Table of Contents

DC Aims

DC Mechanics



So How Does a DC Buff/Debuff?

DC Damage Increasing Buffs

DC Damage Increasing Debuffs:

Differences Between the Paragon Paths

Buff Properties

Booster Buffs

Power as a Buff


A Primer on Damage Increasing Buffs/Debuffs

Reapplying Buffs/Debuffs: Stacking Properties

Positioning and Buff Range

The Concept Behind Playing a DC

Time: Selecting the Right Divinity Mode Abilities and Cancels

Selecting Divinity Mode Abilities


Macros (Mustard Race Only)



Builds and Build Considerations


Build Considerations

Support DO

Playing a Support DO

Anointed Champion

Playing an AC DC


Playing a DPS DO




DC Mechanics


DCs have a mechanic called Divinity. You can build pips of Divinity through using your At-wills, with a maximum of 3 pips buildable.

The main purpose of Divinity is to cast Encounter powers while Divinity is active. A Divinity Encounter will apply a different effect of the Encounter power and will not have any cooldown, but a cast will require one pip of Divinity.

You can tell whether you’re in Divinity by the color of your Divinity bar.

Blue tells you you’re in Divinity, and yellow tells you you are in normal mode.



DCs also have a special mechanic called “Empowered”. Casting any encounter power in Divinity will grant you one stack of Empowered (capping out at 3 maximum Empowered stacks); the stacks of Empowered last 15 seconds. Any encounter powers casted in Divinity mode will refresh the timer of your currently existing Empowered stacks.

You can tell when you have Empowered stacks by reading your buffbar, by watching the little blue balls float around your character, or, if you attain 3x Empowered stacks, by watching the message “Fully Empowered” pop up.

Empowered Stacks on Buffbar.

The Blue Balls and “Fully Empowered” Message

The next cast of a non Divinity Encounter power will consume all of your Empowered stacks, but your casted ability gains a powered up effect, in addition to applying the ability normal effect. For example, Empowered Break the Spirit will apply both its damage buff to teammates (increasing teammate damage) in addition to applying its damage decreasing debuff to enemies (reducing enemy damage).

This powered up stated is commonly referred to as the “Empowered (insert name of ability here)”, or “Emp” for short. Given that some moves have vastly different effects depending on whether it has consumed Empowered stacks or not, it is important to denote Empowered version of the ability versus the non-Empowered version, or whether you’re even talking.

DC Aims

The main goal of any DC is to maximize offensive buffs and damage increasing debuffs.

Clerics in other MMOs have traditionally been a healer. Though you can play a healer cleric in NW, there is very little point in doing so.

Lifesteal, a stat available to everyone, heals much better than any DC could hope for. In addition, you only need healing if you are getting hit, and if you are getting hit, you are either a tank who has the tools to take care of themselves, or are a non-tank who needs to learn how to dodge. Lastly, by healing, you aren’t tapping into the DC’s buffing potential, which is unmatched by any other class in the game.

So How Does a DC Buff/Debuff?

DCs generally buff their teammates with a variety of powers, ranging from Daily Attacks, Encounter Powers, and some feat choices.

All abilities are assumed to be used with maximum feats allocated, maximum Empowered stacks consumed, or maximum power points spent on the abilities.

 represents the power/ability is a Divine Oracle exclusive, represents the power/ability is an Anointed Champion exclusive.

DC Damage Increasing Buffs

Encounter Powers:

Class Features:

Daily Attacks:


DC Damage Increasing Debuffs:

Encounter Powers


Differences Between the Paragon Paths

Both are great for buffing your team, though DO generally has the edge if you need to pick one build to run. With the advent of loadouts, there is no reason not to have 1 AC and 1 DO build in your repertoire.

The main differences between the two mostly come in the form of how passive one is in buffing/debuffing.

Divine Oracle is the more passive of the two paragon paths, requiring less work than its counterpart. DO is more suited to newer players or players who don’t have a lot of gear for their DC.

In terms of exclusive DO feats, none of the DO specific feats are noteworthy.  

The DO specific powers are merely alright. The Brand of the Sun At-will is quick to cast and is overall great for generating Divinity. The DO specific Encounter power, Prophecy of Doom, adds a nice debuff to the DO’s arsenal, but the main drawback of the power is its extremely slow casting time. Prophecy is nearly impossible to set up on mobs because of its casting time and needs to be pre-planned for use on boss fights.

DOs gain no special buffing daily attacks, so they are left to make do with  Hallowed Ground, which isn’t a bad thing. Hallowed Ground is a very simple “fire and forget” daily attack that lasts 15 seconds with a generous cooldown and great uptime. With a decent investment in Recovery (close to 15,000ish), you can practically keep up Hallowed Ground 24/7.

For what little DO gets in exclusive powers, daily attacks, and feats, the DO more than makes up for it in their exclusive passive (aka class feature): Terrifying Insight. For a paltry 4 Power Points, all players in your party have their damage multiplied by 1.20x as long as you are alive and within proximity to them. There is a range at which TI turns off, but there should be no point at which a DC will be that far away from their teammates. TI is so easy to use and so scarily useful that it is easily earns its spot as one of the game’s top 3 class features, if not the game’s very best class feature for being a practically free 20% DPS Increase for all party members.

Note that a “passive” playstyle is not necessarily “ineffective”. In general, Terrifying Insight is far more effective choice when compared to its competitor of Anointed Army + Battle Fervor + Weapons of Light. TI will grant a larger DPS Increase than AA+BF+WoL in almost all regular circumstances, in addition to TI requiring substantially smaller effort and gear.

Anointed Champions require much more work to be as effective, if slightly worse than their DO counterparts. But that’s not to say ACs are bad, as many team want both an AC DC alongside a DO DC.

The AC specific feats are decent enough and synergize well with the AC tree. Battle Fervor, a 2nd tier feat in the Virtuous tree, is a must pick up skill for sharing 15% of your Base Power when you use the Blessings of Battle At-will. Ancient Warding is a pretty decent feat overall and is worth picking up on any AC build.

ACs get quite a few useful exclusive powers.

The AC specific At-will, Blessings of Battle, is great for using with Battle Fervor, but suffers from a long casting time (though there are ways to get around that…).  Additionally, Battle Fervor has a very small radius of effect and buff duration, so you need to be very precise about where and when you place/refresh the Battle Fervor buff.

The AC specific Encounter power,  Exaltation, is decent overall. It buffs the damage of a single party member by 12%, with an additional 5% per Empowered stack consumed. Using Empowered stacks on just Exaltation is a very bad idea, as you are primarily going to use your Empowered stacks on the generally superior Break the Spirit/Forgemaster’s Flame. Through use of a bug feature, you can actually consume the same 3x Empowered stacks to place Empowered Forgemaster’s Flame on teammates and place a Empowered Exaltation on one teammate.

The main problem of Exaltation is aiming the power, as it can be applied to players and companions. In the midst of battle, good luck consistently placing Exaltation on someone amidst the sea of companions and fat lizards. You can mitigate this on PC through the use of targeting macros.

The main attraction of AC is the AC specific daily attack, Anointed Army. Within a small radius, Anointed Army shares 33% of your Base Power, absorbs 4 hit’s worth of damage up to 20% of your max HP, and even makes you immune to non cheating CC effects. All of the buffs will disappear if you are damaged 4 times, or if 10 seconds have passed. This is the main reason why AC is just more resource intensive to play, as you need to have a ton of base Power to make your AA share a ton of Power, and you need a ton of Recovery to make sure you can keep the AA rolling. Additionally, AA has a very small buff radius and has a weird quirk with Bonding runestones, so you need to be very precise about where and when you are placing AA on teammates.

One noticeable misconception about AA is that AA stacks between multiple DCs. If you have two ACs placing AA on teammates, multiple balls appear on the character, in addition to the buffbar reading “2x Anointed Army”. Logically, this would mean you gain the benefits of the base Power of both DCs and gain 8x hits of damage absorption, right?

This is false. What the second AA is doing to the first AA is overriding the Powershare of the first AA, ie, the only Power shared is the second AA’s. You gain no extra hits of damage absorption.

For all the great powers AC gets, AC is very lacking in the AC exclusive passives (aka class features) when compared to DO. The AC exclusive class features are defensive in nature, which does not work well in PvE when the best defense is killing everything quickly. Thus, ACs will primarily be relying on specific DC universal class features. The most useful class features for an AC build would be  Hastening Light, which keeps the team’s offense rolling while the AC is constantly refreshing AA.

Buff Properties

When people use the team “buff”, they often mean the word “offensive” buffs. That is, these are spells, abilities, or items which are placed on teammates and cause teammates to deal more damage.

Booster Buffs

The main category of buffs are damage increasing buffs, or“booster” buffs as a certain egghead calls them. They often come with the flavor text “your damage is increased by (x)%” and are commonly shortened to just “buffs” due to these ones being the most important.

Mathematically they simply multiply your damage by 1 + (buff % as a decimal) and are multiplicative with other booster buffs.

Examples of Booster Buffs: Hallowed Ground or Terrifying Insight, which multiply your damage by 1.35x and 1.2x respectively.

Power as a Buff

Power buffs simply add a certain amount of the Power stat to the recipient’s total Power stat. Due to the mechanics of these buffs, they are often called “Powershare”.

The Power stat as a whole is calculated as a buff, where every 400 (399.0804 if you like being exact) points of Power adds a 1% damage bonus to the overall Power buff. For AC DCs and Weapons of Light min-maxers, maxing out your base (“shareable”) Power is your life.

@dupeks has compiled a list of what is considered “base Power” here.

But for the DPS players, it isn’t necessary to pursue every point of Power, since you have your Resist Ignore to top off and Critical Chance to fill.

A common misconception is to say that, if you currently have 40,000 Power, and you add 4000 extra points, your DPS increases by 10%. This is false, since Power is additive to other sources of Power. You need to check the change in damage from your original hit and compare it to a hit with extra Power (it’s not like many people start at 0 Power nowadays).

The typical DPS Increase Formula is to check your new damage vs. your old damage.

If the damage formula involving Power is really just:

We can say our say our “New Damage” is our damage with our addition of 4000 Power and our old damage is the damage without the additional Power. We can thus change the formula into:

Since you would expect your Old Damage before adding Power to be the same regardless of your current Power stats, we can simplify the formula and just look at what would conceivably change the numbers.

So, in our example involving an addition of 4000 Power from a starting point of 40,000 Power…

So, the approximate DPS increase from adding 4000 extra Power from 40,000 starting Power is a 5.006% DPS increase. Not quite the same bang for your buck as most people think, but it’s something...


When people use the term “debuff”, they often are referring to spells, items, or abilities that places a status effect on enemies that causes enemies to take more damage.

Debuffs are often accompanied by the flavor text of “target’s damage resistance is reduced by (x)%” or “target’s defenses are shredded/lowered by (x)%”. Due to Module 12, debuffs now have diminishing returns applied to them.

A Primer on Damage Increasing Buffs/Debuffs

So what’s so special about these buffs or debuffs? Well, take a look at the part of the damage formula which regards buffs/debuffs:

*For the non math geeks, Pi (π) means “product of” and Sigma (Σ) means “sum”.

For example, say we have an attack which deals 100 damage as its base damage. If we applied a 20% damage buff to ourselves, then applied a 20% debuff to enemies, your new damage would be:

New Damage = (Old Damage) * (Product of Buffs) * (Sum of Debuffs)





Okay, sounds fine, but why do most endgame players emphasize the roles of buffing or debuffing when you ultimately need damage to win a dungeon?

Simply because stacking buffs/debuffs will “”contribute” more DPS than if you hired an additional DPS player.

There are only 5 slots to a party in dungeons. Balance issues aside, assume that all DPS players that take those slots will deal the exact same amount of DPS. To represent a player’s DPS, we’ll use “Δ”.

Our goal is to maximize our team’s DPS output, as it doesn’t matter who is at the top of the Paingiver chart as it matters how much damage is being done.

So, say you select 5 DPS players who are all selfish and only aim to maximize their own DPS output (ie, they don’t work with each other… if they work together, we’ll talk about that). Damage in NW is calculated (generally) as:

New Damage = Old Damage * (Product of Buffs) * (Sum of Debuffs)

Inserting your DPS player’s output as “old damage”,  your team’s DPS output would be measured as:

Now, if you wanted to calculate a scenario, you would input Δ for damage output, since we assumed the damage output. Then you just need to figure out if buffs are affecting the other players.

Now, say we are dealing with a team of 5 DPS players. We say that they are all equal in terms of damage output, but nobody has any buffs or debuffs for anyone else. How would we calculate our team DPS output?

Well, let’s start with the abridged formula we determined for team DPS output.

Total Team DPS Output = (1+ (Product of Team Wide Buffs)) * (1+ (Sum of Team Wide Debuffs)) * Team Damage Output

We input “Δ” for team damage, to represent the damage output of the DPSers. Since we have 5 DPSers, we add 5 Δs.

= (Product of Team Wide Buffs)* (Product of Team Wide Debuffs) * (Δ+Δ+Δ+Δ+Δ)

Since we assumed that everyone was being greedy and not bothering to buff each other, you would just leave the buff and debuff categories alone. Mathematically, we say that the damage is being multiplied by 1.0x, since a 1.0x multiplier means the damage is unchanged.

= (1+ (0))* (1+(0)) * (5Δ)



So in this scenario, we say the team’s damage output is the equivalent of “5” DPS players fighting.

But what if we included a buffer?

Now, say we got rid of one of the DPS players, but replaced it with a Divine Oracle DC who uses Hallowed Ground, Empowered Break the Spirit, and Terrifying Insight. The DC doesn’t deal any damage themselves. We would subtract a single Δ, but multiply every DPS player’s output by 1.96 (since buffs multiply, 1.35 * 1.21 * 1.2 =1.9602).

(Product of Buffs)*(Sum of Team Wide Debuffs) * (Team Damage Output)

(1.35 *1.21* 1.2) * (1 + (0)) * (Δ+Δ+Δ+Δ)

(1.96)*(1)* (4Δ)

1.96 * (4Δ)


We subtracted one DPS player, sure, but by having a DO DC buff, the party’s damage output is significantly larger than if we just hired another DPS player. By taking a buffer instead of a DPS player in the same slot, we gave the team the equivalent of nearly 3 extra DPS players.

Now, say we subtract another DPS, but hire an additional buffer: an AC DC this time. The AC DC deals no damage, but uses Empowered Forgemaster’s Flame (1.15x buff), and debuffs enemies with Divine Glow (17.5% debuff), Bear your Sins (10% debuff), and Condemning Gaze (15% debuff). If we keep our DO DC from last time, and aren’t realistically counting debuff diminishing returns, how would we calculate our team’s DPS output now?

(Product of Team Wide Buffs) * (Sum of Team Wide Debuffs) * (Team Output)

(1.35 *1.21 *1.2*1.15)*(1+ (0.175+0.1+0.15)) * (Δ + Δ +Δ)

(2.2423)* (1+(.425)) * (Δ + Δ +Δ)

(3.192775) *(3Δ)


Again, your party (overall) deals more damage from adding another force multiplier, though I lowballed the AC DC by not considering the Power buff category (which is … complicated to figure out) or by not applying Exaltation to one DPS player.

But let’s throw in a twist: what happens if your DPS players also buff?

Say we leave our DO DC and AC DC untouched, but we reveal that our three DPS players are a DPS GF using Into the Fray (30% buff), a Hellbringer Scourge Warlock using Pillar of Power (18%), and a Trickster Rogue using Sly Flourish (10% debuff). No class suffers any DPS loss on using these powers, so their damage output is unchanged, but we can place their team buffs/debuff in the respective buff/debuff categories. What would our team DPS output be now?

(Product of Team Wide Buffs) * (Sum of Team Wide Debuffs) * (Team Output)

(1.35 *1.21 *1.2*1.15*1.3*1.18)*(1+ (0.175+0.1+0.15+0.1)) * (Δ + Δ +Δ)

(3.45798882)* (1+(.525)) * (Δ + Δ +Δ)

(5.273432951) *(3Δ)



If the DPSers stopped chasing Paingiver to use a buff for their team, they added the equivalent of nearly 7 extra DPSers to the team. You can quickly see how the simple math of “product of buffs multiplies with sum of debuffs” results in a ridiculously large multiplier to damage, and as a result, why buffers (and hybrid DPS, for that matter) end up being the most mathematically efficient choice for damage output. Of course, the catch is that you can’t have “no” DPS, as the force multipliers (the buffers) need a force (the DPS) to multiply.

You can play around with more on party compositions here on @greyjay1's optimization simulator.

Note that buffs generally have the advantage over debuffs in that buffs will simply result in a larger net damage multiplier (due to multiplication), in addition to not having any cap or diminishing returns.

Reapplying Buffs/Debuffs: Stacking Properties

In general, different effects will simultaneously be applied.

But many DCs have run into the ever so frustrating situation that the other DC doesn’t understand how to coordinate different buffs. So, what happens if you’re applying the same buff/debuff?

Here are the possibilities:

Effect (Buff or Debuff?)



Result when its effect is re-applied


Encounter Power

Empowered Break the Spirit

Strongest Effect Applied


Encounter Power

Empowered Forgemaster’s Flame

Strongest Effect Applied


Encounter Power

Brilliant Divine Glow

Strongest Effect Applied


Encounter Power


Effects Stack


Daily Attack

Hallowed Ground

Strongest Effect Applied

Power Buff

Daily Attack

Anointed Army

Most Recent Applied

Power Buff

Virtuous Feat

Battle Fervor

Most Recent Applied

Power Buff

Righteous Feat

Weapons of Light

Strongest Effect Applies


Encounter Power

Divine Glow

Strongest Effect Applied


Righteous Feat

Bear Your Sins

Strongest Effect Applies


Righteous Feat

Condemning Gaze

Strongest Effect Applies



Consumed by Battle

(Sellsword, Con Artist, and Rebel Mercenary debuff)

Effects Stack



Chultan Tiger

Effects Stack



Dancing Shield

Effects Don’t Stack



Weapon Enchantment Debuff

Strongest Effect Applied

Positioning and Buff Range

Buffs are only good if you can make sure that teammates are actually affected by the buff’s effects.

Most of the DC’s buffs will be applied to any teammates within a generous 50’ radius (2500 Pi area for you math geeks), with a few exceptions (ex: AA). So, you want to stick close to your team, close enough to buff your team far enough away that you aren’t getting hit by enemy attacks.

Note: There is a reason why Archer HR is commonly regarded as the joke spec worse than other joke specs: because Archer HRs like to sit in areas where they aren’t being affected by your buffs.

The Concept Behind Playing a DC

Your goal is to buff your team so they drop enemies with ease. So how do you do that?

As you know, buffs and debuffs are multiplicative. When they are combined, they result in a large multiplier to damage that makes anyone hit hard, and thus, you want to stack all of them together.

The catch is that buffs/debuffs have a limited duration of effect. That is, after applying the buff/debuff, the buff/debuff only lasts for a certain period of time before the effect expires.

So, your goal is to create a “buff window”, or a period of time in which the effects of all your DC buffs & debuffs are overlapping. This creates a large multiplier to your teammates’ damage, and, if your DPS are paying attention, they’ll use their most damaging combo during this time.


I can certainly spell and use punctuation correctly, idk what you mean by “you’re missing some words.”

Haters pls leave, kthxbai

If done correctly, the enemy takes a ton of damage during this time, or if your team is good enough, you just outright kill the enemy within this span of time. If the enemy isn’t dead, don’t sweat it, just reacquire all your resources (ex: Divinity) and create another buff window.

As you go through the harder instances, the strategy’s core remains the same, but paying attention to what else is going on become more important to your overall goal (make the enemy die as quick as possible). This can be as simple as waiting for an enemy attack to occur versus waiting for a specific mechanic to occur.

For example, when you’re facing the Avatar of Orcus, if you reduce him to a certain % of HP, he flies away and cannot take damage. However, if he is in the middle of an animation or attack, you can damage him as much as you want without him flying off. So, if you plan to kill him as quickly as possible, you want to place your buff window right as he does a long attack. This way, everyone dodges the attack, and your DPS has a long enough of a window to reduce Orcus’ HP as much as possible without Orcus flying away.

If you are in a party/queue group with two DCs, make sure you coordinate your buffs. Finding that the other DC is using the same, non-stackable buff, is wasted damage potential.

The DO should be slotting in Terrifying Insight and should be the DC using Hallowed Ground; the AC should be using AA alongside Blessings of Battle.

For Empowered buffs, just allocate one of the Empowered buffs per DC: one cleric takes Empowered Break the Spirit and the other takes Empowered Forgemaster’s Flame. Ideally, the DO should take EmpBtS because EmpBtS is the more important buff and the DO’s style allows the DO get more Divinity, and thus keep the more important buff up for longer stretches of time.

If you would like more general information on why buff windows are important and what other classes should be doing when your buff window goes up, check out this link.

Time: Selecting the Right Divinity Mode Abilities and Cancels

Selecting Divinity Mode Abilities

For a DC, putting up buffs as fast and as often as possible is everything. You need to make sure that your timing is perfect so your DPS players get a good window of opportunity to leverage your buffs. Of course, when our animations are amongst the longest in the game, that poses some issues … but there are a few tricks around that.

You could always precast your Empowered stacks before the fight starts. The notion behind this idea is to have stacks of Empowered ready to use for the beginning of the next fight. Ideally, you want to do this during the running time between mob packs/the 5 second timer before entering boss arenas.

When you are selecting which powers to use to get your Empowered stacks, use any abilities which have a special buff/debuff, then use the ability with the fastest animation time. The reasoning is that you do not want to waste any time in getting up your Emp buffs, and the duration of most non Emp buffs/debuffs is long enough that you don’t need to refresh them right away

I have seen, and have been equally frustrated by a numerous amount of DCs who use 3x Divinity Divine Glow, then follow up with a plodding Empowered Break the Spirit.

Yes, these DCs get EmpBtS out and I am thankful that they actually understand how important EmpBtS and dDG are. However, this sequence takes fucking forever to place buffs up, and causes you to screw up what would have been a perfectly good buff window.

You could have simply used 1x Divinity Divine Glow and 2x Divine Break the Spirit casts, which still applies the dDG buff and is far faster than a 3x dDG setup.

And you avoid the bitchy DPS GF who complains about your buffing being too slow. And in case you were wondering, I have been both the bitchy DPS GF and the DC who gets complained at for not being fast enough.

Michela has more information on the subject of Divinity animation times here.


Another thing to consider is the idea of canceling certain animations.

“Canceling” is the idea that you interrupt a long animation with a shorter one. You keep the benefits of the long animation, but don’t have to deal with the long animation. Very rarely, you want to do the inverse: you want to cancel the animation of an ability to not expend any resources.

On a DC, you can cancel most things with either a dodge, an artifact, or some abilities like Divine Glow or Exaltation. The rule of thumb is that if you see the item go into cooldown or pop up on your buffbar, you have received the buff, and are free to cancel the ability’s animation. If you wish to cancel your stuff to save resources, then you want to immediately dodge right away to not expend your resources.

There are many things you can cancel on DC, but these are the most useful ones:

The Dragon Heart setup with Artificer’s Persuasion is as old as insignia bonuses themselves. Use the Dragon Heart, aim the elemental breath away from enemies, and once the animation finishes, the Dragon Heart goes into 15 seconds cooldown. 15 seconds is the exact same amount of time as Artificer’s Persuasion is active for, meaning that if you are consistently able to miss enemies with the Dragonheart, you can effectively have the Artificer’s Persuasion bonus permanently.

@nevertwi has more information on canceling DC animations in this link.

Macros (Mustard Race Only)

Tired of missing your Exaltations?

Too lazy to aim your Divine Divine Glow?

No problem!

The solution for you are macros, which take the aim out of the equation and let you focus on the important aspects of playing a DC, like complaining about your teammates!

There are two ways to bind keys: a manual in-game bind, and aliases.

The manual ingame keybind are simpler to use, but the main downside is that you need to re-write the keybind for each time you swap targets. Aliases, on the other hand, are more difficult to set up, but once set up, are much easier to alter if you swap targets.

Sorry consoles users, you’re out of luck on the macros. You’ll just have to rely on your MLG quickscope skills.


Bind for Divine Divine Glow:

/bind (key) "+Hardtargetlock $$ target "(Target)” $$ +specialClassPower $$ +PowerTrayExec (#) $$ +PowerTrayExec (#)"

Bind for Exaltation:

/bind (key) "+Hardtargetlock $$ target "(Target)" $$ +PowerTrayExec (#)"

You simply copy and paste these into the chat. However, you must change the items in parenthesis (and delete the parenthesis) if you want the keybind to function.

The parenthesis must be changed to:

It’s exactly what it sounds like. So, for example, if you want the F5 key to be your bind, you type in “F5”. If you prefer not to mess with your muscle memory, you can actually bind Q, E, or R as your keybinds.

Simple enough, type in their name. If someone’s name is particularly troublesome (ex: “Lizard Anri u.u”), just ask the person to type something in chat, and copy and past their name directly into the keybind section. Note that you do not need the @handle for the bind to work, you actually want to exclude the @handle for a functioning keybind.

If you get a new person in the team that you wish to exalt, you will have to rewrite the bind and put the new target’s name in the new bind.

If your first slot is where the, then you write “2”.

If your second slot is where the encounter is, you type in “3”.

If your third slot is where the encounter is, you type in “4”.

So, say I wish to bind Exaltation. My target’s name is “Blame Sharp”, I usually place Exaltation in the second encounter slot, and the keybind I prefer is “V” on the keyboard. I would type in:

/bind v "+Hardtargetlock $$ target "Blame Sharp" $$ +PowerTrayExec 3"

If you want to target another person, you simply write another bind and copy it into chat.


Special thanks to@greyjay1 for teaching me this procedure.

The first three steps are a one time only procedure.

1. First, type the following command into the game’s chat:

/bind (key) "tar $$ hardtargetlock 1 $$ +PowerTrayExec (#) $$ hardtargetlock 0"

You may notice this step is similar to the manual keybinds. You need to do this step so there is an actual macro for the game to follow.

2. Second, find your Neverwinter game directory.

You want to go into the file "Neverwinter_en\Neverwinter\Live\localdata".

Once in that file, create the Text document “CommandAliases.txt”

This is where it shows up on my PC.

Third, in the Text document, type in the following command:

alias set(key) "alias tar target {}"

Where (key) represents the key you wish to bind, do not fill in anything else. If you do multiple keybinds, you will need to write a new line per key you wish to bind.

4. For the fourth step, all you need to do is go ingame, and type the following command into the chat log:

“/set(key) (target name)”

Like before, key represents the key you want bound. The name is just the character name and is not case sensitive.

For example, if my target is “WickedDuck” and I set up my procedure for macroing V, I would type in:

/setv wickedduck

Every time I press V, I would auto-target Duck as with the traditional keybinds. If Duck swaps out of party and the team grabs Sharpedge, I can simply change my command by rewrite the following into chat:

/setv sharpedge

And likewise, when I press V, I would auto-target Sharp with Exa.

For more information on macros:

A simple “these are the keybinds” guide can be found here.

A general guide on aliases and keybinds can be found here.

An additional list of keybindings can be found here.

Builds and Build Considerations



Really though, what would I add that would make “my build” or my “take” on the DC unique from anyone else? If you have enough experience with the game, you can take a look at the feat trees, and identify which feats are useful/useless at a quick glance.

Build Considerations

There are 3 primary builds in PvE: Support DO, Anointed Champion, and DPS DO.

Regardless of the build you wish to specialize in, I would suggest making a loadout for each setup, regardless of your gear investment or your plans to main that specific setup. You may never know when you might need them.

Support DO

Support DO is forgiving to build and is easy to use, making it the best choice for any new DC, as it gets you familiar with learning how to play a DC. However, once you get past the basics and are able to consistently run with an AC DC, a DPS DO DC simply adds more to the team’s damage output.

That being said, support DO isn’t necessarily “awful”, it just gets overshadowed. You are primarily going to run this if you are too poor to afford a DPS DC, or are someone looking to expand their repertoire of classes available.

My main gripes with a support DO DC is that there are “technically” two different setups for a support DO DC: one revolving around Weapons of Light and one without. In my opinion, it is rather dumb to make a setup for each, since it is a monumental waste of money for a minor benefit. Then again, many of the Mastercard race have more than enough disposable income, and someone needs to pay PWI to keep the game free for the rest of us...

Playing a Support DO

A Support DO doesn’t have any specific tricks that are different from the basic fundamental things to keep track of when playing a DC in general.

Anointed Champion

If you are going to pick up a single DC for increasing your team’s DPS, then a DO DC has the edge over AC in almost every circumstance for most DC players.

When comparing AC vs. DO, you are comparing the DPS increase of Terrifying Insight to Battle Fervor/Weapons of Light/Anointed Army, since every other relevant buffing power is universal to all DCs (and the AC’s Weapons of Light is considered due to the AC’s Weapons of Light being stronger than the DO’s).

In almost all scenarios, a DO DC with 4 points in Terrifying Insight will offer a comparable, if not stronger DPS increase than most AC’s power share due to:

1. The Way Power’s DPS Increase is calculated:

Power is additive to other sources of Power. Though the game might say that adding 4000 Power is “10” more damage, keep in mind that you aren’t starting off from zero power in most scenarios, bringing the DPS increase from extra additions of Power lower.

If you are looking at a solo DC setup, you are looking at somewhere close to 53,000 base Power for AC to be superior to DO, on the assumption that you are able to keep up your Emp buffs, AA, and HG all the time. Which is not humanly possible, if you check down below for how much an AC DC has to do.

If you have a Paladin in the team who is moderately geared, there is realistically, never a circumstance where an AC’s powershare will equal or be greater than the equivalent DPS increase offered by a DO’s Terrifying Insight.

Here is a comparison by Sharpedge on when the comparable DPS Increase of an AC’s Powershare beats that of the same DPS increase offered by a DO DC’s TI and HG. Keep in mind that Sharp’s comparison assumes the AC can keep up HG alongside AA all the time… which is impossible for reasons specified below.

2. The comparable effort of TI vs. AA/BoB/WoL:

As a solo AC DC, you would need to keep up Hallowed Ground and Anointed Army, in addition to the usual DC buffing duties.

Just looking at keeping up AA and HG, you would need to have enough Recovery to fire off a daily every six seconds throughout the entire fight.

Keep in mind that in between those 6 seconds, you would need to keep refreshing teammate’s Battle Fervor buffs, gather enough Divinity to get 3x Divinity pips, fire off 3 Divinity for 3x Empowered stacks, follow up with a 3x Emp Break the Spirit, place Brilliant Divine Glow on DPSers, place Exaltation on the main DPS, remember to place AA on teammates and their companions, and keep an eye on what boss mechanics you need to do next. If you can do all of that every 6 seconds, you should be considering a career in MLG Starcraft or looking at competitive Marvel vs. Capcom.

And before you cite a certain ‘s theory of “using Black Ice enchantments in offensive slots to keep up AA 24/7”, you would gimp your Powershare to the point that you would not cross the needed base Power threshold for when AC Powershare beats Terrifying Insight in terms of DPS increaase. And you would still need to fire off a full rotation every 6 seconds, which is not possible for any DC to consistently do.

Meanwhile, the DO’s same duties require placing Hallowed Ground every 15 seconds, slotting in Terrifying Insight, casting 3x EmpBtS every 8 seconds, and stand near teammates. That is far less effort to get a (mostly) superior DPS increase.

3. The comparable resources needed for AA/Battle Fervor/WoL to even equal Rank 4 TI:

Assuming you are placing all your buffs correctly and your teammates have maxed out gear, in order for AC Powershare to be comparable to TI, you are looking at close to 55,000 base Power, and closer to 70,000+ if you run with a moderately geared OP. In order to even get close to 55,000+ base Power, your AC DC has to be BiS or near BiS. And that does not even account for the problems of AC Powershare highlighted above.

Keep in mind, that I am not saying AC is not bad or is worse than DO DC in all situations.

In fact, Module 14 shifts the point at which an AC’s Powershare trumps the DO’s Terrifying Insight, even though it requires you to become BiS in almost every capacity of your build to do so. It’s just that, for most non BiS AC DCs, DO DC does the buffing job as good, if not better for most DC players, without having to do as much comparable work as an AC DC.

The weird quirk to this soloDC argument is versus Withers and Ra Nsi, also known as Tomb of the 9 Gods boss 2 and boss 3 respectively.

Because Partial Paralysis can go fuck itself.

In practice, most teams will attempt to get 2 DCs for difficult dungeons, where one has to pick DO and the other AC. In a two DC team, you should only run an AC build on the three conditions of:

Playing an AC DC

For those not in the know, you can apply AA & Battle Fervor to both your teammates’ companions as well as your teammates themselves. Placing AA on teammates’ companions is ridiculously important, since Bonding runestones (and any teammates’ legendary companion

bonuses) will multiply the Power given by AA/Battle Fervor/Weapons of Light.

This is important, because there’s a huge difference between sharing 58% of your base Power, and sharing an astounding 215%* of your base Power.

*This figure assumes you are placing a Rank 4 Anointed Army, 5 points Battle Fervor, and 5 points Weapons of Light onto a teammate with 3x Bonding R14s, said teammate has 5x legendary companions, and the teammate’s pet has both an Expert and Master Striker pet bonus.

AC DC Power Share Formula (by @michela123):

Power Shared= Power Shared= Base Power*(Anointed Army+Battle Fervor+Weapons of Light)+ (Base Power*(Anointed Army+Battle Fervor+Weapons of Light)+(Quality of Bondings * # of Bonding Stones)+Teammate % of Stats from Legendary Pets)*Master and Expert Pet Bonuses

Power Shared = Base Power*(0.33+0.15+0.10)+ ((BasePower*(0.33+0.15+0.1))*0.65*3+0.31)*1.2

Power Shared =(0.58) * ((Base Power*0.58)*((0.65*3)+0.31))*1.2

Power Shared = Base Power * 0.58 + (Base Power * 0.58 * (1.95 + 0.31)) * 1.2

Power Shared = 0.58*Base Power + (1.57296)*Base Power

Power Shared = 2.15296 * Base Power

The huge difference makes it imperative that you place your Powershare on both your teammates and their companions.

But there’s a catch: Bonding Runestone Refresh rate. Once the companion activates the Bonding runestones, their stats get “frozen”. Whatever buffs/items/stats they had on them would remain in place, and Bondings won’t give you another window to refresh companion stats for another 30 (thanks @nevertwi) seconds.

Thus, at the start of combat, it is imperative that you apply AA and Battle Fervor to your teammates and their companions, so their companions “freeze” the AA+ Battle Fervor powershare. Don’t neglect placing AA on teammates themselves, because that adds a substantial amount of Power as well.

Woe to the poor AC DC who is just a tad too slow in putting up their Powershare buffs.


Regardless of what you intend to do with your DC in the long run, I would make a loadout for DO DPS, even if you only intend to use this for soloing. You never know when you might need to damage things.

In teams, a DPS DO is primarily used amongst teams that can rely on an AC specialist. The reasoning is that the AC covers all the important support powers (Divine Glow, Exaltation, one of the Empowered buffs), leaving the DO to cover the other Emp buff, Hallowed Ground, and Terrifying Insight.

This leaves the DO with one or two extra encounter slots. There is not much else that a DO could provide that would affect a DO’s buffing potential too heavily (sans Prophecy of Doom, which I’ll talk about soon), so the DO builds for DPS to add to the team’s damage output (and subsequently, speed up the run).

The main “weaknesses” of this build are that it requires hefty gear investment (but, then again, what DPS class doesn’t require lots of investment?) and a thick skin when pugging (because, let’s face it, pugs aren’t the sharpest tools in the shed).

If you only plan to use this as a soloing build, then I wouldn’t invest too heavily in gear.

Playing a DPS DO

A DPS DO DC doesn’t change too much from the support DO. Though, a DPS DO has a hell of a lot more duties to juggle. If you haven’t learned how to precast stuff, you should definitely learn how to precast Divinity before trying DPS DO.

For mobs, your strategy as the DO doesn’t really change. You’ll still want to precast stuff. The main difference is that, compared to support DO, you will have to work substantially harder to have a Hallowed Ground for each fight. If you ever find yourself lacking AP, fire off a non Divinity Daunting Light somewhere. It will generate Action Points for you, regardless if it strikes a target or not.

Ideally, after dropping a Hallowed Ground, your rotation involves firing Empowered Break the Spirit, then an Empowered Daunting Light all within the span of 4-5 seconds. This gives you your buffing potential (EmpBtS) and also your damage (Emp Daunting Light).

If the DPSer is exceptionally slow in getting up their damage stacks (read: DPS GF) and/or the boss gives you a ton of time to prep a bunch of Empowered stacks (ex: Kabal), you may opt to also place an Empowered Prophecy of Doom after Hallowed Ground, following up with your usual rotation of “EmpBtS followed by EmpDauntingLight”.

This would technically yield the best buff/debuff rotation and DPS rotation, but it requires so much preparation and Divinity that it is heavily impractical for most boss fights.


AC DC Build

DPS DO Build

Support DO Build



Janne Moonmist's General Information on NW

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Sylux's DC Review

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Ow the Edge's Mod13 Powershare Comparisons

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Bethlul's Module 12.5 Mount Insignia Appendix

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Michela's List of Debuffs

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