Lucipurr’s Hybrid HR DPS build for PvE [Mod12]

by Lucipurr on November 4, 2017
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Lucipurr’s Hybrid HR DPS build for PvE [Mod12]

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Background

I am Nicolelg on Xbox, and have played as a Hunter Ranger named Lucipurr in Neverwinter since Mod 4. This build has been a project of mine for the last couple of years, and after browsing some of the builds others have used I figured putting this out there will help at least someone figure out their character a little better. While there will be disagreements over what is the absolute ‘best’ to use, this build will allow you to pull your own weight through dungeons and even sitting at the top of the leaderboard once you get your gear figured out. The one task I hope to achieve from posting this build is to better explain the hows and whys behind my decisions so that those out there trying to figure out their Hunters have at least a little information to help them better figure out what they need to adjust about their own setups.

The main purpose of my build is to maximize my damage in PvE content. While I am sure this build with a couple of adjustments could probably do alright in PvP, I dislike how unbalanced PvP content is in the game. I have ran as a Trapper since Mod 5, and only as recently as the Chult started using a Hybrid between combat and trapper. With the amount of damage you will be dealing and in quick, short bursts it is VERY likely that you may pull aggro of mobs, so getting accustomed to dodging/moving while using this build is an absolute must for survivability. Being set up to deal as much damage means in short that you will not be able to handle a ton of incoming damage. This play style is very fast and requires a ton of movement, so please understand that this may not be enjoyable to play for everyone. Those who can handle the pace of this build though will find the damage is extremely rewarding. This build relies HEAVILY on Encounter and Daily powers, constantly switching between your ranged and melee stances and always using one of these kinds of powers. At-Wills will still be used, however not nearly as often.

 


The Numbers, What Do They Mean?!

Right off the bat before we start diving into the build, there are some key features that I feel needs explanation as it is rarely mentioned on builds. When trying to build a DPS character that deals the greatest possible damage, you need to understand what exactly these stats are doing for your character. The stats that you put into your character such as Power and Critical strike will directly affect one of your stat characteristics such as Damage Bonus or Critical Chance.

When trying to deal damage, the most important characteristics that you need to focus on are Damage Bonus[not listed in your stats], Critical Chance, Critical Severity, and Resistance Ignored. Damage Bonus will come from Power, and is essentially the base amount of damage your character will deal[yellow numbers in combat]. Critical Chance will come from Critical Strike, and will affect how often your character will land a Critical hit [orange numbers in combat]. Critical Severity will come from feats, boons, or companions and will affect just how much more damage each critical hit [orange number in combat] will be compared to your base damage[yellow numbers in combat]. Resistance Ignored comes from Armor Penetration, and is essentially how much of the target’s shield you are able to cut through.

Damage Bonus: This is not listed in your character stats, however is adjusted based on your Power. While your damage bonus is really important to increase your overall damage, this is just the amount of damage you deal prior to any critical hit multipliers taking effect. With just damage bonus and no critical severity or chance, you will be missing out on a good chunk of damage. This should only be your priority once you have your critical chance and severity in the ideal range. Please note that every 400 Power is roughly 1% Damage Bonus

Critical Severity: Consider Critical Severity as a multiplier of your Damage Bonus. For example, if you have 50% Critical Severity, every critical hit will be 50% stronger than a non-critical hit. The ideal Critical Severity you will want to aim for is 100%, because once you start adding on a weapon enchantment’s bonus such as a Dread enchantment and various other bonuses, your real critical severity will be in the range of 240%. You will never want to surpass 150% base Critical Severity[before any enchantments/etc] simply because at this point the difference between each percentage of Critical Severity is having a decreasing range of effectiveness on your damage output and is increasingly difficult to actually achieve without sacrificing other stats for it.

Critical Chance: Critical Chance is how often you will be landing that damage multiplier known as Critical Severity. This characteristic is pretty straight forward, because if you have 50% Critical chance that means you will land a Critical hit 50% of the time. You will want to aim for 100% Critical Chance without surpassing it, simply because it is impossible to land Critical hits more than
100% of the time, haha. If you are at 100% Critical Chance, that means while you are in combat you are landing that damage multiplier known as Critical Severity on every. single. hit. Constantly 3x+ your normal base damage. Lots-o-damage. Please note that every 400 Critical Strike is roughly 1% Critical Chance

Resistance Ignored: Resistance Ignored is how much of your target’s shield your damage will be able to penetrate through. Typical enemies and bosses in the game will have in the range of 40-60%, however the new Chult area has a couple of enemies and bosses that can have up to 85% resistance. Now, do not panic about that. The majority of the time that you will be facing enemies that have that 85% resistance, you will be paired with clerics or other support classes that actually lower the target’s resistance down to the normal range of 40-60%. For this reason, I suggest that you only put a maximum of 60% resistance ignored on your character. Some will argue that you need more for the Chult enemies, but you really do not. Thankfully Hunters gain Resistance Ignored quite quickly, so these are relatively easy numbers to hit. If you have more resistance ignored than the target has resistance, that extra amount of stats are essentially wasted as it will have no affect on your damage towards the target. Keep in mind though that if you have LESS resistance ignored than the target has resistance, you will actually be dealing only a percentage of your actual damage because the target will be resisting a portion of your damage.

Now that we have gone through all of that information, it is important to focus on getting your Resistance Ignored to 60% FIRST as this will make sure that you are hitting all of your possible damage. Following Resistance Ignored, you will want to focus on your Critical Chance and Critical Severity, simply because these are your damage multipliers. Once you are in the range of hitting 100% Crits, then you will want to focus your attention on your Damage Bonus[Power] to increase your initial damage. I hope that makes sense, and if something is murky in there please feel free to reach out and ask!

If you are still with me, lets dive into the specifics of my build!

 


Race

**Wood Elf – Crit Chance is 1% higher than other races, 10% resistance to effects that slow movement, +2 DEX/+2 WIS

*Dragonborn – 5% more healing from all spells and abilities, Power and Crit Chance 3% higher than other races, +2 to any two stats

Halfling – Deflection chance 3% higher than other races, increased resistance to control effects by 10%, +2 DEX/+2 CON

I suggest the Wood Elf race. When I tested the Dragonborn I did not see the power/crit being higher than the Wood Elf like it states it should be, plus it is a rather expensive race for a race with little customization and a lot of the headgear does not fit it. That being said, I chose to create a Halfling for the appearance purpose of it and the 10% resistance to control effects. [What can I say, I like being small]


Ideal Attribute Roll & Why

All attributes are different for each class, however most DPS characters will want to focus on the attributes that effect their Damage Bonus and Critical Chance.
As a Hunter, the main two attributes that will be the most important to you are Dexterity and Wisdom. Dexterity directly affects your character’s Bonus Damage, whereas your Wisdom effects your Critical Chance. Keep in mind the main focus of this build is the highest possible damage in a PvE setting.

When rolling your starting roll, you will want to focus on the highest possible roll of Dexterity[Damage Bonus] with a decently high roll of Wisdom[Critical Chance]. Being that I chose to be a Halfling, this was the best starting roll I could obtain:

When leveling, you will want to put your extra attribute points into Dexterity and Wisdom.

After gear and these points, this is what my attributes look like:

 


Feat Points:

Pathfinder: The reason for me choosing Pathfinder over Stormwarden is for an at-will named Careful Attack. This is a power I will describe later on, however it will allow you to deal more damage towards bosses/any target that is marked. Because of this, choosing Pathfinder will make you more of a single-target damage dealer, where Stormwarden has a power named Electric Shot that is AoE.

Heroic Feats:
Predatory Action 5/5: Your daily powers deal 5% more damage. Daily powers deal a large amount of damage, and this will help boost the amount of damage those deal.

Weapon Mastery 3/3: Increases your Critical Chance by 3%. As explained in the numbers section, Critical Chance is huge to damage output.

Battlewise 1/3: you create 2% less threat. You will create a lot of aggro simply for dealing a lot of damage quickly. This is a very small crutch towards fixing that problem, but it does make a difference.

Agile Combatant 3/3: After switching stances, deal 3% more damage for 5 seconds. This build will have you constantly switching stances, meaning this is a near constant 3% gain in damage.

Endless Assault 3/3: Your encounter powers deal 6% more damage. Encounter powers are the core of this build, this is important.

Disciple of Dexterity 3/3: Increase the amount of bonus damage Dexterity gives you by 6%. More Damage Bonus, simple.

Extra Action 2/3: Increasing your Action Point gain by 4%. The faster you gain Action points, the faster you can use your Daily powers.

Combat Paragon:
Serpent Weave 5/5: shifting lowers melee cooldowns by .5 seconds. You will be shifting/changing stances frequently, so this will help with any cooldown issue you may come across.

Fluid Hunter 5/5: While in melee stance, increases your Deflect chance and Critical Chance by 2.5%. Higher Critical Chance and higher Deflect chance when you are up close on an enemy, likely to be hit.

Skirmisher’s Gambit 1/5: Critical Chance is reduced by 2% but your Critical Severity is increased by 10%. Critical Chance is pretty easy to stack on your character, however Critical severity can be difficult to come by. This can help a bit with that issue.

Lucky Blades 4/5: critically striking or deflecting an attack grants you lucky blades for 6 seconds, which increases Action Point generation by 8% and your Encounter power damage by 12%. The majority of our damage will come from Encounter powers, the extra 12% damage is a huge bonus. Keep in mind with 100% Critical Chance that mean this feature will be active 100% of the time you are in combat[there is no cooldown or delay between this feature triggering]

Trapper Paragon:
Fleet Stance 5/5: When you switch stances you move for 10% faster for 6 seconds. This can help you move away from attacks and stay alive.

Deft Strikes 5/5: Your melee encounter powers cause your next Ranged encounter power to deal 10% more damage. Your Ranged encounter powers cause your next Melee encounter power to deal 10% more damage. Again, we are constantly switching stances, so you will constantly be applying this bonus.

Forestbond 5/5: When you apply Grasping Roots you reduce the cooldown of all of your currently recharging powers by 5%. Lowered cooldowns means you will be able to use the powers quicker.

Swiftness of the Fox 5/5: Your Melee encounter powers shorten the cooldown of your Ranged encounter powers by 15%. Your Ranged encounter powers shorten the cooldown of your Melee encounter powers by 15%. Lowered cooldowns means you will be able to use the powers quicker.

Thorned Roots 5/5: Your Strong Grasping Roots are upgraded to Thorned Roots. Thorned Roots deal 450% of your weapon damage every second. 250% of your weapon damage is dealt immediately to control immune target.

Biting Snares 1/1: When you apply Grasping Roots or Thorned Roots you gain “Biting Snares”. Biting Snares causes your next stance shift to grant you Master Trapper which generates 20% of your AP, increases your damage by 30%, and increases your control duration by 60% for 10 seconds. This effect can only be triggered once every 10 seconds. LOTS of damage.


Powers

At-Wills:
→ Split Shot: shoot a spray of arrows at your enemies, dealing more damage the longer you focus. This is good for clearing very weak mobs or drawing aggro.

→ Hunter’s Teamwork/Careful Attack: In melee, you study your target and find gaps in their defense to your allies. Enemies studied in this way are damaged by this power when they are hurt. In Ranged, you
essentially put a tiny care-package on the enemy so that when they die, your team members get a small bonus of health.

Personals:
→ Aspect of the Serpent: Add a stacking buff on every power use which increases your damage. If the stacks are added from Ranged stance, they will affect your melee attacks and vise versa. Each buffed attack reduces the stacks by 1 and both types cannot affect you at the same time.

Aspect of the Pack[3/4]: If you are within 1-‘ radius of an ally, you and your ally gain Combat Advantage. I know, this does not sound great for a DPS class. HOWEVER, on my artifact weapon offhand I have the Aspect of the Pack class feature, which increases damage by 2% for every ally within 15’, up to 8%. THAT is an 8% DAMAGE BONUS. Please note that this power in combination with the offhand bonus is currently broken and if you put 4 points into this power it will no longer trigger the offhand bonus. For now, keep it at 3

Encounters:
→ Hindering Shot/Hindering Strike: fire two arrows into your enemy’s shins, applying weak grasping roots. this power has three charges. In melee, you slash your enemies ankles, apply strong grasping roots. This is very viable and fast against mobs of 3 or fewer enemies.

→ Cordon of Arrows/Plant Growth: Designate a target location. if a hostile creature steps within 15′ of it, it becomes entangle, takes damage, and is pulled to the center of the trap. In melee, this power causes plants to grow wildly around your foe, rooting all targets for 20 seconds. The ranged version of this power is VERY SLOW, but the melee version of the power is very viable against mobs of more than 3 enemies because it does not have a maximum number of enemies it can reach.

→ Constricting Arrow/Steel Breeze: Fire an arrow at your opponent, causing strong grasping roots to constrict around them and all foes near them. In melee, you spin and slash your blades, damaging all enemies around you.
*Fox’s Cunning: You and one nearby enemy dodge the next incoming attack. In melee, dash to nearby targets, reducing their run speed while increasing your own. This power I will switch in place of Cordon of Arrows if the team or I am struggling to stay alive, allowing myself and a team member to dodge one hit every couple of seconds.

Dailies:
→Seismic Shot: Fire a concussive blast into the ground, causing a shock wave that pulls enemies in and damages them. This is a huge amount of damage, however uses all of your Action Points.

→ Forest Ghost: Slip into the forest where your remain unseen for a short duration and cause damage to enemies near you. This will help you lose aggro, and only uses half of your Action Points.

 


Rotation

The order that you will be using these powers will depend on the mob you are fighting and the team you are running with, so having experience with how each individual power works will help you decide what power you need and when. The basic approach that I have to most fights though will start with putting Careful Attack[Melee At-will] on the biggest enemy in the room[or the enemy everyone is attacking], allowing you and team members to deal additional damage to this enemy. Once a target is marked with Careful Attack, I will use Constricting Arrow[Ranged Encounter] and Hindering Shot[Ranger Encounter] as I move towards the enemies, switching to Melee Stance and using Plant Growth[Melee Encounter], Steel Breeze[Melee Encounter], and Hindering Strike[Melee Encounter]. Before switching back to Ranged Stance, use one of your At-Will powers to make sure that there are no cooldowns on your Ranged Encounters. Once Back in Ranged Stance, use Cordon of Arrows, Constricting Arrow, and Hindering Shot. Use another At-will before switching to Melee and repeat the same rotation you did before. Rinse and Repeat. Once your Action Points are above 50%, use Forest Ghost to deal damage to enemies near you. While Forest Ghost is on cooldown, use Seismic Shot. By incorporating Forest Ghost into your rotation, you will maximize the amount of damage you obtain from your encounter powers compared to using only Seismic Shot. In longer fights, make sure that you reapply Careful Attack every couple of Stance changes.


Boons

While looking through my boon choices, please keep in mind my character is built to be purely offensive to maximize my damage. Any chance that I could pick offensive stats over defensive stats, I did.

 

Guild Stronghold

Offensive: Power
Defensive: Defense
Utility: Mount Speed [I recommend the Experience Bonus boon though if you still need Power points]

*These are pretty straight forward, however depend on your guild.

 


Sharandar

     

Dark Fey Hunter: You gain 400 Power

Fey Precision: You gain 400 Critical Strike

Elven Haste: You now gain Action Points 3% faster

Elven Ferocity: When striking a foe you have a chance to deal up to 20000 Arcane damage. (60s Internal Cooldown)

Elvish Fury: When you kill a foe you gain 135 Power for 45 seconds. This buff stacks up to 30 times. [An additional 4,050 Power at full stacks]

*All pretty straight forward, choosing anything to increase damage over survivability

 


Dread Ring

Reliquary Keeper’s Strength: You gain 250 Power and 250 Movement

Evoker’s Thirst: You gain 400 Life Steal

Forbidden Piercing: You gain 3% Resistance Ignored

Shadowtouch: When dealing damage you have a chance to deal 20000 Necrotic damage over a few (4) seconds. After this effect ends the target receives 25% less healing from spells for 10 seconds. (80s Internal Cooldown) (This ability has ~1% chance to proc on any attack, and can proc on any tick of a damage over time effect)

Rampaging Madness: When you deal damage you gain a stack of “Madness”. When you reach 50 stacks of “Madness” you gain 4000 Power, 4000 Life Steal, and 4000 Regeneration. 10 seconds after gaining this bonus your stacks are reset. You may only gain one stack of “Madness” per second. (The 10 second rule only applies once damage is dealt after reaching 50 stacks…also, stacks will last for 60 seconds when not dealing damage)

 


Icewind Dale

Encroaching Tactics: You gain 400 Combat Advantage Bonus
Appreciation of Warmth: You gain 400 Incoming Healing Bonus [The reason I did not pick the Stamina gain here is because I picked a couple boons that depend on me missing Stamina. If I regained my Stamina quicker, those bonuses would be shorter

Sleet Skills: You gain 2% Crit Severity

Cool Resolve: You gain up to 2000 Power based on how much Stamina or Guard you are missing [With how much we dodge around, this actually will be a nice bonus in combat]

Winter’s Bounty: Chance to gain bonus 10% Action Points when killing a target [With how frequently we mow down small adds, this adds up to using your daily powers more frequently. A daily power hit is much more damage than the damage from the Avalanche boon]

 


The Underdark


Primordial Might: You gain 400 Power and 1600 Maximum Hit Points

Primordial Focus: You gain 400 Critical Strike and 1600 Maximum Hit Points

Drow Ambush Tactics: Combat Advantage damage bonus is increased by 10%

Dwarven Footing: Control Effects will now have a 5% shorter duration when applied to you

Abyssal Strikes: Gain +10% Damage versus Demons

*All pretty straight forward, choosing anything to increase damage over survivability

 


Tyranny of Dragons

Dragon’s Claws: Grants 400 Power

Dragon’s Gaze: Grants 400 Critical Strike

Draconic Armorbreaker: Grants 400 Armor Penetration

Dragon’s Greed: Grants 400 Life Steal Rating

Dragon’s Thirst[1]: Grants 3 increased Life Steal

Dragon’s Fury[2]: Grants 6.5 increased Critical Severity

*All pretty straight forward, choosing anything to increase damage over survivability

 


Maze Engine


Abyssal Siphoning: You gain 5% Life Steal Severity

Demonic Influence: You gain 400 Combat Advantage Bonus

Demonic Swiftness: You now gain action points 3% faster

Baphomet’s Might: When striking a foe you have a chance to gain 2000 Critical Strike bonus for 6 seconds

*All pretty straight forward, choosing anything to increase damage over survivability

 


Elemental Evil


Wave of Force: 300 Power and 2000 Maximum Hit Points

Heart of Stone: 4% Life Steal Severity Power and 2000 Maximum Hit Points

Searing Aggression: 400 Critical Strike and 2000 Maximum Hit Points

Wall of Wind: When taking damage you have a chance to heal up to 24000 Hit Points over a few seconds. After this effect ends, your Recovery is increased by 1000 for 10 seconds[While the Crit one is tempting, this Recovery boost means you suddenly gain a bunch of Action Points once this triggers. huge bonus!]

 


Storm king’s Thunder


Cold Hearted: You gain 2% Life Steal Severity and 1000 Maximum Hit Points

Survival Instincts: You gain 400 Incoming Healing Bonus and 2% Everfrost Damage Resistance [once again, just avoided the stamina gain due to the two boons that give stats based on the amount of stamina you are missing]

Chill Determination: You gain up to 2000 Recovery based on how much Stamina or Guard you are missing [Recovery directly affects our cooldown rates and our Action point gain]

Vengeful Heat: When you kill a foe you have a chance to deal up to 2000 Fire damage to all nearby enemies, you also gain 2% Everfrost Damage Resistance [This is a very small damage bonus, either this or the Hitpoints boon would be a valid choice. This build is purely offensively though which is why I chose it]

Chill of Winter[2*]: When striking a foe, you have chance to gain a stack of Icy Chill. At 10 Stacks, your next attack clears all stacks and releases a burst that deals up to 12000 damage to targets close to you. Damage Over Time effects will not trigger this ability

Frozen Reflection[1*]: When you Deflect an attack you deal up to 5000 damage to your attacker

*Still unlocking these, as you can see from my screenshot.

 


Cloaked Ascendancy


Aura of Despair: When you kill an enemy you have a chance to emit an Aura of Despair that stuns up to 5 enemies within 25 feet for 4 seconds

Fiery Frenzy: You gain 2% Critical Strike Severity and 1000 Maximum Hit Points

Soothing Zephyr: You gain 500 Recovery and 2000 Maximum Hit Points [Recovery affects our cooldowns and Action Points, so I consider this a choice of offensive vs defensive when picking this boon over the lifesteal]

Aberrant Power: When damaged by a foe, chance to gain a stack of Aberrant Power. At 10 Stacks, taking damage will clear the stacks and deal up to 10000 damage to nearby targets. Aberrant creatures takes double damage [I am not a fan of any of the boons to choose from here, however with how frequently this is active it made the most sense to me]

 


Chult:

I am still working on unlocking the boons for this campaign, however the boons that I plan to pick up are as follows –

Tyrant’s Terror[2]: You gain 750 Power and 1200 Maximum Hit Points

Dino Defiance[1]: You gain 5 increased defense vs Dinosaurs and 800 Maximum Hit Points

Lingering Curse: Chance on Hit to apply Lingering Curse your target which lasts for 10 seconds. Can be applied once per 60 seconds. When a target which has Lingering Curse is killed, its soul explodes out at a random enemy within 20 feet, causing 30,000 damage and applying Lingering Curse [This just sounds fun, haha. Added AoE damage and mob control]


Recommended Gear

Please keep in mind, this equipment is what I have found works for me. As long as you are able to maintain 100% Critical Chance, 100% Critical Severity, and 60% Resistance Ignored you will be fine! The Artifact Neck and Belt that I use I will highly recommend though as they are currently the highest amount of Dexterity we can obtain from artifact gear. This gear is likely to change once the next mod hits, due to the dip in stats that we will receive from enchantments and runestones.

  • Rex Corona [Power, Defense, and an Additional 100 power per every 5 seconds you are in combat, totaling up to be an additional 2,400 power if you are in combat for the entire length of this buff] If you cannot get this, I recommend Vivified Trailblazer’s Raid Hood
  • Rex Amiculum [over 2k power and 1,300 crit, and at the start of combat you have an additional 1500 power for 10 seconds which translates to an additional 3.75% Damage bonus] If you cannot get this, I recommend the Executioner’s Black Attire
  • Vivified Trailblazer’s Raid Bracers [Crit, Power]
  • Trailblazer’s Weapon Set [If you use an encounter power, you gain an additional 10% outgoing damage for 10 seconds] Most players will argue that the masterwork set is better, however I frequently help lower leveled players in which case I would not benefit from that set.
    *Mainhand Power:Increase damage done by Hunter’s Teamwork by 12%
    *Offhand Power: Aspect of the Pack now also increases your Damage by 2% for each ally within 15′, up to 8%
    *Offhand Stat Increase: Action Point Gain
  • Boots of the Alpha [Same stats at vivified Trailblazer’s Raid Gaiters, however an addition chance to summon a dinosaur at the beginning of a fight to fight for you for 15 seconds] If you cannot get these, I recommend the Vivified Trailblazer’s Raid Gaiters
  • Company Duelist Cloak [+2 DEX/+2 WIS]
  • Ring of Brutality +5 [every 30 seconds you gain 4000 Power for 10 seconds]
  • Ring of Rising Power +5 [Still working on trying to get this, I am using a ring of Rising precision which is not helping me]
  • Twined Rope of Dexterity [+4 DEX]
  • Bloodstained Shirt [25 power for each percent of health you are missing, plus a base of 550 Power]
  • Gemmed Exquisite Elemental Trousers [190 [power/Armor Penetration]

 

  • Eye of the Giant – Primary [Highest overall stats you can gain from a single artifact, when used in combat your power and damage resistance is increased along with your run speed depending on how many enemies are around you]
  • Lantern of Revelation [Crit, Armor Penetration, Combat Advantage Bonus]
  • Sigil of the Controller [Power, Crit, Control Resist]
  •  Fragmented Key of Stars [Power, Crit, Armor Penetration]
  • *Wheel of Elements – [Power, HP, Stamina Gain, has the /best/ damage bonus of any artifact power, however I am not a fan of the summon and then jump into it bit. If you use this, use it as your primary and get rid of the Lantern]

Offense Enchantments – Radiant [power] [Or Azure for Critical if you are still under the ideal Critical Chance line]
Defense Enchantments – Dark [Lifesteal][Or Azure for Defense if your guild does not offer a Defense Boon]
Weapon Enchantment – Transcendent Dread [75% Critical Severity when using Encounter powers, plus a bunch of other fun things such as reducing your target’s Damage Resistance]
Armor Enchantment – Transcendent Negation [Most argue that the Barkshield is the best currently, however I am not a fan of the 1-hit and its gone aspect of that enchantment. Another good option is a Lesser Soulforge to consider, because this enchantment will save you from death]
Utility Enchantments – Dark [movement]


Stable

Combat Power: Tenser’s Transformation From the Tenser’s Floating Disk [for 12 seconds, you gain 10% Power and move 10% faster, and gain +2 Strength, Dexterity, Constitution, and Armor Class]
*If you are able to obtain a Legendary Mount, I would highly suggest the Tenser’s Floating Disk for this Combat Power even though it comes with +4,000 Recovery. This is hands down the most versatile and helpful Combat Power for a DPS character.

Equip Power: +4,000 Critical Strike from the Imperial Rage Drake
*For the way my build and gear is set up, Critical Strike is definitely needed here. You can also benefit from Power, however I would not recommend any stat beyond Power or Critical Strike.


Insignia Bonuses

Which insignia bonuses that you will need will depend on what type of equipment you are able to get. If you cannot get your hands on a legendary mount, I would recommend using Gladiator’s Guile for the extra movement speed or Wanderer’s Fortune if you are still working on refining your gear. Some players will recommend using multiple of the same type of bonuses, however please keep in mind for every stack of the same bonus you use you will get less per stack.


Armored Axe Beak: 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

Arkaiun Courser: Protector’s Camaraderie: Whenever your Summoned Companion attacks, you gain 3% of your power and defense for 10 seconds. This effect can stack up to 4 times

Tenser’s Floating Disk: Magistrate’s Patience: Whenever you perform a Critical strike, your enemy targets will take Psychic damage equal to 10% of your power over 4 seconds. Ally targets are healed for 3% of your maximum hitpoints over 4 seconds

Imperial Rage Drake: Assassin’s Covenant: You lose 10% of your Defense, Deflection, and Life Steal and gain the combination of lost stats as Power

Yeth Hound: Cavalry’s Warning: Whenever you activate a Mount Combat power, you gain an increase of 10% to your Power, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal


Companions

Companions play a huge role into the effectiveness of your character! At any given time[besides PvP arenas] you may have up to 5 Active Companions in your lineup, all of which you get the Active Bonus from! Once you start getting into the different types of Active Bonuses you can obtain from a companion, you will start to see why this is such a huge help for a character.

One key point to keep in mind with Active Bonuses is that you want to focus on Bonuses that mention percentages instead of the ones that give you a solid stat change. The reason for this is quite simple, If you have a companion that gives you 150 Power and a companion that gives you 100 Power, you will only have gained 150 Power because these values will not stack. When you have percentage bonuses they will stack. Also, keep in mind the earlier math that I mentioned of 400 Power being equal to 1% Damage Bonus. If you have a companion that is giving you even a 2% Damage Bonus, that is the equivalent of 800 Power, which is a lot more of a gain that most solid-stat bonuses will give you.

Of the 5 companions that you pick for their Active bonuses, you may only have one of them Summoned at a time. This Summoned companion is the only companion in which their abilities, enchantments, and equipment will have a role towards your character.

The most recommended enchantments, as you will see that even I use, are the Bonding Runestones. The reason for these runestones is that they give your companion power if they are placed in an Offensive enchantment slot and will give your character a percentage of the companion’s stats as long as the companion is attacking. Let me repeat that, Bonding Runestones will give your character a percentage of the stats you put on your summoned companion. This will make a HUGE difference when it comes to your stats because with where the game currently is at 3 Rank12 Bonding Runestones will give you 285% of any stats that are on your companion. Keep in mind, you will only get the stats from the companion that is summoned, and your companion must be attacking to trigger this bonus.

The different type of gear that a companion can be equipped with can range from rings and necklaces to sword knots and grimoires. Please keep in mind, all gear that you obtain in the game can be used as companion gear besides Artifacts. Because of this, companions with rings or other jewelry equipment slots will be the best choice to have summoned due to the availability of equipment for these slots.

The different types of companions all will play a different role towards the fight they are engaged in, however most of these companions will be beneficial for any team setup. A Striker companion, such as an Air Archon or Fire Archon, will rush into battle and stay constantly fighting for the duration of the fight trying to deal damage. A Controller companion will try to control, stun, or disable enemies that they become engaged with. A Leader companion will also rush into the fight, but they will have different abilities such as buffs/debuffs that can play a valuable role if used correctly. A Defender companion will usually taunt enemies and pull aggro in a fight, keeping the enemies off of you. There are also Augment companions, however these do not fight at all or engage enemies in combat. An Augment companion can still be valuable though because even though they cannot trigger bonding runestones because they do not attack, their specialty is that they give your character 100% of their stats. While this is less of a stat gain than the bonding runestones allow, this can beneficial if you cannot afford bonding runestones.

 Air Archon [Legendary] [Summoned]
→ Increases damage against targets not at full health by +5.0%
**Owner gains 16% of summoned pet’s ratings

+ Bonding Runestone, Rank 12 [3]
+ Ring of Adorable Bites [2] + Azure Enchantments, rank 12
+ Heroic Necklace of the Companion +2, working on farming IG for a better one
– The reason for picking this companion as my summoned is that it is a Striker companion which will trigger my Bonding Runestones almost immediately, has 3 Offensive Enchantment slots, and has 2 Rings and a Necklace equipment slots. A lot of DPS players will use this companion or the Fire Archon as their Summoned, I personally chose this one because it was easier for me to find a decent Necklace than it would have been to try to find a Talisman.

Fire Archon [Legendary]
→ Increases your damage against targets with less than 50% HP by 7%
**Owner gains 16% of summoned pet’s ratings

Siege Master [Legendary]
→ Deal +4% increased damage [+8% on the stronghold map]
**Owner gains 16% of summoned pet’s ratings

Erinyes of Belial [Legendary]
→ +10% Critical Severity
**Owner gains 16% of summoned pet’s ratings

Earth Archon [Epic]
→ Increase your damage against targets by +6.0% when you are at full health [will eventually be upgrading to Legendary]

 


Changes

With the announced changes to enchantments and runestones in the next mod, my gear will have to be adjusted to stay on top of my stats. Once we get there, I will be updating this build to include these changes!

 

If there is anything about this build you need help with and you are an Xbox player, feel free to reach out to me in the game!

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  • Contractions of Fate
    November 8, 2017 at 2:21 pm

    I’ve had a Trapper/Combat hybrid since mod 2, so I’ll take a good look at this later, as she needs respeccing.

    You made a typo at the beginning, though:
    Critical Chance will come from Critical STRIKE RATING, NOT Critical Severity.

    A Critical Strike rating of 4000 = +10% Critical CHANCE, as Crit is a non-Diminishing Return Stat Rating, so you get +1% per 400 Crit Strike Rating. HRs also get a % bonus from WIS to their Critical CHANCE.

    Critical Severity is how much more damage a Crit does compared with a normal hit. +85%, +100%, +115% etc. Critical Severity does NOT increase with Critical Strike Rating. Critical Severity can only increase from Companions, Boons, some Feats and so on, not from Gear that adds to your Critical Strike Rating.

    It’s a bit like your Deflection Rating gives you Deflection CHANCE, and Deflection Severity is how much damage you deflect. Usually 50% of incoming, deflected damage. But for TR it’s 75%.

    The rest seems fine, though. I just typed up some notes for new guild members who were confused by all this, so well done on putting that in your build guide.

    Anyway, the non-Diminishing Return Stat Ratings where you get +1% per 400 are:

    Power (damage)
    Critical Strike (chance to land a Crit)
    Defence (Damage Resistance, DR)
    AC per +1 over 10 = +0.5% DR
    Deflection (Chance to Deflect 50% of damage, 75% if TR)
    Regeneration (Incoming Healing in Combat and Health Regen out of combat)
    Lifesteal (Chance to steal 100% of damage done)
    Movement

    The Oddities are:
    Recovery
    400 = +2% Recharge (Encounter cool down)
    400 = +1% APG (for casting Dailies)

    ArPen
    400 = +4% Resistance Ignored (to penetrate Damage Resistance)

    DIMINISHING RETURNS
    These work differently. You get a decent bonus at low ratings, but it trails off after about 600 to 800. The more you stack, the less benefit you get.

    Roughly, it’s about:

    200 = +2.3%
    400 = +4.6%
    600 = +6.3%
    800 = +7.4%
    1000 = +7.8%
    1200 = +8.7%
    1400 = +9.1%
    1600 = +9.4%
    1800 = +9.7%

    Doubling from 200 to 400 doubles the return from 2.3 to 4.6%
    Doubling from 400 to 800 less than doubles from 4.6 to 7.4%
    Doubling again to 1600 goes only from 7.4 to 9.4%

    Area of Effect Resistance
    Crowd Control Bonus
    Crowd Control Resistance
    Incoming Healing Bonus
    Action Point Gain
    Combat Advantage Bonus
    Companion Influence Bonus
    Gold Gain

    These are usually on Artifacts, sometimes from Boons and some get Bonuses from your Attribute Scores (STR, DEX, WIS, CHA etc).

    So two artifacts with Combat Advantage at Max Rank would give you 1200 CAB rating, which is 8.7% bonus Combat Advantage Damage.

    I think these also suffer Diminishing Returns as a Stat Rating:

    Stamina Regeneration
    Damage over Time Resistance
    XP Bonus
    Glory Bonus

    Cheers!

    • November 8, 2017 at 9:40 pm

      Appreciate the feedback! Was a lazy typo on my part. I rarely see the information posted out there so I was hoping this build could be a good starting point for the HRs out there!

  • Contractions of Fate
    November 8, 2017 at 2:46 pm

    Not to be too nit-picky, but there’s an error in the Dragonborn race. Probably the tool tips are wrong.

    This is a common misunderstanding almost EVERYONE makes. I’ve had Dragonborn Legendary on PC since it was released and I’ve tested on the Test Server by respeccing and stripping all gear and using Mount bonuses for +2000 Power and Crit and then stacking more Power and Crit.

    “Dragonborn – Power and Crit Chance 3% higher than other races”

    This is incorrect. It is actually a 3% higher Power Rating and Critical Strike Rating.

    This means that
    2000 Power Rating from gear and mounts becomes 2060 (IE +3%)
    2000 Crit Strike Rating from gear and mounts becomes 2060 (IE +3%)

    This does not look like much, but with guild boons and characters having 30,000 Power and 20,000 Crit Strike, not including AC DC buffs and Bonding Procs, it means that base Power becomes 30,900 for +2.25% more damage than another race with the same build and gear and 20,000 becomes 20,600 for +1.5% more Crit Chance than another race. That’s eventually +0.5% more than a Wood Elf.

    Very nice guide, though. And, as I say, everyone seems to misunderstand the Dragonborn racial bonuses. Personally, I find they are best for DCs, as they are the only race that can have +2 STR/WIS or WIS/CHA. I think a Tiefling can make just as good a CW, SW or OP as a Dragonborn, and Wood Elf or Drow is nice for HR. I have a Halfling and a Wood Elf HR.

    🙂

    • November 8, 2017 at 9:39 pm

      I appreciate the feedback on the Dragonborn race! I just personally have not noticed a difference between races as long as the attribute roll is decent.

  • Demon Lord Alpha
    November 14, 2017 at 11:15 am

    Can you use Stormwarden instead of pathfinder if so what changes would you make

    • November 16, 2017 at 10:49 am

      You certainly can use Stormwarden instead of Pathfinder with this build! The only difference between the two with my build will be the difference At-Will power. Instead of using the Careful Attack from the Pathfinder setup, you will be using Electric Shot. Completely the same otherwise, going Stormwarden and using this power will just make your damage more AoE focused than a Pathfinder’s.

  • BOB Moonshadow
    November 16, 2017 at 1:31 pm

    Great build Luci, i can personally vouch for the effectiveness of this and would recommend it to anyone

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