic AOE damage to all surrounding enemies that cannot deal Critical Damage
  • Slows targets down for a duration of 8 sec (You apply Control Effects to targets that provide benefiting effects to party members that benefit from Controlled Effects)
  • Provides you with 25% more Power for the duration of 8 sec (You must have Battle Awareness feat to receive this benefit)
  • Enables you to continue to gain AP from Encounters and At-Will’s while this Daily is active
  • Very cool ground effect while it is active and also zooms out your character to see more of the battlefield (This is more of a cosmetics bonus, but at the end of the day if we are not having fun, what’s the point of playing right?)
On average, you will be gaining about 25% of your AP while Slam is active. This is a huge deal to consider as there is no other Daily that will allow you to continue to gain AP while it is active. You can look at this daily as something that reduces your daily activation point requirement to 75 / 75 vs.100 / 100, which is a huge deal. Coupled with Battle Fury and constant Unstoppable activation, your AP gain is constantly jumping between 10% / 35% / 60% depending on when and how you activate your abilities. Keep in-mind that each cast of Hidden Daggers also gives you AP and even more if you hit more than one target. When all is said and done, Slam will be coming up very often.



This section is more about theoretical thinking and common sense than anything else. It has nothing to do with how you build your character, but more to do with how you perceive the environment around you, which in our case is either a Dungeon or Open World areas. Many times you see guides that are all about delivering that perfect hit after building it up for a duration of time. In a real gameplay scenario this is not as easily to pull off as it is in a theory where all variables are constant and not moving. In the case of Dungeons, you are no longer the only person on the battlefield, nor are you the only DPS in the party. This means that other variables come into play that may abruptly end whatever it is that you are doing to deliver that perfect hit or rotation.

Consider the following in terms of time:

  • More HP -> Take More Hits -> More Time
  • More Defense -> Take Less Damage -> Take More Hits -> More Time
  • More Time -> Deal More Hits -> Higher % to Life Steal -> More Sustainability -> Deal More Overall Damage
  • More Overall Damage -> Less Available Enemy Time -> Less Damage Left to be Done by Party
What this means is that the more HP or Defense you have the more likely you will have the time to sustain the damage that is dealt to you when compared to other classes. The more damage you can sustain that is dealt to you the more time you have to continue doing damage to everything else around you. Sustainability also means that you can live through controlling effects or hard hitters that would normally either one shot you or cause you to take severe damage, which you normally try to avoid, which results in a time lost. The time lost is an opportunity gained by someone else to deal damage.
This guide is all about taking advantage of time and using any open opportunity of time to your advantage by using utility that enable you to get to your targets faster than anyone else, sustaining more damage than anyone else, healing yourself through damage taken, dealing more overall damage by casting abilities faster than other GWF’s, expanding your abilities as fast as possible, and constantly being on your feet at all times.
This particular playstyle is not for everyone as you take on a leading role in your party, always running into the pack of enemies first and taking on everything all by yourself. You must be able to use all of your abilities quickly to really see the true potential of this build. This guide is more about saving time and using time gained to deal damage very quickly. No matter what class you play, if you grasp the concept of time and the fact that enemies have a certain number of HP than you will come to understand that it’s not about who does the most damage, but more about who can get to the target location first and deal damage the fastest. As been said at the beginning of this guide, with this build you have a different mindset that is focused more on dealing consistent damage very fast vs. doing one big hit that does a lot of damage.
Comparatively speaking, if you master moving quickly and dealing lots of damage quickly, you can essentially screw over anyone who has a build up based playstyle. In other words, by the time others get to the location and only then start building their chain of attacks, you should be able to clear the target enemy group before they even finish. At the heart of this build, this really is it. It’s more about how you adopt this playstyle than getting the exact gear and stats.



This is the final section in this guide that will provide you with case by case scenarios for when to use which abilities and in which order. Keep in-mind that this is not an end be all guide, but more a basic guide to get you started with using this build. It is important to note that the functionality of this build was built-in such a way to make mistakes very forgiving and provide maximum flexibility. This is not a cookie cutter build that has just one rotation that you do over and over. With this guide you should be able to create various number of chains that will keep you up on your feet, and engaged.
Many times on forums and in the game you see claims that a GWF is a faceroll easy to play class. This is true if you play with only one kind of party setup that places all of your damage well above what it is supposed to be and you just blow through the dungeon because other people in your party are protecting you. Honestly, with a supper buffing party any decent DPS character can do very well, no matter if you are a GWF, TR, SW, TR, or really anyone. This is something that causes many people to get a skewed perception of a certain class without realizing that the “only” reason those classes are doing as well as they do is because they are protected by a certain group setup and really do not take the damage that they should be taking.
With this build and playstyle you are completely independent of dependency on others for buffs, protection, healing, or even damage. You are self-sustained and don’t really give a crap if the people in your party are 2k, 3k, or 4k iLVL. At the end of the day it does not matter to you as you are a one man army. With this type of setup and mindset you no longer need to waste time looking for people who are geared all because you need someone else to compensate for your lack of skill and gear.
The following is a breakdown of how to play this class with this build given the situations provided.


Entering Battle with Mount (General):

  1. Ride towards target location with enemy group
  2. Jump + Activate Artifact (If Available) + Use Slam (If Available)
  3. Daring Shout + Sprint + Battle Fury + Sprint
  4. Use Hidden Daggers (1) + Unstoppable
  5. Hidden Daggers (2) + Sure Strike or Wicked Strike


Entering Battle with No Mount (General):

  1. Sprint and expand all Stamina running towards target location with enemy group
  2. Jump + Activate Artifact (if Available) + Use Slam (If Available) + Daring Shout
  3. Sprint + Battle Fury + Sprint
  4. Use Hidden Daggers (1) + Unstoppable
  5. Hidden Daggers (2) + Sure Strike or Wicked Strike


When Activating Unstoppable at Full and Multiple Targets Present:

  1. Unstoppable + Hidden Daggers (3) + Wicked Strike + Battle Fury + Jump/Sprint + Sure Strike


When Activating Unstoppable at Full and Single Target Present:

  1. Unstoppable + Hidden Daggers (1) + Sure Strike/Wicked Strike + Jump + Battle Fury + Sure Strike


When Activating Unstoppable at Half and Multiple Targets Present:

  1. Unstoppable + Hidden Daggers (1) + Wicked Strike + Battle Fury + Jump/Sprint + Sure Strike


When Activating Unstoppable at Half and Single Target Present:

  1. Unstoppable + Sure Strike/Wicked Strike
  2. Unstoppable + Hidden Daggers (1) + Sure Strike


When Determination is 0% and Multiple Targets Present:

  1. Hidden Daggers (1) + Sprint + Daring Shout + Sprint + Battle Fury +  Wicked Strike / Sure Strike
  2. Hidden Daggers (3) + Daring Shout + Sprint + Battle Fury + Wicked Strike / Sure Strike


When Determination is 0% and Single Target Present:

  1. Hidden Daggers (1) + Daring Shout + Sprint + Battle Fury + Sprint +  Wicked Strike / Sure Strike


When Determination is 50% and Multiple Targets Present:

  1. Hidden Daggers (1) + Daring Shout + Sprint  +  Wicked Strike / Sure Strike


When Determination is 50% and Single Target Present:

  1. Jump + Daring Shout + Sprint + Battle Fury +  Wicked Strike / Sure Strike


When Encounters on Cooldown and Multiple Targets Present:

  1. Wicked Strike (3) + Sure Strike (Target Highest Threat) + Wicked Strike / Sure Strike


When Encounters on Cooldown and Single Target Present:

  1. Sure Strike (3) + Wicked Strike (1) + Sure Strike (3) + Wicked Strike (1) + Sure Strike (3) + Wicked Strike / Sure Strike


When Encounters on Cooldown and Daily Available:

  1. Jump + Slam + Sure Strike / Wicked Strike


When Encounters on Cooldown and No Daily Available:

  1. Sure Strike / Wicked Strike


When Encounters and Daily Available (No Unstoppable):

  1. Jump + Slam + Sprint + Daring Shout + Sprint + Hidden Daggers (3)
  2. Jump + Slam + Sprint + Daring Shout + Sprint + Battle Furry + Hidden Daggers (3)


When Encounters and Daily Available (Unstoppable):

  1. Jump + Slam + Daring Shout + Unstoppable + Hidden Daggers (3) + Battle Fury + Sure Strike / Wicked Strike
  2. Jump + Slam + Daring Shout + Unstoppable + Hidden Daggers (1) + Sure Strike / Wicked Strike


The above mentioned use cases should be more than enough to cover majority of scenarios in Neverwinter. I will be updating this section in the future should I feel that I missed a few cases or if people ask for more examples. Please feel free to suggest other cases and I will update this guide accordingly.



As has been mentioned before, this guide is not fully complete and still has room for improvement primarily in updating my companions, mounts, and set bonuses. I currently do not have Orcus Set on my real account, but I have tested it on Neverwinter Test Server and feel that it will be an improvement to this build given the playstyle proposed. I am also looking into possibly updating my race to a Human to get the “Armor Specialization” heroic feat. Additionally, I am in the process of updating my Utility slots with Rank 12 Dark enchants to further improve my mobility.
Given that I still have much work to do, I still manage to do very well in most dungeons. This build is perfectly suitable for all Mod 10 content. However, for min / max there are still things left that need improvement.
If you find this build useful, please feel free to contact me on Reddit at r/RDeviant. I frequent the Neverwinter subthread often and should be able to answer most of your questions.
Thank you for reading this guide and I hope that you enjoy this build as much as I do!
Leave a reply
  • The great k
    October 11, 2016 at 2:14 am

    Hi I thought earth archon is when you ARE at full health?

  • James
    October 18, 2016 at 8:56 pm

    Which is more prevalent now, armpen or power for GWF? Awesome read by the way.

    • RDeviant
      October 21, 2016 at 6:24 pm

      Power is still more prevalent now, but you still need a decent amount of armor pen of about 60%. If you have less than 60% armor pen than you start losing DPS. Basically armor pen is greater than power up to 60% and then anything over this amount not so much. The exception to the rule is likely the dungeon bosses and maybe Fangbreaker Island as I think mobs and bosses possibly have more armor than standard dungeons. The damage difference is very noticeable. For a class like GWF, we get the advantage of making use of armor pen and power more than other classes because of that 25% feat that gives us 25% of recovery and armor pen as power. On another note, I just had a duo run with another GWF duoing ETOS/ELOL and ESOT within 25 min, all 4 runs. I am making a video of this to demonstrate just how powerful this build is without any outside buffing.

  • Carlos Araiza
    October 18, 2016 at 9:47 pm

    Hello, I have been working on a tank build gwf but my muscle-head friends keep laughing at the idea. I recently came across your build and it seems i was on the right track except for some encounters. I have two questions.

    1: at the begining I used a feat to improve my deflection chance, and the two passive to improve my deflection chance(it should have added to around 8% deflect. Everytime I checked the stat though It stayed at 2% so i tried to enter combat but it only went up to 6% (because of my ring of rising deflect, not my boons or powers). So my question is, are the powers broken?

    2: im not always fighting 3 enemies, sometimes its less or sometimes my team melts some too or its a single boss, wouldnt it be better to have warriors courage for the extra deflect and resistance? Unless the feat that you mentioned existed makes it so you dont have to hit three (if so whats the name of that feat?). And this comes back to if the power is broken or not and i actually do get the deflect.

    • RDeviant
      October 21, 2016 at 6:56 pm

      So to start this off, you are playing likely the most powerful class in the game that not only is a complete beast when it comes to DPS but is also an amazing tank. The reason your friends are saying that is because they don’t really know any other build that focuses on tanking as upto this point there was none. Lazalia was likely the first one to start figuring out creative ways to experiment with GWF tank, but it cost him damage loss and significant changes to his playstyle. This build focuses on what I learned during my time that I played this class as well as what Lazalia has tried, and combined several ideas into a build that excels in both tanking and DPS ability.

      The reason this build is so powerful is because you are still using nearly the same feats, boons, and abilities as a full DPS GWF would, but the exception is that you have a totally different play-style that focuses on doing damage as quickly as possible vs. “winding up” to one single hit, which is what Lia Knowle’s build is focused around. The problem with the one single hit like Indomitable Battle Strike is that it has a short and lateral attack. It also roots you in-place for the duration of the attack. Although the damage is awesome, you have only one attack that you can do with likely a cooldown of 12 sec. If you miss for whatever reason, or your indomitable doesn’t crit than your rotation is screwed as 12 sec is about how long a mob group lasts and you just lost DPS. (One argument here may be that yeah you can have 100% critical chance, but the problem is that a companion can die and for that duration of downtime you are out of luck since you have a high chance that you won’t crit. This build works regardless if your companion is dead or alive, there is no true dependency on anything.)

      This build completely ignores the need and use of Indomitable Battle Strike, and takes you out of that dependency allowing you do more attacks overall. Your encounter attacks also expand to 5 instead of three. I did a comparison to a CW in terms of damage per encounter that each attack of Daggers does and it basically doubles any three attacks of a CW. Daggers also don’t have a casting delay other than recharge timer which makes this an amazing ability. Additionally, I did state that this build will defy some of the things that both Lazalia and Lia Knowles preach not to do and many will find a conflict in some recommendations that I have in the build. It is understood that this is a new take on a GWF and will take awhile before people really see the significance.

      Now to answer your questions:

      1.) I’m guessing you are referring to Bravery passive which is great in PVP and does provide the right numbers at least when I run it. I personally, do not recommend using Bravery for PVE, you just don’t need it. You will end up having the maximum amount of defense that this game allows which is around 85% and that should be more than enough to keep you alive. If anything, you may want to run Weapon Master passive and Destroyer together if you don’t have at least 85% Critical Chance after companion activation. Use Wrathful Determination and Destroyer for PVE when you have over 90% Critical Chance with companion activation.

      2.) You are referring to Destroyer’s Purpose, which allows you to have a 25% to get a stack of Destroyer with any number of enemies. This is a must have passive to have.You don’t need any other passives than the ones I’m suggesting. These are fairly standard and tested options suggested by other builds as well.

  • October 19, 2016 at 9:46 am

    Hey dude just wanted to say great mod 10 build this has really helped me balsa through the first 32 levels in just 3 days! I mean I’ve gotten so far so quick it’s unreal. Again great build and thanks 😊

    • RDeviant
      October 21, 2016 at 7:15 pm

      Glad you are liking it as this build’s full potential really starts to shine once you are 70 and geared. I tried my build on different iLVL’s like 350, 1.2k, 2.6k, and 4.2k. Performance increase is exponential. Between 0.3 and 2.6k iLVL you will still be susceptible to insta deaths and general red circles and AOE’s. Between 2.6k and 4.2k iLVL and when you start to really go towards doing massive DPS and tanking. You start superseding other geared GWF’s after 3.0k iLVL. Getting your mount, companions, and guild configurations is extremely important. The sooner you can get that set to better off you’ll be.

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