Shirt n' Pants
Due to the way the game is and the stats provided by recent Shirt n’ Pants we’ve replaced our older ones, but there are some alternate options you may use if you can’t obtained the ones mentioned. ^-^
PvEBiS Shirt Lord Roy´s Shirt, “At the start of combat, a random stat is increased by 1000 for 10 seconds.”
Not a bad bonus, but that’s not the primary reason, why we use it over others, the stats are fairly beneficial for us, losing such a tiny amount of power, that is mostly being gained back from Assassin’s Covenant, and Steely Defense.
Alternate options- Upper Primal Paints
- Shirt of the Chultan Merchant
- Berserker´s Gemmed Exquisite Elemental Chainmail
- Everfrost Tunic
- Drowcraft Tunic
- Soldier's Gemmed Exquisite Elemental Chainmail
BiS Pants- Lower Primal Paints
- Pants of the Chultan Merchant, “Gain 15 Life Steal for each percent of health you are missing.”
The Bonus is fairly eh, but any increase to Lifesteal is alright since it’ll keep ya alive in certain situations, though it grants you a minor increase to HP which is once again minor, but makes up for some of the lossed Power with a AoC Pally, But this pair is primarily used for the Armor Penetration, helps min/max your Armor Penetration so you don’t have to replace something else. ^-^ May not be needed for R13 Build, but I do recommend it for the R14 version to push ya above 85%.
Berserker´s Gemmed Exquisite Elemental Chausses
Alternate Options- Everfrost Tights
- Drowcraft Undercoat
- Soldier's Gemmed Exquisite Elemental Chausses
Armor KitGreater Everfrost Resist Armor KitJust to give you a little more Everfrost Resistance, since no other Armor Kit can be slotted of your shirt n' pants.
PvPBiS Shirt Soldier's Gemmed Exquisite Elemental Chainmail
Alternate options- Bloodstained Shirt
- Shirt of the Chultan Merchant
- Berserker´s Gemmed Exquisite Elemental Chainmail
- Everfrost Tunic
- Drowcraft Tunic
BiS Pants- Sandy’s Assault Pants, “If you take damage of more 15% of your Maximum Hit Points in a single blow, you will Daze your attacker for 3 seconds. This effect may occur once every 60 seconds.”
Not a bad bonus that can stack among other stunning effects, as well as the stats being relatively fine for PvP, you may get some flak for using this item among the others mentioned, but there still part of the game, and everyone can get em fairly easily.
Soldier's Gemmed Exquisite Elemental Chausses
Alternate Options- Pants of the Chultan Merchant
- Everfrost Tights
- Drowcraft Undercoat
- Berserker´s Gemmed Exquisite Elemental Chausses
Link to Primary GWF Guide
Comments
PvE
Mainhands
Pre-BiS Main-hand
Artifact Class Feature
Weapon Enchantments
Should outperform anything AoE wise, works with “Steel Blitz” for trash killing purposes yet is really not needed majority of the time due to the rate everything dies within a power or two. As for its ST capabilities it’s right up there with Holy in effectiveness with its recent changes.
Alternate Weapon Enchantments
Why these Enchantments?
Link to him-@Rjc9000
Link-”Most” Classes Enchantment Guide(May be outdated)
Off-Hands
Pre BiS Off-hand
Artifact Class Feature/Stat
Artifact Class Feature
Artifact Stat
Mainhands
Set Bonus:"At the start of combat, a random stat is increased by 2000 for 10 seconds.”
Not a great weapon set by any means, but if you’re behind and currently playing catch up this set is cheap, and provides the Weapon Damage needed for 12B Artifact Weapons.
BiS Main-hands
Set Bonus:"You and any allies equipped with a set of SH weapons are granted the following:+2% Outgoing Damage, +2% Outgoing Healing, -2% Incoming Damage. This effect may stack up to 5 times.“
Simply put this is on the list for those that like to support their teammates over going straight brute force, though same goes as I said in PvE the effect does effect those without the set.
Headsman, part of the set Weapons of the Headsman grants you everfrost/power/crit/recovery.
Set Bonus:"If you dodge, block, sprint or shadow slip, you gain Overcharge: Defense, which decreases your Incoming Damage by 10% and increases your Run Speed by 15% for 10 seconds. If you use an Encounter power, you gain Overcharge: Attack, which increases your Outgoing Damage by 10% and heals you 15% of your health over 10 seconds.You can only activate an Overcharge power once every 30 seconds. "
Generally a great set, I can see most people that are mainly PvE and use Fey as I recommended to be using this as a universal set. The OD isn that great, but if you get used to the OA that´d be ideal.
Mirage Great-sword, part of the set Mirage grants you Power/Crit/Recovery.
Set Bonus:"When you use an encounter power, you become a Master of Illusion for 10 seconds! As a Master of Illusion you will summon three illusions of yourself to fight for you, attacking your enemies! A Master of Illusion also does 3% more damage, which increases by 10% against enemies with Shields and Temp HP.
You can only be a Master of Illusion once every 30 seconds."
One of the best sets in the bunch, at least when it comes to pvp, simply because of the 13% damage increase you´ll have, but still depending on the person you´re facing will depend on how effective this set is for you.
Artifact Power
Sure Strike, “Increases damage done by the 2nd, 3rd and 4th swing of Sure Strike by 8%.”
Whether you’re SM/IV this’ll be your ideal choice for one on one Combat.
Weapon Master’s Strike, “Increases damage done by all attacks of Weapon Master’s Strike by 8%.”
This is very situational, having upsides and down sides to it, if you’re going SM I’d recommend a burst approach, this being apart of it. Combined with other items mentioned.
Weapon EnchantmentsBiS Weapon Enchantments
Fey, “You deal an additional 15% of weapon damage as Psychic damage with your powers. Also, your encounter powers siphon away 20% of your target's damage. This damage is converted into 20% more damage for you. This effect is a 3 target AoE, last for 20 seconds, may only happen once every 20 seconds.”
Generally a great enchantment for PvP, helping both your damage and survivability. More appointed towards Single Target Combat.
Lightning, “You deal an additional 49% of weapon damage as Lightning damage with your powers. This damage chains 3 time at a 100% chance for each chain. If there are no chain targets you do 50% more Lightning damage.
Additionally, all cooldowns are reduced by 2% for the first lightning strike, plus an additional 1% for each chain.”
If you´re a burst build gwf this would be ideal, it´ll help you clear a node quickly as long as there´s multiple enemy players present.
Alternate Weapon Enchantments
PH,
PH,
Off-HandsPre-BiS Off-HandPiña Halat
BiS Off-HandManticore Sword-Knot
Headsman's Sword Knot
Mirage Sword Knot
Artifact StatCombat Advantage Damage(390-400)
Action Point Gain/AoE Resist/Regeneration/Stamina Regen
I´d use CAD, well for more damage, but these are the other potential options if ya don´t find the need for more CA. c:
Artifact Class FeatureBravery, “Bravery now increases your Run Speed by an additional 3% and your Deflection Chance by an additional 2%.”
Fairly minor increase, but due to IV not really gaining absurd amount of Destroyer, nor triggering Unstoppable 24/7 adding this to our base Run Speed, and deflection it welcome.
Steel Blitz, “Steel Blitz now also gives you an additional 2.5% chance to instantly strike again. This is independent of the initial chance.”
I can see this being quite useful if you have other AoE-esk items, as well as rocking the SM loadout.
Link to Primary GWF Guide
PvE
Pre-Chult Content Rings
Chult Rings
Omu Rings
Situational Rings
Alternate Rings
PvP has a different case over PvE, there´s actually quite a variety of rings for you to play around with.
BiS Rings
Couldn't find many rings for my taste as a basic, non-situational ring other than this one, soooo here ya go. -w-
Ring of the Goblin Slayer +5
Dual Offensive
+543 Power
+814 Recovery
Since were not going for Critical Strike this'll be one of the best neutral choices for you to go n' pick up.
Situational Rings
These are all the rings that have thier place within builds, but itś up to you if ya wanna use them. c: Everythings explained right after each of the rings.
Ring of Brutality +5, “Every 30 seconds you gain 4000 power for 10 seconds. This effect only works in combat.”
Dual Offensive
If you’re node jumping a lot, the good old brutality ring maybe an option to you,
but due to the fact it isn´t up all the time, and isn’t a base stat effect is why it’s fairly situational.
Ring of Vision +5, “Every 30 seconds you gain stealth sight for 10 seconds. This effect only works in combat.”
Dual Offensive
For fighting any class that can highly abuse the Ring of Ambush, or well a TR... -w-
Ring of Ambush +5, “When you have been moving for 1 seconds you gain partial stealth as long as you continue moving. Foes within 20' will still be able to see you.”
Dual Offensive
Not that great on a gwf as it is on other classes, but it´s still a option, and can get you out of some sticky situations. ^⁻^
Ring of the Curse Bringer, “Your attacks have a chance to inflict Neuroshock.”
1x Offensive
1x Defensive
+716 Critical Strike
+478 Recovery
Another one of those items you can use if you chose to stun players to death...
cx Though the stats are eh, just using it for the bonus.
Alternate Rings
Primal Restoration Ring
Sphene Restoration Ring
At-Wills
Encounters
Dailys
Class Features
(If you’re missing 100% crit.)Weapon Master
Bravery(For Speed farming/runs)
Load-out 1 (End-game CDR ST/BF ST)
At-Wills: SS/WMS
Encounters: (BF/DS)/HD/(IBS/BF)
Daily: Slam/SA
Passives: Destroyer/WD
Speed Buff ST Build
At-Wills: SS/WMS
Encounters: (BF/DS)/HD/(IBS/BF)
Daily: Slam
Passives: Destroyer/WD
Load-out 2-3 (End-game/PuG/RQ/Campaign AoE)
At-Wills: SS/WMS
Encounters: (BF/DS)/HD/(IBS/BF)
Daily: Slam
Passives: Destroyer/(WD/Bravery)
Why did I chose these powers?
At-Wills
Encounters
Dailys
Class Features
Why did I chose these powers?
Primary GWF Guide
Notes
Soul Sight Crystal - Technically BiS in both situations of ST/AoE since elite adds are typically last one to die while others get vaporized in a hit or two.
Wheel of Elements - Not ideal for you to use the wheel yourself, it's best if a support provides the Fire Buff for you for Bosses, AoE not typically needed with a good group.
CDR - Cool-Down-Reduction, built around Battle Awareness, with the use of Savage Advance, causing a 25% CDR to powers for 15 Seconds, greatly helps with long cool-downs.
RBF - Build around Relentless Battle Fury, can be made redundant in CDR group, but it's still viable in groups that lack forms of CDR.
ST (No GF Marking)
If it's Orcus in T9G then wait for Pally Aggro. •^• Once a boss fight is commenced go (left/right/center) coordinated with your group, set off your (Tenser's/Trex buff), starting with your TR to cast your red mark, with SA right after(For CDR) with BF next to the boss(buffing your group n’ yourself),keeping distance from the aggro'd tank. Followed by HD and SS to gain determination n' destroyer stacks, and HD buff. Once full Determination(to maximize ya damage) Cast Soul Sight Crystal, HD, trigger your (Full)Determination n' IBS, followed up with either (SS/IBS) depends on your groups CDR you may cast multiple IBS’s(1-3 times) just remember to take the time to cast your buffs, also slip slam between your SA, it has a 15 second up time on its buff, Rinse n' Repeat if the boss isn’t dead.
If it's Orcus in T9G then wait for Pally Aggro. •^• Once a boss fight is commenced go (left/right/center) coordinated with your group, set off your (Tenser's/Trex buff), starting with your DS to cast your red mark(close to the boss), with SA right after(For CDR), with BF next to the boss(buffing your group n’ yourself), keeping distance from the aggro'd tank. Followed by HD and WMS to gain determination n' destroyer stacks, and HD buff. Once full Determination(to maximize ya damage) Cast Soul Sight Crystal, HD, trigger your (Full)Determination, followed up with SS, just remember to take the time to cast your buffs, also slip slam between your SA, it has a 15 second up time on its buff, Rinse n' Repeat if the boss isn’t dead.
AoE (No GF Marking)
Campaign/Solo/Big HE Starters
Generally you'll be using DS as you run around the Campaign Area's as your greeting to enemies, backing off/repositioning yourself as you use BF for the damage buff and to avoid initial enemy strikes prior to companion buffs, face them once more barring HD followed by WMS/SS, rinse n' repeat.
PvP
Loadout 1
Loadout 1 (v)
Loadout 2
Loadout 2 (v)
PvE
BiS Gear Mod 13: Best Custom Set
The best way for us to go about it this mod, shakes up our stats quite a bit, but the bonuses are something you can't turn up. ^~^Set of the Destroyer
HelmetSituational simply due to the Bonus only working in Chult areas, but the 1% increase of damage in a End-Game group is about 3k Power, so don't worry about the lack of Power/Defense. c: Though the loss in Critical Strike may have to be tweaked in the way your built.My personal choice for any content that isn't part of Chult simply due to the balanced stats, n' bonus pretty much negates the use of Primal helm, though there are some optional helms you may like.
Chestplate
Bracers
Boots
Total Base Stats:
Maximum Hit Points 72,087
AC 14
Power 3,726 (10% DMG increase relates to about 30k Power in End-game group. -w- )
Critical Strike 2,119
Armor Penetration 1,290
Recovery 1,173
Defense 5,163
Vivified Primal Raid
Pretty eh gear compared to other choices, wise to be mixed with Bronzewood armor (replace the helmet n' Chest piece at least.), but could be seen as the most consistent set to go with due to last module, if ya don't wanna change a bunch of things around. -w-Helmet
Chestplate
Bracers
Boots
Total Base Stats:
Maximum Hit Points 83,815
AC 13
Power 4,721
Critical Strike 5,426
Armor Penetration 0
Recovery 977
Defense 4,640
Bronzewood Raid Armor
Pretty decent set that mends well with Primal, yet stuffers the same issue of eh bonuses, year returns to the classic stats. ^.^
Helmet
Chestplate
Bracers
Boots
Total Base Stats:
Maximum Hit Points 83,815
AC 13
Power 5,426
Critical Strike 5,698
Armor Penetration 0
Recovery 0
Defense 4,640
BiS Gear Mod 12B: Primal Raid Armor Alright gear, yet could be replaced if a better helmet since it doesn’t provide power, you could stick with a piece of Headsman if you don’t need the Critical Strike provided by the Helm. Each piece has a special equip power the two most notable are the Chest and Bracers.
Vivified Relic Headsman's Raid Gear The Gear is obtained from completing FBI, and the Seal merchant as of now, an is recommened for FBI and the Raid, due to the Everfrost resist, and Dmg boost.
Titansteel Raid Gear Rich mans lazy gear, lacks the bonuses compared to Relic Gear, yet the stats are provided are exceptional.
Optional Gear
While it could be better than Willed, I have multiple reasons not to go with this pair. One, I don’t want to care for Stamina, already happy I don’t need to care for Overcharge anymore. Two, I much prefer the Armor Penetration over the Recovery. Though it can be seen as superior on Boss fights if you don’t have to reposition a lot or casting BF all over the place, though you’ll still likely lose out on Dmg, at least Willed has At-Wills covered.
Pretty much mod 12B’s Jarl’s Gaze, of coarse the only down side to this helmet is the constant resetting of the bonus, yet has more potential than Guise. Yet lacks critical hence my reasoning to placing it here. -w•
A more consistent version of Corona, yet would only benefit you in a group unlike the Corona which isn’t the biggest issue, either way the increase in Dmg is very minor with both of these due to Power Creep.
Providing a nice boost of power on top of it's base power, due to the amount of Everfrost resistance you have (around an extra 1,600 on top of its base power), I recommend it for FBI and the Raid since it only effects those zones.
A decent chest plate for quick fights, such as trash/easy bosses.(Mod 12B)
Armor KitsThese are my personal picks ^.^
Critical Strike (Recommended for this module due to Crit loss)
HP (If draconics in Defense)
Life Steal (If Radiant Defense)
Armor Pen (If needed)
BiS Armor Enchantment
Soulforged, use up to the point that you feel fairly tanky compared to most.
Negation, it helps but the resistance isn't why we use it, it's due to the recovery at this point since the resistance gets hard capped way before hand, either way its welcome, but not needed. Though it is an all round content focused Armor Enchantment. ^.^
Barkshield, is a enchantment you can use for Bosses n’ Late Game content due to the slow attacks.
BiS Gear: Strategist's Executioner/Duelists Armor Most notable are the Helmet/Chestplate/Boots bonuses/stats, the other one is alright by the looks of it, but not something I recommend grabbing.Helmet“For every second you are Stunned, Knocked, or Dazed, your power is increased by 1200 for 10 seconds. (Max power bonus 12,000) (Only in PvP)”
Chestplate“When damaging a target with a Shield or Temp HP, you gain Temp HP equal to 20% of the the damage inflicted. (Only in PvP)”
Boots“If an enemy dodges, blocks, sprints or shadow slips, you do 3% more damage against them for 10 seconds. (Only in PvP)”
Armor Kits
BiS Armor Enchantment
Link to Primary GWF Guide
PvE
Thoughts on each Varied Feats
Constitution Focus - This Feat won’t be used in most cases, it’s simply a min/max feat. If you get to the point of next to everything being maxed out and no where to drop the extra Critical you have for other useful stats than I’d suggest this over Weapon Mastery.
Weapon Mastery - This Feat is typically used in any build simply due to it providing Crit Chance, yet can become obsolete in the future if they don’t increase caps.
Disciple of War - Grants a decent amount of Power depending on your Armor Penetration n’ Recovery, nothing spectacular. Understandably dropped for Mighty Blade if there’s more than one enemy present. ^.^
Mighty Blade - Since the re-work to a useless feat made wonderful for AoE purposes, rarely ST in most cases this’ll be a ideal feat for most content, once again if there’s more than one enemy.
Relentless Battle Fury - Very situational it´s good for the CDR of BF, and increased Duration of BF, yet could be made obsolete with group CDR effects, yet allows you to dish out a bit more powers (Typically At-wills) during before re-casting. Can be preferred in causal content due to the CDR reduction of BF.
Battle Awareness - Depends on your style of play, and the present situation. First the SA CDR provided to all powers can be quite useful in groups with CDR since its a lasting effect (15 sec) causing you to take advantage of Slam as well if your group gets your daily back fast enough, allowing you to take full advantage of the feat, causing you to dish out more consecutive IBS´s for Bosses. I´d only see this being useful in that sense. (End-game ST)
As for Power increase of slam, it can be quite a decent increase of power while in end-game groups it can be seen as quite small, so you may go with BA if you don´t use SA´s CDR effects. But as for causal content its really up to you between the two feats.
*Likely going to simply it to four different load-outs instead of 12-16... -w-
Load-out 1 (End-game CDR ST/BF ST)
Cool-down-Reduction ST Build
Weapon Mastery
Disciple of War
Battle Awareness
Speed Buff ST Build
Weapon Mastery
Disciple of War
Relentless Battle Fury
Load-out 2 (End-game/PuG/Campaign AoE)
Speed Buff AoE Build
Weapon Mastery
Mighty Blade
Relentless Battle Fury
Load-out 3 (Pug/RQ ST)
Weapon Mastery
Disciple of War
Battle Awareness
Reference *Power Section for Powers for each load-out.
PvP
Iron Vanguard
At-Wills: TR/SS
Encounters: BF/HD/(IBS/FS)
Daily’s: SA/IS
Passives: Destroyer/(Bravery/WD)
Single Target CD(Picture Here)
Iron Vanguard
At-Wills: TR/SS
Encounters: BF/HD/(IBS/FS)
Daily’s: SA/Slam
Passives: Destroyer/(Bravery/WD)
AoE(Picture Here)
Sword Master
At-Wills: SS/WMS
Encounters: (DS/BF)/HD/IBS
Daily: Crescendo/Slam
Passives: Destroyer/WD/Bravery
Feat notes(Might add PvP notes)
Helpful Comp Info
I'd recommend having your Summoned Active companion Legendary at least if that's all you can afford, simply due to it’s base stats which are Power/Critical Strike/Armor Pen are increased depending on their level. Though it's recommended at least 3 Legendary Companions, for 28% of the 31%
Five active Legendary companions will grant you this per companion (Max): 16% + 8% + 4% + 2% + 1% = 31% for Grand Total of five Legendary Companions.
Active Companions(Summoned)
Chultan Tiger
Con Artist
Reble Mercenary/Sellsword
Bonus Companions(Un-summoned)
Companion 1
Companion 2
Companion 3
Companion 4
Here's a simple rundown on it, take ya base Combat Advantage Damage(within character sheet), then add In Drow Ambush Tactics( 10% boon) and your CHA) will end you up with just around 35-40% Total Combat Advantage Damage, so keep in mind once you reach 150% Critical Severity/Combat Advantage(Combined) The 10% Critical Severity companions break less than 5% Increased Dmg so outta the total 150% Critical Severity/Combat Advantage our CA leaves us with roughly 110-115% Critical Severity un-effected by greater diminishing returns, which is typically covered by Boons/Feats/Potions etc.
Area Specific Companions
Yeth Hound-“+5% damage versus Gyrion's minions.”
Lava Galeb Duhr-“+5% damage versus Nostura's minions.”
Blue Fire Eye-“+5% damage versus Kabal's minions.”
Repentant Dragon Cultist-“+2/3/4% Damage (additional 1% against dragons) against targets at greater then 50%.”
For the purpose of AoE(trash mobs) exactly 100% Critical Chance isn't needed so if you're naturally a bit below that you're fine. Depending on your playstyle(group-wise) will result in what's best for you. This all depends on your Potion/Mounts Buffs you use. ^.^
Rank 13's
Con Artist
Sellsword
Rank 14's
Con Artist
2x Radiant
Sellsword
Azure(Def)Brutal(Def/HP)
Radiant(HP)Draconic(HP/Def/LS)Savage(HP/LS)
Dark(LS)
Pre-End-Game
- Azures, since it's defense we benefit from it in having more power overall, yet a very minor increase in damage in the end, as we do from Recovery and Armor Penetration, and isn't as situational as other options would be.
End-Game- Radiants, granting you the greatest amount of HP, for Aura of Courage granting you a bit more dmg vs full on defensive, provided you have a pally running the AoC. ^.^
- Savage, a nice choice compared to Radiants, allowing ya to gain a bit more Life Steal and Hit points, For those that feel they need more lifesteal. c:
Utility SlotsBiS Utility’s
End-Game 1
- 5x Darks (Maximize Movement since speed is key to get to enemies. ^-^)
End-Game 2Rank 13's
Rank 14's
Equip Powers:
Guard Drake
Heavy Giant Spider
Heavy Twilight Nightmare
Purple Owlbear
Whirlwind
Black Ice Warhorse
Leopard of the Chult
Fungal Flail Snail
Apparatus of Kwalish
Enchanted Courser
AoE/Campaign
BiS Insignia Combinations
Protector’s Camaraderie
Artificer’s Persuasion
Cavalry's Warning
Gladiator’s Guile
Insignia’s Slotted
Offensive
(PvE) Nothing beats Power. ^.^ The only time you should take Armor Penetration is if your characters new n' has practically no Armor Penetration. ^-^
(PvP) I'd recommend Armor Pdnetration to help reach the optimal range for PvP. Though Power is still an option, if you're comfortable with your Armor Penetration.
Defensive
(PvE) If you're group has AoC the best pick is Hit Points, while Defense is better for the lack of AoC, and for solo purposes. Lifesteal is good for soloing harder content that doesn't one-shot ya. ^-^
(PvP) Typically I'd recommend Hit Points works better over Defense since that's typically negated... -w- While Lifesteal is nice as well for survivability. ^-^
Utilities
(PvE) For AoE Loadouts/Solo Content go with Mount Speed, but for ST/Bosses Revive Sickness is ideal for those situations when bosses sneak in a hit on ya, between your teams buffs. ^.^ Plus you don't need to ride your Mount in a boss fight.
(PvP)
Sharandar
(PvE/PvP) Simple choice Power is greater than Defense. c:
(PvE) Deflect is worthless in PvE, and Critical Strike is useful.
(PvP) Critical Strike is worthless in PvP, and Deflect is worth it in Defensive.
(PvE) For Damage purposes HP would be best due to AoC Pally, yet if you're lacking that the Action Points maybe more up your alley. : 3
(PvP) Either really works, but I don't think the HP will make much of a difference as the Action Points since your daily can finish off players quite well.
(PvE) First off personally I'd go with HP simply because the damage is so tiny in most cases, and the healing can help keep you topped off for the Earth Archon, and other cases saving your life, though if you can get to a point in a End-game group your load-outs for those groups can use the damage boons, yet they still won't make next to any difference.
(PvP)(Add if I update PvP)
(PvE) You have two choices to pick between depending on your situation, Elvish Fury n' Elven Resolve, EF is directly damage focus, but you need to kill things in order to gain stacks so in some boss fights this can be quite worthless n' that's when you'd have ER, but in most cases EF wins. ^.^
(PvP) You have three choices to pick between depending on your preference, Elven Resolve n' Fey Thistle and Redcap Brew, ER is for those that can't keep their stamina up with BF, while FT is for those that want a tiny bit damage added on top of their deflection. Finally RB is for those that use PvP Battle Potions so the higher your HP the better this is.
Dread Ring
(PvE) In most cases this'll be Power, but in certain cases you may go for Critical Strike for the purpose of Min/Maxing.
(PvP) Go for Power.
(PvE) In PvE remember we use AoC so this'll benefit that along with generally a decent amount of life steal is nice to have.
(PvP) Either works the Lifesteal is for more of a upfront in the face player, while the regen is for someone that'd prefer to back off and regain HP. ^-^
(PvE) Well once more deflect is useless in PvE, n' the 3% Resistance Ignored just aids in your Armor Penetration.
(PvP) In this case it really depends if you hit the required range of Armor Penetration for PvP, then go with Deflect. ^-^
(PvE) Both don't do quite much due to the 80 sec Internal cool down, Enraged Regrowth Is another thing that can help save you n' keep you capped out for the Earth Archon, along with the bonus Defense. Though Shadowtouch, goes along with the other Damage boons, And suffers from the internal cooldown. If you never get hit this will be the Boon for ya.
(PvP)
(PvE) Can’t complain with extra Power/Life-steal/Regen, Power for extra damage, Lifesteal to help keep you alive, Regen to do the same.
(PvP)
(PvE/PvP) Simply put increases your damage furthermore when ya have Combat Advantage. -w-
(PvE/PvP) Not much to say on this, a decent base amount of Stamina gain is nice. ^-^
(PvE) In this case it's simple Critical Severity.
(PvP) Critical build isn't really my style in PvP due to the diminish effects so I'd take the Recovery.
(PvE) CR would be the ideal since while it doesn't do much, it's atleast something compared to the measly 2k taken off an attack.
(PvP) In this case it's really up to you both may work, but if you're consistent with BF once more CR can be made pointless, but it's still a lot more effective than PvE, though CS is more of your defensive boon due to you dealing with a lot lower damage dealt in comparison to PvE.
(PvE) WB is for add purposes, while it can be nice on certain bosses (if they have adds) but can end up like other boons, useless. Depending on your groups effectiveness. Avalanche would be your next ideal choice.
(PvP)PH
Underdark
(PvE/PvP) Power wins hands down in both cases.
(PvE) Due to us being a critical build go with critical strike, but it your to a point of min/maxing and you´re a bit high on critical strike you may drop it for the life-steal.
(PvP) In this case only Life-steal is really a viable option due diminish effects.
(PvE/PvP) A flat 10% increase to Combat Advantage Damage will not be looked over. (Mind you it doesn´t appear in your stat sheet.)
(PvE) Simply put you´re not going to be controlled often, if you do you´re typically dead by the end of it, go with the stamina.
(PvP) I´d personally grab the Stamina in a pvp case, but I don know how effective the control actually is. : P
(PvE) Straight up increased damage against demon enemies, of coarse only applying to PvE content.
Tyranny of Dragons
(PvE) You'll go with the Critical, no need for the Deflect.
(PvP) Go for the Deflect, critical isn't Worthwhile due to diminish.
(PvE) Highly recommend Draconic Armorbreaker, since you'll need it to break the required Armor Penetration of 85% with my builds, if you switch it for Dragon's Defense it may drop you into 84% while next to maxed it's quite hard to find a way to lose a proper amount of stats.
(PvP) Since it's PvP simply go for that Armor Penetration.
(PvE) This one's simple go with the Lifesteal.
(PvP) It's up to you in this case on your play style. (Aggresive/Passive Aggressive) cx
(PvE) Simply go for the Critical Severity 3/3.
(PvP) While for PvP I'd prefer the Lifesteal 3/3, for Survivability.
The Maze Engine
(PvE/PvP) Simply go for the Lifesteal Severity.
(PvE/PvP) Go with the Combat Advantage for increased Damage, control isn't really cared for.
(PvE) I'd recommend the Stamina Gain, since you get your Dailys quick enough.
(PvP) Really up to you, do you want faster dailys, or sprint more often? I'd take the Action Point Gain personally.
(PvE) Due to the inconsistency n' unreliability of Baphomet's Might I’d only recommend it for those under 100% Critical, preferably Displace Fate is ideal option.
(PvP) I'd recommend Displace Fate.
(PvE/PvP) Go for the Power/HP of the purpose of Damage.
(PvE) Go with the Life Steal Severity, it's more Beneficial.
(PvP) Once again depends on your play-style both are viable.
(PvE) Same case applies here when it comes to Min/Maxing if you need the Critical use it, if not go with the recovery. ^-^
(PvP) Just go with Recovery, no point of the Critical Strike.
(PvE) If you're still in the process of reaching 100% Critical Strike, you may use Gate of Retribution for extra Critical n' to restore some HP. While Bolstering Storm would be for someone with 100% Critical with multiple adds(AoE), n' Wall of Wind would benefit someone with 100% Critical n' fighting a singular target. (ST)
(PvP) While in this case I’d recommend Wall of Wind.
Storm King's Thunder
(PvE/PvP) Go with Life Steal Severity n’ HP, not much use for the Control Res.
(PvE/PvP) Best choice is the Stamina gain n’ Everfrost, I don’t care for Incoming Healing that much.
(PvE) Both are pretty crappy, while in a End-game group both of these can be made practically useless, the ideal one to go with is Chilled Determination, since it’ll get some up-time.
(PvP) Pick your poison... -w-
(PvE) Ideal pick is once more the Hit Points, with Everfrost Res due to AoC. So if no AoC then go with Vengeful Heat.
(PvP) Either can work Glacial Strength is for Offensive/defensive case, while Vengeful Heat can be a dependable offensive choice, since GS relies on AoC.
(PvE) Chill of Winter is ideal since it's the only boon that works regularly in a PvE situation.
(PvP) You may use Chill of Winter, but Titan's Affinity will benefit Battle potion Builds. While Frozen Reflection will indirectly act as offensive, not relying on stacks to deal dmg yo others depending on your deflection.
The Cloaked Ascendancy
(PvE/PvP)Go with Aura of Despair if you’re solo, though if you’re grouped it’ll be better to use Aura of Hope to benefit your group.
(PvE/PvP) In both cases just go with the Critical Sev with HP. -w-
(PvE) Personally Is take the Life-steal to once more aid in keeping my HP capped for Earth Archon. ^-^ Though the Recovery isn’t bad either, just not my taste.
(PvP) Same opinion stands in the case, but the life-steal is even more appealing.
(PvE) Simply go with Vision of Beyond, due to you having 100% Critical Strike (or hopefully close to it) It should be up consistently.
(PvP) While in this case I’d prefer Planar Vitality due to its survivability appeal with high Deflect.
Chult/Omu
(PvE Solo) While in campaigns of Chult/Omu you’ll want Beasts Burden, and Tyrant’s Terror since there’s no AoC n’ lots of Dino’s. c: Otherwise in prior content you’ll want Tyrant’s Terror, and Overgrown, since the lack of Dino’s n’ no AoC. ^~^
(PvE AoC) When it comes to groups Tyrant’s Terror, will be your first pick with Chult 3/3 gaining the max of Power n’ HP. Next up with Omu Points you’ll go with Shamanic Grace, 1/3 since there’s AoC n’ it grants the most HP. c: Next Overgrown, 1/3 granting both Def n’ HP. Finally Fight Not Flight, 1/3 granting you the power Power/HP for a AoC Group, along with benefiting AC as well~ -w•
(PvE) When it comes to groups Tyrant’s Terror, will be your first pick with Chult 3/3 gaining the max of Power n’ HP. Next up with Omu Points you’ll go with Overgrown, 3/3 granting both Def n’ HP. For groups lacking AoC.
(PvP)
(PvE) Soul Syphon will be my first recommendation for ya to pick up with Chult, all of these boons don’t do much, but the HP restore it the best pick, followed by Lingering Curse which is a minor damage increase, which you’ll pick up with Omu.
(PvP) Impenetrable Jungle, would be what you pick up from Chult, quite nice stun effect in PvP, if it’s on your side. -w• Soul Syphon is the next pick I’d grab with Omu, just for the purpose of Survivability. ^~^
Power (PvE) Roughly Double your Critical Strike when you’re still making your way to BiS, then once you're close to being maxed your power should be going past double Critical Strike by a few thousands un-buffed, while fully self buffed(All Boons/Buffs/Mounts etc active) it'll roughly be 88k with R13’s. Having a bit more than triple your Critical Strike (105k power) fully buffed with R14’s prior to group buffs, that'll push your power to around +250k. *Slam not account for*
(PvP)
Critical Strike (PvE) Once you get to R13's I recommend 19k Critical Strike prior to companion buffs, which is roughly 33k afterward for a STR/CHA Build is ideal.
(PvP)
Armor Penetration (PvE) If you're still in the process of getting to Chult you'd only need 60% Armor Penetration. Once you reach Chult you're striving for 85% Resistance Ignored a little over is fine, likely will happen with the new gear. Personally I also do like having a decent base since, in some content ya companions initial strike may be slow, or be struck down before they can pull off an attack, so that little extra is nice.
(PvP)
Recovery (PvE) Having a decent bit of recovery helps out with encounter powers, so having about 3-5k un-buffed passively granted is fine, with the use of Mount Insignia combo’s it'll knock ya to 10k among other CDR will come quite in handy for fast Encounters.
(PvP)
Combat Advantage Bonus (PvE) Not as great as it used to be, though having roughly +900-1,400 does benefit you. Mainly just your total combat Advantage is what you need to keep an eye on. Account for whats not shown from Drow Tactics n´ from CHA. (Around 30-40% Total)
(PvP)
Control Bonus (PvE) Pointless for us, and most content.(PvP)
Defense (PvE) Around 8-14k in the end accounting for Assassin’s Covenant with the End-Group Load out, while 16-22k with Pug Loadout.
(PvP)
Deflect (PvE) Useless in this case.
(PvP)
Regeneration (PvE) Useless Mostly in PvE due to the way Regen Works, you may have 4k in combat due to a Boon.
(PvP)
Life Steal (PvE) Nice to have to keep up your HP topped, but isn't entirely needed, just helps keep your Earth archon's bonus going, you'll likely have 4k causally with 8k in combat at times.
(PvP)
Stamina Gain (PvE) Just standing around should be nearing 1,200, yet will scale with Mount Insignias that push it to 5k, then a lot higher within dungeons due to groups.
Incoming Healing Bonus (PvE) You get healed enough, never really need to pump anything into this.
(PvP)
AoE Resist (PvE) May have something in this, it’s better than none at all, yet this is one stat I don't know how effective it is... •^•
(PvP)
Control Resist (PvE) Not needed, but you might have some, no worries.
(PvP)
Movement (PvE) With Dark Utilities R13 you'll have around 5k, while R14's should be near 6k with, and will jump to 13-14k with Self-buffs, n' quite frequently range within dungeons due to your group.
(PvP)
Companion Influence (PvE) Nice to have, anything around 600 is fine, though it won't effect ya too much. -w•
(PvP)
Critical Chance (PvE) In the high 60-70% before companion bonding’s, after Comp Buff it should be near 99-100% is best. ^-^
(PvP)
Critical Severity (PvE) Try to get to about 100-110% pre-food buffs, once over 108% Crit Sev(CHA Build) will grant ya the full benefit of non-diminished Critical Severity/Combat Advantage Damage. Grand total Crit Sev should be 129.5%, with the exception to Reusable Consumables, due to being inconsistent.
(PvP)
Recharge Speed Increase (PvE) Between 70-80% while you're standing around, may scale a lot within dungeons.
(PvP)
Action Point Gain (PvE) 10-15% Shouldn't matter too much you get your dailys fast enough in certain groups.
(PvP)
Damage Resistance (PvE) A little below 20-25%, afterwards roughly 60%.(With negation) Doesn't matter too much, unless your squishy. cx
(PvP)
Deflection Chance (PvE) Doesn't do enough in this case due to the high numbers of damage being dealt to you in current content.(PvP)
Life Steal Chance (PvE) Having 5-20% is nice, May range due to mount insignia’s/Boons. ^-^
(PvP)
Life Steal Severity (PvE) 100-111%.
(PvP)
Stamina Regeneration (PvE) Roughly 50% it good to have, yet may scale higher in groups.
Everfrost Damage Resistance Close to 40-80% is Recommended for FBI.
Run Speed Bonus (PvE) Go nuts, it's part of your damage afterall~ -w-