Mod 12/12b Divine Deathdealer DPS Cleric
Let me start off this build by giving credit to [Dank Healz 4 U] gamertag Hartdahmernator (PS4). He originated this build, but I have put my own spin on it.
My gamertag is galahadz90 and my character is Divine Deathdealer. The Devoted Cleric was my first character on Neverwinter. I have always been partial to the Divine classes in D&D and I love playing support. The Divine classes are as follows: Oathbound Paladin, Devoted Cleric, Runepriest, Invoker, and Avenger. The Cleric was a total bada$$ on levels 1-60ish, however I had extreme trouble leveling my cleric to 70. Spinward Rise became the bane of my existence. I even quit playing my Cleric for a month. Then I found a dps build for the Cleric and I’ve never looked back. This build has evolved and will continue to evolve as the game changes and so I will continuously update this build.
The Cleric is without a doubt the most important and versatile class in Neverwinter. With my DC i have healed, buffed, dps’d, and tanked. Yes, I have successfully tanked Grey Wolves Den (Epic) with just a Healadin as my backup. I am not the best Cleric in Neverwinter (yet), but I would say that I am at least in the top 10.
First things first, I do not care about item level. I see some DCs running around 15k & 16k item level, but they still suck. In my opinion with the new mod, item level is more of a prestige factor. The build is what matters.
***NOTE: This build does not heal, but does maximum buffing. Weaker players will complain about the lack of healing, because they can’t stay alive, therefore, you may want to run with people that is close to your item level. As I always have to explain to people, endgame Clerics should not heal. They should buff. If your character cannot stay alive or Life Steal enough to stay alive then you need to revamp your character.***
P.S. Dps classes will always get butthurt when they see a Cleric passing them on the damage board. Great weapon fighters are the worst. Don’t listen to them. Just tell them to get good.
I will list the gear that I run with in this build, but I will also list alternative gear for beginning and mid-game players. I will also list an Anointed Champion buff/dps build at the end of this build.
RACE: The best races are Dragonborn (Power & Crit 3% higher than other races plus +2 to any Stats); Human (+2 to any Stat plus 3 additional Heroic Feats); Half-Orc (+5% Crit Severity plus +2 to Dexterity & Constitution/Strength); and Tiefling (+5% increase damage to targets below half health plus +2 to Charisma and Constitution/Intelligence).
***The Tiefling is basically another Fire Archon and stacks well with the Companion bonuses & Stronghold set bonuses for increased damage. I chose Human, because I like to wear hats lol and I wanted the 3 extra feats.***
PARAGON PATH: Divine Oracle
ATTRIBUTES: You want the highest Strength & Wisdom as possible with your beginning roll. Then spec into these two all the way down.
Wheel of Elements (30% bonus Damage as fire for 28 seconds) – Jump-cast to always get fire. Literally casting while jumping.
Fragmented Key of Stars (1,000 Power, 1,000 Armor Pen, & 600 Crit)
Lostmauth’s Horn of Blasting (1,000 Power, 1,000 Crit, & 600 Control Bonus)
Shard of Orcus’ Wand (to complete the dli set and deal up to 20% additional damage based on the difference in HP between you & your enemy)
If you cannot acquire these artifacts, viable options include:
Sigil of the Controller (1,000 Power, 1,000 Crit, & 600 Control Resist)
Heart of the Black Dragon (1,000 Recovery, 1,000 Armor Pen, & 600 Action Point Gain) – Used for Buffs. Makes enemies take 20% additional damage for 6 seconds when used as main slotted artifact)
Kessel’s Sphere of Annihilation
Tiamat’s Orb of Majesty (500, Power, Crit, Recovery, Armor Penetration, & Action Point Gain)
Sigil of the Devoted (1,000 Power, 1,000 Defense, & 600 Incoming Healing Bonus)
***All Stats are based off of Mythic Artifacts***
Head: Jarl’s Gaze (for more Power) [Transmuted to Divine Conduit’s Helm] (Reinforced +200 Power)
Armor: Titansteel Resoration Surcoat (Reinforced +200 Power)
Arms: Survivor’s Wraps (for more Power) [Transmuted to Divine Avenger’s Gloves] (Reinforced +200 Power)
Main Hand: Brightsilver Holy Symbol (Artifact Power: Lance of Faith/Brand of the Sun)
Off-Hand: Brightsilver Icon (Artifact Class Feature: Terrifying Insight for 5% higher Crit Severity) (Artifact Stat Increase: +400 AP Gain)
***NOTE: I run the Stronghold set because if everyone in your group runs it, it can stack to grant 10% Outgoing Damage, 10% Outgoing Healing, & 10% Decreased Incoming Damage. This combined with the companion bonuses listed below can result in anywhere from a 24.5% damage increase against enemies > 50% health & a 32% damage increase against enemies < 50% health. Add your Mythic, Wheel of Elements (Fire) to that and you have 54.5% & 62% damage increase respectively. Just imagine each & every person in your group dealing anywhere from 24.5% to 32% more damage. FBI would be a breeze.***
Feet: Titansteel Raid Cuisses (Reinforced +200 Power)
Neck: Baphomet’s InfernaL Talisman (Reinforced +100 AP Gain)
Rings: Greater Ostorian Ring of Dod x 2 (Reinforced +100 AP Gain)
Waist: Demogorgon’s Girdle of Might (Reinforced +100 AP Gain)
Shirt: Prelate’s Gemmed Exquisite Elemental Chainmail (Reinforced +5% Everfrost Damage Resistance)
Pants: Prelate’s Gemmed Exquisite Elemental Chausses (Reinforced +5% Everfrost Damage Resistance)
Offensive Slots: Radiants & Azures
Defensive Slots: Azures & Brutals
Utility Slots: Quartermaster or Darks
Weapon Enchantment: For T2 and under Dungeons and solo I run a Transcendent Lighting or Transcendent Dread Enchantment. The Dread allows my Empowered Daunting Light to hit north of 1.5 million while the Lightning keeps it around 850,000. For the T3 Dungeons I prefer to run a Transcendent Holy Avenger for buffs because with each hit (swing) it gives a 20% chance to improve the damage resistance of allies by 20% scaled for an amount scaled to your weapon. I have also tried a Transcendent Vorpal, Plaguefire, Flaming & Feytouched. Lightning and Dread seems to do the most damage.
Armor Enchantment: I prefer to run with a Transcendent Negation, however I have heard some really good things about the Bronzewood enchantment.
Head: Titansteel Raid Coif, Vivified Lighttender’s Restoration Coif, Pilgrim Restoration or Raid Puggaree, or Bloodlord’s Visage
Armor: Executioner’s Black Attire, Lifesilk Spinneret, Vivified Lighttender’s Restoration Surcoat, or Pilgrem Restoration or Raid Zereh
Gloves: Discord and Discontent, Wisley’s Dueling Writstguards, Vivified Lighttender’s Raid Braces, Titansteel Restoration Braces or Pilgrim Raid Sawar.
Main Hand: Teak Suljan, Lighttender’s Holy Symbol, Fey Holy Symbol, or Aboleth Holy Symbol
Off-Hand: Teak Ramz, Lighttender’s Icon, Fey Holy Icon,& Aboleth Icon
Feet: Gladiator’s Feted Greaves, Pilgrim Restoration or Raid Feet
Necklace: Lostmauth’s Hoard Necklace, Amulet of Tiamat’s Demise, or Rubellite Amulet
Rings: Greater Ostorian Ring of Krig, Ostorian Ring of Dod, Sphene Restoration Ring, Rubellite Assault Ring, Ring of Brutality +5, Ring of Rising Power +5, and Ring of Sudden Precision +5
Waist: Sphene Sash, Greater Belt of Wisdom, Tiamat Sash, or Greater Imperial Waistband of Honor
Shirt: Drowcraft Chaincoat or Bloodstained Shirt
Pants: Drowcraft Chausses
***NOTE for beginning players*** – If you cannot get this gear yet that’s ok. Work towards getting your Dragonflight gear in your guild. That will suffice until you can obtain the other gear. The Warborn is a good placeholder as well.***
At-Wills: Lance of Faith & Brand of the Sun
Encounters: Divine Glow, Chains of Blazing Light/Forgemaster’s Flame, & Daunting Light (CoBL is used for mobs, FF used for Bosses)
Dailies: Hallowed Ground & Flame Strike/Hammer of Fate (FS is an AoE, disrupts enemies, & throws them into the air, while HoF is single target, regains AP if target is killed, & deals more damage
Personals: Terrifying Insight & Divine Fortune
***For T3 dungeons & skirmishes such as FBI, SVA/MSVA, MSP, & ToNG you will change out your Encounters and Personals. The Encounters will be Divine Glow, Forgemaster’s Flame/Break the Spirit (each DC will run one), & Prophecy of Doom. The Personals will be Terrifying Insight & Prophetic Action/Foresight (whichever works best for you, however Prophetic Action allows you to receive one free hit without dying every 30 seconds which is nice when facing the giants on the first leg of FBI.)***
***Regular Rotation – run in use Brand of the Sun then 3 to 4 Lances of Faith. By now your Divinity meter should be full if it wasn’t before. (Brand of the Sun activates the Bear Your Sins feat discussed later) Then use a regular Divine Glow followed by a regular Chains of Blazing Light/Forgemaster’s Flame. Switch to Divine mode. Then use 2 Daunting Lights in Divine mode followed by a Divine Glow in Divine mode. Switch back to regular mode. Then use an Empowered Daunting Light for maximum damage.***
***T3 Dungeons & Skirmish Rotation – run in use Brand of the Sun then 3 to 4 Lances of Faith. By now your Divinty meter should be full if it wasn’t before. (Brand of the Sun activates the Bear Your Sins feat discussed later) Then use a regular Divine Glow followed by a regular Prophecy of Doom. Switch to Divine mode. Then use 2 Break the Spirits/Forgemaster’s Flames in Divine mode followed by a Divine Glow in Divine mode. Switch back to regular mode. Then use an Empowered Break the Spirit/Forgemaster’s Flame.***
***NOTE: (While Empowered with 3 stacks of Divinity a Rank 4 BTS allows all nearby allies to deal deal 40% more damage per stack of Divinity for 8 seconds. While Empowered with 3 Stacks of Divinity a Rank 4 FF allows all nearby allies to deal 35% more damage for 8 seconds.)***
***It is vital to get all powers that will be used to Rank 4***
For the Xbox1 this is my regular rotation:
Brand of the Sun (LT), Lance of Faith (RT), Divine Glow (X), Daunting Light (Y), Chains of Blazing Light/Forgemaster’s Flame (B), & Divine mode (RB). Which translates to = LT, RT, RT, RT, X, B, RB, Y, Y, X, RB, & Y. Then start all over.
For the Xbox1 this is my T3 Dungeon & Skirmish rotation:
Brand of the Sun (LT), Lance of Faith (RT), Divine Glow (X), Break the Spirit/Forgemaster’s Flame (Y), Prophecy of Doom (B), & Divine mode (RB). Which translates to = LT, RT, RT, RT, X, B, RB, Y, Y, X, RB, & Y. Then start all over.
***This rotation takes a lot of practice to get used to. Spend a lot of time in the Stronghold perfecting it. Know your timing. It isn’t uncommon to get upset, because the enemy moves out of the way of your empowered Daunting Light at the last second, because of its long cast time.***
Healing Action: 2/5
Domain Synergy: 5/5
Weapon Mastery: 3/3
Initiate of the Faith: 2/5
Cleanse: 1/3 (For FBI)
Templar’s Domain: 3/5 ***Only spec into this if you are a human and have the extra 3 feats***
Bountiful Fortune: 4/5
RIGHTEOUS – PARAGON: (For DPS, Power Sharing, & Max Buffs)
Astral Fury: 5/5
Furious Intervention: 4/5
Righteous Suffering: 5/5
Power of the Sun: 1/5
Weapons of Light: 5/5 ***Critical for Buffs, Allies within 30′ gain 10% of your Power*** (This translates to a power sharing of 4,300 power, unbuffed DO and AC; 8,800 power, buffed DO; and 17,500 power, buffed AC.***
Bear Your Sins: 5/5 ***Critical for Buffs, Enemies take 10% more damage from all sources (even allies and companions) when you use a DOT power on them.***
Piercing Light: 5/5
Condemning Gaze: 5/5 ***Critical for Buffs, Enemies take 15% more damage from all sources for 15 seconds at 5 stacks of Condemned.***
Fire of the Gods: 5/5
Avatar of the Divine: 1/1
Guild Stronghold: Offense – Power Bonus, Defense – Defense Bonus (helps Assassin’s Covenant), Utility – Mount Speed Bonus (unless under lvl 70, & PvP – Any
PvP Campaign: Legion’s Valor, Vanguard’s Resolve, Versatile Warrior, Corruption Seeker (Icewind Dale), Grym Depths Seeker (Gauntylgrym), & Glory Seeker (Domination)
Sharandar: Dark Fey Hunter, Fey Precision, Elven Haste, Elven Ferocity, & Elvish Fury
Dread Ring: Reliquary Keeper’s Strength, Evoker’s Thirst/Illusory Regeneration, Forbidden Piercing, Shadowtouch, & Rampaging Madness
Icewind Dale: Encroaching Tactics, Refreshing Chill, Sleet Skills, Cool Resolve, & Winter’s Bounty
Underdark: Primordial Might, Primordial Focus, Drow Ambush Tactics, Dwarven Stamina, & Abyssal Strikes
Tyranny of Dragons: Dragon’s Claws, Dragon’s Gaze, Draconic Armorbreaker, Dragon’s Greed, & 3/3 Dragon’s Fury
The Maze Engine: Abyssal Siphoning/Abyssal Regeneration, Demonic Influence, Demonic Swiftness, & Baphomet’s Might
Elemental Evil: Wave of Force, Heart of Stone/Earth’s Renewal, Searing Aggression, & Gale of Retribution
Storm King’s Thunder: Frosty Demeanor, Hardy Constitution, Chill Determination, Vengeful Heat, & Chill of Winter
The Cloaked Ascendancy: Aura of Hope, Fiery Frenzy, Soothing Zephyr, & Vision of Beyond
Jungles of Chult: 3/3 Tyrant’s Terror & Lingering Curse
*Use 3 Bonding Stones on Summoned Companion*
The companions that I run with active and I believe are a must have are:
Air Archon [Legendary] – Summoned Companion (to proc Protector’s Friendship and Protector’s Camaraderie Insignia Bonuses)
5% damage increase against targets not at full health; add .5% for fire archon for a total of 5.5%
Gear: Rubellite Assault Ring x 2 & Heroic Necklace of the Companion +4
Tamed Velociraptor [Epic] – (if you and everyone in your group run a veloci then everyone will get a 5% damage increase)
1% damage increase that stacks up to 5 times
Fire Archon [Epic] –
7% damage increase against enemies below 50% health; add .5% for air archon for a total of 7.5%
Siege Master [Epic] –
4% damage increase; 7% damage increase while on Stronghold map
Cambion Magus/Erinyes of Belial [Epic] –
10% Crit Severity increase
With just these companions you are looking at:
Solo – 10.5% damage increase against enemies above 50% health and 18% damage increase against enemies below 15% health.
In groups where everyone runs the Tamed Velociraptor – 14.5% damage increase against enemies > 50% health and 22% damage against enemies < 50% health.
In the Stronghold Map solo these damage increases are 14.5% and 22% respectively.
In the Stronghold Map in a group with 5 velocis these damage increases are 18.5% and 26% respectively.
Alternative Companions are:
Wild Hunt Rider [Epic] – On Encounter Use 5% chance to increase damage by 10% for 5 seconds.
Owlbear Cub [Epic] – On Encounter Use If you fail to critically hit, do an additional hit for damage equal to 50% of your Power.
Dancing Blade [Epic] – 5% Crit Severity
Harper Bard [Legendary] – 1,200 Increase to Max Health
(Companions are not necessarily required to be Legendary, however Epic is a must in order to achieve the required bonuses)
(With that being said, beginning players should be able to acquire all of these companions albeit at green)
I run: Black Ice Warhorse (Legendary), Tenser’s Disk (Legendary), Apparatus of Kwalish (Epic), Armored Boar (Uncommon), & Guard Drake (Epic).
The rarity of your mounts do not really mater (i.e., Uncommon, Rare, Epic, & Legendary), however using the 4,000 power equip bonus of the Black Ice Warhorse or the Arcane Whirlwind and the combat power Tenser’s Transformation makes for a very powerful cleric.
Your Insignia Bonuses should be:
Artificer’s Persuation – When you use an Artifact, receive a Buff. [If you have a mythic artifact]
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.
Gladiator’s Guile – Move faster when your Stamina is high, regen Stamina when it is low. [allows us to keep up with faster classes]
When your Stamina is above 75%, you ove 15% faster. When your Stamina is below 25%, gain 15% of your Power as Stamina Gain.
Assassin’s Covenant – Decreased Defense, Deflection, Life Steal, increase Power. [More Powaaa, who doesn’t love that?]
You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power.
Protector’s Friendship – When your Companion attacks, you gain Power & Defense. [Again more Power]
Whenever your summoned Companion attacks, you gain 1% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.
Protector’s Camaraderie – When your Companion attacks, you gain Power & Defense [Again more Power]
Whenever your summoned Companion attacks, you gain 3% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.
To find out which mounts give what bonuses copy and paste this link: https://two30.github.io/neverwinter-insignia/?7
It provides a drop-menu that allows one to select which bonus they want and see what mounts give that bonus or mounts can be selected to show which bonuses your mount might give.
INSIGNIA: (that I run)
Artificers Persuasion: Barbed Insignia of Dominance, Illuminated Insignia of Dominance, & Barbed Insignia of Agression
Gladiator’s Guile: Enlightened Insignia of Mastery, Illuminated Insignia of Aggression, & Regal Insignia of Aggression
Assassin’s Covenant – Enlightened Insignia of Mastery, Enlightened Insignia of Mastery, & Regal Insignia of Dominance
Protector’s Friendship – Barbed Insignia of Aggression & Regal Insignia of Aggression
Protector’s Camaraderie – Regal Insignia of Dominance, & Barbed Insignia of Dominance, & Regal Insignia of Aggression
In total these insignia give me: 1,000 Power, 500 Companion Influence (Dominance); 1,200 Armor Penetration, 600 Action Point Gain (Aggression); & 600 Recovery, 300 Control Bonus (Mastery)
*Side Note: I cannot stress this enough. ITEM LEVEL IS NOT THE MOST IMPORTANT THING. If you cannot get purple Dominance, Aggression, or Mastery insignia then do not buy purple Courage, Evasion, or Prosperity insignia just to have item level. The blue (Rare) versions of these insignia are very cheap with most being around 600 astrals. With all Rare insignia your bonuses would still be: 500 Power, 250 Companion Influence (Dominance); 600 Armor Penetration, 300 Action Point Gain (Aggression); & 300 Recovery, 150 Control Bonus (Mastery).