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ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
edited June 2018 in The Militia Barracks

New Location Link-V2.0 Mod 13 LT Smith Neko's GWF Build/Guide


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. ^-^

PvE
BiS 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 Kit
Greater Everfrost Resist Armor Kit
Just to give you a little more Everfrost Resistance, since no other Armor Kit can be slotted of your shirt n' pants.

PvP
BiS 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
Post edited by ltsmithneko on
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  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018

    Weapons

    PvE

    Mainhands
    ^.^ Instead of two different sets like the case in M 12B we can actually go with a single set, with two of the same Main-hands(AoE/ST)

    Pre-BiS Main-hand
    There’s actually two Pre-BiS options this time around, not necessary a good thing, but I do still recommend you pick up one of these two if your just getting up-to-date, or rocking the Wootz still. -w•

    image
    This set is the better option out of the two, likely the one you´d go with if you´re following my build n´ you need a weapon set for this module, knowing you won´t get your hands on the Primal set anytime soon, since this´ll be found within the Chultan Tiger Bundle pack.

    image
    A set earn by playing content, turning in the Omu currency to the vendor, for those un-willing to pay the Zen for the other set. ^.^

    BiS Main-hand
    image
    The bonus will practically always be active in groups, as well as normal content with exception to very slow attacking enemies.

    Artifact Class Feature
    • Weapon Master’s Strike, “Increases damage done by all attacks of Weapon Master’s Strike by 8%.”

      To benefit the AoE Loadout.

    • Sure Strike, “Increases damage done by the 2nd, 3rd and 4th swing of Sure Strike by 8%.”

      For ST Loadout.

    Weapon Enchantments
    BiS Weapon Enchantments
    image
    For Boss fights at end-game, such as T9G where you have both Pally AoC/GF Buffs, and Bloody Death on Ocrus will make this the highest Single Target Enchantment, with AoC alone will put ahead of Holy. -w- Also decent at AoE.
    image
    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.

    In most cases you're going to outright ignore this Enchantment, since it does effectively ruin your damage output, with one exception to IBS spamming causing it technically being BiS, but you're better off with Fey in most situations. So if you're BiS n' running in the best of the best groups try it out. -w•

    image
    For quick boss fights. The boss fight must last no longer than 15 seconds for this to really be worth the AD to use it, though it's out-shined in most groups due to Fey, barely ahead of Lightning in ST, primarily benefiting SS.

    Alternate Weapon Enchantments

    image
    Poor player's Holy Advenger, n' Rock it if your group isn't due to buffs. ^-^

    Why these Enchantments?
    Cause I told chu to... And here’s a bit of math for you, go nuts. cx All rights go to Rjc n’ the others that contributed~

    Link to him-@Rjc9000
    Link-”Most” Classes Enchantment Guide(May be outdated)

    Off-Hands
    Unlike last Mod you’ll only need one Off-hand. ^~^

    Pre BiS Off-hand

    image
    image
    BiS Off-hand

    Artifact Class Feature/Stat

    Artifact Class Feature
    • Wrathful Determination, “Wrathful Determination also increases Run Speed up to 20% as your Determination fills up.”
      For a Single Target Setup increasing your run speed in combat, may save ya life on a boss. ^-^

    • Steel Blitz, “Steel Blitz now also gives you an additional 2.5% chance to instantly strike again. This is independent of the initial chance.”
      For AoE setups providing an additional % chance to strike an enemy again, that is independent from your original %. ^~^

    Artifact Stat
    • Combat Advantage Damage(390-400)
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018
    PvP

    Mainhands
    Comes down to personal preference within a small group of options. c:
    Pre BiS Main-hand
    • Wootz Matraqa, part of the Chultan set, granting you Power/Crit/Recovery.

      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
    • Titansteel Claymore, part of the set Masterwork II, grants you Power/Crit/Recovery.

      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
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited March 2018

    Rings



    PvE
    There´s a fairly nice range of rings we can use at our disposal, now it doesn't need to be legendary, but its for those that have it, or plan on getting it, so we’ll want rings that do the job nicely, so that’ll be the following

    Pre-Chult Content Rings
    • Ring of Rising Power +5 (very easy to build up the stacks, granting)
    • Ring of Brutality +5 (great for quick encounters, bosses ehhh depends.)
    • Ostorian ring of Dod
    • Ostorian ring of Hellig

    Chult Rings
    Forewarning the bonus doesn´t stack for rings (In module 12B.) so keep that in mind. (Two of the same rings ^-^ so you’d be better off with a +4 n’ +5 of an Goblin ring if ya just after the bonus effect. Though that should be fixed in module 13.)
    • Ring of the Beast Slayer +5
      • +5% Damage against Beasts.
      • +814 Critical Strike.
      • +543 Recovery.
      Covers the Critical Strike you´s normally want with other rings offensive slots, so you can slot a Radiant´s/Brutal's/Demonic´s. Plus unlike Rising Rings they don´t need a build up, and it provides recovery that´ll grant you even more power due to the feat. c: Overall this is a great ring even though I don't know what exactly is labeled "beasts" the stats are wonderful to work with, just getting it maybe the true challenge for most....

    • Ring of the Dinosaur Slayer +5
      • +5% Damage against Dinosaurs.
      • +814 Critical Strike.
      • +543 Armor Penetration.
      Overall good luck getting this ring, I personally don't need the Armor Penetration, but it´s still open as a option just may need to tweak some things..

    • Ring of the Goblin Slayer +5
      • +5% Damage against Goblins
      • +814 Recovery.
      • +543 Power.
      Good base stats since the crit can be covered by a azure/brutal/demonic while the recovery is still granting more towards your power, but I don't know if we'll be fighting goblins that often... Though its still on the table. -w-

    Omu Rings
    Take this with a grain of salt, I don’t have access to Omu, currently. -w• The same grade of rings bonuses don’t stack.
    • Ring of the Shadowstalker +5
      • Your powers deal 2.5% more damage when you are 25’ or closer to your target.
      • +543 Power
      • +814 Armor Penetration
      This’ll be the ideal choice for the front page due to the Bonus, along with the wonderful stats included.

    • Ring of the Gravestriker +5
      • When your health is greater than 85%, your Power is Increased by 1,000.
      • +543 Power
      • +814 Critical Strike
      Not the best on the front page due to its eh bonus, though the stats are quite nice to play with, though the Bonus effect does work on comps.

    Situational Rings
    These rings are for Tomb of the Nine Gods, there’s a decent amount of Undead n’ Yuan-Ti within this content, so~ these are Watcha will be using. -w- For other content(everywhere except T9G) the rings above are much better, with some exceptions with the Undead rings.
    • Ring of the Undead Slayer +5
      • +5% Damage against Undead.
      • +3,256 Hit Points.
      • +543 Deflection.
    • Ring of the Yuan-Ti Slayer +5
      • +5% Damage against Yuan-Ti.
      • +3,256 Hit Points
      • +136 Recovery
      • +407 Defense.

    Alternate Rings
    • Ring of Offensive Action
    • Primal Restoration Ring
    • Primal Raid Ring
    • Greater Ostorian Ring of Krig
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited February 2018
    PvP
    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
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited March 2018
    PvE

    Powers


    At-Wills
    • (Never change.)Sure StrikeWeapon Master Strike

    Encounters
    • Hidden DaggersIndomitable Battle StrikeBattle FuryDaring Shout(If no GF, or GWF is Marking)

    Dailys
    • CrescendoSlamSpinning Strike(Lower Tier)Avalanche of Steel(Lower Tier)Savage Advance

    Class Features
    • Destroyer (Never leaves your passive)Wraithful Determination
      (If you’re missing 100% crit.)Weapon Master
      Bravery(For Speed farming/runs)



    Load-Out Powers


    Load-out 1 (End-game CDR ST/BF ST)
    Cool-down-Reduction ST Build
    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)
    Speed Buff AoE Build
    At-Wills: SS/WMS
    Encounters: (BF/DS)/HD/(IBS/BF)
    Daily: Slam
    Passives: Destroyer/(WD/Bravery)



    Why did I chose these powers?
    • Sure Strike: Our hardest hitting At-will when it comes to Single Target, its the power you start with since the beginning and will end with in the end. -w- Deals more damage over time vs some of our heavy hitting powers to actually go off.
    • Weapon Master Strike: Amazing AoE power to clear next to everything that is in front and a little bit behind you, nice pair to go along with Lightning and Steel Blitz.
    • Hidden Daggers: Does fairly well as a AoE encounter, with decent damage and great charge timers. It has a 40% melee damage buff, which should always be used before any hard hitting powers such as IBS. This’ll never leave your encounters, unless the buff s changed in the future.
    • Daring Shout: A power you’d greet the enemy with before anything else, but most of the time you’d have BF slotted rather than this since most GF’s will be marking for you. Just so you know it’s a good buff/debuff encounter benefiting not only you, but the entire group. Generates CA since were feated. (15% increased damage to marked targets. +20% extra damage for the user. 8% Increase for allies, not including their CA.
    • Battle Fury: A great power that all Gwf’s should try out, the re-filled stamina, along with the damage buff to the self/party is great all around. You’d use this if a weaker Gwf is using DS, or a GF is already marking everything.
    • Indomitable Battle Strike: The hardest hitting Encounter the Gwf has, should be used only when fully self buffed, and when your groups buffs have been laid out. (DC/GF buffs mainly), and can be used to trigger Overcharge: Attack with an animation cancel, cast IBS and sprint, may also be the reason why you can't get IBS to trigger at times. : 3 
    • Slam: A very quick casting daily, slows enemy's, and deals fairly little damage over time(changes mod 13), but with the feat Battle Awareness it grants a nice power boost to be worth while if ya have a decent amount of power to begin with. (Around 11-13k Power for an end-game GWF, so equal to three Arcane's/Black Ice, and can be fairly consistent depending on you, and your group. ^-^ More useful in Solo/Pug play.
    • Crescendo: A fairly high damaging power, yet lacks in the casting time it's quite long and sometimes a little buggy, but if you just like seeing decent numbers go for it. Typically your At-will will surpass it's damage, though I do keep it in my tray.(sometimes) For the most part think about Slam, even if you're not spec'ed into Battle Awareness to keep your damage going.
    • Savage Advance: Does decent amount of damage, but nothing overly impressive vs. At-wills, though it cannot be animation canceled so the use of Battle Awareness cooldown effect it fairly un-appealing in PvE in most cases, with an exception to end-game.
    • Destroyer:"Your huge swipes strike deep, increasing your damage by 3/6/9/12% every time you hit more than 3 enemies with a single attack. Stacks up to 3 times." A nice damage boost that’ll never leave your tray, simply because most of our other passives are next to none, and works well of bosses, and adds alike due to Focused Destroyer Feat.
    • Wraithful Determination:"You gain up to 5/7.5/10/12.5% melee Damage as your Determination fills up. This bonus is doubled when your Determination is full." Mainly to the use of IBS once your Determination is full and triggered to make your strikes even harder, along with Sure Strike n’ Weapon Master Strike that’ll follow suit.
    • Weapon Master:¨You refine your mastery of great weapons, increasing your critical strike chance by 1.5% on every successive hit. Stacks up to 3/4/5/6 times.¨ Only use this to the process of getting to 100% critical strike, nothing really that special about it otherwise. c:
    • Bravery:¨Increase your Deflect chance by 4/6/8/10% and Runspeed by 10/12.5/15/17.5%.” For low-end content or if you don’t need the damage increase from WD, since everything is dying too fast if ya just need to get somewhere quickly. ^~^
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited March 2018
    PvP

    Powers


    At-Wills
    • (Never change.)Sure Strike(SM)Weapon Master Strike(IV)Threatening Rush(Highly recommended due to the marking and closing distance.)

    Encounters
    • Hidden DaggersIndomitable Battle StrikeBattle FuryDaring Shout(If no GF, or GWF is Marking)(IV)Frontline Serge(Semi-iffy power when it comes to casting, but a decent stun effect.)

    Dailys
    • (SM)CrescendoSpinning Strike(Lower Tier)Avalanche of Steel(Lower Tier)Savage Advance(IV)Indomitable Strength

    Class Features
    • Destroyer (Never leaves your passive)(For Speed) BraveryWraithful Determination


    Why did I chose these powers?
    • Sure Strike: Thee hardest hitting At-will when it comes to Single Target, better than most Daily’s Powers hence its more damage over time.
    • (SM)Weapon Master Strike: For a more AoE based pvp’er to clear grouped enemies very quickly if your hits connect, nice pair to go along with Lightning.
    • (IV)Threatening Rush: the IV´s best tool for marking(a little iffy with mark, but workable), replacing SMś WMS, which intern turns you into mainly Single Target focused build.
    • Hidden Daggers: Does fairly well as a AoE encounter, with decent damage and great charge timers. It has a 40% melee damage buff, which should always be used before any hard hitting powers such as IBS. This’ll never leave your encounters, unless the buffs changed in the future.
    • Daring Shout: A fairly iffy power in PvP simply due to DS's range and casting time, it maybe hard to pull off marks with it hence the reason I'd prefer TR's(Our At-will) Mark on IV since it does the job much better.
    • Battle Fury: Something next to every Geveryone should have in PvP PvP for the re-filled stamina alone, along with the damage buff ta you n' ya groupies is great all around. You’d use this if you have a power, or a GF is already marking for ya.
    • Indomitable Battle Strike: The hardest hitting Encounter the Gwf has, yet may be hard to land since the cast timer n’ visual effect , would be ideal to be used only when fully self buffed, n’ group buffs if ya have dependable group and can be used to trigger Overcharge: Attack with an animation cancel, cast IBS and sprint, may also be the reason why you can't get IBS to trigger at times. : 3
    • (IV)Frontline Serge: quite a nice power if you can deal with the clunky casting, stuning targets for a decent amount of time and can give you some nice windows to dish in more damage, from you or your team. c:
    • (SM)Crescendo: A fairly high damaging power, yet lacks in the casting time it's quite long and sometimes a little buggy, the stun effect can be rendered worthless if someone dashes/dodge etc, though can still be knocked to the ground if they don’t dodge that as well. Typically your At-will will surpass it's damage.
    • Savage Advance: If you’re buffed this can pack quite a punch to a enemy player if you get your attack to connect, though it does knock players prone cannot in the case of PvP animation cancel isn’t an issue so the use of Battle Awareness cooldown effect is a possible play style.
    • (IV)Indomitable Strength: Can pack a decent punch too, but the main use of this power from my experience is most or less for one on one combat against hard hitting foes.
    • Destroyer:"Your huge swipes strike deep, increasing your damage by 3/6/9/12% every time you hit more than 3 enemies with a single attack. Stacks up to 3 times." A must-have damage boost which wouldn’t be that great in PvP without Focused Destroyer Feat.
    • Wraithful Determination:"You gain up to 5/7.5/10/12.5% melee Damage as your Determination fills up. This bonus is doubled when your Determination is full." Not as potent as in PvE due to the varying hits since were a melee class and it’s quite iffy if our attacks connect and deal damage. When Determination is full and once you trigger it of course ideal you’ll use IBS but it’s hightly unlikely, along with Sure Strike, or Weapon Master Strike that’ll follow suit. -w-
    • Bravery: I´d recommend this as one of your primary passives in pvp simply due to the extra chance to deflect on top of the increased movement speed provided by the passive.


    Primary GWF Guide
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018
    PvE

    Rotations

    Notes
    AoE Self Buffs - Don't use em on easy/far apart Adds if there's a stronger larger group just around the corner, use em wisely.

    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)
    IV CDR
    This play-style is if you’re group is lacking a GF/2nd gwf, though it lacks AoE, so if you’re group can’t kill a boss quickly to go with the SM variant of CDR to cover the AoE with WMS.

    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.
    SM CDR
    This play-style is if you’re group is lacking a GF/2nd gwf, that lacks IBS, yet covers AoE, so if you’re group can’t kill a boss quickly to go with this, of coarse if they can kill bosses quick go with IV Variant.

    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.
    SM RBF
    If your Daily(Slam) is filled start out with that(unless 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 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. Rinse n' Repeat.
    ST (GF Marking)
    SM CDR
    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), use 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 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.
    SM RBF
    If your Daily(Slam) is filled start out with that(unless 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 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, n' IBS followed up with SS. Rinse n' Repeat.

    AoE (No GF Marking)
    If your Daily(Slam) is full, trigger that prior to combat with the Adds, hopefully your Pally is up beside you, into a group, casting DS(Red Mark), and sometimes BF (if the group needs more damage to vaporize the group), and HD next(HD Buff), by then most of the time you’ll be maxed on Determination, if not use WMS to gain Determination n' Destroyer Stacks make sure at least Determination is maxed before triggering unstoppable, immediately Follow up with MWS/SS, depending on what’s left alive, you may use BF right as the final Add dies(For stamina), rinse an repeat.
    AoE (GF Marking)
    If your Daily(Slam) is full, trigger that prior to combat with the Adds, hopefully your (Pally/GF) is up beside you, into a group starting with BF, and HD next(HD Buff), by then most of the time you’ll be maxed on Determination, if not use WMS to gain Determination n' Destroyer Stacks make sure at least Determination is maxed before triggering unstoppable, immediately IBS(on line of adds/elite mob) once you trigger it, then follow it up with WMS, depending on the situation of fighting trash, or a elite mob, rinse an repeat.


    Campaign/Solo Content/Pugs


    Campaign/Solo/Big HE Starters

    You'll use the wheel most of the time in the Campaign if you need the extra damage as your out of combat getting to enemies, and if you have Mount power and you need the damage use it after the DS.

    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.

    Campaign/Solo Advance

    In the campaign/solo environment most the the time you´ll just be casting Daring Shout(center of a group to mark everything, damage increase/tankiness), throwing Hidden Daggers(Likely kill most things/damage increase), and using WMS(Multiple targets), or SS (Single targets), n´after everything´s just died you´ll use Battle Fury(to regain stamina/move to an area faster than most due to combat lingering for a small time after things die) and mounting up to the next area, for those low end things your artifacts/mount powers/Indomitable Battle Strike are quite overkill, and take away time from the quick combat. Not much mobility is needed.
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited March 2018
    Layed off to a later date to focus on PvE

    PvP

    Loadout 1
    Loadout 1 (v)
    Loadout 2
    Loadout 2 (v)
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited March 2018
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited March 2018

    End Game Gear

    PvE
    When it comes to Armor, at end game you´ll have an odd ball set of gear to work with, along with a few other equipment that could be passable, in situational moments all depends what is an option for you.
    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.
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited March 2018
    PvP
    When it comes to PvP Armor, there´s not much to be said since the removal of tenacity, yet you´ll still rock some of that gear.
    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)”
    • Primal Assualt Gear The Bracers I’d recommend for PvP due to the Bonus and Stats.
    Bracers
    • “When you damage or heal your target for more than 15% of your Maximum Hit Points in a single blow, you gain 1% Power for 10 seconds. (Max stack 5)”
    Total Base Stats:

    Armor Kits
    • Power (Increase Damage.)
    • Armor Penetration/Deflection (If needed.)
    • Hit Points (Helps push you above the 200k HP threshold you’d like to be at.)

    BiS Armor Enchantment
    • Negation, Used mainly to make up for your lack of Damage Resistance, in some cases it can be made Useless, if facing a Top Tier GF due to one-shotting, but in most other cases you’ll be able to survive most classes fairly well enough to gain the Res %.
    • Thunderhead, A fairly controversial armor enchantment in PvP, simply due to the stacking of Stunning items/Boons/Powers/etc. Though there may be something wrong with certain grades, but I have no prove, just a forewarning. ^•^
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited March 2018
    Overload Slots(PvE Only atm, Updated sooner or later)

    Link to Primary GWF Guide
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited March 2018

    Feats

    PvE


    So as you may see above there’s multiple feats you may pick and lose out on another, each being situational for different ranges of Gwf’s when it comes to stats, or what you’re facing at the time, so take that into account.


    Thoughts on each Varied Feats
    (Temporary Look)

    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-

    Sword Master


    Load-out 1 (End-game CDR ST/BF ST)
    (PH Look)
    For End-game single target build.

    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)
    (PH Look)
    For End-game AoE, this load-out really won't alter in anyway throughout your play I'd recommend this, but you can use BA instead if you prefer it.

    Speed Buff AoE Build
    Weapon Mastery
    Mighty Blade
    Relentless Battle Fury

    Load-out 3 (Pug/RQ ST)
    (PH Look)
    For a more self-buff play-style not relying on the random players to provide Power Share as one would in End-game

    Weapon Mastery
    Disciple of War
    Battle Awareness


    Reference *Power Section for Powers for each load-out.
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited March 2018
    (Ignore all below for now )
    PvP
    Single Target BF

    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)
    • Student of the Sword-Due to limitation of this feats usefulness in End-game content, Provides about a very little increase in damage and is made useless practically in high end groups. More or less there’s better options out there.
    • Powerful Challenge- This'll be a situational feat, if you're a low end GwF still in the process of getting to the slaughtering king status keep this equipped because you'll likely still be using Daring Shout, and not running ahead with Battle Fury, like one does In PuG groups, since IBS isn't a reliable marking tool n’ everything will be dead by the time it goes off to burst mark you may pass on it, for other feats. -w- BUT if you're in a end tier group the GF will likely be by your side marking everything for you so you’ll have this feat equipped.
    • Scale Agility- A nice feat to have, but is fairly unnecessary was the better choice between the two that lead to Powerful Challenge, BUT for now keep this feat until Mighty Blade is confirmed to work as intended in the preview. : 3
    • Mighty Blade, (Ignore this in 12B, reffering to 13) When hitting multiple targets it´ll increase your damage, which practically all power do so you´ll switch over to this.
    • Relentless Battle Fury- Once you get to a point that your power is quite high, and you´re starting to kit out for End-Game jump over to this. c:
    • Battle Awareness- Giving our daily some purpose, granting us 25% of our power on top of what we have, can't complain with that since slam isn't hard to get going, just need the base power to be really useful in solo content.
    • Constitution Focus- Grants a tiny bit of an increase to HP, once you get to Maxed you´ll be able to switch to this feat due to some spare Critical you´d have laying around. -w-
    • Weapon Mastery- Not needed in any build, but makes it easier to build up your critical %, so I recommend this to most Gwf´s.
    • Disciple of War- Be that it grants you power it´s an alright feat, but in the end it´s not that much, and it´s counter-part Staying Power, while decreased in effectiveness it´ll still be a bigger impact upon your character.
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    Reserve (PC Comment Allowed HTML)
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018

    Companions

    Helpful Comp Info
    A good portion of your stats come from your Companion, primary being Power with Critical as your secondary with Armor Penetration as your third.

    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)
    You have a Three to choose from, the best at the top.

    Chultan Tiger

    Rank 14’s


    Rank 13’s


    Active Bonus


    Noteworthy Powers


    The Tiger's Power of 10% increase damage dealt applies to you an your entire team, with an up-time of 100% if you're by yourself make sure you're Marking(DS) since it provides it the Combat Advantage, it has both Active Bonuses, the only downside to this companion is it's quite slow in movement. -w•


    Con Artist

    Rank 14’s


    Rank 13’s


    Active Bonus


    Noteworthy Powers

    While it lacks the superior Active Bonus that the Chultan Tiger has, it does provide full rings slots making it the most versatile Active Companion, n' easiest to work with, yet could cost quite a bit to make Legendary, producing a similar bonus to Chultan Tiger shredding 10% of an enemy defense.

    Reble Mercenary/Sellsword

    Rank 14’s


    Rank 13’s


    Active Bonus


    Noteworthy Powers

    The hardest to kit out, and the worst companion on the list, barely viable, quite a loss in power yet still an option to those that don't want to jump over to the other companions so soon. ^.^

    Bonus Companions(Un-summoned)

    These will be your BiS Companion Lineup.

    Companion 1

    Air Archon

    Companion 2

    Tamed Velociraptor

    Siege Master

    Alpha Compy
    Depending on the situation will result in which companion you should be using, and with the new addition of the Alpha Compy it'll be the ideal choice for any Module 12-13 content while Tamed Velociraptor still is the ideal choice if you n' your group is running non-chult content, but even then that's typically not needed. While for Pugging and Stronghold the Siege Master is best even for the purpose of all rounder companion. ^-^

    Companion 3

    Earth Archon

    For End-game Groups most of the time, though if you can keep your HP full with Boons n' Lifesteal in PuG's it'll be a viable option all round.

    Companion 4
    War Boar

    As long as someone is marking it compliments every playstyle we have. c:
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018
    Where’s the Crit Sev Comps?
    The below companions depend on the amount of Critical Severity you already have, in most cases you'll have the Critical Severity covered.

    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.


    Erinyes of Belial

    Cambion Magus

    Area Specific Companions
    May also equipped Area specific Companions such as the ones below.Mage Slayer- "Doubles drop rate of Portal Stones in the River District. Increase damage against the Cloaked Ascendancy's minions by 10%
    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%.
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018
    PvE
    Offensive Enchantments



    Azures/Radiants/Darks/Demonics are the starting option once your progressing your way to R13's in mod 13, it’s all dependent on your current Critical Chance prior to reaching the Omu gear which is bringing us back to our roots, making it quite harder to achieve 100% Critical, and not having to worry about Armor Penetration anymore like we did in Mod 12B since we'll get 87% without any way to decrease it beneficially.

    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. ^.^



    Rules!

    • Pick your Grade of Enchantments.
    • Pick the companion you use.
    • Pick the Buffs you use, be weary group efficiency may vary.
    The Campfire buff is active in each of these. ^.^ This is for STR/CHA attribute builds.

    Rank 13's
    Chultan Tiger

    Potency Potion/No buffs

    If you're just using a potency potion or nothing at all this'll grant you 100% Critical Chance.
    • 9x Azure

    Potency/Wild Storm Buff

    • 8x Azure
    • 1x Brutal

    Potency/Wild Storm/(S/P) Soup Buff

    • 5x Azure
    • 3x Brutal
    • 1x Black Ice

    Situational Section

    Potency/Wild Storm/(S/P) Soup/Calvary Warning Buff

    If you can kill bosses within 15 seconds.
    • 9x Brutal

    Potency/Wild Storm/(S/P) Soup/Calvary Warning/Tensers Buff

    If you can kill bosses within 12 seconds.
    • 7x Brutal
    • 1x Radiant
    • 1x Black Ice

    Con Artist

    Potency Potion/Wild Storm/No buffs

    If you're just using a potency potion/Wild storm or nothing at all this'll grant you 99-100% Critical Chance, which is perfectly fine.
    • 6x Azure
    • 3x Brutal

    Potency/Wild Storm/(S/P) Soup Buff

    • 3x Azure
    • 5x Brutal
    • 1x Black Ice

    Situational Section

    Potency/Wild Storm/(S/P) Soup/Calvary Warning Buff

    If you can kill bosses within 15 seconds.
    • 8x Brutal
    • 1x Radiant

    Potency/Wild Storm/(S/P) Soup/Calvary Warning/Tensers Buff

    If you can kill bosses within 12 seconds.
    • 6x Brutal
    • 2x Radiant
    • 1x Black Ice

    Sellsword

    Potency Potion/No buffs

    If you're just using a potency potion or nothing at all this'll grant you 100% Critical Chance.
    • 8x Azure
    • 1x Brutal

    Potency/Wild Storm Buff

    • 8x Azure
    • 2x Brutal

    Potency/Wild Storm/(S/P) Soup Buff

    • 4x Azure
    • 4x Brutal
    • 1x Black Ice

    Situational Section

    Potency/Wild Storm/(S/P) Soup/Calvary Warning Buff

    If you can kill bosses within 15 seconds.
    • 7x Brutal
    • 2x Black Ice

    Potency/Wild Storm/(S/P) Soup/Calvary Warning/Tensers Buff

    If you can kill bosses within 12 seconds.
    • 7x Brutal
    • 2x Radiant


    Rank 14's
    Chultan Tiger

    Potency Potion/No buffs

    If you're just using a potency potion or nothing at all this'll grant you 100% Critical Chance.
    • 5x Azure
    • 4x Brutals (3x if Potency used)
    • 1x Black Ice (if potency used)

    Potency/Wild Storm Buff

    • 6x Brutal
    • 3x Azure

    Potency/Wild Storm/(S/P) Soup Buff

    • 9x Brutal

    Situational Section

    Potency/Wild Storm/(S/P) Soup/Calvary Warning Buff

    If you can kill bosses within 15 seconds.
    • 6x Brutal
    • 2x Radiant
    • 1x Black Ice

    Potency/Wild Storm/(S/P) Soup/Calvary Warning/Tensers Buff

    If you can kill bosses within 12 seconds.
    • 5x Brutal
    • 3x Radiant
    • 1x Black Ice

    Con Artist

    Potency Potion/No buffs

    If you're just using a potency potion or nothing at all this'll grant you 100% Critical Chance.
    • 9x Brutal

    Potency/Wild Storm Buff

    • 7x Brutal
    • 2x Black Ice

    Potency/Wild Storm/(S/P) Soup Buff

    • 5x Brutals
    • 2x Black Ice
      2x Radiant

    Situational Section

    Potency/Wild Storm/(S/P) Soup/Calvary Warning Buff

    If you can kill bosses within 15 seconds.
    • 5x Radiant
    • 4x Brutals

    Potency/Wild Storm/(S/P) Soup/Calvary Warning/Tensers Buff

    If you can kill bosses within 12 seconds.
    • 5x Radiant
    • 3x Black Ice
    • 1x Brutal

    Sellsword

    Potency Potion/No buffs

    If you're just using a potency potion or nothing at all this'll grant you 100% Critical Chance.
    • 5x Brutal
    • 4x Azure

    Potency/Wild Storm Buff

    • 6x Brutal
    • 2x Azure
    • 1x Black Ice

    Potency/Wild Storm/(S/P) Soup Buff

    • 8x Brutals
    • 1x Radiant

    Situational Section

    Potency/Wild Storm/(S/P) Soup/Calvary Warning Buff

    If you can kill bosses within 15 seconds.
    • 5x Brutals
    • 3x Radiants
    • 1x Black Ice

    Potency/Wild Storm/(S/P) Soup/Calvary Warning/Tensers Buff

    If you can kill bosses within 12 seconds.
    • 4x Brutal
    • 4x Radiant
    • 1x Black Ice

    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018
    .Defense Slots
    Generally Used Defensive
    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 Slots
    Generally used Ultilty’s
    • Fey Blessings(RP)
    • Quartermaster’s(RP)
    • Dragon Hoards(RP)
    • Darks(Movement)
    • Azure’s(Exp)

    BiS Utility’s
    End-Game 1
    • 5x Darks (Maximize Movement since speed is key to get to enemies. ^-^)
    End-Game 2
    • 2-3x Darks
    • 1x Quartermaster
    • 1x Fey Blessing
    • (Optional)1x Dragon Hoard, 1x Savage
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018
    PvP
    Radiants and Darks are the starting option once your progressing your way to R13's, it’s all dependent on your current Armor Penetration, which now is harder to achieve due to diminishing within PvP, you’ll want to aim for 12-16k

    Rank 13's
    • 9x Vicious

    Rank 14's
    • 8x Vicious
    • 1x Radiants
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018

    Combat/Equip Powers

    A wonderful combat power we've had for a long time, first off the 10% power is always nice (roughly 4-5k power). As for the movement it's nice to have, but not necessarily needed.The +2 STR/DEX/CON/AC providing nice additional amount of stats, allowing it to push ahead of the Trex Combat Power for personal DPS/Main DPS.


    Wonderful addition to our Combat Powers, this is more targeted towards Support/Low-end DPS, though if you're group dishes out decent DPS then it'll serve its purpose for you n' them.


    Equip Powers:

    Apparatus of Gond
    Guard Drake
    Heavy Giant Spider
    Heavy Twilight Nightmare
    Purple Owlbear
    Whirlwind
    Arcane Whirlwind
    Black Ice Warhorse

    White Owlbear
    Leopard of the Chult
    Fungal Flail Snail
    Apparatus of Kwalish
    Enchanted Courser
    Tenser’s Floating Disk
    Your Ideal choice is 4k Power, though take the 4k recovery if you only have the 2k Power due to feats, remember more Recovery more power. Unless it’s between 2k power vs 2k recovery, then it’s more beneficial to take 2k Power.
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018

    Stable

    Single Target
    AoE/Campaign
    BiS Insignia Combinations

    Assassin’s Covenant
    Nice addition to your base power, we may not directly influence it , but it wouldn´t make the biggest difference if we did.

    • Aberrant Fey Wolf
    • Apparatus of Gond
    • Apparatus of Kwalish
    • Ash Tribal Lion
    • Beholder Personal Tank
    • Commander Tyrannosaur
    • Emperor Beetle
    • Gorgon
    • Imperial Rage Drake
    • Spiked Deinonychus
    • Stormraider Clydesdale
    • Tenser's Floating Disk
    • War Triceratops
    • Warpainted Tyrannosaur
    • White Owlbear

    Protector’s Camaraderie

    Bigger brother of friendship, providing a grand total of 12% increased power(Really varies though maxed 4-5k) and defense, of coarse main concern is the power. Fairly consistent at keeping it fully proc´d.


    • Arcane Whirlwind
    • Black Ice Whirlwind
    • Arkaiun Courser
    • Cavalry Tyrannosaur
    • Coastal Flail Snail
    • Commander Tyrannosaur
    • Emperor Beetle
    • Giant Beetle
    • Giant Crab
    • Guard Drake
    • Imperial Rage Drake
    • Medium Black Horse
    • Purple Owlbear
    • Runeclad Manticore
    • Suratuk's Giant Red Crab
    • Suratuk's Ruby Strider
    • Trained Grizzly
    • Triceratops
    • War Triceratops
    • Warpainted Tyrannosaur
    • White Tiger

    Artificer’s Persuasion
    You could gain quite a lot of Recovery from this due to it scaling with buffs intern knocking down your encounter powers by 2-4 seconds for more IBS´s and BF´s, though remember it's only active for a certain amount of time, meaning it'll be in-active for 45 seconds between artifact use. You´ll have to kill bosses within 15 seconds to take advantage fully.
    • Aberrant Gorgon
    • Arcane Whirlwind
    • Armored Giant Strider
    • Axe Beak
    • Axe Beak (Legacy)
    • Black Ice Warhorse
    • Blazing Yeah Hound
    • Carpet of Flying
    • Celestial Stag
    • Coastal Flail Snail
    • Enchanted Courser
    • Flail Snail
    • Flail Snail (Legacy)
    • Forest Flail Snail
    • Fungal Flail Snail
    • Legendary Carpet of Flying
    • Leopard of Chult
    • Medium Waterdeep Horse
    • Rage Drake
    • Runeclad Manticore
    • Savage Polar Bear
    • Skeletal Worg
    • Skeleton Steed
    • Suratuk's Blue Tarantula
    • Swift Golden Lion
    • Tiger-Striped Owlbear
    • Tuigan Courser
    • Whirlwind

    Cavalry's Warning
    May not be as great as it could be, the Power isn't the main draw, but it's quite nice to have(3-4k) the critical strike it provides, grants you more space to get even more Power/other stats as long as you can use it effectively n' efficiently.
    • Arcane Whirlwind
    • Armored Bulette
    • Armored Axe Beak
    • Armored Griffon
    • Beholder Personal Tank
    • Black Ice Warhorse
    • Champion's Armored Bulette
    • Coastal Flail Snail
    • Dusk Unicorn
    • Embellished Apparatus of Gond
    • Firesoul Gorgon
    • Frozen Yeth Hound
    • Heavy Howler
    • Heavy Worg
    • Howler
    • Manticore
    • Medium Adventurer's Horse
    • Medium Palomino Horse
    • Owlbear
    • Runeclad Manticore
    • Sylvan Stag
    • Tenser's Floating Disk
    • Yeth Hound
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018

    BiS Insignia Combinations

    Shepherd's Devotion

    Needed in any group due to it scaling with your power, so the Defense you gain will be turned back into power due to Steely Defense feat, along with the movement generally making dungeon runs faster. -w-

    • Aberrant Gorgon
    • Armored Giant Strider
    • Arcane Whirlwind
    • Axe Beak
    • Axe Beak (Legacy)
    • Black Ice Warhorse
    • Blazing Yeth Hound
    • Carpet of Flying
    • Cavalry Tyrannosaur
    • Celestial Stag
    • Coastal Flail Snail
    • Commander Tyrannosaur
    • Dawn Unicorn
    • Emperor Beetle
    • Enchanter Courser
    • Giant Crab
    • Guard Drake
    • Heavy Giant Spider
    • Imperial Rage Drake
    • Legendary Carpet of Flying
    • Leopard of Chult
    • Lord’s Armored Polar Bear
    • Rage Drake
    • Runeclad Manticore
    • Sabino Destrier
    • Skeleton Steed
    • Small Forest Stag
    • Soot Tribal Lion
    • Suratuk’s Giant Red Crab
    • Suratuk’s Giant Sunset Crab
    • Swift Golden Lion
    • Triceratops
    • Turmish Lion
    • War Triceratops
    • Warpainted Tyrannosaur
    • White Tiger

    Gladiator’s Guile
    A nice insignia combination, one of those bonuses I'd simply recommend if you feel you can keep the speed part up a decent aamount of the time between bosses, since it isn't needed anywhere except Campaign zone n' AoE Trash segments. c:


    • Apparatus of Gond
    • Ash Tribal Lion
    • Armored Giant Strider
    • Beholder Personal Tank
    • Black Stallion
    • Carpet of Flying
    • Celestial Stag
    • Commander Tyrannosaur
    • Dawn Unicorn
    • Emperor Beetle
    • Fey Gorgon
    • Gas Spore
    • Gorgon
    • Heavy Giant Spider
    • Heavy Mystic Nightmare
    • Imperial Rage Drake
    • Legendary Carpet of Flying
    • Lord's Armored Polar Bear
    • Moss-daubed Horse
    • Skeleton Steed
    • Soot Tribal Lion
    • Spiked Deinonychus
    • Starfade Stag
    • Stormraider Clydesdale
    • Swift Golden Lion
    • Tenser's Floating Disk
    • Turmish Lion
    • War Triceratops
    • Warpainted Tyrannosuar
    • Wolf of the Wild Hunt

    Insignia’s Slotted
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    Reserve
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    Reserve
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018

    Boons


    Guild Stronghold
    imageimageimage

    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)

    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018

    Boons

    Icewind Dale
    image


    (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
    image


    image(PvE/PvP) Power wins hands down in both cases.
    image(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.
    image(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.)
    image(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
    image(PvE) Straight up increased damage against demon enemies, of coarse only applying to PvE content.

    Tyranny of Dragons
    image(PvE/PvP) The Dragonheart is ideal for a AoC group, but any other case, go with Dragon's Claws.
    (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
    image
    (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.
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018

    Boons

    Elemental Evil
    image
    (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
    image
    (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. ^~^
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018
    Post edited by ltsmithneko on
  • ltsmithnekoltsmithneko Member Posts: 1,578 Arc User
    edited April 2018

    General Stats


    Hit Points (PvE) Overall having a decent pool of Hit Points is nice. Around +200k is ideal.(160k without HP Boon)

    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-
    Post edited by ltsmithneko on
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