Enyo’s Ultimate TR Guide for Multi-Loadouts (PvE/PvP Guides)

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by Enyo on May 4, 2017
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Enyo’s Ultimate TR Guide for Multi-Loadouts (PvE/PvP Guides)

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How To Navigate This Guide

The “Home” tabs help you navigate through each section of this guide with ease. Each “Home” tab is empty, which allows you view all the tabs at once. Clicking on an other-wise labelled tab shows you the described content on that tab, however, it can also result in other tabs in other sections disappearing, or, in reality, getting pushed out of view to the bottom of the page. You’ll see what I mean once you start!

Please note this guide is fairly new – expect there to be some mistakes. It’s roughly 20’000 words – it’s almost guaranteed there will be mistakes, mistypes and mixed up information at some points.

To return to viewing all tabs and sections, be sure to click the “Home” tab to navigate your way back.



Introduction

Welcome!

A Little Bit 'Bout Enyo & This Guide

I've played Neverwinter for 4 years now, and since day one it's always been my Trickster Rogue, never built any serious play-worthy alts or taken a break from Neverwinter. I'm actually the guild leader of a guild called Chronic Legion, which is a sword guild under The Winterfell Alliance led by The Starks of Winterfell. In-game I'm usually out helping newer players with quests and answering their questions, or hosting some events with my Alliance. 

Looking into the guide itself, more or less, this guide covers 3 potential builds. Great options to consider for load outs. 

PvE Executioner - Great build for dealing a high amount of damage to single-targets enemies, a more common choice when in multi-player raids where often there's a large single-target boss, and the mobs don't die after two swings of Sly Flourish.

PvE Saboteur - Really awesome build for making small-fry foes melt into puddles. Mostly geared towards solo play as it helps you get your quests done much quicker. Still a viable option as well for multiplayer raids if you so wished.

PvP Executioner - Sometimes referred to as the "One-Hit" build as this PvP build gears towards killing off your target in a single blow more than anything.

PvP Saboteur - Saboteur revolves around Dazing and Stunning your opponent frequently to disable your enemy from damaging you, while killing them off slowly in the process. I do not have a guide for this - Executioner has been more than enough to keep me busy lately!

I do want to as well express right now I'm not a PvP Trickster Rogue - but I did go around queuing for PvP for several days talking to knowledgeable, experienced PvP-built TR's who happily answered all my questions and gave me tips. A big thank you and shout out to those random players - they're the reason I was able to put together a PvP build in the first place.

Also - if the PvP Guide doesn't appeal to players, I will probably remove it - just a friendly heads-up. Let me know what you think!

 

Okay, So, What Are Loadouts?

Loadouts are a fairly new addition to the game which give players the opportunity to have access to more than 1 build for their character. This varies from class to class on the different specs you'd want to look at and consider, but what doesn't vary from class to class the vast differences between a PvE vs PvP build. Each build for any class requires an entirely different set of everything (gear, enchantments, boons, stats, etc) based on whether you're aiming for a PvE or a PvP build.

For a Trickster Rogue specifically, presuming you've only got the 2 default loadouts and have not purchased any additional loadouts, there's a few options you could go with.

  • If you enjoy PvP, but still want to own the game when it comes to PvE content, you'll likely want to select 1 PvE build and 1 PvP build.
  • If you don't enjoy PvP at all, absolutely despise it, you'll probably want to consider having the PvE Executioner and PvE Saboteur builds for your 2 loadouts.
  • If you're hardcore PvP, and really couldn't care for PvE, then PvP Executioner and PvP Saboteur might sound like your best options. This would offer you 2 completely different play-styles in PvP and its possible based on circumstances, 1 build could be more effective then the other.. However, I don't recommend going x2 PvP builds for your Loadouts - whether you like it or not, you're going to have to do PvE content in the game at some point. So it'd be in your best interest to have at least one PvE Loadout.

Enjoy the guide, and if you have questions, suggestions or notice any mistakes, leave a comment below or message me in-game and I will be on the case ASAP! Enjoy!



This is more or less a page of links I think you might find extremely useful and helpful (I know I find them good for myself!) Here's the list:

Enyo's YouTube Channel - Just my youtube channel, often post videos of random stuff, but hey, check me out! I've also got a Trickster Rogue Video Guide on there too.

By The People (YouTube Channel) - Really awesome channel that regularly covers all the "Back to the Basics" stuff new players are trying to learn.

Neverwinter Forums - A link to the official Neverwinter Forums. Really great place to ask questions, make suggestions, find guilds or alliances, or just make friends man!

Neverwinter News - Stay in the know-how by regularly checking up on the Neverwinter News!

Neverwinter Wiki - Basically the Neverwinter version of Wikipedia - you can find just about every item, npc, map, quest - everything, on this site.

Neverwinter Character Transfer (Test Server) - I've always had difficulty navigating my way to this page, and a lot of people don't even realise you can transfer your character from the Main Server to the Test Server - but hey, you can! This link'll take you straight to where you need to go!

Insignia Bonus Guide - Trying to figure out what mounts give what bonuses and vice versa? This link will explain everything to you, and I'm not kidding.

Artifact Refinement Chart - This is actually something a friend of mine in-game put together for my guild, but this gets straight into the exact numbers Artifact Refinment's and also the specifics of using an Artifact as a feeder. **Note this is only Artifacts, not Artifact Equipment!

Neverwinter Calculator - Great way to quickly share your feat and power set-ups for your class with others - its simple and easy to use.

Sea of Moving Ice Treasure Maps - If you've been to the Sea of Moving Ice, you'll definitely understand the value of this guide for Treasure Hunting - if you don't get it, don't stress it. Preserve your innocence while you can.

Sea of Moving Ice Fishing Maps - Same idea as the last link but with Fishing Areas emphasised instead of Treasure Maps.

River District Treasure Maps - Really useful if you're working towards farming the River District for your Relic Weapons from there.

PvE (Player vs Enemy)


Introduction

Well, welcome to the PvE build. I'm basically going to tell you everything you're going to want to know about PvE Trickster Rogues. This guide will include what I personally use and suggest for enchantments, companions, mount bonuses, insignia bonuses, powers, feats, boons - and also alternative suggestions for gear you maybe can't obtain or afford yet in the game.

With the recent release of Loadouts, you can actually play both Executioner and Sabotuer in the game without having to respec - this is pretty freakin' awesome. You'll notice the only tabs that specify Executioner and Saboteur are the Feats tab - all the other tabs more or less apply to both builds - the only things that change between the 2 are infact the Feats (in case you were wondering).

Anyway, if you have comments, questions or suggestions feel free to comment below right here on mmominds. Enjoy the guide!


Gear Preview


Stats (with Bonding Enchantments R12 & Combat Self-Buffs)

A general idea if what you might be seeing as your stats in the middle of combat. 


Choosing Your Race

Choosing your race, in my opinion anyway - is a very optional thing. Each race of course has a different appearance, but each race also gives different little buffs called Racial Abilities - some may help you more in the game, while others will be useless, but they aren't major buffs that are going to make or break you. Personally when I made my Trickster Rogue I went based off preference of appearance, and it's worked for me for 4 years now. I'll offer up a few suggestions for some of the best Racial Abilities - but in the end, it's not really a big deal what Race you choose to play.



Human - First things first, it offers a Defence increase by 3% - you're a Trickster Rogue, you deal damage, you're not designed to take damage, so the defence doesn't matter. On the other hand, +2 to any Ability Score is a win - this is awesome, throw those +2 points into either STR (+damage) or DEX (+critical chance) and you're set to go. Lastly, Heroic Effort offers 3 additional feat points. This is extremely unique to this Race, and part of what makes it probably your best choice of race as far as Racial Abilities go.



Sun Elf - This is actually the race I went with - and it has a pretty sweet Racial Ability. Inner calm grants a 2% increase to your Action Point Gain. It's not an entirely unique buff, but it's well worth your while - as a Trickster Rogue you'll want AP Gain, trust me. Looking at the other buffs, you gain a choice of +2 Intelligence, Dexterity or Charisma - put those 2 points into Dexterity (DEX) as it increases your Critical Chance. The last buff there isn't important except maybe if you're into PvP - but this section of the guide for geared towards PvE, so if you're looking for PvP you need to move down to the bottom row of this guide!



Dragonborn - This class you do have to pay to unlock it - it's 2500 Zen to purchase a Dragonborn Reroll Pack from the Zen Market, so yes, it's a little pricey and far from being free. In my opinion it's not worth paying up Zen and money, but some people would care to disagree. Either way, it's a viable option if you can afford it! Draconic Heritage isn't that great for Trickster Rogues - I'll just leave it at that. Ability Scores, same situation as the Human Race - throw those into either STR (+damage) or DEX (+critical chance). That final Racial Ability however, Dragonborn Fury, grants a 3% increase to Power and Critical Chance which are basically your 2 most important stats as a Trickster Rogue. This is what makes Dragonborn a popular (but still pricey) choice. Also offers a very unique appearance - you can find that on google!


This Colour represents / signifies a Secondary Attribute.

This Colour represents / signifies a Primary Attribute.

What's the difference between a Primary and Secondary Attribute? Primary means that the game labels it as "most important" and the Secondary Attributes are what the game labels as "next most important". Any stats not highlighted Purple or Blue probably aren't that valuable or useful for your class.



Ability Scores

Ability Rolls luckily are pretty straight forward. You want, STR (Strength) and you want DEX (Dexterity). That's it folks.


Strength - Contributes to Stamina Regeneration, Damage output, and DoT Damage Resistance (DoT = Damage Over Time). Mostly you're wanting this for the Stamina and most certainly the Damage Bonus. Damage all the way!


Dexterity - Contributes to Critical Chance, Deflection Chance and AoE Damage Resistance (AoE = Area of Effect). From this stat you're mostly going to be interested in the Critical Chance and Deflection Chance - but mostly the Critical Chance, as it also is going to help increase the damage you dish out.


Charisma - Charisma is considered the "3rd" main stat to a Trickster Rogue and you'll notice its highlighted blue. Charisma contributes to Deflection Chance, Companion Stat Bonus and a Combat Advantage Damage Bonus. All 3 of these are rather useful actually, but you'll start to understand more as you make your way through this guide why for PvE it's not your best or most favourable option. As useful and beneficial as it is, it pales in comparison to STR & DEX as they contribute more to your total damage output. 




Stats

Going in order of Importance you're going to want to build up Armour Penetration first. Second I would suggest Power. Third/Fourth I would suggest either Critical Strike or Life Steal - depends if you feel you need the life steal or not. If you aren't dying a whole bunch or having difficulties soloing solo content then go Critical Strike - you gotta make that call yourself though. Fifth, definitely Recovery. Other stats like Defence and Deflect are optional - I personally don't use them though.

1. Armour Penetration - Once you reach Level 70+ content and enemies, your foes are going to have 50% Damage Resistance, and larger foes / bosses will have 60% Damage Resistance. Armour Penetration grants a % of Resistance Ignored - thus you'll want enough Armour Penetration to be capable of ignoring your foes Damage Resistance completely. 60% Damage Resistance will decrease your damage output by 60%, so have 60% Resistance Ignored from your Armour Penetration is like getting a 60% Damage Increase - thus why Armour Penetration is a priority at Level 70+. You gain way more DPS this way.

2. Power - All in all, the name of the stat says it all. Power increases your total DPS output, and you're a Trickster Rogue - your purpose in life is to deal as much damage as you can - the more power, the better!

2½. Critical Strike - I'm listing this as 2½ because it's nearly just as important as Power. The more Critical Strike you have, the higher your Critical Chance is. The higher your Critical Chance is, the more Critical Hits you're going to land - and let's face it, anyone who's played any MMO before knows that Critical Hits mean business. Critical Hit attacks are your attacks, with a damage buff to them more or less - so they deal way more than your average strike. Having 90%+ Critical Strike Chance is super ideal as majority of your hits will be Critical Hits and you'll be dealing way more damage than before. Stealth easily covers that remaining 10% chance (in case you were wondering why only 90%)

3. Life Steal - Basically this helps you keep alive. More-so useful in Solo content but you're going to have Defence Slots and you're going to need to do something with them - so toss in some Life Steal. Every time you deal damage, Life Steal grants a chance for the damage dealt to a foe, to be returned to you as a heal. I cannot emphasise how useful this is! You use Lashing Blade, it deals 100'000 Damage, your HP is low - that hit procs Life Steal and you've just healed yourself for 100'000+ HP (depending on your Life Steal Severity %). Really great, especially since there isn't much competition on what to toss into your gear's Defensive slots, making it an easier stat to invest in.

4. Recovery - Recovery's great, but I wouldn't focus on it until you have the luxury to - so basically not until endgame and when you have your other stats taken care of. Recovery reduces the time on your cool-downs and also helps to build Action Points faster - so you can cast Encounters & Dailies more frequently. Works exceptionally well with Saboteur build specifically, but is also a huge asset in the Executioner build.

5. Other Stats - Stats like Defence, Deflection or Movement are totally optional but from my experiences are rather useless and won't help you out that much. You'll gain more from the stats listed above.

6. Regeneration - DO NOT PRIORITISE THIS FOR PVE. EVER. I've met a few players who go "Yay, Regeneration heals me, lets invest into it!" when sorry to say folks, it only heals you out of combat - which is entirely useless. So I beg of you don't ever go with this stat - it is probably the most useless stat in the entire game.


This Colour represents Heroic Feats

This Colour represents Executioner Feats

This Colour represents Scoundrel Feats



Feats


You may notice I have both Executioner and Saboteur listed above. With the release of Mod 11b there came Loadouts, which means I can be both Executioner and Saboteur - of course not at the same time, but I can switch between both instantly, whenever, wherever - and when I say wherever, I mean a campfire as you have to be standing in a campfire to switch. Lame, I know.

So you're probably thinking, When should I use Executioner, versus when should I use Saboteur? 

For Executioner, you'll want to use this set up when facing large-scale single target enemies. For example, the final boss of a dungeon like Epic Temple of the Spider or Castle Never, or Fangbreaker Island. Executioner focuses a lot on single target damage with the Feat 'Shadow of Demise' as do several of the other feats suggested, and once you learn to nail the rotations, you're pretty much a beast.

Special Note; Heroic Feats are not based on whether you're Executioner, Saboteur or even Scoundrel. Heroic Feat Points stay the same and do not change whatsoever!



Heroic, Executioner & Scoundrel Feats

  • Heroic Feat Points

Weapon Mastery 3/3 - This feat increases your Critical Chance. You cannot go wrong with extra Critical Chance, it's such a huge necessity for any Trickster Rogue build.

Toughness 2/3 - This feat increases your over all health points by 3/6/9%. The more health points, the more damage you can take technically. Since you need 5 points spent to get to the next column of feats, I invested 2/3 heroic points into this as basically a filler. Can't hurt to have more HP, right?

Swift Footwork 2/5 - Just like Toughness, I honestly use this one as a filler as well. This feat increases your stamina by 2/4/6/8/10%. As a Trickster Rogue you dodge a lot, so extra stamina, just like the extra HP from Toughness, doesn't hurt to have at all,

Cunning Ambusher 3/3 - Cunning Ambusher feat grants 6% more damage after leaving stealth - and you leave stealth a lot, you have to have 3/3 on this one, no excuses or reasons not to.

Endless Assault 3/3 - This feat increases your Encounter Power's damage by 2/4/6%. Obviously your Encounters deal a lot of damage, so I think this one speaks for itself. You want to deal more damage, so a damage bonus is perfect.

Twilight Adept 2/5 - This feat grants 2/4/6/8/10% of your stealth every time to dodge roll. The reason I put 2/5 points in this one is because first of all, sometimes if you're consistently taking damage, its hard to get your stealth back up, and sometimes, dodge rolling just to use this is the key to solving your problems. It's mostly for your own convenience to have this and there will be times where this becomes a life saver - 2/5 points does the trick, and also acts as a type of filler.

Disciple of Straight 3/3 - This feat increases the bonus damage STR (Strength) gives you by 2/4/6%. Again, more damage being dealt is never a bad thing. It's a good Feat to invest into honestly, I'd suggest 3/3 personally.

Scoundrel Training 2/3 - Basically this increases your damage towards enemies who are not targeting you by 3/6/9%. Mostly useful in group raids where the tank is taking aggro, so its unlikely enemies are going to be targeting you - plus, rogue's have low aggro, so even without a tank, its very unlikely you're going to be the one enemies are targeting if there's somebody else around. Solo play this doesn't really help unless your companion happens to be carrying the aggro.

Did you take the Human Race and have 3 more Heroic Points to spend? Fret not, I've got you covered! If you so happened to take the Human Race and have a few more Heroic Points than I do, I'd suggest throwing one point into Scoundrel Training making it 3/3, and throwing your 2 remaining points into Twilight Adept making it 4/5.



  • Paragon Feat Points
  • Executioner

Arterial Cut 5/5 - This feat increases your Critical Severity by 3/6/9/12/15% while stealthed. Stealth gives you 100% Critical Chance, so its a guaranteed bonus 15% Critical Severity (Your critical hits deal more damage) when you attack while stealthed. This includes when activating Shadow of Demise.

Vicious Pursuit 5/5 - You're going to start seeing this 6-second pattern going on in many of the feats. This is due to Shadow of Demise. Vicious Pursuit makes the target you've damaged to take 2/4/6% more damage from you for 6 seconds.  It doesn't stack, but still, a consistent 6% more damage is fairly beneficial.

Dying Breath 0/5 - So basically, when an enemy close to you dies, you gain 5/10/15/20/25% more Run Speed and Critical Severity. This buff lasts for 10 seconds, it doesn't stack, but every time an enemy dies near you or by you, the timer resets back to 10 seconds. It's a really great buff to have for solo content or small-fry foes. Not so great on bigger, single-target enemies.

Deathknell 5/5 - Increases your damage to enemies/foes below 30% health. Doesn't sound fantastic, I know. In reality its maybe not the best. I run a lot of Dragonflights with my Alliance, and almost always am solo finishing a Dragon - which is basically why I would consider choosing this. It's not bad, but it's a better choice than several of the other available feats!

Last Moments 5/5 - This is a really nice damage buff. When your enemy, your foe, is below 40% health, you deal 5/10/15/20/25% more damage to them. While stealthed, this buff takes effect when your enemy is below 70% health. This is especially helpful in raids where it takes a longer time to kill the boss, so there's lots of time when the enemy is below 40% health. Like I said, it's an excellent damage buff.

Shadowborn 5/5 - This is another Feat that works well for my build, because I'm entering Stealth usually 2 and sometimes 3 times in a row within Shadow of Demise's 6 seconds. Whenever I enter stealth, this feat increases my power rating by 20/40/60/80/100% for my next attack. Very useful

Shadow of Demise 1/1 - This is the Shadow of Demise feat we've been reading about through all my feats. This feat, is the key to a good chunk of the damage you deal. Basically, when you use an Encounter Power on an enemy while stealthed, Shadow of Demise will proc. The total damage you deal within the following 6 seconds is added up, and when 6 seconds are up, the enemy who you targeted with Shadow of Demise, takes an additional massive hit for 50% of the total damage you dealt in those 6 seconds. This massive hit of damage cannot be deflected or ignored - it's piercing damage. So basically, you deal an extra 50% raw damage. It's a very powerful feat, and it's where an unbelievable amount of your total damage is going to come from. This feat makes the Executioner Paragon Path what it is - a DPS path.


  • Scoundrel 

Bloody Brawler 5/5 - I've really focused on my Life Steal for this build, so for me this feat is valuable. It increases my Life Steal over all, which always helps. I prefer Life Steal over Deflection because Life Steal restores Health Points, and a high amount of HP as well. Deflection doesn't restore any HP at all. Life Steal keeps me alive longer!

Press The Advantage 5/5 - Basically whenever you use the defensive encounter power "Impossible to Catch", you also gain an offensive 10% power increase. I recommend this for players that are working with high power. If you're not working with... I'd suggest at least 35'000 power during combat, this feat probably won't help you out that much. So, refer to the Sabotuer feats listed below.

Back Alley Tactics 5/5 - Basically when your AP Gauge is empty, you gain a 25% damage bonus which slowly diminishes as your AP Gauge refills once again, all the way until its full, where your damage bonus is then reduced down to 0%. Now, why this is rather useful is because when you cast a daily power (so your Whirlwind of Blades or Lurker's Assault, both offering a damage buff of sorts) you're now also gaining a 25% damage bonus increase because yes, you guessed it - you just used your Daily Power so your AP Gauge is 100% empty, giving you the full effects of the buff. Fun fact; Lurker's Assault blocks AP gain from all sources while its buff is up - minus the AP bonus from your Neck Piece. So basically for the entirety of Lurker's damage buff, you also gain the buff from Back Alley Tactics.


This Colour represents Heroic Feats

This Colour represents Saboteur Feats

This Colour represents Scoundrel Feats



Feats

You may notice I have both Executioner and Saboteur listed above. With the release of Mod 11b there came Loadouts, which means I can be both Executioner and Saboteur - of course not at the same time, but I can switch between both instantly, whenever, wherever - and when I say wherever, I mean a campfire as you have to be standing in a campfire to switch. Lame, I know.

So you're probably thinking, When should I use Saboteur, versus when should I use Executioner? 

For Saboteur, you'll want to use this set up when facing mobs of enemies - either in sections of dungeons, or for solo play. Personally I always use Saboteur now for dailies and weeklies - doesn't matter what area I'm in or what quest I'm doing, Saboteur makes those smaller, solo-friendly enemies, melt like butter in an oven. As well in dungeons where you're consistently running into mobs of 4-5+ enemies, that, since there's 5 or more of y'all, also tend melt quickly -  Saboteur is the ideal choice for those situation. Executioner's Shadow of Demise needs 6 seconds to proc - if enemies die in less than 6 seconds, it's not worth your time as an Executioner, just use Saboteur.

Special Note; Heroic Feats are not based on whether you're Executioner, Saboteur or even Scoundrel. Heroic Feat Points stay the same and do not change whatsoever!



Heroic, Saboteur & Scoundrel Feats

  • Heroic Feat Points

Weapon Mastery 3/3 - This feat increases your Critical Chance. You cannot go wrong with extra Critical Chance, it's such a huge necessity for any Trickster Rogue build.

Toughness 2/3 - This feat increases your over all health points by 3/6/9%. The more health points, the more damage you can take technically. Since you need 5 points spent to get to the next column of feats, I invested 2/3 heroic points into this as basically a filler. Can't hurt to have more HP, right?

Swift Footwork 2/5 - Just like Toughness, I honestly use this one as a filler as well. This feat increases your stamina by 2/4/6/8/10%. As a Trickster Rogue you dodge a lot, so extra stamina, just like the extra HP from Toughness, doesn't hurt to have at all,

Cunning Ambusher 3/3 - Cunning Ambusher feat grants 6% more damage after leaving stealth - and you leave stealth a lot, you have to have 3/3 on this one, no excuses or reasons not to.

Endless Assault 3/3 - This feat increases your Encounter Power's damage by 2/4/6%. Obviously your Encounters deal a lot of damage, so I think this one speaks for itself. You want to deal more damage, so a damage bonus is perfect.

Twilight Adept 2/5 - This feat grants 2/4/6/8/10% of your stealth every time to dodge roll. The reason I put 2/5 points in this one is because first of all, is because sometimes if you're consistently taking damage, its hard to get your stealth back up. It's mostly for your own convenience to have this and there will be times where this becomes a life saver - 2/5 points does the trick, and also acts as a type of filler.

Disciple of Straight 3/3 - This feat increases the bonus damage STR (Strength) gives you by 2/4/6%. Again, more damage being dealt is never a bad thing. It's a good Feat to invest into honestly, I'd suggest 3/3 personally.

Scoundrel Training 2/3 - Basically this increases your damage towards enemies who are not targeting you by 3/6/9%. Mostly useful in group raids where the tank is taking aggro, so its unlikely enemies are going to be targeting you - plus, rogue's have low aggro, so even without a tank, its very unlikely you're going to be the one enemies are targeting if there's somebody else around. Solo play this doesn't really help unless your companion happens to be carrying the aggro.

Did you take the Human Race and have 3 more Heroic Points to spend? Fret not, I've got you covered! If you so happened to take the Human Race and have a few more Heroic Points than I do, I'd suggest throwing one point into Scoundrel Training making it 3/3, and throwing your 2 remaining points into Twilight Adept making it 4/5.



  • Paragon Feat Points
  • Saboteur

Shady Preparations 5/5 - Upon entering Stealth all your power's cool-downs are reduced by 10%, allowing you to deal Encounters sooner than they originally would. Once you get familiar with this you can start casting Stealth with 2-3 seconds left on your cool-downs and just cast away, as this Feat will eliminate the rest of your cool-down period. 

Flashing Blades 5/5 - When your stealth bar is empty your At-Will powers deal 5% more damage. Mixed with Cunning Ambusher (grants 6% more damage after leaving stealth) this makes for a great combination, equalling to a great buff.

Knife’s Edge 5/5 - Similar to Shady Preparations, except instead of stealth, it's the use of a Daily Power that reduces your cool-downs by 15%. Again, allows you to cast powers sooner, and makes it exceptionally easy to have double or even triple Cunning Ambusher up, giving an easy 18% damage bonus just like that.

Gutterborn’s Touch 5/5 - When dealing damage to a target from behind, you ignore 10% of your targets armour and your power also increases by 10%. Really great, especially if you're still lacking on Armour Penetration and aren't at -60% Resistance Ignored yet - you could technically choose to cap at -50% Resistance Ignored, but let's note this is only when behind a target. For convenience I'd still suggest getting closer to 60% Resistance Ignored if you can. 

Ambushers Haste 5/5 - Stealthed you deal an additional 25% damage which diminishes as your stealth bar diminishes as well. Basically though, since you stealth and hit - you automatically increase your attack's potency by 25% because you don't allow time for your stealth meter to diminish (at least you shouldn't be!)

One with the Shadows 5/5 - Whilst using an Encounter Power, your Stealth Meter refills. As well for the following 10 seconds your Encounter Powers deal 20% more damage. One with the Shadows does have a 15 second cool-down though. Either way makes for a great final Feat in the Saboteur path.


  • Scoundrel

Bloody Brawler 5/5 - I've really focused on my Life Steal for this build, so for me this feat is valuable. It increases my Life Steal over all, which always helps. I prefer Life Steal over Deflection because Life Steal restores Health Points, and a high amount of HP as well. Deflection doesn't restore any HP at all. Life Steal keeps me alive longer!

Press The Advantage 5/5 - Basically whenever you use the defensive encounter power "Impossible to Catch", you also gain an offensive 10% power increase. I recommend this for players that are working with high power. If you're not working with... I'd suggest at least 35'000 power during combat, this feat probably won't help you out that much. So, refer to the Sabotuer feats listed below.

Back Alley Tactics 5/5 - Basically when your AP Gauge is empty, you gain a 25% damage bonus which slowly diminishes as your AP Gauge refills once again, all the way until its full, where your damage bonus is then reduced down to 0%. Now, why this is rather useful is because when you cast a daily power (so your Whirlwind of Blades or Lurker's Assault, both offering a damage buff of sorts) you're now also gaining a 25% damage bonus increase because yes, you guessed it - you just used your Daily Power so your AP Gauge is 100% empty, giving you the full effects of the buff. Fun fact; Lurker's Assault blocks AP gain from all sources while its buff is up - minus the AP bonus from your Neck Piece. So basically for the entirety of Lurker's damage buff, you also gain the buff from Back Alley Tactics.


This Colour Represents Daily Powers

This Colour Represents Class Features

This Colour Represents Encounter Powers

This Colour Represents At-Will Powers



Powers

There's a lot to cover for which powers you should focus on using. Most of the time I use Whirlwind of BladesLurker's Assault for my Daily PowersSkillful Infiltrator, Invisible Infiltrator for Class Features,  Smoke Bomb, Lashing Strike, Dazing Strike or Impossible to Catch for my Encounters, and Sly Flourish, Duelists Fury for my At-Will's. Here's a basic explanation of what Powers I've ranked up, and why I ranked them up. I'll explain my rotation at the end of these;

Note: Suggested Powers are not based solely for Executioner or Saboteur, I use the exact same powers for both builds.


  • Powers

Cloud of Steel (4)I've ranked this up to 4 because it's a good quick ranged At-Will attack. It's actually the only ranged At-Will you'll have following the Master Infiltrator path. It can be extremely useful when in a position where you can't afford to play melee (close combat).

Sly Flourish (4)Another really great At-Will attack, perfect for when you can't take a whole few seconds to cast Duelist's Fury, which takes several seconds to finish cast. Sly Flourish also gives whats called Broken Armor, which is if in the event you finish the powers combo, the target takes 5% more damage from all sources - great for group runs.

Dazing Strike (4)Dazing Strike first and foremost dazes your opponents. Casting it while stealthed is well worth it - not only does it active Shadow of Demise, but it also damages and dazes multiple targets. This is really helpful in keeping yourself alive; if players are dazed, they cannot attack you. This gives you time to deal as much damage as you can while Shadow of Demise is active.

Lashing Blade (4)Lashing Blade is going to be your main DPS Encounter, It deals the most damage of any other Encounter, but also has a longer cool-down than most of the Encounters. It's a must-have encounter.

Whirlwind of Blades (4)Another power that in my opinion, is a must-have. This Daily deals really decent damage to multiple enemies at once. When you're in battle, and you have a crowd of enemies around you, this spell tallies up some really major damage. Plus, you gain power for every enemy you hit - so in this case, the more the merrier! Approximately each enemies hit grants you roughly 20k Power, at least from my calculations. Might be slightly less, but its a huge amount of power you gain either way!

Impossible to Catch (4)Basically, you dodge your enemies attacks making you untouchable, and gain 50% Damage Resistance. At Rank 4, this buff lasts for 5 seconds. The cool-down for it is 10 seconds, sometimes 9 in combat with buffs - so over half the time. You can empower your defences with this buff, and using it in-line with the Press The Advantage feat - also gain a good power buff, increasing your offences. Win-win situation all the way around (just be sure you have the feat, and enough power to make it worth your while).

Duelist's Fury (4)Very powerful At-Will. It does take a few seconds to finish its combo (it casts in 3 stages). Using this has a chance to add a Bleed Effect which deals even more additional damage, and this can stack up to 10 times. Very useful, very powerful.

Skillful Infiltrator (4) This class feature gives you everything you could want - additional run speed, deflection chance, and critical chance. At Rank 4, it gives 20% Run Speed, 4% Deflection Chance, and 4% Critical Chance. It adds up, and can be really useful.

Smoke Bomb (4)Smoke Bomb dazes opponents just like Dazing Strike, but affects a larger area, and dazes for a longer period of time. On a critical hit, this Encounter can deal some really nice damage to multiple enemies over a period of time. When used Stealthed it does add a Slow effect, but find that part to be a bit useless. Note: Smoke Bomb doesn't activate Shadow of Demise the same way other Encounters do. You have to activate Stealth AFTER casting Smoke Bomb, while Smoke Bomb is still actively dealing damage-over-time to trigger Shadow of Demise.

Lurker's Assault (4)Lurker's Assault doesn't deal damage but it still works with Invisible Infiltrator (Class Feat Below), meaning it will still restore your stealth meter on initial use. Lurker's Assault then continues to restore your stealth meter at a very rapid speed, This Daily Power also grants you +25% damage, which is a big damage buff. The stealth meter restoration and damage buff both last 10 seconds, which is also a great length of time. It takes a while to get used to implementing this in your rotations, but it is worth the while trust me. Lurker's assault also blocks further AP Gain while it's buff is active.

Invisible Infiltrator (4)This Feat restores all your Stealth upon casting a Daily Power. This can really help you during your Shadow of Demise rotations, and other situations. I actually depend on it a lot for my rotations, as the extra Stealth Bar fill allows me to cast something with a guaranteed Critical Hit.

  • Executioner Rotations

For my  Executioner rotations, I usually cast Impossible to Catch, Lashing Blade (Stealthed), Lurker's Assault or Whirlwind of Blades, and Smoke Bomb (Stealthed), followed by Duelists Fury x1 or x2 depending how much time you're working with. By the time Duelists Fury is done casting, all cool-downs on my powers are done, and Shadow of Demise is reset. I usually by this point only have maybe 75% of my Action Points, but once I cast Lashing Blade (Stealthed) and cast Smoke Bomb, I'm at 100% Action Points, and can then cast either Lurker's Assault or Whirlwind of Blades depending on whether I'm battling a single target (Lurker's Assault), or a mass of targets (Whirlwind of Blades). That then refills my Stealth Bar because of the Invisible Infiltrator class feat, allowing me to cast Smoke Bomb (Stealthed) before Shadow of Demise resets.

This makes for a mass of damage during Shadow of Demise. I also typically use my Mount Combat Power and Artifact Power before this particular rotation as well, giving me a huge damage buff- you can read more about those in the Mount/Insignia and Artifacts tabs.

  • Saboteur Rotations

Saboteur rotations run a little differently than Executioner rotations simply because as Saboteur, you don't have Shadow of Demise, you have One With The Shadows. So basically what you're looking at is - Impossible to Catch, Smoke Bomb (Stealthed), Dazing Strike or Lashing Strike (Stealthed) depending on whether you're attacking multiple targets (Dazing Strike) or a single target (Lashing Blade). Lurker's Assault or Whirlwind of BladesImpossible to Catch, Smoke Bomb (Stealthed), using stealth before Smoke Bomb as Stealth will reduce the cool-downs just enough to make it work,  Duelists Fury x1, Dazing Strike or Lashing Strike (Stealthed), Duelists Fury x1, and pretty much at this point you'e restarting your rotation. Goal is though as Saboteur, you arent timing out your Shadow of Demise like an Executioner - cast your Encounter Powers with stealth as early and as possible as you can. The cool-downs are the key to making Saboteur equal to Executioner. 





Boons

For boons, I focused on prioritising Power, Critical Strike, Life Steal (And Severity), and Recovery where I could. As I mentioned on the Intro, these are the main stats I invest in. Below is a list and preview of all my selected and suggested boons:



Cold Hearted - 2% Life Steal Severity & +1000 HP.

Hardy Constitution - +400 Stamina Gain & 2% Everfrost Resistance.

Chill Determination - Gain up to 2000 Recovery based on how much Stamina you're missing.

Glacial Strength - +3200 HP & 2% Everfrost Resistance.

Chill of Winter 1/3 - When striking a foe, a chance to gain a stack of Icy Chill. At 10 stacks, Icy Chill clears and deals a burst of 10'000 damage to nearby foes.Damage Over Time does not affect this Boon. The final boon has 3 extra points to be distributed among the final boons; you can either increase the potency of one, or choose more than 1 final boon.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Legion's Valor - +250 Power & +250 Critical Strike when flagged for PvP.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Dark Fey Hunter - +400 Power.

Fey Precision - +400 Critical Strike.

Elven Haste - Gain Action Points 3% faster.

Elven Ferocity - Grants a chance while dealing damage to 20'000 Arcane Damage. If you're squishy, take Elven Tranquillity as it grants a chance to heal 20'000 HP instead.

Elvish Fury - When killing a foe/enemy, gain 135 power for 45 seconds - stacks up to 30 times.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Reliquary Keeper's Strength - +250 Power & +250 Movement. Take Conjurer's Gambit if you think you need Critical Strike more than you need Power.

Evoker's Thirst - +400 Life Steal.

Illusion Shimmer - +3% Resistance Ignored - helps so you don't need to build as much Armour Penetration to breach -60% Resistance Ignored.

Shadowtouch - Grants a chance while dealing damage to 20'000 Necrotic Damage. If you're squishy, take Enraged Regrowrth as it grants a chance to heal 20'000 HP instead.

Rampaging Madness - Every time you deal damage you gain a stack of Madness (you can only gain 1 stack per second). At 50 stacks, Madness grants +4000 Power, +4000 Life Steal, and +4000 Regeneration - this buff lasts 10 seconds. Once 10 seconds is up your stacks reset to 0.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Encroaching Tactics - +400 Combat Advantage Bonus.

Refreshing Chill - +400 Stamina Gain.

Rapid Thaw - +400 Recovery.

Cool Resolve - Gain up to 2000 Power based off how much Stamina you're missing.

Winters Bounty - Chance to gain 10% Action Points when killing a foe.



Primordial Might - +400 Power & +1600 HP.

Primordial Focus - +400 Critical Strike & +1600 HP.

Drow Ambush Tactics - Combat Advantage Damage is increased by 10%.

Dwarven Stamina - Regain Stamina 5% faster.

Abyssal Strikes - Deal +10% more damage to demon-type enemies.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Dragon's Claws - +400 Power.

Dragon's Gaze - +400 Critical Strike.

Draconic Armorbreaker - +400 Armour Penetration.

Dragon's Greed - +400 Life Steal Rating (Same as having +400 Life Steal).

Dragon's Thirst 1/3 - 3% increased Life Steal. The final boon has 3 extra points to be distributed among the final boons; you can either increase the potency of one, or choose more than 1 final boon.

Dragon's Fury 1/3 - 5% increased Critical Severity. The final boon has 3 extra points to be distributed among the final boons; you can either increase the potency of one, or choose more than 1 final boon.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Abyssal Siphoning - 5% Life Steal Severity.

Demonic Influence - +400 Combat Advantage Bonus.

Demonic Swiftness - Gain Action Points 3% faster.

Baphomet's Might - When striking a foe, there's a chance you may gain +2000 Critical Strike for 6 seconds.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Wave of Force - +300 Power & +2000 HP

Heart of Stone - +4% Lifesteal Severity

Searing Aggression - +400 Critical Strike

Gale of Retribution - Whilst taking damage, grants a chance to heal up to 24'000 HP over a few seconds, and once that's finished, gain +1000 Critical Strike for 10 seconds.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Aura of Hope - When killing an enemy there's a chance you'll emit an aura that boosts AP gain to nearby allies for 10 seconds.

Fiery Frenzy - +2% Critical Severity & +1000 HP

Soothing Zephyr - +500 Recovery & +2000 HP

Vision of Beyond - Landing a critical hit grants +10% Stamina Regeneration for 10 seconds.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 



Let's note  that for the Stronghold Boons, they're 100% dependent on the progress of whichever guild you belong to. Currently my guild Chronic Legion is at Guild Hall 13, so we still don't have super powerful boons yet but at least we have boons. I gain 3000 Power, 6400 HP, and 15% Experience Bonus right now from our boons.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


These Colors state whether the item is Rare, Epic or Legendary

This Color describes what stat or bonus the item gives

This Color describes how to obtain the item

This Color describes any set bonuses associated with the item



Gear & Enchantments

Straight to the point, my gear looks like this:

  • Head - Manticore Raid Mask
    • (HP, Power, Critical Strike, Defence) 
    • (Masterwork Professions, Auction House)
    • (No Set Bonus)
  • Armor - Manticore Raid Vest
    • (HP, Power, Critical Strike, Defence, AC) 
    • (Masterwork Professions, Auction House)
    • (No Set bonus)
  • Arms - Manticore Raid Gloves
    • (HP, Power, Critical Strike, Defence) 
    • (Masterwork Professions, Auction House) 
    • (No Set Bonus)
  • Feet - Manticore Raid Boots
    • (HP, Power, Critical Strike, Defence) 
    • (Masterwork Professions, Auction House) 
    • (No Set Bonus)


  • Weapons - Aboleth Dagger & Stiletto 

    • (Power, Critical Strike, Recovery)
    • (River District Campaign)
    • (2/2 Set Bonus - Use of an Encounter Power grants +4% outgoing damage and a random buff of either +2500 Lifesteal, Enemies you attack take additional damage over time, or Enemies explode upon death damaging nearby foes)


  •  NeckGreater Imperial Dragon Cloak 
    • (Power, Critical Strike, Recovery)
    • (Lockbox or Auction House)
    • (While there is a set bonus, I do not currently have or use it and do not plan to) 
  • Ring 1 - Sphene Restoration Ring
    • (Power & Recovery) 
    • (Mastercrafting or Auction House)
    • (No set bonus) 
  • Ring 2 - Scintillant Raid Ring
    • (Critical Strike & Recovery) 
    • (Mastercrafting or Auction House)
    • (No set bonus) 
  • Belt - Greater Twined Rope of Dexterity
    • (DEX, Power, Critical Strike, Armour Penetration) 
    • (Lockbox or Auction House)
    • (While there is a set bonus, I do not currently have or use it and do not plan to) 


  • Shirt - Gemmed Exquisite Elemental Tunic

    • (Power, Armour Penetration, Defence, Deflection)
    • (Lvl 25 Leatherworking Professions or Auction House)
    • (No set bonus) 
  • Pants - Gemmed Exquisite Elemental Pants
    • (Power, Critical Strike, Armour Penetration, Defence)
    • (Lvl 25 Leatherworking Professions or Auction House)
    • (No set bonus) 


For Enchantments its basically worked like this:

  • Utility - Dark Enchantments
    • (Movement)
    • Why? Great for additional movement - if you're still levelling though and your gear isn't maxed, you'd make better use having a Quartermaster or Dragon Hoard Enchantment in there - they'll provide lots of Refinement items.
  • Defense - Dark Enchantments
    • (Lifesteal)
    • Why? Great way to build up lifesteal, very easy, and nothing else can really be used in the Defense Slots except maybe Silvery's to add deflection. Personally though I suggest Lifesteal over Deflect all the way.
  • Offense - Radiant Enchantments
    • (Power)
    • Why? They give Power of course! If you're looking for a quick way to build up Critical Strike though, I know several players who add either pure Azure's in their Offences, or, if you can afford it - Brutal Enchantments are the best way to go. They're expensive though.
  • Overload - Usually a Mark of the xxx Slayer, Rank 2's which can be bought in the Stronghold with Guild Marks.
    • Why? Most typically I use either Demon, Giant or Dragon Slayers - it's a great buff to damage and to whatever you happen to be attacking.
  • Armour Enchantment - Transcendent Negation Enchantment
    • (Upon taking damage - +3% Damage Resistance, 1% Increase to Recovery and Incoming Healing, both stack up to 10 times!)  
    • Why? The damage resistance helps in Solo content but for the most part I just wanted the Recovery buff - only really good for solo play though, as in dungeons the tank will be taking all the damage, not your Rogue. Also, I suggest a Soulforged Enchantment if you're dying a lot and dying easily. 
  • Weapon Enchantment - Transcendent Vorpal Enchantment
    • (Increases Critical Severity by 50%, also debuffs your enemy)
    • Why? Vorpal offers a mass buff to your DPS, especially for a player with high Crit.

For Reinforcement Kits I use:

  • Head & Armour - x2 Major Critical Strike Armour Kit
    • (+200 Critical Strike)
    • (Lvl 25 Leatherworking or Auction House)
  • Arms & Boots - x2 Major Power Armour Kit
    • (+200 Power)
    • (Lvl 25 Mailsmithing or Auction House)
  • Neck, x2 Rings & Belt - x4 Major Action Point Gain Jewel
    • (+100 Action Point Gain) 
    • (Lvl 25 Jewelcrafting or Auction House)
  • Shirt & Pants - x2 Greater Everfrost Resistance Kit
    • (+5% Everfrost Resistance)
    • (Storm King Thunder's Campaign Store or Auction House)


Can't afford some of these yet, need an alternative suggestion for whatever reason?

To replace the Manticore set you can always aim for either the Dusk set (via Tarmalune Bars if you have VIP) or the Drowcraft set (via Demonic Ichor earned through Demonic Heroic Encounters and Demogorgon Runs) or the Dragonflight set (via participating in the Dragonflight even in the Stronghold).

  • Want to know more about the Dusk Set? Click Here!
  • Want to know more about the Drowcraft Set? Click Here!
  • Want to know more about the Dragonflight Set? Click Here!

To replace the Aboleth Weapons either Burned Daggers or Drowned Daggers will be your best bet - both can be obtained via Lvl 25 Weaponsmithing or from the Auction House. If you have the materials, I have all my professions maxed, so I can always craft them for you if you wanted / needed. Also note the Shadewalker's Weapon Set is actually better than the Aboleth Weapon Set but require an excessive amount of farming.

  • Want to know more about the Burned Daggers? Click Here!
  • Want to know more about the Drowned Daggers? Click Here!
  • Want to know more about the Shadewalker's Weapon Set? Click Here!

To replace the Rings I would highly suggest either the Personalized Adamant Rings (crafted via Lvl 25 Jewelcrafting, become linked to Character immediately) or any of the Power/Critical Strike +4 or +5 Underdark Rings (chance to drop from Demogorgon, Throne of the Dwarven Gods, or Prophecy of Madness raids).

Need to replace the shirts or pants? Well, the Drowcraft Shirt & Pants are typically very cheap to buy off the Auction House and would be my #1 suggestion otherwise.

  • Want to know more about the Drowcraft Shirt & Pants? Click Here! - and be sure you look under "Undergarb (Trousers) for the Trickster Rogue ones!


This Color represents Mythic quality (CommonRareEpic, Legendary, Mythic)



Artifacts

For my artifacts I use;

Eye of the Giant - I use this as my main Artifact while playing Solo. Adds a damage and run speed buff, and can stack up to 5 times based on how many enemies are around you. Very similar to the Wheel of Elements with less of a buff but it's a much surer dependable way to summon up a damage buff without having to physically land a specific element.



Sigil of the HunterThis artifact grants Power, Recovery and Stamina - 3 stats which are fairly vital to this build. I never use it as my primary artifact in combat, but it does deal AoE damage - smoke bomb more or less covers that though.



Sigil of the Controller - I never use as my primary artifact - it grants Critical Strike and Power, Easy to obtain and I think it speaks for itself why it's such a great Artifact to have.



Wheel of Elements - This is a really really good artifact and often I will use it in large-scale party raids. Fire Element offers +30% damage increase. The only downfall to this Artifact is you have to walk through the correct element, and it's not ideal for smaller, confined spaces, as you usually auto-land the wrong element. If you land the wrong Element and get the wrong buff, you still have to wait a minute before trying to land Fire again. Great buff though, honestly.



Looking for something an alternative, maybe something more affordable? Here's a list of a few artifacts you can take a look at as well;

Heart of the Blue Dragon (Crit & Recovery)

Symbol of Fire (Power, Recovery, Defense)

Symbol of Air (Power & Recovery)

Tiamat's Orb of Majesty (Power, Crit, Recovery, Armor Pen, AP Gain)

Belial's Portal Stone (Power & Lifesteal) If you're really desperate and needing to depend on lifesteal for the time-being. 

Rod of Imperial Restraint (Recovery & Lifesteal) If you're really desperate and needing to depend on lifesteal for the time-being.

Sphere of Black Ice (Recovery & Lifesteal) If you're really desperate and needing to depend on lifesteal for the time-being.)

Shard of Valindra's Crown (Power & Lifesteal) If you're really desperate and needing to depend on lifesteal for the time-being.

Sigil of the Devoted (Power & Defense) Great to use as a Primary Artifact if your AP gain is low

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Please note these are just recommendations / suggestions if there happens to be any Artifacts that I currently use and example as my top recommendations that may seem unaffordable, unobtainable or useless for you. 


These Colors state whether the item is Rare, Epic or Legendary

This Color describes what stat or bonus the item gives

This Color describes how to obtain the item



Companions

Quick Word of Advice, Important to Read - Might save you TONS of Astral Diamonds!

The equipment doesn't grant you anything on your Active Companions - only on your Summoned Companion. Yes, my other active companions are filled with top gear and runestones, but by no means do they benefit me. They're not something you want to invest in, Only ever invest in your Main, Summoned. Companion!

Also, you only need 1 active companion at Legendary to get the Legendary bonus on any Summoned Companion, even if your Summoned Companion is Epic level, you will still get the Legendary Bonus. Mine are upgraded just for show, so don't by any means think it's necessary. You'll waste precious Astral Diamonds that way.

                                                                                                                                                                                                                                                                                             


The Air Archon

  • The Air Archon's Active Bonus grants you a 5% damage buff to enemies NOT at full health - so basically the entire combat. The Air Archon also grants x3 Offence Slots making it perfect for using with Bonding Runestones. It's base stats are Power, Critical Strike and Armour Penetration, making it one of the most preferable Summoned Companions alongside the Fire Archon for DPS players.
  • Lockboxes or Auction House

This is my main summoned companion. It currently sits at Legendary Quality and it equipped with x3 R12 Bonding Runestones, x2 Loyal Commander Rings, x1 Loyal Avenger Necklace. I have R12 Brutal Enchantments placed in the Offence Slots of the Loyal Companion gear, as well as R10 Dark Enchantments placed in the Defence Slots of the Loyal Companion Gear. Here's a detailed breakdown about my Companion's Gear & Enchants:

  • x3 Bonding Runestone, Rank 12 
    • (Power, as well as Companion's Gift which grants 95% of your Companion's stats to you for each Bonding Runestone Equiped) - Totals to 285% of summoned Companion's stats)
    • (Lockbox or Auction House)
    • Why is this important to have? For example, my Archon has 6000+ power - multiply that by 3 because remember, I'm getting 300% of it's stats, and that's 18'000+ Power straight up. That's just power, add in other stats like Critical Strike, Recovery and Armour Penetration and this makes for one mean, overpowered mix.
  • x2 Ring of the Loyal Commander
    • (Power & Recovery)
    • (No Longer Obtainable in-game - available on Auction House, but for high amounts of AD)
    • Why should I want / use this? These rings are double slotted, x1 Offence and x1 Defence. As well, the gear offers 600+ Power and 600+ Recovery - triple this with Bonding Runestones and it's a huge amount you're gaining from these rings alone - and let's note, that's not even including the Enchantments placed in the Offence/Defence slots
      • x2 Brutal Enchantment, Rank 12 (Offence Slots in Companion Gear)
        • (Power & Critical Strike)
        • ("Call to Arms" Event Rewards, or Auction House)
        • Why should I want / use this? These enchantments at Rank 12 give you 420 Power, 420 Critical Strike each. Mix these in with Bonding Runestones and you're getting a mass amount of Power and Critical Strike - 2 extremely important stats. They're slightly expensive, but well worth it in the long run.
      • x2 Dark Enchantment, Rank 10 (Defence Slots in Companion Gear)
        • (Life Steal)
        • (Lockboxes, Tarmalune Trade Bar Store, or Auction House)
        • Why should I want / use this? These enchantments give Life Steal and to be honest, there isn't much else you can do with the Defence Slots. Life Steal is a really great stat for helping to stay alive though, so it's likely going to be your best bet to place Dark Enchantments into your Defences.

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  • x1 Necklace of the Loyal Avenger
    • (Power, Critical Strike & Armour Penetration)
    • (No Longer Obtainable in-game - available on Auction House, but for high amounts of AD)
    • Why should I want / use this? Like the Loyal Commander Rings, the necklace is also double slotted - x1 Offence, x1 Defence. Similarly it grants 600+ Power and 600+ Critical Strike, as well as 400+ Armour Penetration - and this is a huge asset in getting up to your -60% Resistance Ignored. The Critical Strike is also crucial in getting to your 90%+ Critical Chance (as I recommend, others will say go straight for 100%)
      • x1 Brutal Enchantment, Rank 12 (Offence Slots in Companion Gear)
        • (Power & Critical Strike)
        • ("Call to Arms" Event Rewards, or Auction House)
        • Why should I want / use this? These enchantments at Rank 12 give you 420 Power, 420 Critical Strike each. Mix these in with Bonding Runestones and you're getting a mass amount of Power and Critical Strike - 2 extremely important stats. They're slightly expensive, but well worth it in the long run.
      • x2 Dark Enchantment, Rank 10 (Defence Slots in Companion Gear)
        • (Life Steal)
        • (Lockboxes, Tarmalune Trade Bar Store, or Auction House)
        • Why should I want / use this? These enchantments give Life Steal and to be honest, there isn't much else you can do with the Defence Slots. Life Steal is a really great stat for helping to stay alive though, so it's likely going to be your best bet to place Dark Enchantments into your Defences.



The Erynes of Belial

  • The Erynes of Belial's Active Bonus grants you +10% Critical Severity - so more or less your Critical Hits deal 10% more damage. 
  • The Scourge Warlock Pack from the Zen Market or Auction House

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.



The Siege Master

  • The Siege Master's Active Bonus grants you +4% Increased Damage, and 8% Increased Damage when on the Stronghold Map - pretty straight forward, this companion flat out makes you deal more damage! 
  • The Zen Market or Auction House

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.



The Earth Archon

  • The Earth Archon's Active Bonus grants you a 6% damage buff when you yourself are at full health - very useful, especially in raids where the Tank is taking damage, and a Healer is aiding in keeping your HP full. This buff can easily last the entire combat.
  • Lockboxes or Auction House 

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.


The Fire Archon

  • The Fire Archon's Active Bonus grants you a 7% damage buff when to enemies below 50% HP - while the buff doesn't last the entire combat, it accounts for a huge amount of damage none the less.
  • Similar to The Air Archon, The Fire Archon as well grants x3 Offence Slots making it perfect for using with Bonding Runestones. It's base stats are Power, Critical Strike and Armour Penetration, making it one of the most preferable Summoned Companions in the game.
  • Tarmalune Trade Bar Store, Lockboxes or Auction House

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.


These Colors state whether the item/power is Rare, Epic or Legendary

This Color describes related stats

This Color describes how to obtain the item



Mounts & Insignia's

I'm fairly fortunate to have a Tenser's Disk mount. In the image above you can more or less see my Mount Combat Power, Mount Equip Power and Mount Speed.

  • Suggested Combat Power:
    • Tenser's Transformation
      •  For 12 Seconds, Gain 10% Power and 10% Run Speed. Also Gain +2 STR, +2 DEX, +2 CON and +2 Armour Class.
      • Upon use also Activates the Cavalry's Warning Insignia Bonus, which grants a 10% Increase to all stats for 12 seconds. Activates with any Mount Combat Power.
  • Suggested Equip Powers:
    • Ruthless Efficiency 
      • Grants +2000 / +4000 Critical Strike
      • Rage Drake Mount (+2000)
      • Imperial Rage Drake Mount (+4000)
    • Rapid Recovery
      • Grants +2000 / +4000 Recovery
      • Enchanted Courser (+2000)
      • Tenser's Floating Disk Mount (+4000)
    • Armour Breaker
      • Grants +2000 / +4000 Armor Penetration
      • Axe Beak Mount (+2000)
      • Axe Beak Mount (Legacy) (+4000)
    • Dominant Force
      • Grants +2000 / +4000 Power
      • Heavy Twilight Nightmare (+2000)
      • Black Ice Warhorse Mount (+4000)
      • Arcane Whirlwind (+4000)




These Colors state whether the Mount or Insignia is Common, Rare, Epic or Legendary


So what is an Insignia and what do they do? 

Insignia's more or less are like applying Runestones to your Companion, or Enchantments to your Gear - just instead it's applying Insignia's to your mounts, and if you match them right, you can get a type of "set bonus" known as an Insignia Bonus. You will notice I have Epic Insignia's on my mounts - you do not need Epic Insignia's in order to obtain an Insignia Bonus from your mount - any rank of Insignia will work, be it Common, Rare, or Epic. 

How can I get an Insignia Bonus then?

There are 5 different types of Insignia's - Crescent, Barbed, Enlightened, Regal, and Illuminated. By mixing / combining those types of Insignia's, you can get an Insignia Bonus. For example, as you can see below, x1 Crescent, x1 Barbed and x1 Enlightened create the Cavalry's Warning Insignia Bonus. Also note that mounts, like gear and companions, come with pre-set slots. Depending on the quality of the Mount (Common, Rare, Epic or Legendary) you'll have more or less "free for all" slots called Universal Slots. Apart from that, Barbed Insignia's can only go in Barbed Slots - and the same goes for any Insignia Type. This also means that while my White Tiger mount may offer Protector's Camaraderie, my Axe Beak mount does not due to the Insignia Slots available - so if you're looking for a specific Insignia Bonus, you need to look for the specific mounts that offer it. I've got a link on the tab up there called "Enyo's List of Useful Links for Any Player" where you can view all the Insignia Bonus' Specifics.

Armoured Bulette 

  • Cavalry's Warning - This counters with the Tenser's Transformation combat power. This insignia bonus gives a 10% buff to all stats whenever you activate a mount's combat power. It's a sick buff and well worth using if you have a Mount Combat Power.
    • Crescent Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Enlightened Insignia of Skill (+200 Critical Strike, +100 Action Point Gain)
  • Don't have a Mount Combat Power? I'd suggest using Wanderer's Fortune then, as it drops excessive amounts of Refinement - it will help you get your Artifacts and Enchantments ranked up much faster.
  • Other Mounts that offer Cavalry's Warning:
    • Armoured Axe Beak
    • Armoured Bulette
    • Armoured Griffon
    • Beholder Personal Tank
    • Black Ice Warhorse
    • Champion's Armored Bulette
    • Coastal Flail Snail
    • Runeclad Manticore
    • Dusk Unicorn
    • Embellished Apparatus of Gond
    • Heavy Howler
    • Heavy Worg
    • Manticore
    • Medium Adventurer's Horse
    • Owlbear
    • Sylvan Stag
    • Yeth Hound
    • Howler
    • Medium Palomino Horse
  • Mounts that Offer Wanderer's Fortune
    • Armoured Axe Beak
    • Armoured Bulette
    • Armoured Giant Strider
    • Armoured Griffon
    • Champion's Armored Bulette
    • Emperor Beetle
    • Imperial Rage Drake
    • Skeleton Steed
    • Swift Golden Lion
    • Armoured Bear
    • Bulette
    • Dusk Unicorn
    • Griffon
    • Heavy Giant Spider
    • Heavy Inferno Nightmare
    • High Forest Bear
    • Lord's Armored Polar Bear
    • Turmish Lion
    • Gilded Giant Spider

.


Tenser's Floating Disk

  • Assassin's Covenant - You lose 10% of your Defence, Deflection and Life Steal, and gain the combination of those lost stats as Power. Considering your Life Steal should be fairly high, this accounts for a decent amount of free extra Power.
    • Enlightened Insignia of Mastery (+200 Recovery, +100 Control Bonus)
    • Enlightened Insignia of Skill (+200 Critical Strike, +100 Action Point Gain)
    • Regal Insignia of Dominance (+200 Power, +100 Companion Influence)
  • Other Mounts that offer Assassin's Covenant:
    • Beholder Personal Tank
    • Emperor Beetle
    • Imperial Rage Drake
    • Apparatus of Gond
    • Apparatus of Kwalish
    • Gorgon
    • Stormraider Clydesdale
    • White Owlbear


Axe Beak (Legacy)

  • Artificer's Persuasion - Whenever you activate an Artifact Power, 10% of your total Power is added to Recovery, Movement, Action Point Gain, and Stamina Gain. Note, you do not actually lose any Power.
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Illuminated Insignia of Dominance (+200 Power, +100 Companion Influence)
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
  • Other Mounts that offer Artificer's Persuasion:
    • Armoured Giant Strider
    • Black Ice Warhorse
    • Coastal Flail Snail
    • Runeclad Manticore
    • Skeleton Steed
    • Swift Golden Lion
    • Enchanted Courser
    • Flail Snail (Legacy)
    • Leopard of Chult
    • Rage Drake
    • Savage Polar Bear
    • Skeletal Worg
    • Tiger-striped Owlbear
    • Medium Waterdeep Horse
    • Tuigan Courser


White Tiger

  • Protector's Camaraderie - Whenever your companion deals damage to an enemy, you gain "Protector's Camaraderie" which grants 3% Power and 3% Defence for 10 seconds - this stacks 4 times making for a total of +12% Power and 12% Defence during combat as long as you have your companion summoned (which you should for Bonding Runestones)
    • Regal Insignia of Dominance (+200 Power, +100 Companion Influence)
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Enlightened Insignia of Skill (+200 Critical Strike, +100 Action Point Gain)
  • Other Mounts that offer Protector's Camaraderie:
    • Black Ice Warhorse
    • Coastal Flail Snail
    • Emperor Beetle
    • Imperial Rage Drake
    • Runeclad Manticore
    • Giant Beetle
    • Giant Crab
    • Guard Drake
    • Purple Owlbear
    • Arkaiun Courser
    • Medium Black Horse
    • Trained Grizzly


Turmish Lion

  • Gladiator's GuileStraight and to the point - this Insignia bonus increases your run speed by 15% when your Stamina's above 75%. That's really the only important part you need to know about this Bonus.
    • Illuminated Insignia of Dominance (+200 Power, +100 Companion Influence)
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Regal Insignia of Aggression (+200 Armour Penetration, +100 Action Point Gain)
  • Other Mounts that offer Gladiator's Guile:
    • Armoured Giant Strider
    • Beholder Personal Tank
    • Emperor Beetle
    • Imperial Rage Drake
    • Skeleton Steed
    • Swift Golden Lion
    • Tenser's Floating Disk
    • Apparatus of Gond
    • Dawn Unicorn
    • Gas Spore
    • Gorgon
    • Heavy Giant Spider
    • Heavy Mystic Nightmare
    • Lord's Armored Polar Bear
    • Silverback Bear
    • Stormraider Clydesdale
    • Turmish Lion
    • Black Stallion
    • Wolf of the Wild Hunt

PvP (Player vs Player)

This may sound like a broken record if you've already made your way through the PvE Guide but - Welcome to the PvP guide!. I'm basically going to tell you everything you'll need to know about PvP Rogues.. Like the PvE Guide, the PvP Guide will include some of your best options for enchantments, companions, mount bonuses, insignia bonuses, powers, feats, boons - and also alternative suggestions for gear you maybe can't obtain or afford yet in the game.Same jazz.

If you didn't read the general Intro, Info & Loadouts tab at the top, I will make note right now that I don't PvP in the game. However, I've been queuing up in PvP a lot recently and talking to other Trickster Rogues who PvP frequently. So more or less this PvP build and guide derives from what I've learned from others experiences, as oppose to my own personal experiences. This build is, in sorts, partially in the making, so if you have suggestions please let me know either here on mmominds or in-game.

  • I do want to add, several of the people I spoke with told me they were following off of Minimi's TR PvP Guide - so you're likely to see similarities between his guide and mine (which isn't really mine!).
  • To see his TR Guide on YouTube please do check it out right here. 

The reason I'm putting up a PvP Build in the first place is because mmominds doesn't have an up-to-date PvP Guide for TR's at the moment, and with the recent release of loadouts, several players (not just Trickster Rogues) are eager to now have access to a viable PvE and PvP build without having to spend 20 minutes on a respec each time.

Anyway enjoy, have fun, and please don't be too critical! I'm still in a learning process of sorts just like you in regards to PvP.

As said, if you have comments, questions or suggestions feel free to comment below right here on mmominds. Enjoy the guide!


Gear Preview

I don't actually own this gear on the Live Server - just to set the record straight


Stats

Side note, these do include Guild Boons and are not my own personal stats, these are here for a preview / rough idea of what to aim for.

Choosing Your Race

I want to say choosing your race is an optional thing in PvP, and it totally can be - but you're dealing with real people as your opponents in PvP, who, unlike NPC foes, are extremely competitive. So, generally your options are basically the same as in PvE - which rocks, because loadouts don't include race options/switches.



Dragonborn - This class will probably be your best choice for PvP, but -  you do have to pay to unlock it - it's 2500 Zen to purchase a Dragonborn Reroll Pack from the Zen Market, so yes, it's a little pricey and far from being free. but it will definitely take you a long way in PvP.

Looking at its actual Racial Abilities, Draconic Heritage could be very useful in PvP, and though generally it may not be a top choice in PvE, it could definitely pose as a lifesaver in PvP. Ability Scores - throw those into  STR (+damage) it's your best option, hands down. Now, the final Racial Ability Dragonborn Fury, grants a 3% increase to Power and Critical Chance which are basically going to be a couple of your top stats - the main one of course being Power. Since we're taking an Executioner build, the Critical Chance won't be that beneficial though.



Human - First things first, it offers a Defence increase by 3% - you're a Trickster Rogue trying to survive the rough conditions of PvP - you need that Defence, trust me. Same to the Dragonborn, this race offers +2 to any Ability Score which is a win - this is awesome, throw, those +2 points into again, STR (+damage) and you're set to go. Lastly, Heroic Effort offers 3 additional feat points. This is extremely unique to this Race, and part of what makes it potentially one of your better choices for a PvP spec.



Halfling - Halflings, like the naturally awesome little beings they are, offer the Racial Ability Nible Reaction, which grants +3% Deflection Chance. For Ability Scores you have a choice between DEX, CHA, or CON. Your best bet would be to throw those points into CHA (Charisma), as there is no option for STR. Last but not least, "Bold" increases your resistance to Control Effects by 10% - which is also somewhat pretty sweet for PvP..

This Colour represents / signifies a Secondary Attribute.

This Colour represents / signifies a Primary Attribute.

What's the difference between a Primary and Secondary Attribute? Primary means what the game labels as "most important" and the Secondary Attributes are what the game labels as "next most important". Any stats not highlighted Purple or Blue probably aren't that valuable or useful for your class.



Ability Scores

Ability Rolls luckily are pretty straight forward for the most part and offer a bit of space to play around in, as all 3 stats are beneficial in their own sense.

Since we're aiming towards Executioner, you'll likely want to take Strength & Charisma.

Please note, this is just a recommendation I've heard from other players. Detailed explanations below about each stat.


Strength - Contributes to Stamina Regeneration, Damage output, and DoT Damage Resistance (DoT = Damage Over Time). Mostly you're wanting this for the Stamina and most certainly the Damage Bonus. Damage all the way!

  • This is an important Ability. Executioner focuses on dealing high damage, and also require lots of Stamina due to the fact you'll be dodging your opponents attacks often and hopefully not trying to take them head on.

Dexterity - Contributes to Critical Chance, Deflection Chance and AoE Damage Resistance (AoE = Area of Effect). From this stat you're mostly going to be interested in the Critical Chance and Deflection Chance - but mostly the Critical Chance, as it also is going to help increase the damage you dish out in PvE.

  • This Ability is mostly geared towards PvE builds, and in certain Saboteur PvP builds, but generally most PvP builds do not suggest Dexterity as Critical Chance isn't all too useful in PvP. 

CharismaContributes to Deflection Chance, Companion Stat Bonus and a Combat Advantage Damage Bonus. All 3 of these are rather useful actually, mostly the Deflection Chance and the Combat Advantage Damage Bonus though. 

  • Mostly geared towards the Executioner "One Shot" build which focuses on taking your enemy out in a single lethal blow. While stealthed, you gain Combat Advantage - and Charisma offers an increase to the bonus damage you deal while you have combat advantage - making your 1 single blow that much more lethal. This stat also offers Deflection Chance which is an important defensive stat to increase. 




Stats

1. Armour Penetration - Your opponents, if they know a thing or two about PvP, are going to have a lot of Defense. Armour Penetration helps you to ignore their defences and in PvP, it has no cap - raise it as high as you can because you want to make sure your strikes deal damage at their full potential. Especially considering the Executioner build focuses on taking your enemy down in 1 brutal blow, you want to make sure there's no Damage Resistance standing in your way.

2. Power - All in all, the name of the stat says it all. Power increases your total DPS output, and you want to destroy your opponent before your opponent destroys you. So having more power and dealing more damage, will ultimately result in you (hopefully) taking down your opponent first instead of the vice versa.

3. Deflection & Defence - Your goal in PvP is to not only destroy opponents, but to stay alive! I mean, realistically speaking, what good are you if you're dead? Raising your Defence and Deflect will definitely help save the day and keep you alive. Over all though I would say aim for Deflect first. Defence can be broken through with high Armour Penetration and don't think you're the only one who's going to have High Armour Pen - most likely every single player is going to as well.

4. Recovery - This over all increases your Action Point Gain, and also reduces the cool downs on your Encounter Powers. Building from the Executioner perspective, more Recovery means more Daily's being casted and you're going to revolve a lot around throwing down the Daily Power Shocking Executioner, so having high Recovery will be important.

Any other stats you invest in for the most part are optional.

Critical Strike isn't entirely useful (not in comparison to other stats anyway), especially considering you're aiming to deal 1 massive blow in stealth... no Critical Strike needed in stealth since stealth offers a 100% Critical Chance.

Life Steal well, nobody has been able to tell me why they don't invest into it much - but I'm going to guess it's mostly because Life Steal doesn't prevent you from getting 1-shot... but Deflect and Defence do. So whatever is going to most likely keep you alive is probably the viable option you'd want to select.

Regeneration while it's entirely useless in PvE, Regeneration actually serves a strong purpose in PvP! TR's have that flexible option to stealth and run away if things are taking a turn from the worst. Once "out of combat" and away from your opponent, Regeneration kicks in and starts to heal you - meaning you can hide off in a corner and get back up to full HP no problem.

Movement increases your run speed and run speed does have its perks in PvP but it doesnt necessarily help you offensively. It's more of a convenient defensive stat more than anything.


This Colour represents Heroic Feats

This Colour represents Executioner Feats

This Colour represents Scoundrel Feats



These are the PvP Executioner Feats you'll want to select. You'll notice its extremely different from the PvE Feats, and as said previously PvP focuses around an entirely new set of everything. If you have suggestions let me know, I'm more than open to them.

  • Heroic Feat Points

Action Advantage 4/5 - Since we're aiming to build a powerful single strike which focuses around attacking straight from Stealth - Action Advantage grants 2/4/6/8/10% bonus Action Points for dealing Combat Advantage - in other words straight out of stealth. This means you can use a daily power more frequently, so this is definitely a win to have. 

Toughness 2/3 - This feat increases your over all health points by 3/6/9%. The more health points, the more damage you can take technically making it less likely to get 1-shot. 

Swift Footwork 4/5 - This feat increases your stamina by 2/4/6/8/10%. As a Trickster Rogue you dodge a lot in PvP, so extra stamina, just like the extra HP from Toughness, doesn't hurt to have at all,

Twilight Adept 4/5This feat grants 2/4/6/8/10% of your stealth every time to dodge roll. The reason you want to throw 4/5 points in this one is because you're aiming to build your Stealth as quick and soon as possible, and while you're waiting for that to build, you're dodging lots. So what better way than to get 2-in-1? Some might say this is just for "convenience" but from what I've heard, it's great in PvP and can make be a lifesaver if you're stuck in a pinch sometimes.

Lucky Skirmisher 3/3 - This feat increases your deflection chance by 1/2/3% - so obviously a winning must-have feat. 

Disciple of Strength 3/3 - This feat increases the bonus damage STR (Strength) gives you by 2/4/6%. Pretty self explanatory I think - it helps you deal more damage!

Did you take the Human Race and have 3 more Heroic Points to spend? No worries, I've got you covered! If you so happened to take the Human Race and have a few more Heroic Points than I do, I'd suggest throwing all 3 into Endless Assault, as it increases the total damage your Encounter Powers deal. 

  • Paragon Feat Points
  • Executioner

Arterial Cut 5/5This feat increases your Critical Severity by 3/6/9/12/15% while stealthed. Stealth gives you 100% Critical Chance, so its a guaranteed bonus 15% Critical Severity (Your critical hits deal more damage) when you attack while stealthed. This includes when activating Shadow of Demise.

Grim Pleasure 5/5 Dealing a Critical Strike increases your Power by 1/2/3/4/5% - so when you're dealing from Stealth (which again, grants you 100% Critical Strike) this automatically procs this buff.

Deathknell 5/5Increases your damage to enemies/foes below 30% health. Doesn't sound fantastic but can make the difference between kill or no kill in PvP - adding this in with Last Moments, it's a large damage buff to opponents you have close to death. 

Last Moments 5/5This is a really nice damage buff. When your opponent, is below 40% health, you deal 5/10/15/20/25% more damage to them. While stealthed, this buff takes effect when your enemy is below 70% health. This can be extremely useful in PvP.

Shadowborn 5/5This is an important feat - Entering stealth increases your Power Rating by 20/40/60/80/100% on your next attack - since you're aiming towards that single deathly blow, this works amazing for this build.

Exposed Weakness 5/5 As I stressed out earlier, building up Armour Penetration to ignore your enemies defences is a huge asset. This feat actually lets you ignore 5/10/15/20/25% of your opponents Armour (Damage Resistance) - so of course this is a must-have. As I said, there is no cap on Resistance Ignored. 

Shadow of Demise 1/1Basically, when you use an Encounter Power on an enemy while stealthed, Shadow of Demise will proc. The total damage you deal within the following 6 seconds is totalled, and when 6 seconds are up, the enemy who you targeted with Shadow of Demise, takes an additional massive hit for 50% of the total damage you dealt in those 6 seconds as Piercing Damage - which means it cannot be deflected or ignored - SUPERIOR Feat for PvP. 

  • Saboteur

Shady Preparations 5/5 - Upon entering Stealth all your power's cool-downs are reduced by 10%, allowing you to deal Encounters sooner than they originally would. Once you get familiar with this you can start casting Stealth with 2-3 seconds left on your cool-downs and just cast away, as this Feat will eliminate the rest of your cool-down period. 

Knife’s Edge 5/5 - Similar to Shady Preparations, except instead of stealth, it's the use of a Daily Power that reduces your cool-downs by 15%. Again, allows you to cast powers sooner.

Currently not available. As of now, I do not have a Saboteur Build pieced together officially, though I do have one started and in the process of being completed.

Thanks for your understanding! ^^

This Colour Represents Daily Powers

This Colour Represents Class Features

This Colour Represents Encounter Powers

This Colour Represents At-Will Powers



Powers

There's a lot to cover for which powers you should focus on using. Most of the time it seems players use Lurker's Assault, Shocking Executioner for their Daily Powers, First Strike, Invisible Infiltrator for Class Features, Smoke Bomb, Impossible to Catch, Dazing Strike for Encounters, and Sly Flourish, Cloud of Steal for At-Will's. Here's a basic explanation of what Powers I've ranked up, and why I suggest ranking them up. I'll explain the rotations at the end of these;


  • Powers

Cloud of Steel (4)I've ranked this up to 4 because it's a good quick ranged At-Will attack. It's actually the only useful ranged At-Will you'll have following the Master Infiltrator path. It can be extremely useful when in a position where you can't afford to play melee (close combat) or if your opponent is trying to run away from you.

Sly Flourish (4)Another really great At-Will attack. Sly Flourish also gives whats called Broken Armor, which is if in the event you finish the powers combo, the target takes 5% more damage from all sources - can pose to be well worth the while. All-in-all though, it's the speed it casts at and the flexibility to be freely interrupted whenever necessary that makes it a winner.

Dazing Strike (4)Dazing Strike first and foremost dazes your opponents. This is really helpful in keeping yourself alive; if players are dazed, they cannot attack you. This gives you time to deal as much damage as you can while they're dazed.

Impossible to Catch (4)Basically, you dodge your enemies attacks making you untouchable, gain 50% Damage Resistance and become completely immune to any further control affects. At Rank 4, this buff lasts for 5 seconds. The cool-down for it is 10 seconds, sometimes 9 in combat with buffs - so over half the time. You can empower your defences with this buff majorly. Impossible to Catch does not activate Shadow of Demise.

Smoke Bomb (4)Smoke Bomb dazes opponents just like Dazing Strike, but deals DoT (Damage Over Time) and is also a AoE (Area of Effect) attack. On a critical hit, this Encounter can deal some really nice damage. When used from Stealth it does add a Slow effect as well, which works great for PvP. Note: Smoke Bomb doesn't activate Shadow of Demise the same way other Encounters do. You have to activate Stealth AFTER casting Smoke Bomb, while Smoke Bomb is still actively dealing damage-over-time to trigger Shadow of Demise.

Lurker's Assault (4) - Lurker's Assault doesn't deal damage but it still works with Invisible Infiltrator (Class Feat Below), meaning it will still restore your stealth meter on initial use. Lurker's Assault then continues to restore your stealth meter at a very rapid speed, This Daily Power also grants you +25% damage, which is a big damage buff. The stealth meter restoration and damage buff both last 10 seconds, which is also a great length of time. 

Shocking Execution (4)Shocking Execution deals a high amount of piercing damage which cannot be deflected or ignored - making it perfect for a single brutal blow your opponents can't help but take. While it proves fairly useless in PvE, it gains it crown in PvP without a doubt. 

First Strike (4) - Your First Attack at Rank 4 in combat deals an additional 75% damage - this is HUGE and will make a world of a difference in your single-blow tactic.

Invisible Infiltrator (4)This Feat restores your Stealth Meter upon casting a Daily Power. This can really help you during your Shadow of Demise rotations, and other situations. You'll actually depend on it a lot for your rotations, as the extra Stealth Bar fill allows you to cast with a guaranteed Critical Hit.

  • Rotations

For your rotations, they should play out sort of like this;

Impossible to Catch, Stealth > Shocking Execution, Stealth > Dazing Strike, Smoke Bombfollowed by either Sly Flourish or Cloud of Steel depending on whether your opponent is trying to run from you or distance themselves from you - in which cases you'll probably want to distance yourself from them as well and use Cloud of Steel. Most likely your enemy will die shortly after this and your AP will be full again - making you ready to throw this down on your next opponent.

If you're playing against another TR, you'll want to switch your rotations slightly, switching Dazing Strike and Smoke Bomb; your TR opponent will likely Stealth and hide from you, so using an Area of Effect attack will benefit you more.

I'd also like to note your Rotations will vary depending on the circumstances of your battle; In PvP the tables can be turned easily, and unexpected twists are common. So sometimes, you have to play based on the circumstances of battle and break rotation.

Boons

For boons, I suggest focusing on prioritising Power, Armor Pen, Deflection, and Recovery where you can. As mentioned on the Intro, these are the main stats you'll need to invest in. Below is a list and preview of all the selected and suggested boons:



Frosty Demeanor - 2% Control Resistance & +1000 HP.

Hardy Constitution - +400 Stamina Gain & 2% Everfrost Resistance.

Icy Wrath - Chance when taking damage to gain up to +2000 bonus damage on your next attack.

Glacial Strength - +3200 HP & 2% Everfrost Resistance.

Frozen Reflection 2/3 - When you Deflect an attack, you deal up to 6000 damage back to your Attacker.

The final boon has 3 extra points to be distributed among the final boons; you can either increase the potency of one, or choose more than 1 final boon.



Legion's Valor - +250 Power & +250 Critical Strike when flagged for PvP.

Vanguard's Resolve - Players who strike you grant you +400 power for 8 seconds. You may only gain +400 per player (Max 2000)

Versatile Warrior - You gain +400 Power and +400 Recovery whenever an ally or enemy within 25 ft of you is flagged for PvP.



Dark Fey Hunter - +400 Power.

Fey Elusiveness - +400 Deflect.

Elven Haste - Gain Action Points 3% faster.

Elven Ferocity - Grants a chance while dealing damage to 20'000 Arcane Damage. If you're squishy, take Elven Tranquillity as it grants a chance to heal 20'000 HP instead.

Elvish Resolve - Your Stamina regenerates 10% faster in combat.



Reliquary Keeper's Strength - +250 Power & +250 Movement. Take Conjurer's Gambit if you think you need Critical Strike more than you need Power.

Illusory Regeneration - +400 Regeneration

Illusion Shimmer - +3% Resistance Ignored - helps so you don't need to build as much Armour Penetration to breach -60% Resistance Ignored.

Shadowtouch - Grants a chance while dealing damage to 20'000 Necrotic Damage. If you're squishy, take Enraged Regrowrth as it grants a chance to heal 20'000 HP instead.

Endless Consumption - When you steal health from your Life Steal stat, you have a chance to heal x3 as much.



Encroaching Tactics - +400 Combat Advantage Bonus.

Refreshing Chill - +400 Stamina Gain.

Sleet Skills - +2% Critical Severity.

Cool Resolve - Gain up to 2000 Power based off how much Stamina you're missing.

Rousing Warmth - Chance when healed to gain 3000 bonus damage on your next attack.



Primordial Might - +400 Power & +1600 HP.

Primordial Regenesis - +400 Life Steal and +1600 HP.

Drow Ambush Tactics - Combat Advantage Damage is increased by 10%.

Dwarven Stamina - Regain Stamina 5% faster.

Abyssal Strikes - Deal +10% more damage to demon-type enemies. (Doesn't do anything in PvP)



Dragon's Claws - +400 Power.

Dragon's Shadow - +400 Deflect.

Draconic Armorbreaker - +400 Armour Penetration or Draconic Defence - +400 Defence (Optional Boon)

Dragon's Blood - +400 Regeneration.

Dragon's Fury 2/3 - 5% increased Critical Severity.

The final boon has 3 extra points to be distributed among the final boons; you can either increase the potency of one, or choose more than 1 final boon.



Abyssal Siphoning - 5% Life Steal Severity.

Demonic Influence - +400 Combat Advantage Bonus.

Demonic Swiftness - Gain Action Points 3% faster.

Displace Fate - When below 30% HP you gain a shield increasing damage resistance by 60% for 3 seconds.



Wave of Force - +300 Power & +2000 HP

Earth's Renewel - +400 Regeneration & +2000 HP.

Blazing Resilience - +400 Recovery & +2000 HP.

Wall of Wind - When taking damage you have a chance to heal for 24'000 HP over a few seconds - After this effect is done you gain +1000 Recovery for 10 seconds.



Aura of Despair - Upon killing an enemy, emit an Aura that stuns up to 5 players / enemies within 25 ft for 4 seconds.

Fiery Frenzy - +2% Critical Severity & +1000 HP

Soothing Zephyr - +500 Recovery & +2000 HP

Planar Vitality - Whenever you deflect an attack, regain up to 8000 HP.



Let's note  that for the Stronghold Boons, they're 100% dependent on the progress of whichever guild you belong to. Currently my guild Chronic Legion is at Guild Hall 13, so we still don't have super powerful boons yet but at least we have boons.

These Colors state whether the item is RareEpic or Legendary

This Color describes what stat or bonus the item gives

This Color describes how to obtain the item

This Color describes any set bonuses associated with the item



Gear & Enchantments

Straight to the point, my gear looks like this:


  • Head - Manticore Executioner Mask
    • (HP, Power, Critical Strike, Armour Penetration, Defence, Tenacity) 
    • (Masterwork Professions or the Auction House)
    • (No Set Bonus)
  • Armor - Morlanth's Shroud
    • (HP, AC, Power, Recovery, Defence) 
    • (Shard of Night - extension of River District)
    • (No set bonus)
  • Arms - Prestige Executioner Gloves
    • (HP, Power, Critical Strike, Armour Penetration, Defence, Tenacity) 
    • (Protector Enclave's The Trade of Blades, NPC Kyrian Foss' Shop) 
    • (2/2 Set Bonus - +500 Tenacity)
  • Feet - Prestige Executioner Boots
    • (HP, Power, Critical Strike, Defence, Deflection, Tenacity) 
    • (Protector Enclave's The Trade of Blades, NPC Kyrian Foss' Shop)  
    • (2/2 Set Bonus - +500 Tenacity)


  • Weapons - Aboleth Dagger & Stiletto 
    • (Power, Critical Strike, Recovery)
    • (River District Campaign)
    • (2/2 Set Bonus - Use of an Encounter Power grants +4% outgoing damage and a random buff of either +2500 Lifesteal, Enemies you attack take additional damage over time, or Enemies explode upon death damaging nearby foes)


  • Neck - Company Raider Cloak
    • (+2 INT, +2 STR, Power, Recovery, Armour Penetration)
    • (The Outfitter in the Stronghold, Costs 6500 Guild Marks)
    • (2/2 Set Bonus - +500 Power) 
  • Ring 1 - Scintillant Executioner Ring
    • (Power, Recovery, Tenacity) 
    • (Mastercrafting or Auction House)
    • (No set bonus) 
  • Ring 2 - Scintillant Executioner Ring
    • (Power, Recovery, Tenacity) 
    • (Mastercrafting or Auction House)
    • (No set bonus) 
  • Belt - Company Assault Belt
    • (+2 STR, +2 CHA, Power, Critical Strike, Armour Penetration) 
    • (The Outfitter in the Stronghold, Costs 6500 Guild Marks)
    • (2/2 Set Bonus - +500 Power) 


  • Shirt - Greater Everfrost Undercoat
    • (+3% Everfrost Resistance, HP, Defence, Life Steal)
    • (Storm King's Thunder Campaign Store)
    • (2/2 Set Bonus - Deflect>Life Steal Bonus - Whenever you Deflect an attack, every successful Deflect in the following 10 seconds returns 50% of the incoming damage back to the attacker. This damage cannot exceed 15% of your Max HP.) 
  • Pants - Greater Everfrost Trousers
    • (+3% Everfrost Resistance, HP, Defence, Deflection)
    • (Storm King's Thunder Campaign Store)
    • (2/2 Set Bonus - Deflect>Life Steal Bonus - Whenever you Deflect an attack, every successful Deflect in the following 10 seconds returns 50% of the incoming damage back to the attacker. This damage cannot exceed 15% of your Max HP.) 


For Enchantments its basically worked like this:

  • Utility - Dark Enchantments
    • (Movement)
    • Why? Great for additional movement!
  • Defense - Silvery Enchantments
    • (Deflection)
    • Why? Great way to build up Deflection, and Deflection will definitely help keep you alive in a PvP match.
  • Defense - Cruel Enchantments
    • (Defence & Deflect)
    • Why? As much as you want Deflection, you need some extra Defence to weaken incoming damage. Having some Defence is still important. With Cruels you get the best of both worlds. No Hannah Montana pun intended.
  • Offense - Radiant Enchantments
    • (Power)
    • Why? They give Power! You can never have too much Power.
  • Offense - Cruel Enchantments
    • (Power & Recovery)
    • Why? While they give less Power than a Radiant Enchantment, you also get Recovery which is a stat you want to be investing in as well.
  • Overload - Anything can go here in my opinion. The Stronghold offers some good PvP Marks - definitely worth looking into.
  • Armour Enchantment - Transcendent Negation Enchantment
    • (Upon taking damage - +3% Damage Resistance, 1% Increase to Recovery and Incoming Healing, both stack up to 10 times!)  
    • Why? The damage resistance helps you out a lot, and you also get the Recovery buff - another viable option is always the Soulforged Enchantment which automatically revives you from death.
  • Weapon Enchantment - Transcendent Vorpal Enchantment
    • (Increases Critical Severity by 50%, also debuffs your enemy)
    • Why? Vorpal offers a massive buff to your damage, especially if you're dealing straight out of Stealth.


For Reinforcement Kits I use:

  • Head, Armour & Boots, Arms - x3 Major Power Armour Kit
    • (+200 Power)
    • (Lvl 25 Mailsmithing or Auction House)
  • Neck, x2 Rings & Belt - x4 Major Action Point Gain Jewel
    • (+100 Action Point Gain) 
    • (Lvl 25 Jewelcrafting or Auction House)
  • Shirt & Pants - x2 Greater Everfrost Resistance Kit
    • (+5% Everfrost Resistance)
    • (Storm King Thunder's Campaign Store or Auction House)



Can't afford some of these yet, need an alternative suggestion for whatever reason?

To replace the Head/Armour/Arms/Feet gear you can always aim for either the Warborn (via Tarmalune Bars if you have VIP) or the Grim Executioner Set (via Tarmalune Bars if you have VIP). Warborn is a much better set than Grim Executioner though.

  • Want to know more about the Warborn Set? Click Here!
  • Want to know more about the Grim Executioner Set? Click Here!

To replace the Aboleth Weapons either Burned Daggers or Drowned Daggers will be your best bet - both can be obtained via Lvl 25 Weaponsmithing or from the Auction House. If you have the materials, I have all my professions maxed, so I can always craft them for you if you wanted / needed. 

Also note the Shadewalker's Weapon Set is actually better than the Aboleth Weapon Set but require an excessive amount of farming from the SKT Campaign and Svardborg's Skirmish. 

  • Want to know more about the Burned Daggers? Click Here!
  • Want to know more about the Drowned Daggers? Click Here!
  • Want to know more about the Shadewalker's Weapon Set? Click Here!

To replace the Rings I would highly suggest either the Personalized Adamant Rings (crafted via Lvl 25 Jewelcrafting, become linked to Character immediately), Rosegold Rings (via Master Crafting or the Auction House) or any of the Power/Critical Strike +4 or +5 Underdark Rings (chance to drop from Demogorgon, Throne of the Dwarven Gods, or Prophecy of Madness raids).

Need to replace the shirts or pants? Well, the Drowcraft Shirt & Pants are (typically very cheap to buy off the Auction House) and would be my #1 suggestion otherwise. Apart from them, the Gemmed Exquisite Elemental Tunic & Pants would be my only other suggestion (can be crafted via Rare Lvl 25 Leatherworking Tasks).

  • Want to know more about the Drowcraft Shirt & Pants? Click Here! - and be sure you look under "Undergarb (Trousers) for the Trickster Rogue ones!
  • Want to know more about the Gemmed Exquisite Elemental Tunic & Pants? Click here for the Shirt or Pants

This Colour represents Mythic quality (CommonRareEpicLegendary, Mythic)



Artifacts

Looking into Artifacts now, I'd suggest the following;

Sigil of the Devoted - Sigil of the Devoted should be your Primary Artifact you use in Combat. It grants you 100% of your Action Points over 15 seconds, and gives Power and Defence. 

Kessell's Spheres of Annihilation - This artifact grants Power and Armour Penetration, 2 crucial stats to this build. I'd never suggest this as your Primary Artifact though.

Forgehammer of Gond - Grants Power and Deflection, cannot go wrong with those stats. As well this Artifact gives you the Mythic Tool "Forgehammer of Gond" which is great for mastercrafting. So its a double win - again though, you'll never want to use this as your main Artifact. 

Symbol of Air - The Symbol of Air offers Power & Recovery - again, stats you'll want to have. Not to be used as a Primary Artifact, but its stats are very beneficial. 

Looking for something an alternative, maybe something more affordable? Here's a list of a few artifacts you can take a look at as well;

Symbol of Fire (Power, Recovery, Defense)

Tiamat's Orb of Majesty (Power, Crit, Recovery, Armor Pen, AP Gain)

Tome of Ascendance (Power, Defence, Deflect, Life Steal)

Apocalypse Dagger (Power Deflect, Companion Influence)

Heart of the Red Dragon (Power, Defence, Regeneration)

Heart of the Black Dragon (Recovery, Armour Penetration, AP Gain)

Thayan Book of the Dead (Power, Armour Penetration)

Oghma's Token of Free Movement (Defence, Deflect, Control Resistance)

Sigil of the Guardian (Defence, Deflect, AoE Resistance)

Sigil of the Scourge (Power, Deflect, Stamina)

Sigil of the Hunter (Power, Recovery, Stamina)

Companions

Quick Word of Advice, Important to Read - Might save you TONS of Astral Diamonds!

The equipment doesn't grant you anything on your Active Companions - only on your Summoned Companion. Yes, my other active companions are filled with top gear and runestones, but by no means do they benefit me. They're not something you want to invest in, Only ever invest in your Main, Summoned. Companion!

Also, you only need 1 active companion at Legendary to get the Legendary bonus on any Summoned Companion, even if your Summoned Companion is Epic level, you will still get the Legendary Bonus. Mine are upgraded just for show, so don't by any means think it's necessary. You'll waste precious Astral Diamonds that way.

Also please note - You cannot use Companions in Domination PvP - and you do NOT gain the Active Companion Bonuses in PvP either! Only in Open World PvP in places like Icewind Pass or Dwarven Valley can you use your companion in PvP. As well, These are viable Companions for PvE and I use this set up in my PvE builds actually, just with a few changes to my Summoned Companion.

                                                                                                                                                                                                                                                                                             


The Air Archon - Your Summoned Companion

  • The Air Archon's Active Bonus grants you a 5% damage buff to enemies NOT at full health - so basically the entire combat. The Air Archon also grants x3 Offence Slots making it perfect for using with Bonding Runestones. It's base stats are Power, Critical Strike and Armour Penetration.
  • Lockboxes or Auction House

This is my main summoned companion. It currently sits at Legendary Quality and it equipped with x3 R12 Bonding Runestones, x2 Loyal Commander Rings, x1 Loyal Master Necklace. I have R12 Radiant Enchantments placed in the Offence Slots of the Loyal Companion gear, as well as R12 Azure Enchantments placed in the Defence Slots of the Loyal Companion Gear. Here's a detailed breakdown about my Companion's Gear & Enchants:

  • x3 Bonding Runestone, Rank 12 
    • (Power, as well as Companion's Gift which grants 95% of your Companion's stats to you for each Bonding Runestone Equiped - Totals to 285% of summoned Companion's stats)
    • (Lockbox or Auction House)
    • Why is this important to have? For example, my Archon has 6000+ power - multiply that by 3 because remember, I'm getting 300% of it's stats, and that's 18'000+ Power straight up. That's just power, add in other stats like Recovery and Armour Penetration and this makes for one mean, overpowered mix.
  • x2 Ring of the Loyal Commander
    • (Power & Recovery)
    • (No Longer Obtainable in-game - available on Auction House, but for high amounts of AD)
    • Why should I want / use this? These rings are double slotted, x1 Offence and x1 Defence. As well, the gear offers 600+ Power and 600+ Recovery - triple this with Bonding Runestones and it's a huge amount you're gaining from these rings alone - and let's note, that's not even including the Enchantments placed in the Offence/Defence slots
      • x2 Radiant Enchantment, Rank 12 (Offence Slots in Companion Gear)
        • (Power)
        • (Lockbox, Tarmalune Trade Bar Store, or Auction House)
        • Why should I want / use this? These enchantments at Rank 12 give you 700 Power, and let's face it... you're going to want Power. 
      • x2 Azure Enchantment, Rank 10 (Defence Slots in Companion Gear)
        • (Defence)
        • (Lockboxes, Tarmalune Trade Bar Store, or Auction House)
        • Why should I want / use this? These enchantments give Defence and honestly in PvP you want any Defence or Deflect you can get. If you wanted more Deflect as well, you could also choose Silvery Enchantments instead of Azure Enchantments - both would be viable options. 

.

  • x1 Necklace of the Loyal Master
    • (Power & Armour Penetration)
    • (No Longer Obtainable in-game - available on Auction House, but for high amounts of AD)
    • Why should I want / use this? Like the Loyal Commander Rings, the necklace is also double slotted - x1 Offence, x1 Defence. Similarly it grants 600+ Power and 600+ Armour Penetration - and this is a huge asset in getting up your Resistance Ignored. 
      • x1 Radiant Enchantment, Rank 12 (Offence Slots in Companion Gear)
        • (Power)
        • (Lockbox, Tarmalune Trade Bar Store, or Auction House)
        • Why should I want / use this? These enchantments at Rank 12 give you 700 Power, and let's face it... you're going to want Power. 
      • x2 Azure Enchantment, Rank 10 (Defence Slots in Companion Gear)
        • (Defence)
        • (Lockboxes, Tarmalune Trade Bar Store, or Auction House)
        • Why should I want / use this? These enchantments give Defence and honestly in PvP you want any Defence or Deflect you can get. If you wanted more Deflect as well, you could also choose Silvery Enchantments instead of Azure Enchantments - both would be viable options. 



The Erynes of Belial

  • The Erynes of Belial's Active Bonus grants you +10% Critical Severity - so more or less your Critical Hits deal 10% more damage. 
  • The Scourge Warlock Pack from the Zen Market or Auction House

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.



The Siege Master

  • The Siege Master's Active Bonus grants you +4% Increased Damage, and 8% Increased Damage when on the Stronghold Map - pretty straight forward, this companion flat out makes you deal more damage! 
  • The Zen Market or Auction House

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.



The Earth Archon

  • The Earth Archon's Active Bonus grants you a 6% damage buff when you yourself are at full health - very useful for making that first initial blow, which is what we're focusing on, right?
  • Lockboxes or Auction House 

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.


The Fire Archon

  • The Fire Archon's Active Bonus grants you a 7% damage buff when to enemies below 50% HP - while the buff doesn't help at the beginning of combat, once your opponents health starts to drop, this helps you out a lot.
  • Similar to The Air Archon, The Fire Archon as well grants x3 Offence Slots making it perfect for using with Bonding Runestones. It's base stats are Power, Critical Strike and Armour Penetration, making it one of the most preferable Summoned Companions in the game along with the Air Archon.
  • Tarmalune Trade Bar Store, Lockboxes or Auction House

This is only an Active Companion. It currently sits at Legendary Quality but does not require a Legendary Rank. As well, the gear and enchantments shown below do not account for anything and are simply used as a means of storage. In no way what so ever do you need to invest in gear / enchantments / runestones for a regularly un-summoned Companion.

These Colors state whether the item/power is Rare, Epic or Legendary

This Color describes related stats

This Color describes how to obtain the item



Mounts & Insignia's

I'm fairly fortunate to have a Tenser's Disk mount. In the image above you can more or less see my Mount Combat Power, Mount Equip Power and Mount Speed.

  • Suggested Combat Power:
    • Tenser's Transformation
      •  For 12 Seconds, Gain 10% Power and 10% Run Speed. Also Gain +2 STR, +2 DEX, +2 CON and +2 Armour Class.
      • Upon use also Activates the Cavalry's Warning Insignia Bonus, which grants a 10% Increase to all stats for 12 seconds. Activates with any Mount Combat Power.
  • Suggested Equip Powers:
    • Rapid Recovery
      • Grants +2000 / +4000 Recovery
      • Enchanted Courser (+2000)
      • Tenser's Floating Disk Mount (+4000)
    • Armour Breaker
      • Grants +2000 / +4000 Armor Penetration
      • Axe Beak Mount (+2000)
      • Axe Beak Mount (Legacy) (+4000)
    • Dominant Force
      • Grants +2000 / +4000 Power
      • Heavy Twilight Nightmare (+2000)
      • Black Ice Warhorse Mount (+4000)
      • Arcane Whirlwind (+4000)
  • Please note there are other mounts that grant these bonuses. I only listed the generally cheapest option, and also the Legendary option. 




These Colors state whether the Mount or Insignia is Common, Rare, Epic or Legendary


So what is an Insignia and what do they do? 

Insignia's more or less are like applying Runestones to your Companion, or Enchantments to your Gear - just instead it's applying Insignia's to your mounts, and if you match them right, you can get a type of "set bonus" known as an Insignia Bonus. You will notice I have Epic Insignia's on my mounts - you do not need Epic Insignia's in order to obtain an Insignia Bonus from your mount - any rank of Insignia will work, be it Common, Rare, or Epic. 

How can I get an Insignia Bonus then?

There are 5 different types of Insignia's - Crescent, Barbed, Enlightened, Regal, and Illuminated. By mixing / combining those types of Insignia's, you can get an Insignia Bonus. For example, as you can see below, x1 Crescent and x2 Illuminated create the Oppressor's Reprieve Insignia Bonus. Also note that mounts, like gear and companions, come with pre-set slots. Depending on the quality of the Mount (Common, Rare, Epic or Legendary) you'll have more or less "free for all" slots called Universal Slots. Apart from that, Barbed Insignia's can only go in Barbed Slots - and the same goes for any Insignia Type. This also means that while my Dusk Unicorn mount may offer Slayer's Redemption, my Axe Beak mount does not due to the Insignia Slots available - so if you're looking for a specific Insignia Bonus, you need to look for the specific mounts that offer it. I've got a link on the tab up there called "Enyo's List of Useful Links for Any Player" where you can view all the Insignia Bonus' Specifics.

I would like to note, I recommend Insignia's based around Defence, Deflect, Power, Movement, and Recovery. Some of the Insignia's I have in my mounts for PvP  shown below are not entirely what I would recommend or prefer to use - they're just what I have available on me currently to get the bonuses shown below. 


Armoured Bulette 

  • Oppressors Reprieve - This bonus heals you for 4% of your Max HP over 4 seconds whenever you are stunned, knocked, or immobilized, which - lets face it, happens a lot in PvP. 
    • Crescent Insignia of Vigor (+200 Movement, +100 Stamina)
    • Illuminated Insignia of Dominance (+200 Power, +100 Companion Influence)
    • Illuminated Insignia of Dominance (+200 Power, +100 Companion Influence)
  • Other Mounts that offer Oppressors Reprieve:
    • Armored Axe Beak
    • Armored Giant Strider
    • Armored Griffon
    • Champion's Armored Bulette
    • Skeleton Steed
    • Swift Golden Lion
    • Elite Shadow Wolf
    • Giant Strider (Legacy)
    • Griffon
    • Heavy Inferno
    • Striped Owlbear
    • Medium Snowswift Horse

.


Tenser's Floating Disk

    • Cavalry's Warning - This counters with the Tenser's Transformation combat power. This insignia bonus gives a 10% buff to all stats whenever you activate a mount's combat power. It's a sick buff and well worth using if you have a Mount Combat Power.
      • Enlightened Insignia of Mastery (+200 Recovery, +100 Control Bonus)
      • Crescent Insignia of Vigor (+200 Movement, +100 Stamina)
      • Barbed Insignia of Evasion (+200 Deflect, +100 AoE Resistance)
    • Don't have a Mount Combat Power? I'd suggest using Barbarian's Revelry then, as it heals you each time you perform a Critical Strike.
    • Other Mounts that offer Cavalry's Warning:
      • Armoured Axe Beak
      • Armoured Bulette
      • Armoured Griffon
      • Beholder Personal Tank
      • Black Ice Warhorse
      • Champion's Armored Bulette
      • Coastal Flail Snail
      • Runeclad Manticore
      • Dusk Unicorn
      • Embellished Apparatus of Gond
      • Heavy Howler
      • Heavy Worg
      • Manticore
      • Medium Adventurer's Horse
      • Owlbear
      • Sylvan Stag
      • Yeth Hound
      • Howler
      • Medium Palomino Horse
    • Mounts that Offer Barbarians Revelry
      • Armored Axe Beak
      • Armored Bulette
      • Armored Griffon
      • Beholder Personal Tank
      • Champion's Armored Bulette
      • Tenser's Floating Disk
      • Apparatus of Kwalish
      • Dusk Unicorn
      • Embellished Apparatus of Gond
      • Owlbear
      • White Owlbear
      • Green Owlbear
      • Polar Bear


Axe Beak (Legacy)

  • Berserker's Rage - When your AP Gauge is full (in other words you're at full Action Points), you gain 10% of your Armour Penetration as Power. Note, you do not lose any Armour Penetration. 
    • Barbed Insignia of Evasion (+200 Deflect, +100 AoE Resistance)
    • Illuminated Insignia of Dominance (+200 Power, +100 Companion Influence)
    • Illuminated Insignia of Dominance (+200 Power, +100 Companion Influence)
  • Other Mounts that offer Berserker's Rage:
    • Armoured Giant Strider
    • Black Ice Warhorse
    • Coastal Flail Snail
    • Runeclad Manticore
    • Skeleton Steed
    • Swift Golden Lion
    • Enchanted Courser
    • Giant Strider (Legacy)
    • Leopard of Chult
    • Rage Drake
    • Striped Owlbear


Turmish Lion

  • Gladiator's GuileStraight and to the point - this Insignia bonus increases your run speed by 15% when your Stamina's above 75%. That's really the only important part you need to know about this Bonus.
    • Illuminated Insignia of Dominance (+200 Power, +100 Companion Influence)
    • Barbed Insignia of Skill (+200 Critical Strike, +100 Combat Advantage Bonus)
    • Regal Insignia of Aggression (+200 Armour Penetration, +100 Action Point Gain)
  • Other Mounts that offer Gladiator's Guile:
    • Armoured Giant Strider
    • Beholder Personal Tank
    • Emperor Beetle
    • Imperial Rage Drake
    • Skeleton Steed
    • Swift Golden Lion
    • Tenser's Floating Disk
    • Apparatus of Gond
    • Dawn Unicorn
    • Gas Spore
    • Gorgon
    • Heavy Giant Spider
    • Heavy Mystic Nightmare
    • Lord's Armored Polar Bear
    • Silverback Bear
    • Stormraider Clydesdale
    • Black Stallion
    • Wolf of the Wild Hunt


Medium Adventurer's Horse

  • Survivor's Blessing - Whenever you deflect an attack you are healed for 3% of your Max HP over 4 seconds. I believe this does stack as well.
    • Crescent Insignia of Vigor (+200 Movement, +100 Stamina)
    • Barbed Insignia of Evasion (+200 Deflect, +100 AoE Resistance)
    • Crescent Insignia of Skill(+200 Critical Strike, +100 Combat Advantage Bonus)
  • Other Mounts that offer Survivor's Blessing:
    • Armored Axe Beak
    • Armored Bulette
    • Armored Griffon
    • Black Ice Warhorse
    • Champion's Armored Bulette
    • Coastal Flail Snail
    • Runeclad Manticore
    • Black Owlbear
    • Heavy Howler
    • Heavy Twilight Nightmare
    • Yeth Hound
    • Armored Ghost Horse
    • Medium Pharaoh Steed

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  • Chris
    December 27, 2016 at 3:13 am

    Was wondering what the name of the mask is that you have on for the transmute

  • V1ruzian
    December 28, 2016 at 4:25 pm

    So weird, I just started playing like a week ago and my build is pretty close to this. I won’t even have to change my rotation, thanks for this build man!

  • Outlaw
    January 5, 2017 at 2:58 pm

    What armor chest piece is that?

    • January 11, 2017 at 7:22 pm

      The transmute is the Black Ice Armor – you can purchase it in Caer-Konig (Icewind Dale) for I think its 8000 black ice?? And then dyes are just straight up Bottles of Black/White dyes if I remember right!

  • xfail_
    January 13, 2017 at 6:00 pm

    is there any other rings that i can use instead of the rosegold?

    • Profile photo of Enyo
      January 15, 2017 at 6:31 pm

      Alright well, I left a comment a few days ago and it says “Your comment is awaiting moderation.” Whatever that might mean! So I’ll just copy/paste and try again!

      If you’re looking for single stat rings I’d recommend the Personalized Adamant Rings – Here’s the link to the neverwinter wiki pages on them. +4 Brutality/Power rings can be good too if you don’t mind the cooldown. I just personally don’t like them but they are still good, it honestly depends who you ask!

      http://neverwinter.gamepedia.com/Personalized_Adamant_Ring_of_Recovery (There’s also a Piercing one)

  • Sunshine on Xbox
    January 17, 2017 at 7:49 pm

    I like that you posted the Advanced Combat Tracker Program results, they should be required on here when posting a build! Good work and I wish we could use this program on XBox

    • Profile photo of Enyo
      January 19, 2017 at 7:16 pm

      Thank you! I noticed other guides didn’t have anything ACT-related, and a lot of people use it, especially more serious players. So figured I’d add it in, gives people a good idea of what to expect from this build too. Figured it couldn’t hurt. Glad to hear its useful! As for Xbox, they totally should

  • Serwen
    February 8, 2017 at 2:38 pm

    Hi Enyo! Im a new player and I have been following your build from lvl 1. Yesterday I hit 70 and I have a few questions 🙂

    Gear: Im 1800 iLvl, I got Twined rope of dexterity from Shores and bought imperial dragon cloak as its cheap. Bought all other equipment blue (Now Im with 8,4k power, 3,8k Cri, 2,5k Arp, 1,5k def and 1k Life steal and 60k HP). My artifacts for now are lantern, sigil of the trickster (These 2 Ill keep for a while) and bruenors helm and globle of the third eye that I want to change. Tomorrow its x2 RP so Ill be upgrading all my artifacts (I have been saving all for this).

    What should I do now? What dungeons should I do for better gear? Im a bit lost on what can I get from the drop of the differents dungeons.

    I’m doing campaigns for boons too.

    And other doubt, I do nothing in dungeons, in MC or kessels and shores I die too much, I get one-shooted too often, my rotation is: Stealth -> Dazing strike -> Lurkers assault -> Lashing blade -> Smoke bomb -> Duelist flurry, but I cant even finish it cause I die before cause AOEs or just 1 hit 🙁

    Sorry for the big text, and thanks for the great guide! (And sorry for my english)

    • Profile photo of Enyo
      February 11, 2017 at 6:29 am

      Hello! Sorry for the late reply, busy week at work. First things first, that’s awesome to hear, and thank you! Glad to be able to help 🙂

      1800 iLvl won’t be that strong yet – but it’ll pick up quick trust me. I’d suggest for starters running dungeons with Malabogs Castle, Valindras Tower and Epic Lair of Lostmauth to begin with. Can get some good enough equipment from the chest at the end of the dungeon to bring you to 2000 iLvl. Then at 2000 iLvl you can start running tougher dungeons like Epic Temple of the Spider – which is where you can actually obtain the Lifesilk Spinnete (Armor Piece) that I’m currently using on my TR. It’s a frequent enough drop that its fairly quick to earn to be honest. Also running ndemos (Normal Demogorgon), Throne of the Dwarven God and Prophecy of Madness – saving up the demonic ichor obtained from them can be used to purchase epic pieces of equipment. Drow set is a really good epic set to work with towards some of the better gear in the game like Dragonflight or Relic gear. Sorry if this all sounds complicated and confusing, kind of hard to explain on here!

      Campaigns – always do campaigns!! Boons are awesome and really add up after you obtain quite a few.

      At 1800 iLvl you won’t be doing a whole lot and you’ll be fairly squishy until at least 2200 or 2300 – but you guild up item level quick, no worries. My only suggestion is maybe switch rotation for now and try Stealth>Smoke Bomb>Dodge Roll Backwards>Lurker’s Assault>Stealth>Lashing Blade>Duelists Flurry x1>Stealth>Dazing Strike. The initial cast of smoke bomb will stun all enemies around you (apart from boss enemies of course!) which means they cant attack you. As soon as you cast though, dodge roll back – I find thats always your most vulnerable moment, it’s ALWAYS when I take that annoying hit that 1 shots me. So if you dodge right away you dont take the hit, and dodge backwards, so you can instantly cast Lurkers Assault without having to re-position your aim. As soon as you stealth right after that, Shadow of Demise will proc – its confusing I know but just go with it for now. So now, stealthed, lurkers assault bonus, you can cast Lashing Blade – massive quick damage. Duelists Flurry x1 after that, and for me anyway by the time its done casting, my stealth meter is full again. So stealth, and cast dazing strike to stun enemies again, since smoke bomb will be just about to fade off by that point. and pretty much continue that cycle if you can. This way you arent taking much damage from enemies and keeping yourself alive!

      This all probably sounds confusing and I seriously apologize! If you play Neverwinter on PC, PM me in game. it’ll be a lot easier to explain stuff in-game, and maybe we could even run some dungeons together! Can always find me by typing ” /who Yopuko ” and if i dont come up in search as Enyo@Yopuko, Tanukoui@Yopuko, Damasker@Yopuko, Almanax@Yopuko or Otomai@Yopuko, then I’m likely offline. Try again a little while later, and I should show up! I’m online a good 5-6 hours a daily usually with the exception of Fridays. Seriously though, PM me in game, would love to chat and run a dungeon or something!

  • Serwen
    February 14, 2017 at 12:16 pm

    Hi Enyo! Thank you for the complete answer!

    These days im running most Throne of the Dwarven God and Prophecy of Madness as it seems to be easier, Im trying the new rotation and finally I understand how works shadow of demise! But my PC its a little bit slow and its hard when a lot of mobs are grouped. (Now im 1980 iLvl)

    I just have finished the sharandar campaign (Not all boons just the advancement) and Im in the last one in elemental evil, and im doing the dailys of maze engine and tirany of dragons, for now enought 😛 what should I start next?

    I will PM you in game, but my english is not very good (I´ll try), I play with my boyfriend and he helps me to translate the guide and explains it to me otherwise it would be very difficult 😛

    Thanks again! See you ingame!

    • Profile photo of Enyo
      February 24, 2017 at 5:42 am

      Hello hello! Havent heard from you yet, wondering if maybe our timezones conflict. Whats your in-game name / @ tagname? Next week I’ll be on more during european time zones, so might be able to find you then. I’ll keep an eye out!

  • Kaden
    February 20, 2017 at 5:29 am

    Will this build be sufficient in high geared raids? Such as, MSVA or FBI?

    Because currently I’m a 3.8k Whisper Knife TR but as soon as I mention that I’m a Rogue, I instantly get declined -.- since everyone seems to want other DPS classes …

    • Profile photo of Enyo
      February 24, 2017 at 5:40 am

      Ahhh I replied to the comment and then the page crashed. Twice. But luckily 2nd time I copied and pasted!

      Personally, and from my experience with other TR’s as well – it’s hard to a TR to get into those types of runs. A lot of people have this notion, this idea, that TR’s suck. And they don’t. Personally with my build, I’ve made 2nd in dps in an msva run with all 4k+ players. Now, thats the only time I ran msva because a friend asked me to. Ran nsva a couple times, and FBI once. I can definitely hold my own and output the dps needed though.

      My main suggestion would be either to aim for running with either your friends, your guild, your alliance, OR hosting your own group. If you arent sure what to do, how to start a group and/or run the dungeon – YouTube it. YouTube offers a lot of videos, tutorials and insights into how the dungeons/raids work, and in my opinion anyway it’s a great resource for those things. Hopefully this helps, and best of luck in game!

  • Traktu
    February 24, 2017 at 7:15 am

    So First of thanks 4 that build..
    Is there another comp. U would use instead of the owlbear Cup or is it wise to use it when you are an Low crit TR build?

    • Traktu
      February 25, 2017 at 10:43 pm

      And what did you think about the Shadow Classic on a TR?I use a Trans Soulf. right now but idk..doesnt fit to me somehow yk?!

      • Profile photo of Enyo
        February 26, 2017 at 2:54 am

        Ah I guess I should’ve clarified about the owlbear cub… and to be honest I need to update my companions list because yet again I’ve made some changes! The owl bear cub I only ever use if I cant or shouldnt be using a regular companion and can only resort to an augment (which cannot die). Normally the owlbear cub is idle, not even slotted as an active companion. And to be honest, I thought it’d be useful for a low crit build but if you look at my ACT stats – my crit rate is still fairly high as it is, so the owlbear cub became somewhat ineffective… so I switched it out. I’ll update my companions list right now though – this is old stuff!

      • Profile photo of Enyo
        February 27, 2017 at 5:58 am

        About shadow classic… do you mean shadowclad? If so, I really dont recommend the Shadowclad for TR;s. TR’s naturally have a high deflect rate, rendering shadowclad useless. Shadowclad is best for low deflect classes/players usually

  • Skyler ryan
    March 6, 2017 at 4:54 pm

    When will you have time to update the build

    • Profile photo of Enyo
      March 11, 2017 at 8:40 am

      Usually I update this every 2-3 weeks, I know its not really mentioned anywhere but I do try to keep updated on here!

  • Rek'sai
    March 10, 2017 at 5:26 am

    Why do you choose Avalanche over Winters bounty for IWD boon? Doesnt it seem counterproductive to be hit in order for a boon to proc?

    • Profile photo of Enyo
      March 16, 2017 at 2:41 am

      Thank you for pointing that out! I used to use it a lot more for solo content (wasn’t finding the AP gain to proc that much), but I daze everything and kill ’em all before they leave their dazed state now, so for me – it’s definitely useless now. I seriously totally forgot about that – so thank you for pointing that out!

  • Felix
    April 7, 2017 at 7:22 pm

    I’m new to NW but I play on Xbox how do set up the powers to the buttons?

    • Profile photo of Enyo
      April 8, 2017 at 6:19 pm

      Taking a guess, I think you’re meaning how to set up your controller to your computer – which yes, that’s possible. So more or less you’re going to want to install a program called Xpadder – you can google Xpadder set ups and you’ll find some prebuilds specifically for Neverwinter, which already have the keys mapped to the buttons.
      I had to ask one of my friends because she used to play NW on Xbox (and she still uses the Xbox controller with her PC) and I’ve never even used an Xbox before…. so if maybe this isnt the answer you’re looking for, feel free to specify a bit more and I’ll head back to her, or you can pm her yourself in-game @pickil11 (On PC). Credits to her for the answer… I’m just the messenger! Hope this helped!

  • Bad Snip3r
    April 13, 2017 at 8:04 pm

    What blue dye and transmutes is that on the helmet, arm, and legs? it looks amazing lol

    • Profile photo of Enyo
      April 15, 2017 at 6:55 am

      Hello! For transmutes I use…
      Helmet – Elemental Mask of the Eternal Flame
      Armor – Elemental Tunic of the Black Earth
      Arms – Elemental Gloves of the Black Earth
      Legs – Elemental Boots of the Black Earth

      You can buy these transmutes with Alliance supplies from the Gauntlgrym Supplier in Mantol Derith, or if you by chance havent finished Elemental Evil campaign, you get them for free once there – but once deleted or sold, you cannot collect them again except from the Gauntlgrym Supplier ~

      As for dyes, all my gear is dyed with the Blue Fire dye, with a Bottle of Black Dye used on the ‘Primary’ option on each equipment AFTER the Blue Fire Dye Pack has been applied. Makes for a solid black background, which really brings out the other 2 vibrant shades of blue! Hope this helps, and thanks man!!!

  • diefree
    April 19, 2017 at 2:30 am

    So question, how did you get so high initial rolls? Especially dex, if my math is right you had like 24 starting dex.

    • Profile photo of Enyo
      April 22, 2017 at 12:31 am

      Well, I’m not logged in or even at home right now to check but my initial breakdown off the top of my head;

      I have 31 DEX in the screenshot. I must have recently been in a campfire when I took this as well.
      Campfire; +1 to ALL Ability Scores
      Greater Twines Rope of Dexterity Belt; +4 DEX
      Bonus Ability Scores earned via leveling; +7

      All in all that totals to +12 DEX. So 31-12=19 DEX as the initial roll. Likely I rerolled until I got the most of my DEX (which you do when you first create your character). It may also be related to the race selected (Sun Elf) though I’ve never looked into it, so no idea. I think thats the best breakdown I can offer for now but I’ll definitely look further into it!

      • Caden
        May 28, 2017 at 4:33 am

        Do you remember what your Strength initial role was?

        • Profile photo of Enyo
          June 1, 2017 at 3:09 pm

          My Initial Role, like, upon character creation? That was years ago and I’m not in-game right now but we can do the math. I have 22 STR, so subtract 7 (1 Point per 10 levels) and thats 15 STR. I dont have any gear either that affects the STR score, so my initial role should’ve been 15. You can probably make it higher though. When I made my TR it was my first toon and I likely had 0 idea what the Ability Roles were even for lol. Sad reality, but oh well. Hope this helps!

          – Enyo

  • BlackbombA
    April 19, 2017 at 2:51 pm

    Hello,

    First, nice build, but I have a question :

    When you say you have 56 k in power, does it mean in stealth mode ?

    Thank you for your answer !

    • Profile photo of Enyo
      April 22, 2017 at 12:57 am

      No stealth included. For the most part its really just Bondings and the insignia bonus Protectors Camaraderie I think. There may be one or two other buffs but I know for a fact it does not include Stealth! Hope that helps! 🙂

  • Kanati
    April 20, 2017 at 2:06 pm

    Thanks for the build and the gear tips and everything else, im only level 30 but this has helped a lot, i thought i was killing fast before but this? while leveling its basically tab Q and everything is dead except for bosses/elites.

    • Profile photo of Enyo
      April 22, 2017 at 1:02 am

      No problem at all, I’m glad its helped! I think all the way up to level 50-55 you’ll notice less and less insta-kills, and it’ll really stop altogether at level 60+-70. Its fun while it lasts but its cool! Once at 70 it doesnt take too long before you’re back to insta-killing everything again! 😁

  • hehe
    April 23, 2017 at 9:17 pm

    Hey, I really love your guide im tryina keep it somewhat similar to yours not too much tho and uggh I see that you changed some feats on your build. Was that everything u changed so far? And I was thinking what about krig and hellig rings? 2 offense slots and it has 475 power recovery and crit recovery. Will you be changing lots of stuff with the new mod comin out on May 2nd?

    • Profile photo of Enyo
      April 25, 2017 at 6:39 am

      I did change some feats but don’t be too worried about them – either way you run it works. I added in Back Alley Tactics mostly because someone pointed out the fact that when you cast Lurker’s Assault and are under the effects / buffs of Lurker’s Assault, your AP gain pretty much freezes, making Back Alley Tactics a more viable option (whether this is a glitch or not I don’t know, but I’ll take it for now!).

      Yes thats everything I’ve changed so far. I’m always changing and testing but I’m thinking (hoping) not too many more changes in the future, especially not big ones. I do want to add in 1 new artifact (likely the Heart of the Blue Dragon) and switch the wheel / eye of the giant whenever I switch between group and solo play. So only 1 of them equipped at a time instead of both if that makes sense. So the layout more or less would be
      Wheel OR Eye (one or the other, not both)
      Hunters Sigil
      Blue Dragon Heart (or potentially something else, haven’t look too far into it yet)
      Controllers Sigil

      Krig and Hellig Rings are a viable option, problem is I dont run enough SKT anything and haven’t earned any yet. Honestly though if you can get them and can run sva/fbi do it. Throw some brutal enchantments in those offense slots (or radiants if you dont need crit) and they’ll be pretty damn sweet!

      Currently I have no plans to make any changes related to the new mod, but I haven’t exactly made plans either. I did jump on the test server to look at the new content and items, and none of it caught my eye in particular. My artifacts will stay the same, as well as my artifact neck/belt, not entirely sure about weapons though. I’ve been considering trying out the fey weapons from River District/. 10% AP gain doesnt sound half bad, especially for what I aim for in my build. Been debating though, its not really related to the new mod but…. yeah ^^
      Honestly though, I’m more or less waiting for the actual release to entirely make up my mind on any potential changes or switches I’ll make in regards to the new mod…. more or less play it by ear I think. We’ll see!

      As well thanks, glad my guide can help ^^ its what I aim to do

      – Enyo

  • Gadf7
    April 26, 2017 at 8:37 am

    Hiya, great guide u made here. I like how u explain everything so well. This guide might just be what my girlfriend needs for her TR 🙂 I think she has full DF set with atm 26% deflect and before anyth around 19,5 k Pwr. Also only 3 lesser bond stones and around 40-44% crit. So I take it she should go with the ft points in that other skill for now instead of the incr pwr from CMiyC ? Onfort we’re going economy style in NW so we’ll have to go with the cheaper option for stuff.

  • Profile photo of Enyo
    April 29, 2017 at 2:56 am

    I went economy style myself and it took a long time but you do eventually get there! For bondings, until she gets beyond lessers she may want to consider an augment companion as she’ll gain more of her companions stats that way. x3 Lesser Bondings will grant her 60% of her companions stats while using an augment companion will grant 100% of her companions stats. Just food for thought though, not a total necessity!

    Crit I wouldnt be too concerned about yet. If anything I’d maybe suggest she focuses on Armor Penetration if she doesnt have -60% Resistance Ignored yet. If she does then focusing on raising her power & crit slowly will work too. Going economy wise I definitely suggest the class sigils (hunter & controller) – 100% free to obtain and from there its refine up at your own pace.

    As for feats yeah I’d suggest using the sabotuer feats instead of the scoundrel feats for now. I think Press The Advantage and Back Alley Tactics are most beneficial when you have high power and recovery… Until then the Sabotuer ones all the way!

    Anyway hope this helps and if you guys are on PC you can find me in game at Enyo@Yopuko, or if you give me yours and hers tagnames I can find you guys (either way works!). If you have any questions dont hesitate to ask! I love to help wherever I can 🙂

    – Enyo ( @Yopuko )

    • Frank
      May 16, 2017 at 2:14 am

      u dont have many gears or enchantments or artifacts with armor penetration, how to get 60% Resistance Ignored

      • Profile photo of Enyo
        May 17, 2017 at 4:48 am

        I do it with my Companions base stats & the bonding runestones. My Air Archon has 1150 ArmPen all together and triple that with Bondings & Legendary Bonus, thats 3450 Armor Pen stacked onto my characters 2400 or so Armour Pen – add in the ToD boon that gives +3% Resistance Ignored, I just reach 60%! Worst case scenario if I can’t use my companion for some reason, I switch my Mounts Equip Power to Armour Breaker which gives +4000 Armour Penetration (Axe Beak -Legacy-)
        Hope that covers it! 🙂

        – Enyo

  • Padrez11
    April 30, 2017 at 1:53 am

    What is the order of importance for gear/weapon stats? Like Armor pen, crit, deflection and such.

    • Profile photo of Enyo
      April 30, 2017 at 5:31 pm

      As far as order of importance goes I would suggest:
      1. Armor Pen, bring it up to -60% Resistance Ignored. You’ll gain way more dps this way than if you went for power.
      2. Power. Increases your DPS which is honestly what you’re wanting to aim for as a trickster rogue.
      3-4. I’m going to say this depends on where your TR is at and how well it handles solo play. If youre squishy and dying a lot – prioritize life steal next – you’ll want around a 20% lifesteal chance. If you’re handling solo content fine, then prioritize crit, it’ll increase your over all dps. Thats your call honestly though between the 2.
      5. Recovery. Its useful and helps but not entirely necessary. I wouldn’t put too much value into it until you have the other stats taken care of.
      6. Other stats like defense and deflection are optional. I personally ignore these stats completely as (for me) they dont seem entirely necessary.
      7. Regeneration. Useless stat never invest into it!!

      Hope this helps, and best of luck in game!

      – Enyo

  • Helix
    May 3, 2017 at 6:23 am

    Hi Enyo,

    Thanks for that great build.

    Which daggers are the best at the moment for TR? I can’t decide between aboleth and shadewalkers.
    Are these aboleth daggers much better then drowned daggers?

    Thx

    • Profile photo of Enyo
      May 6, 2017 at 2:52 am

      Best weapons currently for TR’s are the Shadewalkers but – you need to be prepared to do A LOT of grinding of the SVA raid – and as a TR it can be difficult finding good parties sometimes.

      Shadewalkers are better than Aboleth, not exactly sure by how much but it isnt a massive difference or anything.

      Aboleth Daggers are WAY better than Drowned Daggers. The only time I’d suggest Drowned Daggers is if you’re really struggling to keep alive in basic solo pve content – since Drowned offers heals and will help keep you alive and well ^^

      Hope this helps and ciao for now!

  • Mino313
    May 3, 2017 at 6:18 pm

    Thank you for your guide.
    I suppose there are changes with the update and the new stuff.

    • Profile photo of Enyo
      May 6, 2017 at 2:54 am

      Yes its just been updated to feature loadouts and such. Also reorganized it because it was getting to be a little bit too much text – so now everythings organized into tabs at the top of the page. Hopefully it works for folks and they like it haha

  • Ryan Schaum
    May 4, 2017 at 5:11 pm

    So my arp is way to high it’s 89% 92 when bondings proc what should I change out of the latern? My power is 15k and crit 7.5k

    • Profile photo of Enyo
      May 6, 2017 at 3:01 am

      If my memory serves me right the Lantern of Revelation offers Critical Strike and Armour Pen. My suggestions would either be;

      Sigil of the Controller (Power & Crit)
      Heart of the Blue Dragon (Crit & Recovery)
      Tiamats Orb of Majesty (Power, Crit, Recovery, Armour Pen) – great if you’re planning on using the set bonus too

      You definitely dont wanna ditch that critical strike so really anything thats offering critical strike along with either power/recovery or maybe even lifesteal if you find you need it.

      Hope this helps and ciao for now!

  • jaypee_k
    May 6, 2017 at 3:35 am

    Just FYI, it doesn’t cost 7500 Zen for Dragonborn race, it can be purchased for 2k zen with the DB reroll pack.

    • Profile photo of Enyo
      May 10, 2017 at 5:07 am

      Shooot true I forgot bout that. Isnt it 2500 zen tho? I may be wrong bout that, will have to check once Im online. Ty for the reminder / suggestion! Been trying to expand on the guide so things are still jumbled a little. Thanks again mate!

      – Enyo

  • neosanimum
    May 10, 2017 at 10:09 am

    Is toughness really better than having the combat advantage? (heroic feats)

    • Profile photo of Enyo
      May 15, 2017 at 3:10 am

      Neither are really that great, both are more or less fillers. Its totally up to you what you choose – neither of them really offer that much of a buff to your toon sadly.

  • Gabriel
    May 15, 2017 at 7:03 am

    Is this a fashion clothing that you are using? No armor, and with this pants..

    • Profile photo of Enyo
      May 17, 2017 at 4:38 am

      Yes, it is a custom fashion set! Its the Sun Elf Nobles Bottoms, South Sea Coutrements and Body Paint Barbed Flames!

  • Pelloth
    May 16, 2017 at 12:25 am

    I was wondering what companion gear would be best to use, since u cant get the loyal gear anymore. Im also using a air archon as my main, im guessing the fierce and the heroic companion gear would be best?

    • Profile photo of Enyo
      May 17, 2017 at 4:43 am

      Most likely yes. depending what you need for stats. Bold (Crit & ArmPen) can be good as well. Air Archon is a great companion too with base Power/Crit/ArmPen which helps a lot. Hopefully this helps ~~

      – Enyo

  • Ximbuca
    May 16, 2017 at 8:44 pm

    Any YouTube showing your rotation ?

    • Profile photo of Enyo
      May 20, 2017 at 6:52 am

      Hey man! I actually don’t have any videos showing my specific rotations but I can totally throw one together! I’ll work on it! 🙂

  • Michele aka slip stream
    May 17, 2017 at 1:54 am

    What about the mirage weapons? What are your thoughts on them? My tr is 2888…currently using drowned weapons

    • Profile photo of Enyo
      May 20, 2017 at 6:54 am

      From what I’ve heard Mirage weapons are not ideal for Trickster Rogues – the clones summoned from the Mirage Set Bonus die too quickly in close-combat which in the end doesn’t offer you much. If you’re looking for River District weapons Fey or Aboleth would be your beat choices!

      Hope this helps!
      – Enyo

      • Michele aka slip stream
        June 2, 2017 at 12:56 am

        :i already had the mirage and got them restored. The illusions do die quickly, but they add nice target for enemies and keep them off me for a bit lol. They attack as well.

        Another question…our guild leader told us lightning was the best weapon enchantment now. Your thoughts?

        Btw, your build is awesome. Thanks for sharing it and updating it with new info. Ive used it from level1!

        • Profile photo of Enyo
          June 2, 2017 at 6:24 am

          Yeah. I’ve heard a lot of debate over Mirage Weapons, end conclusion was that they weren’t the best, but how much the over all damage difference is between Mirage and Aboleth? Who knows really, but Im sure Mirage will work fine.

          Lightning is considered the best for many classes; are they the best for TR’s in particular? Possibly but can’t say for sure. The bonus Critical Severity from Vorpal is great too. If I had to guess I’d say they’re on even ground with each other but I’ll have to eventually test that out with the ACT program sometime maybe.

          Anyway man, thanks and hey, no problem at all, glad I can help! 🙂

          – Enyo

  • Ryan Schaum
    May 17, 2017 at 4:44 pm

    What’s better the sea of moving ice wepons or the ones ur using rm

    • Ryan Schaum
      May 17, 2017 at 5:26 pm

      Also would u want the relic gear over the elemental dragonflight gear? If not why thx for ur reply

      • Profile photo of Enyo
        May 20, 2017 at 7:00 am

        and in response to the 2nd question; personally no I would not want Relic Gear. Which the stats might be slightly better, the voninblood empowerment would be a pain to have to consistently upkeep. I’m a very casual player with a full-time job, so to be spending as much time farming voninblood as I get to run dungeons, I just wouldn’t enjoy the game that way.

        Again, if you don’t mind farming and grinding relic gear could be ideal; I just dont think it’s that much better than the DF gear for me to feel its worth my while – but some players do, so it mostly comes down to the play-style of the player.

        Hopefully these help and goodluck mate!
        – Enyo

    • Profile photo of Enyo
      May 20, 2017 at 6:56 am

      Sea of Moving Ice (Shadewalkers) are definitely better than any other weapon set in the game – if you don’t mind the grind that is. Personally I prefer to play Solo to getting the Shadewalker daggers seemed like too much of a hassle.

  • Furkan
    May 19, 2017 at 7:53 am

    I do not know which mounts I should buy? , I’ll shine from scratch, what do you recommend.

    • Profile photo of Enyo
      May 21, 2017 at 11:21 am

      Well depending on what you need either aim for one that offers Armor Penetration if you need it, or Power if you don’t need Armor Penetration. As well one that offers Wanderers Fortune since it’ll give you a lot of RP meaning you can upgrade your Artifacts & Enchantments quicker.

      For Armor Pen you’re cheapest option is likely going to be the Axe Beak – costs about 500-600k right now on the AH, and if you can afford it, the Axe Beak Legacy gives the Legendary bonus of +4000 Armor Pen, currently costs about 4.3mil on the AH.

      For Power you’re cheapest option is the Apparatus of Gond which costs about 400-600k on the AH.

      For Wanderer’s Fortune you’re cheapest option is going to be either the Heavy Inferno Nightmare (Epic mount) or the Gilded Giant Spider (Rare mount) – prices fluctuate between these frequently, sometimes one being cheaper than the other or vice versa. Roughly they stay in the 350k-500k price range.

      If you wanted to get a mount with both a good stat and Wanderer’s Fortune you’re best option would be the Heavy Giant Spider which comes from the Hero of the North pack on the Zen Market, or is sometimes on the Auction House for roughly 4-5mil AD. It’d be cheaper to buy 2 separate mounts though, so I don’t recommend this personally.

      Hope this helps!

      – Enyo ~

  • dooks
    May 21, 2017 at 4:27 pm

    Just wanna say thanks for the great guide and all the effort!

  • Furkan
    May 22, 2017 at 5:47 pm

    Hi Enyo, I have some questions.
    1) No Elemental Boons listed. I did not see the Boons above. What should Elemental Boons be given?
    2) Rosegold Restoration Ring, Rosegold Raid Ring. Where do these rings come from? I dont know now. Produced?
    3) In which normal PVE struggle you are using the skills, and daily powers, Passive
    Thank you for your reply.

    • Profile photo of Enyo
      May 23, 2017 at 12:08 am

      Heyo again! To answer your questions;

      1) Elemental Evil Boons are listed directly under Underdark Boons and directly above the Cloaked Ascendancy Boons.

      2) If you look under the Gear/Enchantments tab, there’s a list of all my gear items. Below, there is blue, pink and purple texts. The pink states where it comes from / how to obtain it. For the Rosegold Rings specifically they come from Mastercrafting, or they can be bought from the Auction House.

      3) Typically my powers don’t really change regardless of the circumstances. Majority of the time (solo or raid) I use;
      Class Features – Skillful Infiltrator, Invisible Infiltrator
      Daily Powers – Whirlwind of Blades, Lurker’s Assault
      At-Wills – Sly Flourish & Duellists Fury
      Encounter Powers – Smoke Bomb, Impossible to Catch and either Dazing Strike or Lashing Blade.
      I usually use Dazing Strike when fighting smaller, multiple enemies.
      I usually use Lashing Blade when fighting against larger, single-target enemies.
      Dazing and Lashing are the only 2 Encounters I ever switch out based on pve circumstances.

      Hopefully this helps! ^^

      – Enyo

  • Frank
    May 24, 2017 at 2:24 am

    im focusing on improving my dmg on boss, so i dont put points in Dying Breath
    i dont die much, but i found more hp is always good, so i use
    Brynnyr’s Demise for the defense (more defense is safer and means more power thx to the Assassin’s Covenant)
    Psion’s Shroud for the hp, nearly 140k hp in total, its much better than 90k hp
    Survivor’s Wraps for the power and lose hp (in this way, i can drink a potion to activate Alchemist’s Invigoration)

    is Artificer’s Persuasion really that good? didnt try it, but it only gives u recovery, action gain but not power or critical

    • Profile photo of Enyo
      May 25, 2017 at 8:19 am

      Yo!
      Well for starters, definitely a smart choice to not invest into Dying Breath if you’re looking to increase your DPS against single-target enemies (bosses).

      Based off what you’re mentioning, your Trickster Rogue is way too defensively built, which is costing you a lot of DPS. On the Brynnyr’s Demise alone you’re missing out on a lot of stats – you do not need to invest that much into Defense. Defense is a great stat, but Azure Enchantments in your Defensive slots alone should give you what you need, if not more.

      Note, Assassins Covenant only grants you 10% of your Defense. The Dragonflight headpiece I use for example gives me 650 Power, and nearly 1000 Crit, and still offers 450 Defense – its a lot of offensive stats you’re missing out on.

      Psion’s Shroud isnt necessarily a bad choice, the HP can be great, but its an epic gear piece more focused towards tanks as oppose to TR’s. Comparing the Pson’s Shroud to the Lifesilk Spinneret I use, Psion’s is only giving you 50k HP. The Lifesilk Spinneret gives me 25k HP, 1500 Power, 1500 Recovery, 600 Defense. Using the Lifesilk Spinneret brings your power and recovery up A LOT, gives you a little bit of extra Defense and your HP only goes down to 115k, which is roughly where my own HP sits at.

      Survivor’s Wraps, again, the same idea. The amount of Power on it is great, but DPS is not just about Power. Its about balancing out the important offensive stats, being Armour Pen, Power, Crit & Recovery in order of importance more or less. The DF gloves I use give again, 600 Power, nearly 1000 Crit, 400 Defense.
      As well, while Alchemists Invigoration is cool and all with the 5% Increase to Power & Defense, you shouldn’t need Survivor’s Wraps to enable you to use a potion – you should lose HP in combat naturally without needing to use the gloves – solo or in raid.

      Artificer’s Persuasion is actually really good, and most DPS builds and classes do use it. As I said earlier, DPS is not based solely on just Power, or Crit. Its about balancing out the important offensive stats, and Artificer’s Persuasion is exactly that. The AP Gain is probably the more Critical part of the bonus, as it enables you to use your dailies (Whirlwind of Blades or Lurker’s Assault) more frequently, meaning MUCH more DPS. The Recovery also reduces your cool downs allowing you to cast Encounters at a faster rate, again resulting in more DPS.

      Thus being said, there’s nothing wrong with running a very Defensive TR. In my opinion if you’re having fun with your class and how you’re playing it, then you’re playing it the right way. Note though, running a strongly defensively built TR will result in much lower DPS.

      Hopefully this helps you out!
      – Enyo

      • Frank
        May 27, 2017 at 9:03 am

        im in chinese xbox server mod10.5, so i can still take advantage of the sudden +power +critical rings. from which i can see, i bet my main dps come from the 8000power from guild and bonding from the companion, didnt record my dps output exactly, but no big difference were found after switching to this defensive build. im only 2800 item level, with 4 purple artifact, and all 10 11 radius, and im doing well, better than some 3800 rogue in my guild. assuming my dps comes from other sources, making more defense and hp make sense, things might change after mod 11 tho
        with +2000defense(10k defense now) and more hp, the small mobs in well of dragon hit me 2000 less dmg, and th red gaint’s big swing in well of dragon hit me like 70k, previously its 90+k, and can 1hit ko me

        the game wont allow u to use hp potion if ur hp is full, and in raids, u seldom take hit, making it useless, thats why i need some bleeding
        one more thing about Survivor’s Wraps, it trigges the (forgot the name) companion very well, (if u take hit, u become bigger, and your dps is higher)

        i like ur play style, reminds me of adol from a game called ys, using the bait skill, it will be better, the boss hits will make u always have a full action pod

        • Profile photo of Enyo
          May 29, 2017 at 7:52 am

          As previously said, you are still losing out on a lot of damage by going for a much more defensive build – not to say it’s not a good or bad build, but it does and it will restrict the dps you throw down. I gave a few suggestions, it’s up to you to take up on them or not – guild boons do help as well. I’m currently lacking guild boons as I’m not in a maxed guild, so I don’t have that advantage.

          Thanks again and goodluck mate!
          – Enyo

  • Pelloth
    May 24, 2017 at 12:20 pm

    Btw, the aberrant fey wolf also gives assasins covenant.
    Just noticed it wasnt listed 🙂

    • Profile photo of Enyo
      May 25, 2017 at 8:21 am

      Thanks for letting me know! I haven’t checked any of the newer mounts out yet actually, guess I’ll need to make the rounds and check them all out. I’ll add it to the guide! Thanks again for the tip mate!

      – Enyo

  • Furkan Fazıl Saday
    May 26, 2017 at 8:15 am

    Hello again,
    I’m 70 Lvl now I’m doing screenplay tasks. I bought DUSK set for now. I’m having a lot of trouble with my life points. I also had a lot of trouble in the River map. AD is inadequate 🙂 I would like to hear if you have your recommendations. I designed my character according to what you say.

    Thank you for everything.

    • Profile photo of Enyo
      May 29, 2017 at 8:04 am

      River District is definitely one of the more difficult maps / campaigns. If you’re fresh to level 70 for the most part it’s likely not one of the favourable places to start – if you’re eager to start River District though your best bet is to join parties (check LFG or Zone chat, there’s usually lots).

      If you’re finding your HP is too low, you can try Radiant enchantments in your Defensive slots instead of Dark Enchantments as the Radiants will give you the HP you need to hopefully prevent being 1-shot,

      As for AD being inadequate – try running x2 dungeons and x2 skirmishes everyday, even if they are the easiest quickest ones available. Automatically those runs will give you 20k AD everyday. If you have an alt as well, you can do that on an alt and thats 20k AD daily x2 making a total of 40k AD daily. It adds up quick, even though it does require a bit of a grind.

      Hopefully these help, and no problem at all!

  • Lorro
    May 26, 2017 at 9:13 am

    Hi, thanks for the build it’s really helpful! At the moment I only have the drowned daggers and have only been working at wards the relic weapons fro a week so will be a while before I get them! My weapons are both epic and it’s double refinement weekend! My question is, do I upgrade my drowned weapons or should I concentrate on other artifact equipment as I do not plan on keeping them forever?

    • Profile photo of Enyo
      May 29, 2017 at 8:08 am

      I actually wouldn’t recommend upgrading your Drowned weapons. You’ll lose a lot of Refinement when it comes down to refining your Drowned Weapons into your new Relic Weapons – so it’d be more worth your while to invest that RP into other gear that you’re planning to keep long term. Sorry the reply’s a bit late, I’ve been out most of the weekend. Goodluck in game, and hopefully this helps!

      – Enyo

  • Gilles
    May 27, 2017 at 9:43 am

    Hi, I’m a TR on ps4 but since lvl 70 I have a big problem. I don’t make enough damage compared to other TR and Dps with the same Gs as me. Even with the bonding runestone I do less dps than a control wizard of my guild (she doesn’t have the bonding runestone and a lower item lvl). Does this build is a really good build for the dps in dungeon AND in solo? Thanks for your answers

    • Profile photo of Enyo
      May 29, 2017 at 8:22 am

      Hayo! There’s always a few things to consider when comparing your TR to other TR’s;

      1) Guilds! Your item levels may be close to the same, but if they have maxed guild boons and you don’t, that gives them a HUGE advantage over you.

      2) A TR’s dps really focuses around your rotations. Executioner is what I personally use for dungeons, and Saboteur I use for solo content (Executioner focuses on single-target damage, while Saboteur focuses on several enemies / mobs of enemies). You gotta really downpat your Rotations and learn to understand them as a TR or so Ive found anyway. If you arent landing the right rotation, your dps will lack.

      3) Personally, I usually finish raids as 1st in dps. My build definitely works in dungeons, and also really well solo. One thing I have considered / noticed, is that my build isnt nearly as effective if the player doesnt more or less have the same gear & stats I have.

      I just finished a PvP Guide for TR’s, hoping to start on a PvE Guide For Beginners / New TR’s, so that players who cant afford a legendary mount, or a Rank 12 this, or legendary that – can still reach full potential in raids Hopefully this helps mate!

      – Enyo

  • William clapp
    May 29, 2017 at 11:48 pm

    I’ve asked too many times. But why would you ever ditch dusk (2 set) for dragonflight? Item level has never helped anyone besides q’ing and 1k power and defense will actually benefit the player.

    • Profile photo of Enyo
      June 1, 2017 at 2:47 pm

      Hello! Thanks for asking. I put the math together and basically here’s what we’re working with;

      Dusk Raid: 47’599 HP, 1702 Critical Strike, 2583 Power, 2174 Recovery, 1822 Defence, plus the +1000 Power & +1000 Defence (totals to 3583 Power, 2822 Defence) which only applies to you when you’re in a party – so not all the time.

      My Set Up (DF + Lifesilk): 58’152 HP, 1948 Critical Strike, 3391 Power, 2418 Recovery, 1870 Defence, plus the extra +2000 HP and +500 Power (60’152 HP, 3891 Power) which applies all the time, solo or raid, party or not.

      Breaking it down, the DF + Lifesilk set-up offers a lot more HP, and more Power all the time, not just in parties.

      Now, you’re probably thinking, why not add Lifesilk into the mix? In which case, it brings the Dusk + Lifesilk total power to 4145 (including the 1k Power Set Bonus). So roughly 250 more Power, as well 53k HP instead.

      So why is DF better than Dusk apart from item level? Well there’s 2 factors to consider.

      The Dusk set only applies when you’re in a party – so on solo content that bonus is useless unless you’re running with someone else. Unless you’re endgame, you’re probably running a lot of solo content.
      Secondly, stats are all about balancing them out. I’m not sure how many times I’ve heard “Help, I dont have enough HP!” DF offers more HP, and even though it sounds like “only” 7k HP more (If you’re adding Lifesilk into the mix, if not, thats roughly a 13k HP difference) it can make a big difference between being 1-shot or not. Yes, Defence helps and all, but I’ve never been big on having Defence. Life Steal for me always proved to be more useful.

      In the end though, it comes down to preference and circumstances. My guild doesnt have maxed boons or is even close to having maxed boons, so if your guild is giving you tons of HP, then Dusk might be a better choice. There’s also Dusk Assault which gives Armour Penetration for those who may need it. Hopefully this broke it down and helped answer your question!

      – Enyo

  • Garrett
    May 30, 2017 at 1:32 pm

    Hi 🙂
    Great Guide. I follow u since im lvl 34. Now im a lvl 70 rogue with a 3900GS. My damage isnt Bad but it isnt Like urs. Think it it the guild Boon, we have only Armor Pen 🙁
    My question is, What do u think about the orcus Set? I wear it and the damage on big guys must be bether then non Set Stuff Like urs i think. Or am i complete wrong? Please help 🙂 Sorry for my Bad english 😉
    Regards from ps4 and germany.

    • Profile photo of Enyo
      June 1, 2017 at 2:57 pm

      Hey man, thank you! Getting straight to the point, I doubt it’s really the guild boon actually. My guild boon only grants me +3000 Power, which in reality isn’t that much (though it does help a bit!)

      Orcus set is great. Orcus does grant better damage than the custom sets like mine, though the actual %’s I’m not sure. I’ve considered trying Orcus, but its report card season for me at work, so been busy lately. Either way, no, you’re 100% correct, Orcus does grant you more of a damage increase!

      In regards to your damage potentially being lower, do you have maxed bonding runestones & good companion gear & enchantments on your summoned companion? I know Bondings are a total game changer, especially Rank 12 Bondings.

      Hopefully this helps, and nah your English seems perfectly fine to me ^^

      – Enyo

      • Garrett
        June 2, 2017 at 4:55 am

        Thank u for ur answer 🙂 at the moment I grind fbi and gambit for the big rings and trinket with power and Crit and 2 offensive Slots for my air Companion. At the moment I have 4 offense r12 on it (Radiant and Azure for 82%crit). I Also have r12 boundings.
        Maybe my Rotation is a damage Loss, often i try to hold the Rotation i cant cast dazing in stealth because duelist furry is still Running. When its over my stealth is gone too :/

        • Profile photo of Enyo
          June 2, 2017 at 6:36 am

          Hey man, no problem at all! As for your companion, thats hella nice. Have you considered putting x4 Brutal Enchantments, Rank 12 in those offense slots? x2 R12 Radiant and x2 R12 Azure gives you +1400 Power & +1400 Critical Strike between all 4… if you put x4 R12 Brutals, it would total to +1680 Power & +1680 Critical Strike. Sure its not a whole lot, close to an extra 300, triple that with bondings though, its almost +900 of each stat… probably not a game changer, but its something.

          As for rotations hmmm. Which build are you running, Saboteur or Executioner?

          Saboteur is very spontaneous and ‘go with the flow’ – cast everything as soon and as quick as you can. Saboteur is all about speed and consistency.
          Executioner takes a lot more precision and timing. If you’re using Lashing, ITC and Smoke Bomb (I usually use these encounters) I’ll ITC>Smoke Bomb>Stealth>Lashing Blade>Duelists Fury however many times necessary. This way it activates Shadow of Demise and with Smoke Bomb being your lower cooldown, if by chance after this rotation your AP Bar is maxed, you can Lurker’s Assault>ITC>Smoke Bomb>Stealth and etc etc, it gets complicated. If you’re looking to keep it simple and fast paced, try Smoke Bomb, ITC and Dazing Strike – Dazing has a much shorter cool down and you wont feel like u have to try and hold out on your rotations so much.

          Hoping this helps, Im half asleep, so apologies if this makes 0 sense. Anyway, Ciao for now!

          – Enyo

          • Garrett
            June 7, 2017 at 7:48 am

            Thx this is my Rotation 😉 but I have one difference, I use: itc, stealth, dazing, smoke, duelists furry or with daily: itc, dazing, lurkers assault or whirlwind, stealth, Smoke, duelist furry.
            Is it wrong to cast Smoke in the 6 second time Window? Maybe i lose dmg this way.
            Regards and thx for ur response 🙂
            Garrett

          • Garrett
            June 7, 2017 at 11:39 am

            Little mistake, correct is:
            Thx this is my Rotation  but I have one difference, I use: itc, stealth, dazing, smoke, duelists furry or with daily: itc, stealth, dazing, lurkers assault or whirlwind, stealth, Smoke, duelist furry.
            Is it wrong to cast Smoke in the 6 second time Window? Maybe i lose dmg this way.
            Regards and thx for ur response 
            Garrett

          • Profile photo of Enyo
            June 9, 2017 at 10:52 am

            You won’t lose any noticeable damage that way honestly – it’s just my preference for rotations, but your rotation works just as well! As long as you’re watching that Shadow of Demise and keeping and eye on those cooldowns and AP you should definitely be fine! ^^

            – Enyo

          • Profile photo of Enyo
            June 9, 2017 at 11:39 am

            Ok apologies, not going to lie, I’m a bit OCD… just adding this comment so that the # of comments on this guide is an even number. Kinda helps me recognise quickly if there’s a new comment or not ^^ Sad story of my life hahaha

  • Mike
    May 31, 2017 at 11:26 am

    Great guide.I don’t have the best gear yet. ilvl of 2300. Also only have the common type mounts and only common type companions, except for the green ioun stone of allure. Before using your guide and rotations, I was always in the bottom 3 damage given in dungeons and skirmishes. After making your saboteur suggestions, I placed first in the master spider temple with over 61M damage given. I still need practice on getting the rotations correct and need gear, companion, and mount upgrades, but I already feel like I am contributing more to a group now. Thanks for putting the guide together.

    • Profile photo of Enyo
      June 1, 2017 at 3:04 pm

      Hey man! The games definitely an adventure and we all started out somewhere. It’s great to hear that this guide helped and that your damage went up! And 61 mil is great for etos, thats actually pretty impressive for 2300 item level especially. Niceeee. Good luck in-game and hey if you ever have questions you can find me in-game Enyo@Yopuko (granted you’re on PC).

      – Enyo

      http://imgur.com/a/lDGmr xD

  • Albatros
    June 3, 2017 at 7:15 am

    Hello
    Complimeti for the beautiful build
    I’m writing you because I have a thief at 4300 and after changing at least 10 builds I still can not stand behind a ranger or a gw in various dungeons …..
    I’m tired, I’ve tried them all and now I’m dead …
    I am writing your stats so maybe you can understand that you are much more experienced what I can do to improve my pve.

    for28
    des26
    car-15
    ———————–
    Power 27k
    Critic 15k
    Pen 8k
    Rec 5k
    Action point 2,3k
    ————————
    Critic 65.2%
    Sev crit 107%
    Res ignored 70%
    Recharge + 29%
    Action point 19%
    ————————
    My companions are:
    Arcont of the air (main) arch of fire, belial, magus, siege teacher)

    My horses are:
    Tenser disk (main) – assassin’s agreement
    Golden golden lion – artificer persuasion
    Hardened isabella – patience of the magistrate
    Tiguan racing – the persuasion of the artificer
    Howler – cavalry warning

    I have all the 12th charms and 12th tie.
    Radiant and brutal azure use as charms.

    Thanks me for patience and I hope so you can figure out where i make mistakes ….

    • Werenor
      June 5, 2017 at 4:30 pm

      To be honest, the X-Table isn´t really a good feedeback how much damage you made. Too manny factors depending on the numbers it shows. For example buffing, debuffing. In the forums lots of players discussed that. I pesonally wouldn´t mind if they get rid if the whole x- table. For me it just make sense in PvP. In PvE it destroys often the party play, because everyone wants to be on top of the dps chart.

      • Profile photo of Enyo
        June 9, 2017 at 11:00 am

        Amen to that ^ I think the general goal for everyone should be to complete the raid as a team, instead of everyone getting competitive for most damage dealt, or most heals given or even most damage taken. Turns the general raid into a large-scale competition where its like every man for himself sometimes… really kills out a party when you get tons of players playing that way.

    • Profile photo of Enyo
      June 9, 2017 at 10:57 am

      Hey man! Giving me your stats to be honest doesn’t necessarily help. For example, do you have bonding runestones? If you don’t, you lose A LOT of dps without them. Secondly if you do have bondings, what are your stats with them? Judging by your base stats, your Crit seems a little low, as well as your Recovery.

      It could also come down to your rotations; trickster rogues are truly tricky in the fact that their dps will really show via skill as oppose to straight up nice gear. If you don’t understand ALL your Rogue’s mechanics and rotations, you will deal less damage generally. Playing a rogue requires a lot of timing and improvisation in combat – knowing when or when not its the right time to cast a power, use stealth or a daily.

      Hopefully this helps! As said, its difficult to identify a “problem” or “weakness’ in a rogue based purely off stats.

      – Enyo

  • CptSaveBro
    June 6, 2017 at 8:24 pm

    Just wanted to say that this should be the gold standard for guides regardless of class, in terms of content, descriptions, pics, and more. Very thorough and easy to navigate. A lot of other guides have pics, but not enough of them or fail to make the connection with their dialogue. Thank you for the time and effort you put in to the creation, as well as maintenance of this guide.

    I’ve been playing on Xbox 1 for about three days now and have been using your guide. I understand the build points and powers, but I admit there is a ton to learn about the never winter universe for new players like me. I get it, that the game starts at level 70 and I need to put in the work and research. So I just have a few questions.

    Are there any power rotations that you recommend for leveling up? I’m not sure xbox has the dualspec you speak of so im focusing on Saboteur.

    On the leveling note, any companion recommendations prior to end game? Some guild IED have mentioned cold warrior (or something like that lol).

    What are the benchmark stats/numbers to hit for TRs (i.e. 13k crit, 3k armor pen, etc?) My apologies if you posted it elsewhere but I’m still digesting all of it and wanted to comment on your work.

    Lastly, any plans to make a general neverwinter guide? Foundation knowledge like mounts, boons, dungeons, etc?

    • Profile photo of Enyo
      June 9, 2017 at 11:33 am

      Hey man! Thank you for the compliments, great to know this guide does make sense, that it is easy to follow, and everything pieces together. I’ve always taken that into consideration.

      As for Xbox 1 – I’m pretty sure Loadouts aren’t released yet on the Xbox server (servers?). There definitely is a lot to the game, and a lot to learn for sure! I’m not sure I’d necessarily say the game “starts at 70”, but a lot of content is unlocked at level 70. So much that it can be overwhelming at this point – way too many campaigns to work through!

      It’s funny that you ask about power rotations! I’m actually levelling up a brand new TR for exactly that reason. Obviously before level 55 you don’t get the “One With The Shadows” feat, and neither do you get Smoke Bomb until level 49. So what would one do beforehand?

      On my new rogue (Sufokia@Yopuko, Lvl 43) I’ve been using;
      Dazing Strike (Encounter)
      Lashing Strike (Encounter)
      Blitz (Encounter)
      First Strike (Class Feature)
      Tactics (Class Feature)
      Whirlwind of Blades (Daily)
      Bloodbath (Daily)
      Cloud of Steel (At Will)
      Sky Flourish (At Will)

      For Rotations, I’ve been basically casting wildly lol. If I can cast it, I cast it. The only one I’ve attempted to work around / work with, is the Stealth + Dazing Strike combo as it becomes an AoE attack, meaning you can damage and daze several opponents all at once. Pretty useful! Blitz is also AoE, but once you hit level 49 I’d HIGHLY suggest exchanging Blitz for Smoke Bomb – making your Encounter Powers from there on Dazing Strike, Smoke Bomb and Lashing Blade. The Bloodbath daily is great for if you’re in a sticky situation, combats turned for the worst, you’re HP is low, and you’re trying to buy time for a health potion or something – Bloodbath makes you immune to damage for a few seconds. Otherwise, definitely use Whirlwind of Blades. You probably won’t even consider using Bloodbath until maybe level 50-60+.

      For companions prior to endgame, I’m personally using the Lillend companion and loving it! It’s heals are consistent through combat and really help me stay alive. Another great companion is the Alchemist Experimenter – again, another Leader-type companion (Leader-type companions are healer-type companions), but the Alchemist Experimenter heals you and deals some pretty decent to your foes too. It’s definitely a cool starter companion, and its Active Bonus grants you +165 Crit & Recovery. Should be relatively cheap on the Auction House too (it is on the PC Server anyway). As for Cold Warrior hm… theres the Cold Iron Warrior, but it doesn’t really have much to offer as far as I know. Not a great active bonus, don’t know much else about it though.

      Benchmark stats? Hard to say really. Armour Penetration generally you want around 6k as thats approximately what gets you to -60% Resistance Ignored. Critical Strike… I want to say build as much as you need until you hit around 90% Critical Chance, but that wouldn’t be well into endgame… Power has no cap! Power power power all the way, you can never have too much! Recovery… I’d say maybe 14-15k recovery? Of course these stats would be in combat, with the use of Bonding Runestones (give you % of your companions stats, up to 285% + 15% Legendary Bonus, totalling at 300%!). Lifesteal you want however much gives you +20% Life Steal Chance. I’m probably missing an important stat on this lol, not sure I have it posted anywhere in the guide apart from the Armor Penetration goal/cap. Maybe I’ll need to add this in!

      I’ve considered making a general Neverwinter guide, like a website / blog type of deal. There’s already a few out there, so wasn’t really sure if it’d be that productive to create one. I am working on a few general guides though I could even use myself (couldn’t find any others out there!).

      I have been working towards adding a section to this guide for newer players / newer TR’s. I’ve been at my TR for 4 years… speaking realistically, someone who has only been playing a few weeks to even a few months isn’t magically going to complete everything and get BIS gear in that time frame. So a general overview on where to start, what to start with, and where to go from there.

      Thanks for the feedback, and hopefully this helps!
      (Sorry its a lot of text!)
      – Enyo

  • Michael
    June 7, 2017 at 6:23 pm

    Hello. I’m just wondering which Owlbear mount would you go with. Purple is +2000 Power or Tiger-Striped +2000 Armor Penetration.

    thank You,

    Mike

    • Profile photo of Enyo
      June 9, 2017 at 11:35 am

      Totally depends. Do you need the armor pen? If you aren’t at -60% resistance, then probably the Tiger Striped owlbear. If you don’t need the Armor Pen you can definitely do away with going for the Purple Owlbear’s +2000 power. All depends what you personally need though!

      ~~ Hope this helps!

      – Enyo

  • Lucas
    June 8, 2017 at 3:07 am

    Twisted set can be an alternate suggestion while i dont get aboleth?

    • Profile photo of Enyo
      June 14, 2017 at 4:03 am

      Yep it certainly can! Its a bit of farming, so most people prefer to go for the Elemental Weapons, but Twisted works just as well!

      – Enyo

  • Glitch The God
    June 11, 2017 at 4:24 am

    What paragon path did you choose master infiltrator?

  • Gilles
    June 20, 2017 at 12:36 pm

    Hi. I came to you because i drop the lifesilk spinneret. U actually have the zulkir’s dreadnought which seems to be more useful. If I replace the zulkir’s Armour by the lifesilk, I lost 1155 lifesteal but I win 1444 recovery. I also lost 289 power and 135 defense. As TR, control power is not our specialty so the healing effect of the lifesilk is not so useful. Which Armour is the best? Thank you for the answer

    • Gilles
      June 20, 2017 at 5:07 pm

      *correction : I actually have the zulkir’s dreadnought

      • Profile photo of Enyo
        June 24, 2017 at 5:10 am

        Generally both are good but – there are other more effective ways to build up your lifesteal. 1444 Recovery makes it worth your while as far as cooldowns and AP gain goes, so I’ll still recommend the Lifesilk Armor. Hopefully this helps!

        – Enyo

  • Murphy
    June 21, 2017 at 10:35 am

    Hey first off, I really appreciate your guide has helped me a lot since I started a month or so ago.

    One thing I was wondering was companion equipment. I’m on Xbox and haven’t seen any of the commander rings or necklaces, what else would you recommend?

    Thanks again for all the hard work.

    • Profile photo of Enyo
      June 24, 2017 at 5:17 am

      Hey man! No problem at all, glad its been able to help!

      Commander Rings and Necklaces sadly are Legacy items now which mean yeah, sadly they arent available in the game. Your next best and maybe even better bet is getting some Adorable Bites companion gear, or (whats probably easier to obtain) is the Heroic, Fierce or Bold companion equipment which I believe drops from the Illusionists Gambit skirmish. +4’s of these types of rings give x2 Offense Slots making them extremely ideal. Hope this helps!

      – Enyo

  • Gambit
    June 21, 2017 at 4:29 pm

    Hey! Quick question would the Sigil of the Nine be a great replacement for any of the artifacts above?

    • Profile photo of Enyo
      June 24, 2017 at 5:20 am

      If I ain’t mistaken…. were you the one who asked me this on Facebook? If not…. I should have a list of 9 other Artifacts you can choose from – they’re all great choices. Sigil of the Nine is more geared towards tank-builds, as it offers all defensive stats, so not generally a great choice for a TR usually. Hope this helps!

      – Enyo

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