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How legendary companions work

smulchsmulch Member, NW M9 Playtest Posts: 625 Arc User
edited April 2015 in PvE Discussion
Ok, after doing some extensive testing on the test realm, I think I figured out how it works.


Upgrading one companion to legendary (and having him active) switch the 15% stat transfer switch at on.
Summoning a companion with the switch at on will make him transfer 15% of his stats regardless of his level/quality.
The buff is a single switch that's either there or not, as thus, having multiple legendary companions do not do anything for you.

What does it mean to you? You should only have your summoned companion at legendary bonus as any other companion is just a waste of astral diamonds.
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Comments

  • sadus671sadus671 Member, NW M9 Playtest Posts: 204 Arc User
    edited April 2015
    smulch wrote: »
    What does it mean to you? You should only have your summoned companion at legendary bonus as any other companion is just a waste of astral diamonds.

    Unless they have a non-stat Active bonus that actually improves with the increased level... ;)
    -= Primary Characters =-

    - Forge (GF)
    - Apocalypse - (DC)
    - Sadus (OP)
    - Fireball (GWF)
    - Ixian (CW)

    Thank you Loadouts for allowing my toons to be all the things... they ever wanted to be....
  • smulchsmulch Member, NW M9 Playtest Posts: 625 Arc User
    edited April 2015
    sadus671 wrote: »
    Unless they have a non-stat Active bonus that actually improves with the increased level... ;)

    every companions give the same bonus at legendary.
  • sadus671sadus671 Member, NW M9 Playtest Posts: 204 Arc User
    edited April 2015
    Their individual Active Bonus... for example.. Erinyes of Belial ... Rare = 5%, Epic = 10%, Legendary = 15% Crit Severity.
    -= Primary Characters =-

    - Forge (GF)
    - Apocalypse - (DC)
    - Sadus (OP)
    - Fireball (GWF)
    - Ixian (CW)

    Thank you Loadouts for allowing my toons to be all the things... they ever wanted to be....
  • smulchsmulch Member, NW M9 Playtest Posts: 625 Arc User
    edited April 2015
    sadus671 wrote: »
    Their individual Active Bonus... for example.. Erinyes of Belial ... Rare = 5%, Epic = 10%, Legendary = 15% Crit Severity.

    the individual bonus does not increase at legendary rank.
  • sadus671sadus671 Member, NW M9 Playtest Posts: 204 Arc User
    edited April 2015
    oh! I was misinformed then :) In that case, would it be your Augment Companion that would make the most sense to upgrade to Legendary?
    -= Primary Characters =-

    - Forge (GF)
    - Apocalypse - (DC)
    - Sadus (OP)
    - Fireball (GWF)
    - Ixian (CW)

    Thank you Loadouts for allowing my toons to be all the things... they ever wanted to be....
  • umscheumsche Member, NW M9 Playtest Posts: 461 Arc User
    edited April 2015
    And do you get 15% of companion HP?
  • smulchsmulch Member, NW M9 Playtest Posts: 625 Arc User
    edited April 2015
    umsche wrote: »
    And do you get 15% of companion HP?

    Yes you do.

    The augment would make the most sense but it's also possible that a non augment would be ideal if they are able to survive and you have 3 perfect or better bonding runes. I don't know if the uptime for them is high enough or not.
  • vandignescavandignesca Member Posts: 162 Arc User
    edited April 2015
    smulch wrote: »
    Yes you do.

    The augment would make the most sense but it's also possible that a non augment would be ideal if they are able to survive and you have 3 perfect or better bonding runes. I don't know if the uptime for them is high enough or not.

    I've been using a legendary Lillend, and it is indeed worth it. With the new revive system I almost always have 1 bonding runestone buff on me, and usually 2 which then surpasses an augment's bonuses. The only recommendation I would make is to use a companion with a 2second or less cooldown attack as the bonding runestone buff triggers (chance trigger that is) on their skill uses. Companions such as Aranea for example, while tempting for dpsers with 3 offensive runestone slots and great equipment slots, have 3 skills with a 3 second, 8 second and 15 second cooldown, which means you have far fewer skill-runestone proc chances.

    *edit (oh, fyi, I get very slightly better stats (versus augments) with 1 greater bonding (rank 9) proc and 1 bonding (rank 8) proc myself. If all 3 are up, the stats are much better)
    Love yourself, and focus on the rest of the madness of life later.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited April 2015
    Bonding Runestones have a 20 second uptime and a 30 second CD, so if you're running multiple Bonding Runestones (which stack), you just need to make sure the attack happens every 2-4 seconds, and you should see good uptime on buff. Ideally you want to get in a situation where you consistently have 2 stacks up, and one is refreshing as the other falls off. With Perfect Bonding Runestones, this gives you a +130% stat bonus, which is superior to an Augment.

    With a Lliira's Bell and the self-rez of the companions, it's not hard to keep them alive anymore.

    Plus you get the benefits of their actual abilities, like the healing or tanking.

    Personally, I'm running with a Legendary Acolyte of Kelemvor, who is amazing. She gives you a 10% damage reduction buff and a lifesteal buff (which equals about another 10% bonus to LS). Plus her active bonus of +5% incoming healing ain't bad.

    So you put all that together, and I haven't even summoned an augment in Module 6.
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