GWF Mod 11 Destroyer/DPS PVE Build
Hi all, been debating on making a guide for quite awhile but seems like everyone is quick to say every GWF build is a copycat so I have been putting it off. For the most part the GWF has very little variety in terms of feats, powers and boons, but each player may have a few variations in how they play. I would like to thank all those before me who have put in hours of testing and posting and helping others, aka Lia, Lazalia, Rdeviant and many others as this build is centered mostly around their work. My goal here is to keep an updated guide on the best dps route as content releases and provide as much help to those who have questions. This build is aimed towards end game players and caters to the mostly maxed out characters, however I will provide info for those still leveling and their goals as well. Also this is my first time using the program and its all very basic so I apologize I do not know how to use all the bells and whistles just yet haha. UPDATE: I have uploaded new IL changes and a new build for a loadout down below. I have also uploaded a couple videos of myself through some casual runs. I have also added a new section for “how to progress my toon” for those who are stuck wondering what to do next. Also considering creating a twitch account so I can stream dungeons and new content for those who want a live stream chance to ask questions, if you think I should start let me know in the comments!
- As a GWF, our main objective is damage, with this build you will be able to maximize the best output
- Some survivability with the switch of boons, mostly for solo play as group content with support you will be fine
- Solo campaigns with no issues
- Compete for top dps among classes but more importantly make dungeon runs easier and faster
- +2 Strength and +2 dexterity
- 5% additional damage on Crit hit
- 10% run speed increase on combat
- +2 any Ability
- Increase Defense by 3%
- Additional 3 heroic feats
- +2 to any two stats
- +3% power and crit chance
- 5% more healing from spells and abilities
In my opinion the half orc is the best choice for maximum dps and should be your first pick. If you want to be a little more on the tanky side then human is good with still decent damage output. I have tried dragon born on a couple occasions but for me it under performed compared to the half orc.
When you first create your character you get to roll your starting ability points and for this build you want to maximize as much strength as you can. The picture above is my stats before I apply any of the ability points for each level.
- Half Orc: Your starting roll should be 20 str and around 15 dex
- Humans: Your roll should be the same, place your two points into strength
- At will: Sure strike (this here is our main at will for single target damage and should be slotted at all times)
- At will: Weapon Master Strike (our aoe damage dealer as well as debuff for one of our feats)
- Encounter: Indomitable Battle Strike (our strongest encounter as well as our only encounter for damage)
- Encounter: Hidden Daggers (used to buff ourselves, always have this slotted)
- Encounter: Daring shout (another buff, should only use if there is no gf or no other gwf using it)
- Encounter: Battlefury (another buff, can be used whenever, but most beneficial if there is a gf or a gwf using DS)
- Daily: Slam (Necessary for this build and should only be used if you have points slotted in battle awareness)
- Daily: Crescendo/Avalanche of steel (any of these can be used, but you should only ever be using slam)
- Passive: Steel blitz (Necessary to run this as it adds extra chances for the lightning to strike)
- Passive: Destroyer (The peanut butter to our jelly, provides great damage boost)
- Passive: Wraithful Determination (Should only be used over steel blitz when you have vorpal or holy avenger equipped)
- Disciple of Strength (3/3): This feat, if working correctly, provides a generous boost from strength and should be utilized with as much Strength ability as possible
- Unstoppable Action (4/5): With the slam build, having as much ap gain as possible is necessary, so points should be placed here rather than toughness as in end game content is run with support who should keep you alive as long as you play smart
- Endless Assault (3/3): With IBS slotted in our encounters this feat provides extra damage when using it as well as some minimal damage boost to our hidden daggers
- Steely Defense (5/5): Stacking this feat will provide you an excellent boost in overall power and is a main reason why we stack defense on our character
- Weapon Mastery (2/3): Provides extra critical chance and at max level should not require more than 2 points in this feat as you should have maxed crit chance with companion proc
- Devastating Critical (3/3): Crit severity is our best friend in this build so max this feat out
- Great Weapon Focus (5/5): Damage boost to our at wills, this is a no brainer since our at wills are our main source of damage
- Disciple of War (5/5): Grants you extra power based on armor pen and recovery
- Staying Power (5/5): I have heard lots of controversy surrounding this feat saying that it does not actually mitigate anything, but as far as I can tell it works, so until actual evidence arises I will continue to use it
- Executioner’s Style (5/5): Increases damage done by Sure Strike and IBS so we definitely want this
- Battle Awareness (5/5): With our main daily as slam this feat makes it worthwhile and with how I play benefits more than having points in student of the sword
- Destroyer’s Purpose (1/1): Stacks and grants damage for each stack, for xbox/ps4 user it is hard to see this stack as our buff bar is limited
- Unstoppable Recovery (5/5): Restores hp when activating Unstoppable
- Power Challenge (5/5): Grants damage boost to marked targets, this feat is tricky in my opinion as targets must be consistently marked in order to benefit from this feat so be sure someone is marking or you are yourself
These feats are meant to benefit characters who have 100% crit chance and high power, for those who do not quite reach that goal I would switch out these feats below
- Switch points out of Unstoppable Action and put three points into Toughness
- Switch all points out of Battle awareness and place into Student of the Sword
Test: New info about Mighty Blade
So there has been alot of controversy about this feat and I see lots of builds saying it buffs weapon master strike, hidden daggers and such, however I am here to prove that it DOES NOT actually buff our at wills. Below is a link for a video I have done testing this theory. Now the video is a little long but it shows every exact thing I test. The first step is people say you cant really test things on xbox, but you actually can. Thanks to loadouts, you can now remove absolutely everything from your character, which I show in the video. The weapons I have equipped have a fixed weapon damage and therefore can provide accurate numbers. I have also removed all gear, companions, boons and anything that can possibly buff or affect our offensive stats. As shown in the video I have no stats except movement and 11% chance to crit which does not affect the outcomes as it stays the same throughout the testing. So please watch the video carefully as I do not talk throughout but I will explain here in text as it is easier to explain and document. All the feats I have slotted have no offensive affects or any sort of buffs except for staying power, which is evident when I use hidden daggers right after weapon master. So I first test everything without the feat Mighty Blade slotted and test multiple encounters multiple times as to provide consistent numbers.
Before Mighty Blade
- Weapon Master Strike- Hits for 2020 first then 1837 as additional strikes do less damage
- Hidden Daggers (cone)- does 4350 consistently when not buffed by Staying Powers or critting
- Not so Fast (burst)- 2335
- Mighty Leap (burst)-2041
With Mighty Blade 5/5
- Weapon Master Strike- Still hits for 2020 and then 1837
- Hidden Daggers (cone)-still hits for 4350
- Not so Fast (burst)- Now hits for 2649 which is exactly 12.5% more than 2335
- Mighty Leap (burst)-Now hits for 2296 which is exactly 12.5% more than 2041
As you can see the feat Mighty Blade DOES NOT affect weapon master strike or hidden daggers, however it only affects encounters with the word “burst” in their description. Now its pretty obvious what the results are, but if you choose to think its flawed cause its used on dummies and not real enemies, I can tell you the results were still the same. So I am happy to do more testing if someone finds a flaw in my methods or would like to suggest an issue with the testing then go for it. However continuing to run this feat will only handicap your damage, but you can make your own informed decision if you choose to do so!
Multiple Target Build
- This build utilizes a very aoe specific environment with very little single target capability. The key to this build is maximizing your use of weapon masters strike and buffing it as much as possible. Now for enchantment you obviously want to use lightning still and keep pretty much same passives (steel blitz and destroyer), for encounters slot daring shout, battlefury and daggers. Your rotation will be about the same as normal, but instead you’ll pop BF, then DS and then daggers and then spam the crap out of WMS. With dungeon runs and support classes reducing cool downs you will pretty much have both BF and DS up 100% of the time. You will also still utilize slam so you will just have to adjust your playstyle a little.
- This clip above is a short perspective on the numbers that pop when using this build, unfortunately its a pretty crappy video, but its all I have right now since I have been busy wasting all my ad on lockboxes with the recent sales lol. I will try to upload more clips in the future though.
- Power: The general rule of thumb is a 2:1 ratio of power to crit, but once you reach 100% crit stack as much power as you can as there is not really a cap
- Critical Chance: Your goal is to reach around 95-100% chance and with bondings this should be easily obtainable. Around 15-18k is a good goal for on your character itself
- Armor Pen: Your goal is 60% here, I personally do not have much on my character as all of mine is achieved via companion proc and then almost all Aggression insignias on my mounts. New info about mod 12 has recently been released stating that mobs will be more difficult and we may need to find more armor pen. I am guessing around 70% will be the new meta but for now lets keep it steady at 60%
- Recovery: This stat is not a huge priority but it is nice to have some, around 3-4k will suffice
- Action Point Gain: This stat is necessary as we need our daily up as fast as possible, anything north of 1k is good
- Combat Advantage: You want around 9% bonus from this stat as there is a cap, around 1300 will achieve that
- Defense: Stack as much as possible as we need it to gain more power via Steely Defense and Assassin’s Covenant
- Life Steal: Not necessary for group content, I run the lifesteal boon when doing solo content so switch when necessary
- Movement Speed: A useful stat that can be achieved via dark enchants, not necessary but helpful in situations where you must dodge often which is most dungeons
- Crit severity: This number should be around 120% without a vorpal equipped
- Other stats are not as important and their values can vary to your liking
The first pic is my base stats with some consumables before any sort of proc of my companions, this is also when I am present in a zone that has everfrost so that I am maximizing my use of Jarl’s gaze. I chose not to include my crit and armor pen before procs as it really isn’t important, but if your curious its around 60% crit chance and 35% armor pen. The second set of photos is after my companion procs, tenser’s mount power, slam, eye of the giant, insignia bonuses and a sorbet and SH potion.
Procc’d (single target loadout)
Loadout Proc (Multi Target)
- Offense: Azures/Brutals
- Defense: Azures
- Utilities: Darks/Dragon Hoard/Fey/Quartermaster
- Armor Enchantment: Soul forge/negation whatever your preference
- Weapon Enchantment: Lightning/Holy Avenger/Vorpal (now I know this is a hot topic right now on what is best for situations and I am still doing lots of testing but from what groups I usually run with (two dc,pally, dps gf) it seems the lightning does best for aoe and competes very will with Holy Avenger and it is very hard to see huge difference with bosses. Vorpal is an option if you do not have either Lightning or Holy Avenger, but I have benched it since the update to enchants. I am hoping with loadouts I can provide a more solid answer and keep you guys updated as possible)
NEW: I currently have 7 Brutals in my offense slots and two Black Ice enchantments. My crit dropped a little bit and now I have around 92% without my sudden ring of crit proccing. I find I still perfom the same despite not having 100% crit but I did gain a couple thousands points in power. Some will have to drop with upcoming armor pen changes, currently working on how to balance that out.
- Head: Jarl’s gaze should be your first choice here as the amount of power it gives, especially with mod 11B that will allow us to achieve 80% everfrost or Headsman Raid piece is a good option as well. For those who do not have FBI/MSVA unlocked then dragonflight raid(if you dont need armor pen) Dragonflight assault(if you need armor pen)/drow are good choices as well. UPDATE. I have started using the Guise of the wolf clan from the mysterious merchant in place of jarls gaze when I run other dungeons besides FBI, if you have the ability to get it, use for non everfrost dungeons.
- Chest: Vivified Headsman Raid or Titansteel mastercraft piece. Dragonflight is a good option depending on what stats you need Crit/armor pen (Assault) or Power/recovery (raid)
- Arm: Vivified Headsman Raid. Dragonflight is the next best choice, again depending on what stats you need Power/Armor pen (Assault) or Power/Recovery(Raid)
- Feet: Vivified Headsman Raid. Dragonflight raid is the next best choice as it is Power and Crit stats
- Neck: Baphomet’s Infernal Talisman. Lostmauth’s necklace is also a decent choice if you cannot afford Demon Lord set
- Rings: I still prefer to use the Brutality ring, but other choices include Rising power, Rising crit. Other good options for second ring slots include the ring of Dod or ring of Hellig from the Storm King Thunder collections. Ring choices are highly based on preference and for now I prefer Brutality and Dod, but with upcoming changes to loadouts I may be switching out different combos for different dungeon types. UPDATE: I have slotted a sudden precision ring to test for now as content with the group I normally run with melts easily and running a rising power or crit would not gain its full benefits unless the boss fight is extra long. If I am fortunate to get more Dod rings or other rings from SKT I will add those to my loadouts.
- Belt: Demogorgon’s Girdle of Might. Other choices include the Golden belt of Puissance
- Shirt: Bloodstained shirt. Other options include the Berserker’s gemmed shirt or drowcraft set
- Pants: Berserker’s gemmed pants. Other options include drowcraft
- Wheel of elements: Should be you active artifact as its buff of 30% damage is very useful
- Eye of the Giant: Can be switched to active in certain mob situations
- Orcus Shard: Needed to complete the Demon Lord Set
- Sigil of the Controller: Has great stats of power and crit
- Key of Fragmented Stars: Great stats, will be good for mod 12
Artifacts are gonna vary between characters as people try to min and max so there are plenty of other good options out there such as the Lantern of Revelation and Thayan Book. Use what benefits you most but I have found those four to complement my stat distribution the best.
- Relic weapons: The best set for dps by far, somewhat easier to farm since last update. Make sure for your artifact powers you use sure strike bonus and steel blitz bonus. I use this set for my single target loadout as it is much easier to get the bonus on a boss fight.
- Aboleth: A good choice if you prefer to avoid the SKT campaign, same applies for artifact powers
- Stronghold set: With mod 11B coming out and new mastercraft items, the stronghold set will once again be relevant, these will really only be beneficial if ran with a group who also has them, but will also be very expensive to get. Update: I currently run this set for my multi target loadout as most people I run with often have them now, even at only 3 people I still find them better. A 6% damage boost all the time is more beneficial than 10% every 30 seconds and even then its sometimes not activated if I am in the middle of a fight and accidentally sprint and get defense.
- Twisted Set: Next best option until you can obtain one of the sets above
How to progress your toon (fresh lvl 70 all the way to Best in Slot)
- Quick overview of the numbers sequence (1-8 is beginner guide) (9-15 Intermediate characters) (16-21 Advanced characters) (22-28 Best in Slot Maxed Characters)
- So you just hit level 70 and now you are like what the hell do I do next? Excellent question, this section will provide an in depth opinion of what I believe is the most important path to follow in moving up the ranks. You do not have to do it 100% the exact same way but this should help outline all the overwhelming amount of content to do.Your first step should be to find a good guild as the boons they provide are an excellent source of stats as well as item level and then you need to buy VIP as it is extremely beneficial and profitable.
- Guilds also provide a good source for gear. However they do require guild marks which are achieved through various methods. Each guild has a donation coffer where you can donate items, currency and other stuff in exchange for guild marks. There are a few methods above others to achieve guild marks such as running influence, guild events and donating campaign currencies if you do not need them. If you have astral diamonds to spend you can purchase chests of power from the zen market as they provide the most bang for you buck. Once you have guild marks you can focus on obtaining good gear, some such as dragonflight can be purchased with guild marks, seals and dragon fangs. Other good gear can be purchased from the mysterious merchant if your guild has that plot built. For which gear to buy you can refer to the armor section above.
- Your next step should be should be obtaining artifact weapons and sets. Twisted set is a first easy set to obtain via running epic demogorgon. Once you complete that set you can look to obtain the demon lord set otherwise known as the orcus set. This set is very cheap currently so you should skip the lostmauth set and go straight for the orcus pieces.
- Campaigns are one of the most important parts of this game as the boons they provide are extremely helpful. For those just starting the game, this is the most overwhelming task. On xbox/ps4 there are currently nine total campaigns each taking extended periods of time to complete due to time walls. My advice would be to focus on a few at a time rather than all of them unless you have tons of time to play the game everday. Or if you have tons of ad you can buy out the campaign completion tokens. So my advice on which ones to start would first be Sharandar and Dread Ring. Then complete Ice wind dale and Tyranny of Dragons. Those four can somewhat easily be completed at the same time. Elemental Evil should be completed as you are leveling up to 70 so unless you skipped it don’t worry about it. Next should be Underdark and the Maze Engine campaigns. Next should be Storm Kings Thunder and Cloaked Ascendancy which can be completed at the same time. Many of these campaigns used to be much harder but now most of their completion times have been cut in half. If possible try to run these campaigns in groups as they are much easier to complete each day with help. They may seem daunting but are so significant to your player that you cannot avoid them or say you don’t need the boons.
- Artifacts are another important item that are relatively easy to obtain right now. You have four artifacts active with one that is summoned. With this class you want to obtain artifacts that have crit, power, armor pen, ap gain or stamina gain. I have some listed above but essentially starting out you want to pick the Lantern for the intro artifact quest and after that you can find most on the auction house. Now these require you to rank them up just like everything else in the game. There is an easy way to max them without spending much money via the Artifact Refining method which can be found all over google. Essentially you buy the artifact you want and then five others of the same type (power, union, stability) and refine them into eachother.
- Enchants are currently super easy to achieve with markets overflowing with them. Your offense slots should be stacked with azure enchantments as you need to achieve 100% crit chance. Also remember your stats should be 2:1 power to crit and 60% Resistance Ignored. So based on where your stats are at you can adjust accordingly. Defense slots should also be slotted with Azures as we gain more power with defense. If you find yourself dying easy you can swap the Azures with Radiants so you have more hit points. Next is utility slots, one slot should be filled with a Dragon’s Hoard, Fey or Quartermaster so you can work on gaining refinement. Every other slot should be Azures as the xp boost is necessary to get as many power points as you can until your most important powers are at rank 4. After that it is all personal preference. Next is your weapon enchant, I advise starting with a vorpal at the low levels and then begin to invest in a lightning enchantment. Armor enchant is also important, any of them will do although starting with a soulforge will be easier to stay alive.
- Companions are next and they can also be the most expensive unfortunately. First step is to obtain five companions, one for summoned and four active ones. For summoned, fire and air archons are good options as well as con artist although a con artist will be more expensive to upgrade to higher levels. Your other actives are companions I have listed in the companion section and can be obtained fairly easy. Next you absolutely need to prioritize obtaining bonding runestones for your summoned companion. These are necessary to do well and provide and excellent boost in stats. Next would be to achieve gear for the companion you have summoned via Illusionist Gambit, the trade house or some dungeon gear. After obtaining gear you want to put your highest level enchants in the gear, you will most likely want to start with Azures to get higher crit chance and then use some Radiants for some power.
- Mounts/Insignias are next up and luckily they aren’t currently expensive. First off you want to get a mount with either 2k power or 2k crit. Then you want to focus on getting mounts with the right insignia bonuses. Using the link in the mounts section you can search the bonuses you need and it will provide a list of which mounts you need to buy. Once mounts are bought you can start buying the correct insignias, I suggest rare ones as they are cheap and provide nice stats. I personally use ones that provide armor pen as its an easy way to level up your resistance ignored, otherwise power and crit are a good idea.
- Now that you have achieved a solid baseline for your character and you are a couple months in at least, you can start upgrading your character and working on the basics of min and maxing your stats.
- Artifact weapons and gear can start to be leveled using the different refinement dropped all over the game, mainhand and offhand weapons should be prioritized as they provide the most damage increase. Next work on your belt and neck as you can. Castle never does drop item specific refinement for next, belt, offhand and mainhand. Never refine anything outside double refinement events. Also now that you have some campaigns unlocked consider grinding your relic weapons or the river district set and possibly the mastercraft. Replace your twisted with one of these as soon as possible.
- Next is to work on your four artifacts, with the summoned wheel you should try prioritize that one then work on all the others.
- Your companion enchants will be prioritized over your enchants on your character page, work on getting your bondings up and then the enchants on the gear. After those are close to max you can then start working on leveling up enchants when double refinement rolls around. Work on offense first, then defense then utility. Weapon enchants are extremely important as well and should be worked on alongside companion enchants. Armor enchant is not a huge priority if you just use a soulforge, wait till later in the game to level these up.
- At this point you should be getting close to unlocking some of the higher tier dungeons so you can start farming for relic gear or if you are so inclined to buy masterwork gear if you are financially blessed. With mod 12 approaching gear for relic will be easier to obtain as well as some new armor, refer to the armor section for what types to start hunting for.
- You can also start upgrading your companions, prioritizing your summoned companion first to legendary and the rest slowly to legendary. Gear for your summoned companion should also be getting better as you start to run more dungeons.
- Mounts and insignias are not a huge priority right now so we will leave them alone.
- Now that you have been grinding your life away in dungeons, skirmishes and finishing up the last of your campaigns its time to finish off your character.
- Your gear should be top of the line stuff, relic, mastercraft and few other random pieces. If not finish off your sets and get the pieces you need.
- Your gear and and weapons should be all close to legendary/mythic and any refinement after that should be saved for anything new that comes out in the future.
- Your summoned companion should now be legendary and you should be using a fire archon or a con artist, bondings should be rank 12 along with any other enchants on your companion gear. The gear should be close to all items with double offense slot.
- Mounts and insignias should start working on all purple mounts and exchanging some rare insignias for some epic ones.
- Enchants on your character page should be close to rank 12 in your offense slots and defense slots close behind. Utilities will also be working their way up.
- Finally for best in slot you should have everything maxed out.
- Gear is best available, all legendary and mythic artifacts.
- Companions all legendary, summoned is legendary con artist with three orange rings and all brutal 12 enchants.
- Character page is all brutal 12s in offense slots, any defense slot is rank 12 Azures, Utilities can be maxed out but are not technically necessary.
- Mounts/insignias should be the best bonuses and you should be working on obtaining two legendary mounts or already have them, all insignias should be of epic quality.
- Weapon enchants should be at transcendent and you should have transcendent armor enchant as well.
- All powers should be at rank 4
- Dark Fey Hunter: +400 power
- Fey Precision: +400 crit
- Elven Haste: Gain action points 3% faster
- Elven Tranquility: When struck chance to gain 20k hp
- Elvish Fury: When you kill a foe gain 135 power for 45 seconds, stacks 30 times
- Reliquary Keeper’s Strength: +250 power +250 movement
- Evoker’s Thirst: +400 lifesteal
- Forbidden Piercing: 3% resistance ignored
- Enraged Regrowth: When taking damage chance to gain 20k hp
- Rampaging madness: gain stacks of madness by dealing damage, at 50 stacks gain 4k power, lifesteal and regen for ten seconds
- Encroaching Tactics: +400 combat advantage
- Refreshing Chill: +400 stamina/guard gain
- Sleet skills: 2% crit severity
- Cool resolve: Gain up to 2000 power based on how much stamina you are missing
- Winter’s Bounty: Chance to gain 10% action points when killing a foe
Tyranny of Dragons
- Dragon’s Claw: +400 power
- Dragon’s Gaze: +400 crit
- Draconic Armorbreaker: +400 armor pen
- Dragons Greed: +400 lifesteal
- Dragons Fury: Get all for crit severity even though it is bugged
- Primordial Might: +400 power
- Primordial Focus: +400 crit
- Drow Ambush Tactics: 10% combat advantage effectiveness
- Dwarven Stamina: Regen stamina 5% faster
- Abyssal Strikes: 10% more damage against demons
- Wave of Force:+300 Power and 2000 hp
- Heart of Stone: +4% life steal severity and 2000 hp
- Searing Aggression: +400 crit and 2000 hp
- Wall of Wind: Chance when taking damage to heal 24k hp and gain 1k recovery for 10 seconds
- Abyssal Regeneration: +400 incoming healing
- Demonic Influence: +400 combat advantage
- Demonic Swiftness: Gain action points 3% faster
- Baphomet’s Might: When striking a foe chance to gain 2000 critical strike
Storm Kings Thunder
- Frosty Demeanor: Gain 2% control Resistance and 2% everfrost
- Hardy Constitution: +400 stamina gain and 2% everfrost
- Chill Determination: Gain up to 2000 recovery based on how much stamina is missing
- Glacial Strength: Gain 3200 hp and 2% everfrost
- Chill of winter: this boon really sucks but its the best option to grab all 3
- Aura of Hope: When killing an enemy, chance to boost ap gain for allies within 25 feet for 10 seconds
- Fiery Frenzy: +2% crit severity
- Soothing Zephyr: +500 recovery
- Vision of Beyond: When landing a crit strike, stamina regenerates 10% faster
- Assassin’s Covenant: Lose 10% defense, deflection, lifesteal and gain back as power
- Protectors Camaraderie: When companion attacks gain 3% of your power and defense for 10 seconds
- Protectors Camaraderie: When companion attacks gain 3% of your power and defense for 10 seconds
- Calvary’s Warning: When activating Mount Combat Power, you gain an increase of 10% to your Power, Recovery, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal.
- Artificer’s Persuasion: Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds.
- https://two30.github.io/neverwinter-insignia/?16 This link is a good site for all the different bonus that each mount can give
- 2000 power or 4000 power if you have it are both excellent choices, if you need more crit then a 2000 crit mount is also good substitute
Mount Combat Power
- The best combat power for the GWF is by far the Tenser’s disc which gives you 10% of your power, +2 strength, + 2 dexterity and 10% speed bonus for 12 seconds
- Companions are the single biggest factor in your dps and should be your top priority even over your character page. Your first step should be to achieve Rank 12 bonding stones as they provide you the most stats when they proc. Your second step should be choosing the right active companions as well as your summoned. Also I apologize for my con artists name, he was a pain to upgrade and cost me a lot so I thought his name was fitting.
- Con artist: This companion in my opinion is the single best choice for a summoned companion despite only having two offense slots and a defense slot. So let me explain real quick why I choose this over others. The extra defense slot overall benefits us due to our feats and the 10% dr shred when combined with others running the same effect is a gnarly combo. After switching from a fire archon to a con artist my dps went up significantly and with three ring slots, it is easy to achieve decent rings to slot in it.
- Fire Archon: This companion is a good choice for dps as it procs insignias fast and has three offense slots. The only downside to this companion is the talisman slot and it is difficult to get good talismans these days.
- Sellsword: This companion is an excellent choice and would be my first choice over con artist if the gear needed for this comp was not such a task to get them. I personally refuse to run Illusion’s Gambit a bazillion times to get the exact gear needed to make the sellsword better than the con artist. So until they either give us viable gear or increase drop rates in that crappy skirmish I will stick with Con artist.
- Air archon: Increases damage by 5% against targets not at full health
- Dancing Blade/Cambion Magus: 5% crit severity or 10% if your lucky to get a cambion
- Erinyes of Belial: 10% crit severity
- Siegemaster: 4% increased damage
- Earth Archon-also a good choice
- Future Comps: Raptor, keep an eye out for this one come mod 12. If everyone in group runs this its a 5% straight damage increase for everyone which might be better than dancing blade. More info hopefully soon.
- Obtaining the best gear for each of the possible summoned companions will determine what enchants to run. Essentially your goal is to have all offense slots and run full brutal enchants. Now until then you will have to min and max azures and radiant enchants to get the most out of your comp. If you reach 100% crit chance then you can start slowly replacing azures for radiants or brutals.
This setup is tailored specifically to benefit the use of the Lightning enchant and the Holy Avenger. I plan to try other comps with loadouts, most specifically the fire and earth archon, but for now I like this setup better.
How to Play
- Achieving the best stats, gear and items in this game does not make you the best at your class. I see plenty of people with all the best stuff, but they play the class terribly. In my opinion watching a video or guide of how someone else plays the class is not helpful at all. You need to take the time to learn your class, to understand the mechanics, how to maximize your feats and their bonuses. So I will do a brief overview of how to play the class but I want you to learn it for yourself and do what suits you best.
- First off each battle is different and no fight will go 100% the same
- Alright so for mobs my usual rotation follows jump and activate artifact>Slam>shout/battlefury>daggers>Unstoppable>Surestrike/ WMS and then rinse and repeat daggers and DS/BF until enemies are dead
- For single target boss fights my usual rotation follows as jump and activate artifact>mount power>Slam>DS/BF>daggers>WMS x1>Unstoppable>IBS>SS and then rinse and repeat for however long the battle lasts, be sure to use daggers often though as its buff only lasts 8 seconds
I have uploaded some clips of an FBI run via xbox clips, I am not as tech savvy as some so I was not able to figure out how to record in one go, so there are two videos lol.
Video 1 is the first half of the dungeon, the hill and Hati
Video 2 is the second half, the turtle and Drufi
Thanks again to all who have made this class shine and there is no doubt we will continue to do so! Please feel free to correct any of my mistakes or inquire about the class or ask questions! I do play on Xbox and would like to thank KingQ and Raven who have provided insightful thoughts towards this build, I appreciate all your help. Feel free to hit me up on xbox HulkSmash@Zachsoccer77 Guild: Origins