[Mod 13] Charisma’s Warlock Compendium

by Charisma on March 13, 2018
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[Mod 13] Charisma’s Warlock Compendium

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Hello Everyone!  I'm Charisma and after a long wait period, the changes to Warlocks are here!!  The update is a massive step forward, but it comes with some large changes to gear for both DPS and Temptation!  My goal is to give players new and old a place to jump from and some starting info.

IMPORTANT:  This is a starting point.  I will tell you do’s and don’ts and tell you why, but if you don’t use the information or if you care to experiment with your own ideas please feel free to.  This is the setup that I’ve found to give the most effective output, but this is in no way the only build SW’s can run!

If you have any questions about my build you can always message me in game, my username is Charisma@leyakkh or you can leave a comment on this guide and I'll reply ASAP.

Okay, now that the introductions are out of the way, click the tabs above to get into the build!

Race:

Your race choice is very important in Neverwinter.  Every race can play any class, but some races do certain classes much better than others!

With the nerfs to OBC and now that Pillar Crits, a high crit Tiefling build out performs the former human, lowcrit with OBC.  In fact I don't even use OBC anymore.

With that said, Tieflings are the best choice right now.  The extra % damage buff when targets are below 50% synergies well with the rest of our kit and the ability scores line up perfectly.

Dragonborns are also a solid option because of their additional 3% power and critical strike.  This works really well for obvious reasons as a dps.

Humans aren't bad still, and a better option than many if you can't stand tails or scales.  The extra feats are a good bonus and the reduced damage helps keep us alive to siphon more souls!

Ability Scores:

For every Race you'll want the same Ability Scores, 18 in Charisma with 13s in Con and Int.  Use your points on Con and Charisma, you want your Charisma as high as it can go.

 

When leveling, put all of your new score points into Constitution and Charisma.

Hellbringer, Fury (AoE DPS):

Hellbringer Fury is the most viable option for AoE DPS right now.  It boasts massive buffs for both you, and your party with Pillar of power, and with Hellish Rebuke combo'd with Tyrannical Curse you can Burn your enemies in the name of the Nine Hells.

Heroic:

Energizing Curse:  There’s four points here because it’s better than toughness.  The added AP gain is really nice, and helps us get off our dailies a lot since I don't recommend using the DC Sigil.

Weapon Mastery:  Must have.  Pretty self explanatory to be honest, additional critical strike chance is always good.

Empowered Rituals:  As an SW lots of your damage will come from your encounter powers.  Additional damage added to those is a no-brainer.

Determined Casting:  Again, another feat that seems kind of self explanatory.  When most of your dps comes from encounter powers, being able to use them more would increase damage output.

Blood Pact of Cania:  There’s normally only two points here because we need to choose between this, and devastating critical.  If you are a human put your three points here!  

Devastating Critical:  IMPORTANT!  Critical severity is a coveted stat!  You want it as high as you can possibly get it.

Fury:

Critical Promise: Good bonus damage when you Crit

Offering to the Prisoner: In a dungeon or group scenario, trash dies constantly.  As long as you hit the trash you're getting this buff.

Gatekeeper’s Empowerment: Gates of Hell does some crazy damage in large groups.  Increasing that further is awesome, plus adding more AP gain when it kills targets.  Unfortunately we don't really get a lot of use out of the DoT increase to Hellish Rebuke, but the AP gain is worth it.

Infernal Wrath: Synergies well with All Consuming Curse, and with the change in armor pen helps make up for any missing Resistance Ignored.

Helltouched:  Works well with the Primal set.  Also, in high level dungeons you will be hit a lot.  Hopefully, if you have a good healer, you wont notice most of them, but the debuff will still be applied.

Executioner’s Gift:  This feat synergizes so well with Killing Flames and some other aspects of this build that I couldn’t recommend not taking it.

Killing Curse: Good additional damage to cursed targets, and with ACC everything you critically strike will be getting this bonus damage.

Brutal Curse: This is awesome.  Additional damage to curse targets by a flat percentage, and it’s on top of the damage buff from warlock’s curse.

Creeping Death: This is really the only choice for dps warlocks.  With the recent buffs it's really our only choice.  The Damnation tree and it’s capstone, Soul Desecration is nerfed to hell and doesn’t do near as much damage as this.  The other option is Temptation and that’s for healing.

Powers and rotation!

Remember to use Warlock’s Curse as much as possible during combat!  Curse every target you can, but don’t miss out on using a skill that’s off cooldown to do so.  Warlock’s Curse increases the amount of damage enemies take, and can apply additional effects when you use encounters on targets affected by it.

Class Feats:

All Consuming Curse: This combined with many of our feats increases our damage output by a lot.  Also at rank 4 it increases lesser curses damage.

No Pity No Mercy:  This is a class feat I will always have slotted, no matter what.  Very high increase in damage output from Hellish Rebuke.

At-Wills:

Eldritch Blast: Weaker damage in single target situations but the third strike is an aoe.  Decent when used in combination with Hellish Rebuke.

Hellish Rebuke:  Main source of At-Will damage.  I’ll use this almost exclusively when all my encounters are on cooldown.

Encounters:

Arms of Hadar:  Insane AoE damage (because of the low, stacking cooldown) and it knocks enemies prone.  I spam this a lot in combat.

Pillar of Power:  Massive buff and decent damage to enemies inside.  Try to get as many enemies inside as possible, but be sure to stand in it yourself.  This is a bit of a risk vs reward, but it's always better to be further from the combat, inside your circle and miss out on a bit of dps from PoP, than to die.

Fiery Bolt: Good AoE damage with a low cooldown.  Remember to Warlock’s Curse the target you use this on to increase the damage the AoE damage!

Dailies:

Tyrannical Curse: Your most important skill to doing AoE damage.  Use this skill on the target with the most health in a room with lots of other enemies and watch the entire room melt when you drop PoP under the one you cursed.

  

Gates of Hell: Really good, instant, AoE damage.  Good if trying to kill a large group really quick, rather than melting it with Tyrannical.
-or-
Brood of Hadar: Very high single target Dps and works very well with Tyrannical Curse.

Your basic AoE rotation should be as follows:

Tyrannical Curse the biggest enemy you can find and drop Pillar of Power under him.  Try to catch as many enemies as you can within that green circle.  The more standing in it, the more dps you’ll do.  Then, while inside the circle yourself, Warlock’s Curse the targets and drop Arms of Hadar on them.  Then, Fiery Bolt.  While your skills are on cooldown, use Hellish Rebuke on the enemy you used TC on.  You want to maximize the damage he takes.  Repeat as cooldowns come back up and watch all the pretty numbers fly from the enemies as they melt.

Alternatively you can now use Dreadtheft and Fiery Bolt, since Dreadtheft was buffed, however the damage difference is almost nothing.  This is purely preference.

AoE Weapon Enchantment:

For an AoE Loadout I would recommend the use of a Feytouched Weapon Enchantment.  Dread isn't a very solid option here, since a significant portion of our AoE dps comes from Tyrannical Curse (not effected by dread), and Hellish Rebuke (also not effected).  Lightning and Vorpal have been nerfed, and are not as good.

Artifact Weapons:

For your AoE loadout I would strongly recommend using the Primal Set.  Honestly, with the Primal set being as strong as it is, I'm grinding for my second set so I have one for both loadouts and would push anyone who can to do the same.  Having two means you can swap between loadouts and still keep the set, but swap the artifact powers, and the enchantments.  At the moment, I'm getting close to 100% up-time with my primal set.

For Artifact Powers I recommend using Hellish Rebuke and All Consuming Curse.

Active Artifact:

  

For AoE if no one else in your group is using a Wheel of Elements you need to.  Fire buff does more damage than Soul Sight Crystal (30% x 30 seconds VS 50% x 10 seconds).  If someone in your party is using wheel, use DC Sigil.  DC Sigil helps us keep Tyrannical Curse Up at all times, and can also be used to stack Tyrannical on top of Brood.

Soulbinder Fury (Single Target DPS):

With Soulbinder you gain access to two of the highest Single Target DPS skills SW's have, Soul Scorch, and Immolation Spirits.  When you take those, add Killing Flames and a Dread Enchantment you'll have any boss shaking in his over-sized boots.

Heroic:

Energizing Curse:  There’s four points here because it’s better than toughness.  The added AP gain is really nice, and helps us get off our dailies a lot since I don't recommend using the DC Sigil.

Weapon Mastery:  Must have.  Pretty self explanatory to be honest, additional critical strike chance is always good.

Empowered Rituals:  As an SW lots of your damage will come from your encounter powers.  Additional damage added to those is a no-brainer.

Determined Casting:  Again, another feat that seems kind of self explanatory.  When most of your dps comes from encounter powers, being able to use them more would increase damage output.

Blood Pact of Cania:  Increases bonus damage from Constitution.  Since Crit Severity has diminishing returns and with this loadout we use a Dread enchantment, I would recommend putting 5 here.   

Devastating Critical:  If you're a human put your 3 points here.

Fury:

Critical Promise: Good bonus damage when you Crit

Burning Soul: Additional Damage from Soul Sparks.  Decent additional damage

Infernal Wrath: Synergies well with All Consuming Curse, and with the change in armor pen helps make up for any missing Resistance Ignored.

 Executioner’s Gift:  This feat synergizes so well with Killing Flames and some other aspects of this build that I couldn’t recommend not taking it. (Plus, the additional damage you get from Killing Curse is tiny).

Brutal Curse: This is awesome.  Additional damage to curse targets by a flat percentage, and it’s on top of the damage buff from warlock’s curse.

Murderous Flames: Huge buff to Killing Flames.

Creeping Death: This is really the only choice for dps warlocks.  With the recent buffs it's really our only choice.  The Damnation tree and it’s capstone, Soul Desecration is nerfed to hell and doesn’t do near as much damage as this.  The other option is Temptation and that’s for healing.

Damnation:

Relentless Curse: When you remove your warlocks curse from an enemy they are always afflicted with Lesser Curse.  Lesser Curse deals some extra damage to targets.

Sparkbinder: Increases the duration of Immolation Spirits and gives them some extra HP.  Immolation Spirits does insane damage and generates Soul Sparks.

Powers and rotation!

Remember to use Warlock’s Curse as much as possible during combat!  Curse every target you can, but don’t miss out on using a skill that’s off cooldown to do so.  Warlock’s Curse increases the amount of damage enemies take, and can apply additional effects when you use encounters on targets affected by it.

Class Feats:

All Consuming Curse

 

Dust to Dust - Use if you need more AP (use this 90% of the time)
-or-
Borrowed Time - Good self healing

At-Wills:

Essence Defiler: Soulbinder's bread and butter.  Generates Soul Sparks needed to cast our most damaging skill, Soul Scorch.  Use until you build up enough sparks to Cast SS, Cast SS, then build them up again.  When you have Immolation Spirits out you should build up enough sparks to just spam SS and rain pain on whatever baddie is in front of you.

Dark Spiral Aura: Honestly, you'll almost never use any At-Will other than Essence Defiler. However, this at-will can be useful because you don't have to actively do anything (other than kill stuff) to generate spirals.  Once you have three, it a quick cast time and can crit for decent damage.

Encounters:

Hadar's Grasp: Excellent single target dps.  Crits hard, works well with Dread.

Soul Scorch: Awesome DPS, almost no Cooldown.  Remember to Curse your target before and after using this skill since it consumes Warlocks Curse.

Killing Flames: Very strong single target encounter with a short cooldown that increases in damage as the boss loses health.  Always have this slotted for boss fights!  The Soul Puppet it can spawn is a decent bonus, even if it dies almost instantly.

Dailies:

Immolation Spirits: One of the best single target skills we have.  Generates additional Soul Sparks, allowing us to spam Soul Scorch.  You always want to have these up.  Be Careful, if you recast this skill while still having the spirits alive, their duration will not increase, and it will take all of you AP, so be careful.

Tyrannical Curse: Solid damage buff and amazing add control during boss fights.

Your basic Single Target rotation should be as follows:

Use wheel and grab the Fire buff, then cast Immolation Spirits.  Warlock's Curse your target, then use Hadar's Grasp and Killing Flames in that order.  Use Essence Defiler until you have enough Soul Sparks to Cast Soul Scorch.  Warlock's Curse your target again, then cast SS.  Alternate between SS and ED until other skills are off cooldown.  Remember, Always Warlock's Curse your target before hitting them with Soul Scorch.  SS and Hadar's Grasp both consume Warlock's Curse, so you'll need to re-curse after those skills to do the most DPS possible.

Single Target Weapon Enchantment:

For Single Target I would highly recommend a Dread Enchantment since most of our DPS is coming from Soul Scorch.  Dread also buffs our other Encounters, and reduces your target's defense, which is helpful.

Artifact Weapons:

For your Single Target loadout I would strongly recommend using the Primal Set.  Honestly, with the Primal set being as strong as it is, I'm grinding for my second set so I have one for both loadouts and would push anyone who can to do the same.  At the moment, I'm getting close to 100% up-time with my primal set.

For Artifact Powers I recommend using Essence Defiler and Dust to Dust.

Active Artifact:

  

For Single Target if no one else in your group is using a Wheel of Elements you need to.  Fire buff does more damage than Soul Sight Crystal (30% x 30 seconds VS 50% x 10 seconds).  If someone in your party is using wheel, use SSC or DC Sigil.  The choice is mostly preference, and both will do well.

If you think SSC is better than Wheel: let's say you do 10 Damage a second.  That's absurdly low of course, but it makes math easy.  So, Fire buff is 30% x 30 seconds.  With wheel you would be doing (10 x 30) + (3 x 30) = 390.  With SSC over the same 30 seconds you'd deal (10x 30) + (5 x 10) = 350.  Ideally, you'll have both SSC and Fire, but if you have to choose, Fire is better.

Temptation (Sustain and End-Game Dungeons):

Heroic:

Since the heroics are largely the same I'll simply cover any deviations and why they are made.

Toughness: I shifted three points from Energizing Curse here because when you are in Templock, your death usually means 1 or 2 other deaths.  Even if no one else dies, you tend to be a juicier target for enemies, and this helps compensate.

Soul Reaping: Life Steal for Templock is very important.  You heal group-mates for a % of your damage dealt, equal to your lifesteal chance.  As you can imagine, lifesteal is a crucial part of being an good Templock.

Temptation:

Hope Stealer: Increases Lifesteal chance, increases healing to your group.

Hellish Condemnation: We use Hellish Rebuke a lot.  This makes it so that targets you hit will deal less damage.  Great debuff.

Dark Revelry: One of the best buffs we give.  20% power for 5 seconds is huge, especially when we can stack that with some of our other buffs.

Aura of Despair: 5% damage dealt debuff and a 5% damage resist debuff on anything and everything close to you.

Aura of Cruelty: Lifesteal chance for you and those around you.  Mostly, I take this for the increase to healing that I get from the bonus lifesteal chance, but giving a chance and severity buff to those around me is also nice.

Soul Bonding:  Makes it so you can heal with your lifesteal chance.  Take it.

Damnation:

Parting Blasphemy: This procs all the time.  Good damage bonus, but we are really only putting points in this tree for Power of the Nine Hells.

Power of the Nine Hells: Amazing bonus to Pillar of Power because nobody knows how to sit in a circle.  Very useful in almost every party environment.

Fury:

Critical Promise: Good bonus damage.

Powers and rotation!

We have a lot of choice when it comes to Templock.  We are mostly just here to buff allies with Pillar and Revelry when we can, and to heal if needed.  That being said, damage still counts some, so powers do matter.

With the buffs to Dreadtheft and since we want to output consistent damage for consistent healing, buffs, and debuffs, we want to run skills that dot, rather than burst. If you really wanted, you could run the Dps rotation from the DPS section, and trade more consistent healing and buffs for more damage.

AoE setup:

Use this rotation for Trash.  Basically anytime you aren't at a boss fight, you'll be using these skills.

Class Feats:

All Consuming Curse: This combined with many of our feats increases our damage output by a lot and helps us apply the DR debuff from Dreadtheft.  Also at rank 4 it increases lesser curses damage.

Prince of Hell: Increases Lifesteal chance and therefor healing.  We need this stat to be as high as it can get.

At-Wills:

Hand of Blight: Strong damage dealt debuff.  I've had runs where this has saved my tank.

Hellish Rebuke:  Main source of At-Will damage.  I’ll use this almost exclusively when all my encounters are on cooldown.

Encounters:

Dreadtheft: Solid damage over time to all enemies in a line.  Good when used in combo with Tyrannical Curse.  Also increases damage enemies take by a large amount, when used on cursed targets.  Important debuff!

Pillar of Power:  Massive buff and decent damage to enemies inside.  Try to get as many allies inside as possible, and be sure to stand in it yourself.  Remember to keep Pillar of Power on your main Dps, even if he's running around the arena like a madman.

Blades of Vanquished Armies: Since we can't cast spells During Dreadtheft our only other option is to increase out damage output while we are casting it.  However, just because BoVA is our only option, doesn't mean it's bad in any respect.  It has decent damage output and it also increases our deflect, making us harder to kill.

Dailies:

Tyrannical Curse: Your most important skill to doing AoE damage.  Use this skill on the target with the most health in a room with lots of other enemies and watch the entire room melt when you drop PoP under the one you cursed.

Brood of Hadar: Very high single target Dps and works very well with Tyrannical Curse.

Your basic AoE rotation should be as follows:

Tyrannical Curse the biggest enemy you can find and drop Pillar of Power under him and your main dps.  If you main dps is ranged, it's his job to grab the PoP buff.  Cast BoVA and use Dreadtheft on the enemy you Tyrannical Cursed.  Now, simply line up Dreadtheft to hit as many targets as possible.  Remember to stay close so that you are hitting enemies with BoVA, and to stay inside your green circle!

Single Target (Use for boss fights):

Class Feats:  These will remain the same.

All Consuming Curse

Prince of Hell

Encounters:

 

Warlock's Bargain: Applies an almost never ending DoT on your target.  Also deals a portion of damage you take to the target it’s applied to and heals you while it’s active. (Hadar's Grasp is a decent alternative if you don't like WB.  The damage output is basically the same)

-or-

Vampiric Embrace: Large heals to the entire group.  Okay damage.  Gives Temp HP when used on a cursed target.  I use this if I know the group will take a lot of damage.

Pillar of Power: Really hard to beat the damage and the buff that comes from this skill.  Use it at all times.  Remember to try and keep your Dps buffed!

Killing Flames: Very strong single target encounter with a short cooldown that increases in damage as the boss loses health.  Always have this slotted for boss fights!  The Soul Puppet it can spawn is a decent bonus, even if it dies quickly.

Dailies:

Brood of Hadar: Awesome single target damage ability.  The brood will swarm an enemy and do a bunch of damage plus slow, and best of all they’ll swap to another target if the target you casted it on dies.

Tyrannical Curse: Solid damage buff and amazing add control during boss fights.

Your basic Single Target rotation should be as follows:

If you're using Vampiric Embrace instead of WB, your rotation is mostly the same.  Just use VE whenever your party takes a big hit, but don't save it for too long.  When in doubt, use it.  Killing Flames also heals for a large amount, so you'll always have something up, or soon to be up that will heal a large amount.

First, open with Warlock’s Bargain.  This skill should be used on cooldown, and the boss should have this DoT applied to them at all times.  Then drop Pillar of Power with the boss, and as many allies as you can, inside.  Stand in the circle for as much of the fight as possible.  Now, Warlock’s Curse your target and use Killing Flames.  If adds spawn, use Tyrannical on the boss.  If not, use Brood.  While your skills are on cooldown, use Hellish Rebuke and wait until they come back up.  Repeat.

Weapon Enchantment:

Same as the AoE setup, I'd recommend using a Feytouched Enchantment for Templock.  Your damage still matters as a Templock, since it directly relates to how much healing you can pump out,

Active Artifact:

  

For Templock you'll want to be using a Wheel of Elements as your active.  Buffers, such as Templock and MoF should always have a Wheel on backup, to give the Fire buff to the main DPS of the party.  Fire is an extremely high DPS bonus, and shouldn't be taken lightly.

If someone is already using Wheel in your party:
Another option is the Sigil of the Devoted.  This helps us with AP generation and is good if we don't need to use wheel on a main DPS.

Artifacts:

The non-active artifacts I use are the  Shard of Orcus’ Wand, Sigil of the Controller, and the Fragmented Key of Stars.  These wont change per loadout.  Your active artifact will, and you should check the tabs to see what active artifact you should be using, and when.

For Artifact sets I’m using the Orcus set because it does the highest damage out of all the Artifact neck/belt sets in the game.

Enchantments:

Ideally you’ll want Brutal rank 14’s in all your offense slots, and Radiants once you hit about 75% crit (the rest comes from bondings), or Savage if you need Armor Pen.  You’ll want 75-80% crit, 80% armor pen.  Anything over in either of those stats is a waste.

You have a choice when it comes to defense slots. Radiants are BiS for dps, and increases your damage output significantly when used with an OP's Aura of Courage, however, Darks are almost needed to increase lifesteal and to be a good templock.  Personally Id recommend finding a balance between the two that works with your play style.

Gear:

Min/Max-ing stats is something that each player will have to do for themselves, since every individual's stats vary on a case by case basis.  As long as you keep these general guide-lines in mind, you shouldn't have any trouble.  Newer players shouldn't worry too much about their stats until they have most if not all of the gear recommended in this guide.  Artifacts and artifact weapons included.

Armor Pen should be prioritized up to 85%.  Anything above that is a waste.  After your Armor Pen is at 80-85%, you should go for Crit.  Your goal with Crit is 100% obviously, but try not to exceed that, since that would also be a waste.  After your Pen and Crit are where they should be, you next priority should be Power.  Power has very little diminishing returns, and only at very high levels, so in short, you want this as high as you can get it.  Remember bonding runestones are where you'll get a sizable portion of your stats, so be sure to factor those in when min/max-ing.

Rex Corona and Rex Amiculum are still Best in Slot, but they are very hard to get.  Prioritize them.  If you can't afford the time investment for Rex Corona, Guise of the Wolf clan from the mysterious merchant in guild strongholds is a good alternative.  Jawripper's Gloves are very good, unless you need armor pen vs power.  If you need pen, use Eyestalk Wrappers.

The Ring of Offensive Action from Makos in Omu are really strong for SWs, but they lose us a lot of ilvl.  They do not stack, so Ideally you'll have one Offensive action ring, and a Gravestriker +5 ring or a Shadowstalker +5.  These are rare however, and a decent alternative is a Primal Ring.

Primal Weapons should ensure a better damage output especially on bosses with how easy it is to take more than 10% of your maximum health in one hit, but a good alternative if you don't like the high risk, high reward style are the Pilgrim Weapons.  The Tyrant Weapons have their place, however I think it's slightly below the other two.  Primal>Pilgrim>Tyrant>Pioneer

Companions:

Now I’ll dive into what companions you should be using, and why.

With the Release of mod 13, The OBC build is officially dead.  PoP can now crit, so OBC is basically worthless.  Don't get too down in the dumps though!  We have a new cute, love-able, must have companion in the form of the Chultan Tiger.

Chultan Tiger: This is your summoned companion.  It's active bonus isn't all that impressive, but the Chultan Tiger has an ability it uses called, "Killer Instinct".  Basically, the Tiger will debuff enemies, making them take 10% more damage from all sources, on top of the bonus it gives you at the start of combat.

-Fire Archon:  Very good damage.  Synergizes well with our build.  Buffs other archons.

-Air Archon:  Again, more synergy with the rest of our build.  Solid damage, and a must have. Buffs other archons.

Siege Master: 4% constant increased damage is nothing to laugh at, but it just isn't as good as some of the other options.

-Earth Archon: We will usually be at 100% HP if we are playing well.  Warlocks shouldn't be taking a lot of damage, so we will get a lot of use out of this little guy in groups.  He's borderline useless in solo content, but he buffs the other two archons.

Honorable Mentions:

-Dancing Blade: Almost as good as Erinyes, but no reason to use him once you have it.

-Erinyes of Belial:  Critical Hit Severity is extremely strong for DPS and you want as much as you can get.

Wild Hunt Rider: Good damage bonus and procs a lot since we spam our skills.

Boons:

For Guild boons, as dps you want Power and HP, and for Templock, the Power and Lifesteal boons.  Utility doesn't really matter, I like the Mount speed bonus, but it's up to you!

Mount bonuses:

Thank you for reading!

Thanks to everyone for the constructive feedback and ideas.  Without all the helpful and creative input from members in the community this guide wouldn't be anywhere near as complete.  Special thanks to:
Zanros@ryn32233#8859 - for helping me test all my stupid ideas
RW_Raijin@velahryn#7236 - for their help with the Single Target loadout
Demathius@lordistat - for their help with brainstorming ideas and new things to test

If this guide helped you, please rate it at the top of the page, it really helps me out 🙂

Thanks Again!

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  • Ruin
    June 2, 2017 at 4:10 am

    Recently switched to your rotations and have noticed quite an increase in dmg especially on bosses. Great guide, thanks for posting it.

    • June 4, 2017 at 11:23 pm

      Awesome to hear that it’s working out for you! Working on getting the mount bonuses set up and written in so it can be complete soon! Stay tuned ^^

      • Merlin
        October 12, 2017 at 2:07 am

        i have followed your guide since i started playing my SW, only thing i noticed was there was no Icewind Dale or SKT boons listed, so i kinda guessed at what i needed. Once i started following your powers on whether it was a boss or mob, i noticed a huge difference, and i mean in the 10s of millions of damage done.

  • Z
    June 8, 2017 at 3:56 pm

    I want to start a SW and like to get homework done ahead of time 🙂
    How would you characterize the difference between HellBringer and SoulBinder?
    There are technical differences (spells) but also a play style.

    • June 13, 2017 at 6:03 pm

      Hellbringer does more overall dps, but Soulbinder has a lot of self heal and sustain. Soulbinder is what I’d recommend leveling as, but as soon as you hit 70 and start running epics I’d strongly suggest switching to Hellbringer.

  • Dot
    June 17, 2017 at 2:08 am

    Can you recommend spell rotation for msva nd fbi? Or do you swap out between single target and aoe during the fight?

    • June 22, 2017 at 11:00 am

      I swap in and out. For anything that isn’t a boss I stay in aoe and Tyrannical Curse big guys whenever possible, but as soon as we hit those boss fights I swap back to single target.

  • Scrylite
    June 17, 2017 at 3:11 am

    Why not skip the 10 points in damnation and the 5 points in murderous flames and go 15 points in on temptation to get dark revelry? High crit builds trigger hope stealer non-stop and with savages or darks in your defense sockets you will have dark revelry ringing off the screen. The extra 20% movement and power is highly desirable and more flexible group perk

    • June 22, 2017 at 11:02 am

      That might be something I mess around with in the future, however my current setup is designed simply to burn everything as fast as possible. My assumption with this build is that I will be partying with people who can handle keeping me alive while everything melts, so I left the defensive party buffs to another member, and took the offensive ones.

  • kevin
    June 19, 2017 at 10:46 am

    hi i just swapped to your build tonight and i gotta say that at level 74 in icewind dale i can now actually stand up for myself and enjoyed the game again. thanks heaps for your efforts. i am a 50 yr old man and this is my time for me and it sucks when it is bad. super build.

  • MangoTango
    June 28, 2017 at 8:57 am

    What are your Main hand and Off-hand artifact powers?

    • July 1, 2017 at 11:17 am

      Flames of empowerment buff for off-hand and Hellish Rebuke buff on main hand ^^

      • July 2, 2017 at 7:28 pm

        Ive talked with several fellow sw’s and from my personal testing, flames of empowerment on off hand doesnt work, your better off using all consuming for yhe extra 5% crit sev

        • July 5, 2017 at 9:39 am

          I’ve never had or heard of an issue with flames of empowerment, but assuming you are correct, using Vorpal in my weapon enchant and my 15% from companions I have more than enough crit sev. Plus, I don’t think All Consuming is all that great with my current set-up, so I don’t think I would use that either. I’m thinking of swapping over to feytouched and trying that out instead of vorpal. If I do I might swap class feats as well.

          • Samuel Smithers
            March 16, 2018 at 4:16 am

            Just added a loadout with this build tonight. Playing on PS4, so haven’t even had mod13 update, yet this build is still melting everything! Can’t wait for update now!
            I run Feytouched weapon enchant, works very nicely with this build thus far

          • March 16, 2018 at 4:13 pm

            Glad to hear the build is working out for you, but you should really try flaming. I saw a 10% damage increase over vorpal lightning and fey.

          • Samuel Smithers
            March 16, 2018 at 8:06 pm

            Hmm, mod13 patch notes say “Power of the Nine Hells: This no longer increases Pillar of Power’s buff value for allies.” Does this mean it is going altogether, or that it will now stay at the base 10% rate?
            Might be worth exploring Compounded Soul or Darkness with its new 10% damage against enemies buff

          • March 20, 2018 at 1:03 am

            Pillar of power was changed to give allies who stand in it 75% of its buff value without any additional feats. They simply made it so that power of the nine hells lets the 75% buff continue for a bit after allies leave the circle.

          • March 20, 2018 at 1:20 am

            As for the other feats you listed,
            Compounded soul: sounds good, but the amount of temp HP generated would be negligible, and completely useless when running with an OP or a DC, since they generate much larger shields.
            Darkness: seems like an okay feat for survivability, but only applies for damage delt to the warlock, and only when using BoVA. Its very narrow in use. If you personally feel the need for it go ahead, but I think you will lose some effectiveness in exchange for the survivability.

          • Samuel Smithers
            March 20, 2018 at 11:10 am

            Ah, I’m with ya now. Thanks for the info

          • Grendel_1337
            April 25, 2018 at 3:41 pm

            Guide still reads feytouched vs fire. Folks might miss the update without reading these comments.

          • April 25, 2018 at 3:50 pm

            Feytouched is outperforming now. The flaming update is an older version of the guide. I will add a new reply to comments talking about fire vs. fey so no one gets confused anymore.

      • Justin Mills
        November 15, 2017 at 3:24 am

        Flames if empowerment on your off hand only works if you have it slotted as active. According to your build it does not. Also with running no pity no mercy you are not getting the dot buff from Gates of empowerment as your upper section states. Food for thought.

  • Thomas
    June 29, 2017 at 2:42 pm

    Icewind Dale and Storm King’s Thunder boons?

    • July 1, 2017 at 11:16 am

      As far I know the SKT and IWD boons aren’t nearly as good as all the others, and there’s a pretty clear choice for warlocks. for SKT I’d choose Cold Hearted, Hardy Constitution, Icy Wrath, Vengeful Heat, and Chill of Winter 3/3. For IWD: Encroaching Tactics, Refreshing Chill, Sleet Skills, Cool Resolve, and Winters Bounty. The choices for IWD are a lot less important than the other boons because they kinda suck.

  • Bruno
    August 11, 2017 at 3:40 am

    Hello, which works best for a sw dps, orcus set bonus or 6 points more charisma with Sash of Charisma and Company Executioner Cloak Legendary combination??

    • August 11, 2017 at 3:50 am

      The bonus you receive from the orcus set does more damage than the bonus charisma, that’s why I use it. Kindof disappointing that the orcus set isn’t as strong for SW as it is for a GWF for example, who’s damage scales with strength.

  • Mahog
    August 26, 2017 at 7:43 pm

    Replacement for cw artifact?

    • September 16, 2017 at 4:46 pm

      The CW sigil is really hard to replace. If you had to, Thayan Book of the Dead and Symbol of Fire are almost as good, but not really. I’d strongly recommend getting the CW sigil if you are considering investing any real time into any dps class because that artifact will be used on almost all of them.

  • September 7, 2017 at 2:12 am

    Would you PVP with this build?

    • September 16, 2017 at 4:41 pm

      Absolutely not. This set up is used to get damage out as fast as possible. PvP I would recommend skills like Hadaar’s Grasp, Warlock’s Bargain, or even Vampiric Embrace for sustain. I’m not much of a PvP player myself, so that’s something you can hopefully find in another guide.

  • Adam
    September 16, 2017 at 4:13 pm

    Thanks for this. Just getting back into the game after almost 2 years. Using this as my starting lock build until I get the hang of the game again. This game is intimidating until you get back into it lol.

  • October 1, 2017 at 6:40 pm

    Have you compared hadars grasp vs warlocks bargain for single target? I like using hadars grasp.

    • October 1, 2017 at 7:47 pm

      I have been testing that extensively and to be honest I can’t really see too much of a difference in dps. Hadaar’s grasp is what I would use if I could afford to sacrifice a bit of health every 15 seconds for warlocks bargain. Both have their places, but I think if there is a difference, it’s slightly in the favor of WB, rather than HG.

  • JUSTIN BRITT
    October 16, 2017 at 7:19 pm

    I would love to be able to chat with you about your build but I have way too many questions to ask them all on here if there is a way I could chat easier

  • Kinglou91
    October 17, 2017 at 5:58 pm

    Hey I’m pretty new to neverwinter and just wanted to say your build has worked awesome for me! Question though, what should I value more when equipping things with Power vs crit?

    • December 3, 2017 at 12:58 pm

      Generally with this setup you will want power and crit equally, until your crit reaches about 50-60%. Crit is still very important, even on a low crit build, however anything past 50-60% I wouldn’t recommend using with my setup.

  • Shane allen
    October 20, 2017 at 5:00 pm

    Super casual player here. What Powers should I select while I’m leveling through this build?

    • December 3, 2017 at 10:04 am

      the powers you level with don’t really matter too much. Tbh, as long as you get the main ones you’re using by 70 to 3 or 4 you’ll be okay.

  • Victoria
    October 20, 2017 at 11:38 pm

    Hi I was wondering what boons you have for Icewind Dale and for Storm King’s Thunder? Or if you could give me a good idea of what you would put on your character. Thank you for all the help.

  • Kinglou91
    October 23, 2017 at 9:50 am

    Also what mount would you recommend with this build? Thanks!

    • December 3, 2017 at 1:03 pm

      If money was no object, Black Ice Warhorse or Arcane Whirlwind for their active power stat bonus, and a Tenser’s Disk for the combat power. I had to choose, like most of us do, and I picked the Warhorse. It’s kinda up to you really which of the three you want. if you pick tenser’s you’ll want an epic at least with a power bonus.

  • unknown 46&2
    October 26, 2017 at 6:51 am

    What enchantments do you use on the companions gear? Bruts, Black Ice, Rad/Azu?

    • December 3, 2017 at 1:00 pm

      for my companions I prioritize power, so Radiants. Also on the gear, push power as high as you can get it. Some crit on companion gear wont hurt you, but stacking it in the long run wont be as good as power.

  • Yuna
    October 28, 2017 at 3:47 pm

    Hey, first of all thank you for the nice guide! 🙂 I’m pretty new in Neverwinter, so i don’t have such a good Equipment like you… lower bonding runestones and just rank 8 enchantments. In most cases I’m dealing much less dmg than other DD’s in my group. I was wondering what in this build brings the most… (don’t know how i should call it) … dmg boost… should i first level up the bondings or the enchantments or the companions…? I hope you understand what I mean xD Thanks!

    • November 27, 2017 at 1:15 am

      From what i have been told by experienced players, your main focus should be an epic companion at the least and the best bonding runes you can afford. Only after that you work your gear. It sounds weird i know but it works.

      • December 3, 2017 at 1:05 pm

        yes, currently Companions and their gear are vital. Also work on leveling your enchantments. Bondings at 13 will double your dps output. Plus those on a legendary companion and you’ll be walking death. Just be sure the legendary companion is a good one, you don’t want to have to upgrade any other companions than you use.

  • Patrick
    November 14, 2017 at 8:54 pm

    Would you replace Aboleth weapon set for the new chult set, or is Aboleth better

    • December 3, 2017 at 1:09 pm

      The chult set really sucks. it’s very inconsistent and usually just buffs a worthless stat. I wouldn’t recommend using this other than a place holder until you can get your hands on the Aboleth set, or the Somi set. The stronghold set isn’t horrible either, it’s just really expensive. it’s not really worth it unless you are consistently running dungeons with people who also have it.

  • Josh Hazelip
    November 28, 2017 at 5:01 am

    Just wanted to quickly say I’ve loved the build since I’ve started it and is my end-game character to be. Most of all a great way to get to know the SW class and really have a great understanding of the different possibilities for it.

    • December 3, 2017 at 1:10 pm

      appreciate the kind words, I will be updating the info here soon probably once I do some more testing. Lots of changes that I missed out on while I was on my break, for the most part though, not much should change 🙂

  • December 3, 2017 at 9:59 am

    Thanks to everyone who’s commented, I was taking a short break from the game, and subsequently the guide. I will answer questions as soon as I familiarize myself with the changes 🙂

    Thanks agian!

  • Patrick
    December 8, 2017 at 6:30 am

    Regarding the legendary owlbear cub companion, what runstones and equipment should be on it

    • December 8, 2017 at 3:52 pm

      Only you summoned companion’s runestones or equipment matter. Since Bonding Runestones don’t proc on Augment companions, your summoned companion should always be Fire Archon/Sellsword. With those, you want 3 bonding runestones at 13-14 (not sure if 14 is entirely worth the money yet), and to stack power and crit with your equipment/enchantments.

  • Patrick
    December 8, 2017 at 6:32 pm

    Okay then I’ll look for a fire arching then, I was just wondering because I have a legendary owlbear cub as my main companion and wanted to know what would be the best gear for it

  • Patrick
    December 20, 2017 at 5:43 am

    How to get sigil of the controller on a SW, on a console

    • December 20, 2017 at 11:07 am

      Simply level a CW to level 60 and do a quest to unlock it accountwide. The quest will take you to a dungeon called the vault of the nine.

      • Patrick
        December 20, 2017 at 4:50 pm

        The sigil is character bound, not account bound, it’s stuck on my control wizard, is there anyway to change the item

        • December 20, 2017 at 9:34 pm

          The sigil given at the end of the quest will be bound however if you talk to an npc in protectors enclave you can grab on of the sigil on any alt character for free, as long as that sigil was unlocked once. I believe the npc is called the rewards claim. Ask around in zone or your guild, somone should be able to show you where he is.

  • Brett
    December 20, 2017 at 11:03 am

    Hey charisma. I’m almost level 70 and have been using your build I tried to make the Soulbinder loadout today but I don’t see pillar of power as an option for an encounter skill with Soulbinder. Your guide says to use it though. I’m a little confused. Please help, thanks

    • December 20, 2017 at 11:06 am

      Pillar of Power is exclusive to the Hellbringer Paragon and should be used on that rotation.

      • Brett
        December 20, 2017 at 11:13 am

        Yes but for your encounter skills listed for the Soulbinder setup it also lists pillar. I have warlocks bargain and killing flames. What should I be using for my 3rd encounter. Thanks

        • December 20, 2017 at 11:23 am

          So I didn’t cover a single target Soulbinder setup. I think what youre seeing is the single target for hellbringer, because like I had said before in the guide, HB gives better buffs. HOWEVER, for single target soulbinder run KF WB/HG(Hadaar’s Grasp) and Soul Scorch.

          • December 20, 2017 at 11:26 am

            Also, I may or may not be updating this build when the mod 13 changes roll around. The changes have me excited, however Most SWs will probably fill a more supportive role after the patch. Stay tuned!

          • February 17, 2018 at 6:20 pm

            I really hope you do re-write after mod13! This is the best written guide I’ve found and I reference it all the time. Your comments about being mostly support after mod13 have me worried though. Can you explain?

          • February 18, 2018 at 5:44 am

            From what I understand, The changes to SW with the next mod will make Templock much more desirable than it is currently. I don’t think that HDPS will be useless or disappear, but I am looking forward to SW’s being desirable in any aspect. I’m thinking that I will keep up a DPS guide and rotation, but write up my templock specs aswell.

  • Brett
    December 20, 2017 at 11:27 am

    Oh man I’m sorry thanks

  • With1ntheruins
    December 23, 2017 at 7:22 am

    Hi Charisma, I’m a console player running through with a friend attempting to 100% the achievements in the game. Your build seems great however I have a few questions I’d hope to discuss with you. I’m primarily trying to figure out if it’s worth it for me to rebuild my character to match this build based on where we’re currently at. I think this would have to be a longer discussion than would be realistic on here however. I’m assuming you play PC, is there anyway you could help me out? Thanks!

    PS with1ntheruins is my xbox gamertag if you play console at all and could discuss.

  • Patrick
    December 29, 2017 at 3:25 am

    Sorry for asking another question, was just wondering if you think the sigil of the scourge or the waters of eli’zad artifacts are ever gonna be relevant for this build in future mods, or should I use them as feeders for the 4 artifacts mentioned above (Wheel, sigil of controller, orcus wand, and key of stars) I just didn’t want to throw away anything I may need later and not be able to get again

    • December 29, 2017 at 4:59 am

      You can always get the sigil again from the rewards claim, however no. Both of the artifacts are bad in terms of stats in every way. I wouldn’t recommend you use them now, or ever.

  • ccooper
    January 3, 2018 at 2:57 am

    wny do you say having higher than 50-60% crit is a waste?

    • February 16, 2018 at 12:06 am

      This isnt a high crit build. My build centered around using OBC to its fullest in mod 12, and it was tweaked to be as stron but with less AD investment than full crit in mod 12b. If you are running a full crit without using OBC, 100% crit is the goal.

  • Patrick
    January 11, 2018 at 5:52 am

    Any suggestions for Cloaked Ascendancy Boons?

  • January 18, 2018 at 9:51 pm

    Did they not nerf OBC into being nearly useless in 12b?

    • February 16, 2018 at 12:04 am

      You can run other pets, but I wouldnt recommend it. The nerfs to OBC hit us hard, but there isnt anything better, or worth swapping too. I dont think I would recommend using OBC after mod 13 reworks SWs soon.

  • Roy
    January 19, 2018 at 6:12 pm

    I’m on PS4 can’t find the owlbear anywhere what do I use as a replacement…

  • January 21, 2018 at 5:46 pm

    Because there is no nice overview of the encounter powers, I rewrote them by level (Hellbringer aoe+single):

    Eldritch Blast 1+
    Killing Flames 1+
    Brood of Hadar 1+
    Hand of Blight 20+
    Fiery Bolt 20+
    Pillar of Power 30+
    Hellish Rebuke 35+
    No Pity No Mercy 40+
    Tyrannical Curse 40+
    Warlock’s Bargain 45+
    Gates of Hell 50+
    Arms of Hadar 65+
    All Consuming Curse 65+

  • Jerrad
    January 31, 2018 at 3:22 pm

    I really appreciate the time you took making this. Thank you!

  • February 15, 2018 at 11:22 pm

    Hi, great guide! One question though, has Tyranical Curse changed since you wrote this? YOu say that it’s imperative for doing AOE damage but from the in game description it sounds like it’s single target only. Thanks!

  • Micah bailey
    February 21, 2018 at 9:52 pm

    Do you have a screen shot of your stats with this build? Just curious? I switched to it recently, well powers feats and ability score wise, and really enjoy it. I am still working on all the weapons and equipment. I was just curious what to expect as far as stats go.

    • February 24, 2018 at 2:55 am

      I don’t have a screenshot of my stats on me, and while I could just go take one, stats fluctuate highly during fights and my base stats aren’t anything like what I would get when my bondings pop and I’m fully buffed. Crit with this build should be around 70%, and with bondings it should hit 80-90%. Anything over 80% armor pen is a complete waste, so you want to keep it at about 80, but never over. Everything else you should invest in power. If you play temp, obviously don’t neglect lifesteal, but since this isn’t a build for temp I won’t go into detail. Hope this helps! ^^

  • DayDreamer
    March 1, 2018 at 3:47 pm

    Why do you prefer Brood of Hadar over Phelgethos Flames?

    • March 1, 2018 at 4:24 pm

      Before last Patch, flames of phlegethos did slightly more damage due to a bug with Creeping Death. As of mod 13 however, that bug was patched. Brood does more damage total, will swap targets if your target dies to a new one instead of just ending, and now that it works correctly with Creeping Death, I can’t see a reason to use FoP over it.

  • DayDreamer
    March 1, 2018 at 5:20 pm

    Wow that was a fast respond thx for that 🙂 Just checked my logs from ACT again and now i see where i got confused because the Damage from Brood of Hadar splits in two different damage categories 🙂 Thx for explaination and also thank you very much for this great Guide 😉 Appreciate your effort 🙂

  • DayDreamer
    March 1, 2018 at 5:21 pm

    Wow that was a fast respond thx for that 🙂 Just checked my logs from ACT again and now i see where i got confused because the Damage from Brood of Hadar splits in two different damage categories 🙂 Thx for explaination and also thank you very much for this great Guide 😉 Appreciate your effort 🙂

    (Sorry -.- missed the answer button… Hope you can fix it^^)

  • TheDovahkiin74
    March 3, 2018 at 12:15 am

    Hey I made a sw and a friend told me to choose drow, should I change my race to tiefling or is drow good enough?

  • Imaginaryfriend
    March 6, 2018 at 11:59 am

    While I get you promoting the Erinyes and Critical Severity its not always that simple. Especially if you are using a Vorpal enchant. Check http://jannenw.info/pages/mechanics/cs . Sometimes the siege master beats out the Erinyes

  • Raijin
    March 15, 2018 at 1:28 pm

    Seriously no idea how come you skipped the critical promise which had a huge buff with mod 13 and provides very nice dps output.

    • March 15, 2018 at 3:46 pm

      Oops! I take Critical Promise but forgot to update my feats when I updated the rest of the guide. They are updated now, thanks for reminding me.

  • John
    March 18, 2018 at 7:27 pm

    all the other Boons missing

    • March 20, 2018 at 12:59 am

      I am missing a few boons in those categories. If you focus on power, crit, and armor pen while keeping your stats generally optimal youll be okay.

  • Chris
    March 20, 2018 at 6:01 am

    Just as I get to an epic Owlbear cub the plot changes. So sad, we have had a lot of fun together.. I do enjoy your guide and my SW is probably the most fun toon i have. Developing a CW at the moment and that is fun as well.

    Chultan Tiger, given that you don’t rate the Chult weapons is it better to buy the Chultan Tiger from AH or the pack with Tiger and weapons for Zen?

    • March 20, 2018 at 6:07 am

      Yeah, it sucks when that happens. If you have the money, I would recommend getting the pilgrim weapons if your primal set is far away. Youll get use from it, and its a good set to have since at the moment you can grab the set bonus from pilgrim and primal at the same time if you swap sets fast enough at the start of combat.

  • Raijin
    March 20, 2018 at 3:44 pm

    Siege master provides more dps instead of earth archon which requires %100 hp to proc.
    Dungeons like ToNG and CoDG almost gives you no chance for %100 HP so for %0.5 buff from archon set provided by earth archon is a solid %3.5 dps loss in total.
    Tested, confirmed.
    Another thing is about race.
    Human provides 2 more points on feats.With an OP in the party providing Aura of Courage, that %9 hp difference in total turns back as more dps than a thiefling’s damage bonus vs %50 and below hp targets.For CODG this bonus almost means nothing as there is only 1 boss fight and it ends in like 2-3 mins latest.So for an end game CoDG only runner human preference is still valid vs thiefling but for ToNG the total dps difference between aura of courage buff provided for %9 extra hp vs %5 pure dps from race bonus of thiefling, the numbers are almost even and even for human race things get better if you run as secondary dps or templock in tong runs.
    As a result within 3 different situations thiefling gets the profit in only one situation and still the damages are so close and I personally choose human race for those extra feat points.
    Kindly note.
    Raijin of RW Force Guild

    • March 20, 2018 at 4:59 pm

      If you are running tong with a good group you should be getting temp HP from at least 1 DC, and an OP. When I run templock, I lifesteal so much that I am at 100% HP for at least 75% of the dungeon. If you are having trouble staying at 100% maybe its best that you yourself use Siege Master until you get used to ToNG or start running with groups that understand how to tank and heal.

      As for the human vs tiefling debate, that’s not how AoC works, the bonus damage is based on the OP’s max HP. Even if that was how it worked, assuming you mean to put the additional points into toughness for 9% bonus HP, the HP bonus isn’t synonymous with a DPS bonus. For ex. unbuffed, I have 130k HP. 10% of 130k is 13k extra damage from AoC. % damage buffs are multiplicative in neverwinter, not additive. Meaning in english, % bonuses multiply with other % bonuses to increase damage output. (10% * 10%) = +100% output vs. (10% + 10%) = +20% output. Therefore, if you are running with a strong group, a 5% damage increase will translate to a higher damage buff than one that scales with HP, since HP isn’t a stat that’s buffed by other members of your group. Here’s my source.

      • Raijin
        March 20, 2018 at 6:15 pm

        Even if you play as a templock during CoDG or ToNG considering you play as support dps it is almost impossible to keep the toon at %100.%75 time of CoDG is also another issue.PLUS, while playing as a templock especially in CoDG I dont think it is expected from you to break dps records while I was more focused on your dps build while commenting on it.And while playing as a dps I am sure you welcome the fact that %100 health on %75 of CoDG is just a joke even for ToNG most of the time and as I have tested many times myself earth archon on dps builds if you already have fire and air archon using siege master is a valid option.
        And about the feat stuff.
        Yeah numbers are not based on base stats in dungeons tough and I personally got more damage output buffed with AoC support from an OP instead of base thiefling bonus provides especially in CoDG where the main fight takes not more than 2 mins total and if you know what I am saying the boss can be insta killed after %50 already.
        Still personal preference..And I focus mostly on CoDG runs which is the end game dungeon for mod 13.
        Oh and solid build btw..Thumbs up ^^

        • March 20, 2018 at 6:24 pm

          Siege is a valid option, that’s why it’s listed as an honorable mention. I personally get about 80-90% uptime on earth in tong because of my item level, and the groups I run with, but if you aren’t there yet, or don’t play as well I can see why siege outperforms. I can’t speak for CoDG, because I’ve been really busy with school and a new kitten I just adopted so haven’t had time to unlock it yet. That being said, again, that’s not how AoC works. AoC is based off the paladin’s max HP, not yours. Playing as human for the bonus to HP is a waste since it has no effect on the buff. I understand the “instakill after 50%” problem, but there just isn’t a better option 🙁

          • Raijin
            March 20, 2018 at 9:46 pm

            Actually it is related directly with your total HP…Check it pls.
            Not working as it is explained on skill.

          • March 20, 2018 at 9:51 pm

            As Ive already explained, even if that is the case a flat % damage buff is significantly better than having a buff that comes from your hp since they multiply with other damage buffs. You can continue using human if you want but the numbers dont add up to more damage.

          • Raijin
            March 20, 2018 at 10:04 pm

            Well my friend… Personal choices let’s say..
            Again gj with the build and gl/hf in game..Peace.
            \m/

          • Eldar
            March 21, 2018 at 12:36 am

            Hello,

            I play OP in tong and codg and AoC processes off your maxHP, not the pally’s maxHP.

            A good dung grp would run radiant on def slot ench because the damage output from AoC is based on your own maxHP and also added to your own dps.

            Meaning, if AoC would process off the pally’s maxHP, the OP would mostly be 1st dmg in every dungeon, which is not the case.

            If you want you can run ACT and check your dmg. with higher maxHP, your dmg would basically go up.

            Peace out,
            Eldar,

          • March 21, 2018 at 1:01 am

            radiants would give more damage, darks give lifesteal. Radiants are BiS for dps, but darks are needed for templock. Its a choice as to what you want to do more.

        • Raijin
          March 20, 2018 at 10:12 pm

          Would love to hear your comment after your 1st run in CoDG.
          You know my name already 😉
          Peace again ^^

  • Chris or "Never Grumpy"
    March 24, 2018 at 8:01 am

    1. The text of your Fury Paragon set up does not include Helltouched (it is in the Character Sheet). To save others the confusion I had can you please add Helltouched to the text.

    2. Comparing your previous builds I have a question as to your choice between (Helltouched and Offering to the Prisoner) versus (Parting Blasphemy or Relentless curse and Power of the Nine Hells). Part of the answer is down to playing style but I would be interested to hear your thoughts.

    One reason why I like having the Power of the Nine Hells is that when I want to go from A to B and cast a Tyrannical Curse I still have that Damage buff while moving and casting.

    • March 24, 2018 at 9:11 pm

      Thanks for the reminder, Helltouched has been added to the text as well as a short description as to why I picked it.

      For Power of the Nine Hells, Ideally I’d want to take it. I really like the utility and how easy it makes it to get the PoP buff, and to keep it applied, but the problem is that we’re losing 2 maxed feats in Fury for it. Assuming that player skill isn’t a factor and the SW stays inside PoP at all times(which is do-able, kinda sucky, but do-able), PotNH is a useless feat in terms of damage. Relentless Curse is useless since we slot ACC, and Parting Blasphemy isn’t exactly special.

      The issue with running PotNH after the changes to SW, is that they buffed so many of the feats in Fury. Last mod, I was always running PotNH, but now with everything in the Fury tree being as good as it is, I can’t say that it would be worth it in terms of DPS output.

      if you really wanted to, you could theoretically run, Parting Blasphemy & PotNH in replacement of Helltouched and maybe Gatekeeper’s Empowerment, if you aren’t using Gates of Hell that much, but keep in mind you’d be losing a lot for that trade.

  • Chris "Never Grumpy"
    March 26, 2018 at 7:44 pm

    Thanks for your comments on PotNH, I will change to your full fury build when I have the AD (always something else to buy…)

    As my SW is a 3rd tier toon (1st and 2nd get all the best companions) I run a strange selection of companions. For me the Owlbear cub will remain as a useful companion purely because of its active Bonus. The other companions are the Chultan Tiger (summoned), Erinyes of Belial, Battlefield Medic, and the Blacksmith. If you have any suggestions for cheap replacements for the last two it would be appreciated.

    Thanks Chris

    • March 27, 2018 at 4:55 pm

      For cheap Companions, I would recommend maybe the Wild Hunt Rider in exchange for one of the last two. As for the other two (OBC and Battlefield Medic, or Blacksmith), there really aren’t good substitutes for the archons. Fire Archon is pretty cheap right now for PC but it probably wont stay that way for long.

      For companions, anything that is useful is usually expensive. 🙁

  • Chris "Never Grumpy"
    March 27, 2018 at 3:02 pm

    Just thought about it and as the POP crits then yes you are absolutely right the OBC is defunct. Ho hum, start again. PS you need to rewrite your section on the POP.

  • Fifilalachuchu
    March 29, 2018 at 1:18 pm

    I love you! And your guide!

  • Chris "Never Grumpy"
    March 30, 2018 at 8:27 pm

    Your advice on getting a Fire Archon before the price went up was spot on. I bought 2 before the price went up 80k. Thank you very much.

  • Chris "Never Grumpy"
    March 31, 2018 at 9:41 am

    I am trying to see if there is any way to link SW’s playing together to benefit from each others powers

    1. for example with two SW’s when the POP’s are laid on top of each other
    a: do they stack 100% (I think yes)
    b: do the buffs for other players also increase 100% (in other words do they get the buff from both POP’s
    c: does the buff for each SW also increase 100% (I think not) or
    d: does one SW get the 12% buff from their own POP and the 75% of the 12% buff from the other POP?
    2. If you use another SW’s POP to fight from (without casting your own) then I presume that all you get is the normal any player buff rather than a special visiting SW dispensation.

    Clearly there must be playing styles where players can assist each other e.g. Arms of Hadar knock them prone and another player’s power damages them more when they are prone. If you have a link to any more information it would be appreciated.

    • March 31, 2018 at 5:50 pm

      Okay! This question is an interesting one and deals with some interesting skill interactions.
      PoP doesn’t stack. When standing in someone else’s PoP, you gain the 75% of the total increase. When you place your PoP it goes to 100% for you. They don’t stack for allies, Allies always gain the 75% of only one, regardless of how many PoP’s they are in. However, Dark Revelry (huge buff for templock) stacks. Ideally if you had 2 SW’s in your run, they’d both be templock, since DR and most debuffs from templock stack, VS PoP, which doesn’t.

  • Chris " Never Grumpy"
    April 2, 2018 at 8:12 pm

    Thanks for that answer which clears up a lot.

    Following on from that;
    Which SW gets the points when one PoP is laid over another, the first PoP down, the PoP on top? are the points shared? or do both SW get the full number of points?

    I finally switched my feats to yours and noticed a significant increase in damage for which thanks BUT I feel a bit squishy (no POTNH) when dashing in to cast Tyrannical Curse I will have to increase my defences for that or wait a bit to let the tank fully engage the boss or do you have any other ideas?

    The other issue I have is in the Illusionist’s Gambit when the fire is on the floor, it can hit me hard as my defences rely on PoP and lifesteal so if I am thrown out of the PoP or running through flame I lose hit points fast. I am not sure how to counter this. I did think of having a swapout ring specially designed to counter flame but wasn’t sure whether this should be defence or deflect based.

    I am only 10.5k so there is a lot to improve (but I was happy recently to get on the top 5 for number of enemies killed on RoT (I have also been in the top 5 for the numbers of times I died but…)

    Thanks again for your guide and your guidance.

    • April 3, 2018 at 3:18 am

      From my understanding, if it is your PoP, you will get the 100% buff, regardless of how many PoP’s are layered on top of each other. So, if two SW’s place PoP in the same place, both will get 100% (from their own PoP), but allies will still only receive 75% of one buff.

      As for being squishy, A good Soulforged or a Negation enchantment will do wonders. 🙂

      • Never Grumpy
        April 16, 2018 at 4:39 pm

        Nice ideas’s, thanks I had not come across these before. However I looked at the price of the enhancements mentioned and decided to spend the money on upgrading bonding enhancements and killing the enemy quicker 🙂 I thought that this would be a better long term investment.

  • Raijin
    April 4, 2018 at 10:14 am

    The build is getting very close to perfect with every new test and tweaking..Your effort for doing this is awesome..Great job m8
    \m/

  • Minx
    April 5, 2018 at 1:42 am

    Hey, Charisma 🙂 I don’t know if I’ve maybe missed it in the build but what reinforcement kits do you recommend?

    • April 5, 2018 at 2:33 am

      Depends on your stats. Usually I save my reinforcement slots to help out with stats that I need when I min/max, but if you don’t need any additional armor pen or crit, power kits work just fine. 🙂

      • Minx
        April 5, 2018 at 11:21 am

        Wow thank you for the fast reply 😀 I’ll wait till I’ve got all my gear and artifacts and see from there what stats are needing a boost, thank you 🙂

  • Fifilalachuchu
    April 7, 2018 at 10:14 am

    Hmm, while updating you removed the part about the weapon and armor enchantments or am I missing something? (I’m sleepy, I could be missing something)
    Is it still Flaming the recommended?

  • GMC wildboy
    April 7, 2018 at 3:20 pm

    Why flaming for your weapon enchantment and not feytouch enchantment?

    • April 7, 2018 at 5:09 pm

      As it says in the guide, from my testing(and Ive done a lot), Flaming deals 10-15% more aoe dps than feytouched, lightning, and vorpal. Feytouched is good, but not as good as flaming for aoe, and not as good as dread for single target.

      • April 25, 2018 at 3:52 pm

        I’ve updated the guide to reflect the results of my testing. feytouched is now outperforming, the information above is out of date.

  • Solonon the Terrible
    April 9, 2018 at 3:03 pm

    Gratz on the guide, I don’t have to put mine up since yours hits all the good points. After Omu went live, I did some time on the test server. My weapon enchantment results were that vorpal consistently put out more damage than flaming for me, according to ACT combat parser. Since my DPS build has always been so close to yours, why would I get higher numbers with vorpal (flaming and plaguefire equally having 2nd best results for me). I do have 5 points in blood pact of cania and have embraced eldritch blast and its artifact buff for the rapid clearing of batiri and similar mobs @ close range. It seems from reviewing other top guides, you are the only other I know of with thorough knowledge of the warlock class. Could it be since I still have murderous flames, I’m missing a feat that would make flaming enchant more productive?

    • April 9, 2018 at 8:16 pm

      No idea why that is. It may be because of how you are testing it. If you are testing flaming for Single target (by hitting a dummy and looking at the act numbers) then vorpal will out perform. Flaming is bad in Single Target situations, However in situations where theres multiple targets I did almost 20% more damage with flaming than vorpal. Id strongly recommend having two loadouts, one for single target, one for area od effect. Murderous flames is good for single target but almost useless in AoE. Youd be better off using the points somewhere else if youre looking for trash clearing power.

  • Imaginaryfriend
    April 11, 2018 at 12:05 pm

    From what I can tell, in your Temp build you do not address Eldritch Momentum at all. While I realize that in most end game groups the Combat Advantage is already being provided by different classes, the use of the Chultan Tiger also makes it of the utmost importance that there is always CA (or the tiger runs the risk of falling below companions like the Con Artist or Merc in effectiveness). Am I right in my assumption that you are not using it because you never need it? Or am I overlooking a reason to just not bother with it at all? 🙂

  • April 16, 2018 at 6:09 am

    Hello, Im falirly new to NW and Im trying to do this build but I cannot find what to level in powers, thanks for the help and sorry for my ignorance.

    • April 16, 2018 at 6:16 am

      While leveling what skills you unlock doesnt really matter. Prioritize the skills I listed, since youll use them end game. Try to get those skills to level 4 asap.

  • Garrett D Herrmann
    April 17, 2018 at 2:43 pm

    I enjoyed your guide. Taught me a lot about the class. The SW I’m playing will purely be templock. I had gear from my main sitting in the bank that I was able to pass down. My question is why flaming and not a terror enchant? Is it because of the flame DOT? Or the flame AOE? Of all the SW I’ve seen your the first I’ve heard of using a flaming. Most use dread, terror, or I’ve even seen some use frost since paladins have switched mostly to the Fey. Just curious as to why the flaming? Thanks.

    • April 17, 2018 at 8:48 pm

      Its for the AoE. Not sure why, but it seems that the AoE burst from flaming is procing more often than the tooltip says it should. Since all of our healing relies on our damage done(flaming out damages vorpal, dread, lightning, and fey in AoE situations) and since, unless you are consistently running with BiS groups, your healing will matter in Codg and Tong (Whithers). Terror’s debuff isnt good enough to justify using it over Dread, Vorpal, or Flaming. Dread would be my second choice, since it helps with a DR debuff, a DoT, and Crit Sev on powers. Vorpal also has a DR debuff, so if thats all you’re looking for theres that option.

      • Garrett D Herrmann
        April 18, 2018 at 4:20 am

        Thank you for the response. Dread is ridiculously expensive for an alt. I will take a look at Flaming, I just had a terror and thought it would be best. Thanks again.

        • April 19, 2018 at 2:31 pm

          You can use Terror and get away with it. To be honest I think they may have changed how flaming worked in a ninja patch but it needs some more testing. If what I think happened, happened, Flaming wont be best for AoE

          • April 25, 2018 at 3:51 pm

            I’ve updated the guide to reflect the results of my testing. feytouched is now outperforming, the information above is out of date.

  • April 18, 2018 at 9:16 pm

    Charimas, thanks for the guide. Greatly appreciate it. I have a quick question, I dont know if it has been addressed. I am going over your boons, you did not make any distinctions between DPS and Temp. Wouldnt a templock benefit from the healing damage boons like Devotion pallys making them burnadins?

    • April 25, 2018 at 4:00 pm

      Templock healing isn’t affected by +% Healing done, since in the games code it counts as lifesteal. Its a weird interaction that kinda sucks for us, since we don’t benefit from boons like that, however with how much we currently heal for we don’t really need any more. If your lifesteal is high enough (mine is 40% non buffed) you’ll heal way more than what’s needed.

  • Anthony
    April 24, 2018 at 8:25 pm

    Hey charisma I was just wondering with the new update live on Xbox/ps4 that soulmonger set for templocks? Worth it or stay orcus

    • April 25, 2018 at 3:56 pm

      Honestly, 5% of your total HP is nothing. The set bonus looks really weak when compared to the Orcus set, so theoretically it shouldn’t replace the Orcus set. However, I really want to get my hands on the Decanter of Antropal Essence Artifact and test how it works. It has a lot of potential for SWs, but seeing as it’s account bound on pickup, and I haven’t had one drop for me yet, it might be a while before I can test it.

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