Marigolds' Unhinged Guide To Scoundrel

Module 15, Version 1

The following is an in depth guide on my scoundrel Trickster Rogue PVP build; I will also explain in detail how to effectively play a scoundrel Trickster Rogue in PVP and offer a plethora of tips and tricks.

Even if you aren't planning on playing scoundrel, this guide is rich with information and some of that information can be applied to PVP TRs in general.

This guide is oriented more towards players who are already level 70 and understand the basics of PVP and TRs. If you are brand spankin' new to this game and still running around in low levels wearing green gear, this guide may be too much to take in.

If you are looking for a quick throw on build guide and don't care about how stuff works, this isn't the right guide for you either.

This guide focuses solely on scoundrels with the master infiltrator paragon path. Its possible I will add more info on whisperknife scoundrels in a future update but for now, I will stick to what I know best.

TRs received a rework when module 15 when live. If you are just returning to the game, here are the official patch notes for those changes:

https://www.arcgames.com/en/games/neverwinter/news/detail/11013123-patch-notes%3A-version%3A-nw.105.20181022a.10

So everyone understands how this guide is formatted, the main categories are color coded blue with an underline and the table of contents only lists the main categories. Within each of these main categories, there are several minor categories, which are color coded purple and black. For all items in this guide, I mention how to acquire each item, a quoted tooltip, the item's stats/powers, and any useful info about the item I could think of.

I have split the table of contents into 2 parts, part 1 is all about how to set up the build itself and part 2 is all about how to play the build once you've built it.

Table of Contents:

Part 1, The Build Itself and Other Relevant Info:

This Build's Basic Capabilities:

Race:

Ability Scores:

Feats:

Stealth and Dodge Info:

Combat Advantage Info:

Powers:

How Stats Work:

Best Stat Combos For This Build:

Stat Progression Guidelines:

A Note on Partial Movement Speed Setups:

Boons:

Equipment (head, arms, armor/chest, feet):

Rings:

Shirts and Pants:

Artifact Equipment:

Artifacts:

Artifact Weapons and Artifact Weapon Side Bonuses:

Armor Kits and Jewels:

Weapon and Armor Enchantments:

Stat Enchantments:

Overloads:

Consumables (Pots):

Mounts and Insignia Powers:

The Trick in Trickster, Part 2 of This Guide:

Scoundrel Playstyle Primer:

Scoundrel Rotations Primer:

The Rotations Themselves:

Moving Like a Pro (non-class specific movement tips):

Tips and Info For Fighting Each Class:

Forcing 1vs1s In Matches:

This Build's Basic Capabilities:

This build's aggressive playstyle, excellent control, high damage overall, and tankyness makes it a formidable opponent in any PVP setting. Its biggest strength is 1 vs 1 battles where it goes from being great to an absolute beast.

This build is oriented towards melee combat. Thanks to the module 15 updates, it now preforms well at mid range too but its still oriented more towards melee combat.

Most of this build's damage is high consistent damage that you rapidly build up as you fight, instead of burst damage. One important exception is when your AP is close to empty. When your AP is low, this build dishes out good burst damage with single hit attacks.

Depending on your stat setup, powers, and player skill, it can take more effort for this build to preform focused kills in a groupfight than specialized builds like hateful knives whisperknife and max shocking execution sabotuer. On the flipside, this build's extra CCs coupled with other factors give it an edge when it comes to reliably landing attacks.

This build preforms really well against Guardian Fighters in general, this has been the case since as long as I can remember. Its tanky enough that you have a higher chance of surviving a GF's hits than other types of TRs. This build's dazes also help defend you from their attacks and make it easier to land yours, this allows you to be much bolder when taking advantage of their vulnerabilities.

Race:

Some races provide us better racial bonuses/extra ability score points than others. That said, the bonuses are all small and picking a less useful race than the ones I listed below won't make or break anything.

Best Races For This Build:

The best races for this build are dragonborn, metallic dragonborn, and half orc.

Human and halfling aren't quite BIS for this build but they are very close to it. Tiefling places last out of the races I bothered to mention but is decent.

Dragonborn and Metallic Dragonborn:

Both versions grant the following: You get + 2 to your choice of any 2 ability scores you wish. For this build, take either strength and charisma or strength and dexterity. Your critical chance and power are increased by 3%.

Regular Dragonborn: You also receive 5% more healing from all spells and abilities.

Metallic Dragonborn: Your hit points are also increased by 3% and you receive 3% more healing from all spells and abilities.

Info on Dragonborn: The +2 to any 2 ability scores are the best ability scores offered by any race.

Metallic Dragonborn is a little bit better than regular dragonborn because of the 3% HP it grants.

The 3% bonus to power both types get is also really nice and the healing/self healing buff is a decent side bonus in PVP. Last I heard, the 3% critical strike wasn't being granted, I'm not sure if that was ever fixed.

Half-Orc:

You get +2 to dexterity and you also get +2 to your choice of either constitution or strength. For this build, pick strength. You gain 5% more critical severity and an extra feature called swift charge. Swift charge: You gain a 10% bonus to runspeed for 3 seconds when you enter combat, this effect can only trigger once every 20 seconds.

Info on Half-Orc: The +2 to dexterity and strength makes half-orc a great choice for players who wish to stack critical strike. Even if you aren't going to stack critical strike, the 5% more critical severity and the +2 to strength are still very nice. Swift charge sadly has a very short uptime and a long cooldown, its usefulness is underwhelming but its better than nothing.

Human:

You get +2 to 1 ability score of your choice. You also gain 3% more defense and 3 extra heroic feat points.

Info on Human: The main appeal of human is the 3 extra heroic feat points it grants. These feat points consistently keep it among the best options available, though its usefulness did decrease some with module 15, largely thanks to the stealth nerfs. A small downside of human is you only get +2 to a single ability score, most races give you +2 to 2 different scores. The 3% defense is mostly useless for you.

Halfling:

You get +2 to dexterity and you also get +2 to your choice of either charisma or constitution. For this build, pick charisma. You also get 3% more deflection chance and 10% more control resistance.

Info on Halfling: The +2 to dexterity and charisma is good for stacking crit, the +2 in charisma keeps this score at a minimum of 16 on this build (more on that later). The deflection chance typically doesn't help you much since this build's deflection needs are already thoroughly covered by other sources. The control resistance on the other hand is a good side bonus that suits this build well.

Tiefling:

You get +2 to charisma and you also get +2 to your choice of either constitution or intelligence. You also gain 2 extra features called bloodhunt and infernal wrath. Bloodhunt: You deal an additional 5% more damage to targets below 50% health. Infernal Wrath: Whenever you are hit, you have a 10% chance to lower the power of the attacker by 5% for 5 seconds.

Info on Tiefling: The +2 to charisma is good but the downside to tiefling is neither of the 2 ability scores you chose between are primary stats for us. 2 more constitution points gives you around 1k more HP. Intelligence isn't particularly important either but it does increase your recharge speed a little bit, I suggest picking intelligence but it doesn't matter much. Bloodhunt is a decent damage boost for any build that isn't built around one shot killing people. Infernal wrath is ok but not that useful to you.

Ability Scores:

Most Important Scores for TR:

The most important ability scores for TR are strength, dexterity, and charisma. The other scores we have aren't worth putting any points into.

Strength Info:

Each point of strength above 10 adds 1% more damage to your damage modifier, 1% more stamina regeneration, and 1% more DOT damage resistance. The damage is the main appeal and the stamina regeneration is also a good addition to this build. The DOT damage resistance doesn't do much for you.

Dexterity Info:

Each point of dexterity above 10 adds 1% more critical chance and 1% more deflection chance. Each point also adds 1% more of a useless stat called AOE damage taken. The critical chance is the main appeal of this score; the deflect is nice too.

Charisma Info:

Each point of charisma above 10 adds 1% more combat advantage damage and 1% more deflection chance. Each point also adds 1% more companion stat bonus, which has no effect in PVP. The combat advantage damage is the main appeal of this score; the deflect is nice too.

Best Ability Score Roll For This Build:

The best ability score roll for this build is 16 in strength, 16 in dexterity, 12 in charisma, and 10 for everything else.

The Power of Choice:

This build has multiple viable offense stat combos and which ability scores you put all your level up points into depends on whether or not you will be stacking critical strike. If you want to know more about this decision before you make it, scroll down to the sections labeled: “Best Stat Combos For This Build and Stat Progression Guidelines”.

Point Distribution For Low Crit:

If you won't be stacking much critical chance, throw all of your ability score points into strength and charisma. Ignore dexterity.

Point Distribution For High Crit:

If you intend to stack high critical chance in PVP, usually you put max points into strength and most or all of the rest into dexterity. Depending on your racial bonus and artifact belt, you may want to throw 2 points into charisma, I recommend having at least a 16 for your total charisma score.

A Note on Combat Advantage Damage and Critical Severity:

Combat advantage damage is added to critical severity and both are part of the same damage modifier. You won't crit as often if you throw your points into charisma instead of dexterity but the critical hits you do get will do a little bit more damage than if you chose dexterity.

Why didn't I recommend putting all points into dexterity and charisma?

While dexterity combined with charisma is still good, strength is the best score to max out on this build. The feat disciple of strength, which this build uses, works off of your strength score. Strength also gives you more stamina gain, which usually does more for this build than doubling up on 2 scores worth of deflection chance. The damage increase from strength is the most reliable since it doesn't require you to have combat advantage and isn't reliant on chance.

Feats:

Heroic Feats Breakdown and Info:

Action Advantage 5/5

This feat increases your action point gain whenever you have combat advantage by 2/4/6/8/10%, this is a good feat and it is important for any high AP gain build, including this one.

Toughness 3/3

Increases your maximum hit points by 3/6/9%

This feat is a no brainer, it gives lots of HP, which you need.

This feat increases your HP by 9.89% instead of 9%, this is because it includes itself when calculating its bonus. This feat also bases its calculation off of your total HP instead of just your base HP and is a multiplicative buff. In a nutshell, the higher your total HP is, the more HP you get from this feat.

Weapon Mastery 0/0, 1/3, or 3/3

Increases your critical chance by 1/2/3%

This isn't a feat you'd always take but its a good way to get more critical strike if you are stacking it.

Cunning Ambusher 3/3

This is an important feat, it gives you 2/4/6% more damage for 6 seconds after leaving stealth. This is a flat % damage increase and this damage bonus stacks. Sabotuers get more out of this feat than this build does since they go in and out of stealth more often than we do, though this is still a great damage buff for any TR build.

Endless Assault 3/3

This feat increases the damage of all of your encounter powers by 2/4/6%. This is also a flat % damage increase. This build gets a lot of damage from dazing strike so definitely take this.

Twilight Adept 2/5 or 0/0

This feat restores 2/4/6/8/10% of your stealth meter whenever you dodge roll. This feat is still helpful but its importance has diminished quite a bit with the release of module 15. You only really need 2 points in this feat if you use it at all, adding more than 2 points doesn't do much for you. I recently tried adding a 3rd point thinking it might help now that our stealth meter takes longer to charge; my stealth meter visibly jumped up a little bit more when dodging but how much I actually benefited from having 3 points instead of 2 was still negligible.

Scoundrel Training 1/3 or 3/3

Your at will powers deal 3/6/9% more damage to foes not targeting you. This is another flat % damage increase. This feat is situationally useful, you benefit from it more in group fights where you can flank your foes with allies and won't be targeted as often.

Disciple of Strength 3/3

This feat increases the amount of bonus damage strength gives you by 2/4/6%.

This feat works by multiplying the percentage damage buff from your strength score by 6%, this means this feat is effectively giving you a flat 6% damage buff. Always take this feat.

Human race, what to do with your 3 extra feat points:

If you are human, you get 3 more heroic feat points. Place 2 of them into scoundrel training to make it 3/3 and stick the last point wherever you feel like (except battlewise), I'd suggest putting it into weapon mastery but it doesn't matter much.

Additional info on twilight adept and scoundrel training:

You can take the 2 points out of twilight adept and put those 2 points into scoundrel training instead, this gives you a little bit more damage.

For critical strike stacking:

If you are short on critical chance and are trying to stack it, you could put 3 points into weapon mastery and sacrifice twilight adept and/or scoundrel training.

Here is why you don't take the other heroic feats:

Battlewise is easily the worst feat TRs have access to, it also has 0 effect in PVP since it applies to NPCs, not players. Swift footwork is good but you have better places to stick your points. Lucky skirmisher is also good but this build thoroughly covers all of your deflection needs without this feat. Before module 15 dropped, improved cunning sneak was a good choice for stealthyer builds and situationally useful in group fights. Its usefulness has diminished considerably but it isn't bad either, it adds 1.2 seconds to your stealth duration and you don't need it for this build.

Paragon Feats Breakdown and Info:

For paragon feats, you take 100% scoundrel feats, none in other trees.

Bloody Brawler 5/5

This feat increases your lifesteal by .5/1/1.5/2/2.5%

This feat gives you more lifesteal, something this build needs lots of.

Press The Advantage 5/5

Impossible to catch now increases your combat advantage damage for 2/4/6/8/10% for its duration.

This build has a high combat advantage uptime and combat advantage damage is a lot of damage in PVP. That said, this feat is one of the least important feats you take on this build thanks to how clunky ITC is in module 15 and how darned good all the other dps scoundrel feats you take are. ITC is harder to work with in module 15; it now has a delay before it activates and will either interrupt your attacks or wait until they end before activating. This makes it harder to efficiently use this feat's damage bonus and changes an otherwise great feat to kinda meh status. I'd tell you to take survivor instead if it didn't suck ass.

Master Infighter 5/5

Deflecting an attack causes the attacker to become “Unbalanced”. Unbalanced: You deal 2/4/6/8/10% more damage and take 2/4/6/8/10% less damage from targets affected by Unbalanced.

This feat is basically a miniature feytouched enchantment and works in a similar way. This feat's procs are separate for each enemy, meaning you can have it up against multiple foes at a time. After deflecting an attack, the feat is active for 5 seconds and refreshes the timer each time you deflect another attack.

Long story short, this feat is strong for both defensive and offensive purposes, has a high uptime in PVP, and is great for duels and matches alike, always take this.

Back Alley Tactics 5/5

When your action points are empty, you deal 25% more damage, this buff gradually decreases as you regenerate your action points. More specifically, you deal 1% more damage for each 4% of AP you are missing; this buff is a flat % damage increase. This feat doesn't buff shocking execution.

Here is an excerpt from the peanut stabber guide that explains even more about this feat:

If you have a high AP gain, which this build does, it seems like this feat would be a bit of a waste. However, because we almost always use our dailies the instant they are ready to go, it doesn’t really lose much effectiveness, even with a high AP gain. It tends to average out over time, so that, even if it takes you 5 minutes to refill the AP bar, or 5 seconds, over time, the damage buff works out to be the same."

This is a very important feat for this build, dazing strike hits like a truck when your AP is close to empty and you'll be using that info a lot with this build.

Concussive Strikes 5/5

Your critical attacks and attacks from behind daze foes for .4/.8/1.2/1.6/2 seconds. Foes can only be dazed this way once every 5 seconds. When you daze a foe this way, you gain 1/2/3/4/5% deflect for 5 seconds, stacking up to 5 times. This feat's daze proc is separate for each enemy, this means you can daze multiple foes with it.

The daze from concussive strikes has a myriad of uses and is very tactically important for scoundrels in PVP, always take this feat. You will often use this feat to daze targets just long enough to strike with a longer daze, its also great for defending yourself and your teammates.

This feat also has a minor bug with its daze that helps you out further, more on that in the red paragraph labeled “Daze Bug Info” below.

Also, if you are fighting only 1 enemy, it is physically impossible for you to gain more than 1 stack of this feat's 5% deflection chance. This is because the triggering daze can only proc once every 5 seconds per target and each stack of deflect only lasts 5 seconds. If you proc concussive strikes against multiple enemies, you will gain more than 1 stack of this deflect as advertised.

Savage Blows 5/5

Dealing damage to foes increases your damage by .2/.4/.6/.8/1% for 3 seconds. This effect can stack a maximum of 10 times and grants an additional 5% more damage when at max stacks.

This feat works similarly to the rising rings from underdark content, and, just like those rings, it has a nearly 100% uptime in combat and you reach max stacks quickly. Also, in case this wasn't clear from the tooltip, you get 15% more damage period and not just 15% more damage against the foes you built up the stacks from.

This feat's mechanics synergize well with this build's playstyle and gives you a nearly constant 15% damage buff, definitely take this. Pretty much the only time you won't have the full buff up is for the first few seconds at the beginning of combat.

Low Blows 5/5

You deal 4/8/12/16/20% more damage to foes that are affected by a control effect.

The tooltip has an error, this feat actually gives you 25% more damage. This is because the old version of this feat was 25% and the devs briefly changed this feat to 20% in one of their M15 rework drafts. The devs later changed their minds and set the damage back to 25%, but forgot to update the tooltip.

This feat doesn't require the CCs affecting your target to be your own. This means you get the damage buff if your teammates have applied a control effect to your foe. Courage breaker also activates low blows, this even works on dungeon bosses and control immune PVP players. This helps with this feat's uptime against multiple enemies. Low blows is also activated by the scullcracker feat's mark effect so its even easier to maintain this buff against 1 enemy.

This feat is a very important source of damage, always take this.

Mocking Gesture 5/5

Every second, your deflect increases by 1/2/3/4/5%, stacking up to 20 times. Deflecting an attack resets this bonus and causes you to riposte the attacker dealing 40/80/120/160/200% of your weapon damage as physical damage. This effect can only trigger on the same target once a second.

Against most foes, this feat almost singlehandedly covers all of your deflection needs for this build, I highly recommend taking this.

This feat gives you 100% deflection chance when at max stacks. While you seldom have anything close to max stacks in combat, your deflect will usually be around 60% through lower 100% against most foes. This is thanks to this feat + your base deflect + concussive strikes + your ability scores + whatever other sources of deflect you have added to your character.

Against DOT heavy foes like SWs or when being focused by a lot of enemies, your deflect from this feat will stay on the lower end. In these situations, you will either need to add more permanent deflect (such as an eclipse enchantment) or make due with the lower than ideal numbers. Keep in mind the deflect from concussive strikes will be stackable in the team fight scenario.

Ideally, you want your deflect chance to have a minimum of 60% against whatever it is you are fighting.

The riposte damage is helpful against squishier targets when you pair it with a lot of other sources of reflect damage and damage procs. Against tankyer targets, the damage from this feat is a joke and you won't even notice it.

You will probably get asked about your deflect from time to time by other players who open up your sheet and see ridiculously high numbers like 132%, 155%, 168%, ect.

Bonus points if you happen to have ITC active at that moment :D

Scullcracker 1/1

Every 15 seconds you gain “scullcracker” which causes your next at will or encounter power to daze an enemy for 3 seconds and apply a mark to them for 10 seconds. The duration of this mark is increased by 0.5 seconds each time you deal damage, up to a maximum of 5 bonus seconds. While marked, enemies take 25% more damage from your attacks and your powers deal damage to them as if they were controlled. This is scoundrel's capstone feat, it gives you your biggest source of consistent single target damage buffs and it also gives you another useful daze effect. This feat can only be active against 1 enemy at a time. Just like shadow of demise, scullcracker will apply to 1 random enemy if you proc it with an aoe attack that you hit multiple enemies with. In order to control which target scullcracker will be applied to, you need to hit a single enemy with the proccing attack. After ending, Scullcracker will be reactivated automatically by any DOT powers you have active at that moment, such as smokebomb and duelist's flurry. This is a double edged sword and can either help or hinder your ability to control scullcracker depending on the situation.

Remember that the mark effect makes you deal damage to your enemy as if they were controlled, this means this mark activates the 25% damage bonus from low blows in addition to providing you with its own 25% damage bonus, so you get a total of 50% more damage against foes under the effect of scullcracker. Scullcracker lasts a long time and can be re-activated as soon as it ends, so you will benefit from this damage bonus almost 100% of the time in 1 vs 1 fights and group fights where you make an effort to focus on 1 enemy at a time.

With fast timing on your part and some control bonus, the daze is long enough for you to use it to hit with shocking execution. Usually you'd proc scullcracker with cloud of steel or deft strike for that.

This feat also has a minor bug with its daze that helps you out further, more on that in the red paragraph labeled “Daze Bug Info” below.

Why no cooldown feats?

Before module 15, this build like most PVP TR builds used shady preparations and knife's edge from the sabotuer feat tree. Module 15 included a laundry list of changes to TR and other classes; scoundrel's feats received several major buffs, our stealth mechanic was nerfed, it takes more tank stats to become tanky, and the way TRs play has changed some. In effect, taking nothing but scoundrel feats now does more for this build than taking the 2 sabo cooldown feats does.

Here is why you don't take Roll With The Punches or Survivor on this build:

Roll with the punches is good but not needed for this build due to the sheer amount of deflect we get from other places. Survivor is better than it was before the module 15 rework but that's not saying much, it is the worst feat in the entire scoundrel tree by far, the only time I would suggest taking this is if you went completely cold turkey on using impossible to catch and didn't switch to whisperknife.

When to consider taking Arterial Cut, Flashing Blades, or Grim Pleasure over Mocking Gesture:

If you have around 60% permanent deflection chance and want a small buff to your in-stealth damage, you could take arterial cut from the executioner tree. If you wanted a small buff to your at will damage, you could try flashing blades from the sabotuer tree. If you want more power, you could take grim pleasure from the executioner tree. You will definitely feel the drop in your deflection chance but its fairly easy to manage.

Daze Bug Info:

Concussive strikes, scullcracker, and dazing strike are all subject to an old bug. These 3 dazes each have a small chance to turn into weird interrupts instead of just dazing the target like they normally would. When this bug occurs, it does things like break GF shields, often makes it so players have to recast their powers, ect. The HR power disruptive shot has similarly weird behavior. This bug seems difficult to replicate in single power tests and I've only gotten it to happen when attacking full force.

Stealth and Dodge Info:

Stealth Info:

Pressing tab causes you to enter stealth mode,

While you are in stealth, you have combat advantage against everyone and your attacks have a 100% chance to crit. You are also invisible to your opponents unless you are standing really close to them.

As of module 15, stealth now lasts for 6 seconds (up from 5) and it takes 12.5 seconds (up from 10) for stealth to recharge. Your stealth regeneration is no longer interrupted when you take damage, it is only slowed now. Taking damage slows stealth regeneration by 50% for 2 seconds.

You are removed from stealth if you hit a foe with an encounter power, the exception is if an encounter power explicitly states in its tooltip that it doesn't remove you from stealth. At will attacks only consume part of your stealth meter and daily powers don't consume any stealth.

The most important module 15 change to be aware of is that dealing damage from stealth now makes you visible to your opponent, all other stealthed effects will still apply. Powers that do not remove stealth will not reveal you and damage over time effects will not remove stealth. This new stealth reveal only applies in PVP.

Extra Note: As of module 15, our chance to critically hit from stealth may not actually be 100% in all cases, there have been some reports of stealthed shocking execution not criting when you use it while standing really close to the target. I haven't gotten around to testing that claim but its something to be on the lookout for.

Dodge Info:

To dodge, double tap any movement key or press shift.

Dodging moves you 8 feet in any direction. While dodging, you are immune to damage, CCs, and you cannot be targeted. Dodging consumes some of your stamina meter and you cannot dodge when your stamina meter is low. After using any amount of stamina, your stamina will regenerate over a few seconds.

Another useful thing to know about dodging is that the immunity window actually lasts roughly 1 or 2 seconds longer than the dodge itself does. This is important to know when fighting other TRs and you can use this feature to help defend yourself too.

If you activate a power too soon after you have dodged, that power may fail to activate. The same applies if you activate your dodge too soon after activating a power.

The 2 different ways you activate your dodge (double tap a movement key or press shift) have slightly different behavior too. Pressing shift will only activate your dodge if you are moving, you can't use it if you are standing still. Double tapping a movement key already marks you as moving so you don't need to worry about making sure you are moving. However, double tapping has a flaw with it where it is much more likely to fail to activate your dodge than if you were using the shift key. For this reason, it is best to be in the habit of using shift in PVP instead of double tapping.

If you don't like using shift or double tap for your dodge activation, you can change the keybind from the options menu. Any single press option you pick will also behave like shift. I recommend using mouse button 4 for your dodge keybind, if you happen to have that button on your mouse.

Combat Advantage Info:

When you have combat advantage against a foe, you deal more damage to that foe. Your base combat advantage damage is 15%.

There are several ways to gain combat advantage.

When you are in stealth, you have combat advantage against everyone. Certain passive powers and attacks can also give you combat advantage. If you and at least 1 ally are flanking an enemy, both of you gain combat advantage against it. Flanking is when you and at least 1 ally are standing on opposite sides of an enemy.

This game also has visual markers to show you when you have combat advantage and where you need to be standing to gain combat advantage. You may have noticed the white and blue partial and full circles that appear around your enemies' feet, these are combat advantage markers. If you see a white partial circle, that means if you stand behind that partial circle, you will gain combat advantage. If the partial or full circle is blue, it means you currently have combat advantage.

When you deal damage while you have combat advantage, any damage floaters that appear on your screen will have a little sword icon next to them. Critical hits don't have the sword icon but their damage is still boosted when you have combat advantage.

Combat advantage damage and critical severity are added together as part of the same damage modifier.

Most sources of combat advantage damage are added together instead of multiplied together, the one exception is the drow ambush tactics boon from the underdark campaign.

Powers:

This section will go over the best powers for this build and offer lots of info on them. I will also discuss powers that you may find yourself using situationally.

What are your most important sources of damage on this build?

Your most important sources of damage on this build are cloud of steel and dazing strike. Other large sources of damage include duelist's flurry, bloodbath, and shocking execution.

Useful Tip: How to view your current cooldown times:

There is a quick easy way to check exactly how long your encounter power cooldowns are after they have been modified by your total recharge speed. To do this, open up your character sheet and hover your cursor over any encounter power you want to know your current cooldown for. The cooldown time in seconds + any leftover deciseconds will be in the upper right corner. This number automatically adjusts itself whenever you add or remove any recharge speed from your character.

Note: This auto adjust doesn't include the sabotuer tree's cooldown feats.

The Best Powers For This Build:

Best At Wills:

Cloud of Steel (COS):

Description: Toss a barrage of blades at your target. Each strike that hits a target will increase the damage they take from cloud of steel by 5%, stacking up to 10 times.

Info: This power should never leave your bar, its ranged, it attacks fast, its consistent, and you can use it an unlimited number of times. It also hits a lot harder in module 15, in large part thanks to its synergy with oppressive darkness and critical strike. Cloud of steel itself's damage also got a slight increase. You use cloud of steel to whittle down your foe's health gages at times when you aren't close enough to hit them with your melee stuff. Oh, and by “whittle” I really mean cut people to bloody screaming ribbons. This is also the power you'll be using to proc concussive strikes and scullcracker the most often.

Duelist's Flurry (DF):

Description: Strike with 2 slashes followed by a flurry of attacks. Attacks from the flurry each have a chance to add a bleed effect, which can be stacked up to 10 times.

Info: In almost all situations, this power is the best choice for your other at will on this build. It does a lot of damage but what really sets it apart from other at wills are its extra utility and defensive benefits that synergize so well with this build.

Here are some of those extra benefits:

– The more times you hit, the more chances you have to proc lifesteal. This power is comprised of multiple hits and gives you better self healing than single hit attacks do.

– One way the bleed effect helps you is by providing a passive source of damage even at moments when you aren't able to attack. This can also kill foes at low health when they attempt to flee.

– If you angle yourself right, the flurry can damage multiple enemies at a time provided they are standing close enough together.

There are 2 important extra mechanics duelists flurry has always had that aren't mentioned in its tooltip:

#1) You are immune to control effects during the flurry stage of this attack. This is a handy tool you can use to defend yourself or to continue an attack at times when you'd ordinarily have to back away.

#2) The flurry also has a weak cling effect that attaches you to your target and drags you with them if they attempt to walk away. This effect is usually helpful but can be a double edged sword at times.

Additional Info On The Bleed damage:

Both the attack itself and the bleed damage do comparable damage to eachother. In module 15, DF was shortened and the bleed chance per swing was changed to 100%, which means you reach max bleed stacks sooner and easier than you did on the old version. You now get 6 bleeds per flurry and it takes just under 2 flurrys to reach the max number of bleeds.

Duelist's Flurry's Biggest Con:

Against builds that have a ton of reflect damage, this power causes you to take more damage than when you are wielding powers that only hit once. Usually you can use DF anyway thanks to your self healing but sometimes it does help to swap to gloaming cut in situations like this.

Targeting Aid:

DF also seems to have a weak targeting aid; if there is a nearby enemy within sight, your attacks will move you towards that enemy as you attack. This happens even when your character and your targeting circle are facing away from it.

Best Encounter Powers:

Dazing Strike (DS):

Description: Snap into the air, catching your opponent with a crushing blow to the head. The impact causes your opponent to be dazed for several seconds. Stealthed: Strikes in a large cone, dazing and damaging all foes caught in it.

Info: Dazing strike is to scoundrel what shadow strike is to sabotuer, a crucial power that should never leave your bar. This power is a fast attack, hits hard, has a short cooldown, and dazes any foes it hits.

This is what you use to deal a strong burst damage hit when your AP is low. If you critically hit while your AP is low, this power easily hits for 80k damage and above. The daze from this power is very important for your strongest CC rotations, it helps you land and extend your other dazes in addition to dealing good damage. Dazing strike is also a great defensive power, its so fast you can use it to abruptly stop incoming attacks before they hit.

Another thing to be aware of is that the daze from this power grants combat advantage. This is the only TR daze that grants combat advantage.

When you use dazing strike from stealth, it strikes at a greater distance and its much easier to hit with it this way. It also dishes out the same amount of damage to each enemy it hits, so you can strike multiple foes with that 80k+ hit if you position yourself well. When you strike multiple enemies, you gain more action points the more enemies you hit.

Even if you aren't stealthed, dazing strike can still hit multiple enemies if those enemies are standing close enough together, in order to do this, those enemies need to be standing almost on top of eachother.

Smokebomb (SB):

Description: Drop a smokebomb at your feet, damaging and dazing foes who are inside of it. Stealthed: You and your allies are granted combat advantage against enemies inside of smokebomb.

Info: This attack is your strongest daze effect, enemies will be dazed as long as they remain inside smokebomb. This attack doesn't do much damage in PVP and is purely used for control and gaining combat advantage. SB is a very important attack for locking foes down in your CC rotations. Its also good for team support, it takes up a lot of space on nodes and prevents foes caught in it from killing your teammates.

Another useful thing to know is that as long as you are in combat, using smokebomb will give you its AP even if you hit 0 enemies.

The most important thing about SB to be aware of is that its daze takes roughly 1 or 2 seconds to kick in. This means enemies caught in SB have time to hit with 1 attack or dodge out of it before the daze takes effect. To keep foes from escaping or hitting you with something dangerous, you need to hit with a faster CC effect first or use some other trick to keep them in it.

Impossible to Catch (ITC):

Description: You break free from most control effects and gain control immunity for 4 seconds. In addition to this, your deflection chance is increased by 100%. Stealthed: Your run speed and damage resistance are also increased by 25%

Info: ITC on this build is mostly used for the control immunity, the deflect is also useful but isn't the main draw for this build. This power is excellent for preventing other players from locking you down and makes it safer for you to go in for the attack. ITC does have a stealthed effect as mentioned in the tooltip but you don't use it much, we have better things to spend our stealth on.

A very important thing to know is that module 15 changed this power's activation behavior. ITC now has a delay before it activates, which gives enemies time to hit you before it kicks in. ITC also can no longer be used during other attacks, instead it will either interrupt your attack or it will wait until your attack ends to activate, which of these things happen depends on which attack you tried to use.

Best Dailies:

The safest default daily combination to use is courage breaker and bloodbath, this is also the best 1 vs 1 combination in most scenarios. Shocking execution and courage breaker or shocking execution and bloodbath are higher risk but high reward too. These riskyer daily combos make it easier to do focused/precision kills in groupfights at the cost of less defenses and/or fewer things to help you lock people down.

Courage Breaker (CB):

Description: Shatter your enemy's courage, which slows their movement speed by 70%, lowers their attack damage by 40%, and applies a 20% damage resistance reduction to them. These effects last for 8 seconds and ignore control immunity.

Info: This is the strongest control power you have. The slow is really useful for preventing players from running away and it helps you secure people for your CC rotations. You can also use CB to stall people from reaching nodes they are urgently needed at. As the tooltip states, this power completely ignores control immunity and lasts 8 seconds, the only thing I know of that can end the slow effect early is oghma's token of free movement.

As you may have noticed from the tooltip, CB received several changes as part of module 15. The end result for PVP players is that its slightly better than it was in module 14, mostly thanks to the increase in duration. The strength of the slow did get slightly nerfed but this is something you won't notice much unless you are fighting a speed build.

Courage breaker activates the low blows feat, this is handy for when you need to attack a target that you don't have scullcracker applied to.

The attack damage reduction is useful but you should never rely on it for protection, players can still kill you while under its effect.

The damage resistance reduction will be helpful later on but isn't helping you much right now.

CB can also be used to help you track stealthed TRs, it leaves a black splotch at your target's feet that can be seen even when they are in stealth. In order to see this effect, you need to have your graphics turned up high enough.

Bloodbath (BB):

Description: Flash around the battlefield, slashing foes so quickly that you cannot be targeted.

Info: This power is an excellent defense mechanism and also does good damage. For its duration, BB makes you immune to damage and CCs, makes you untargetable, and removes DOT effects. This makes this power a great way to take the pressure off of you and escape deadly situations. Its fantastic for fighting DOT heavy builds and is also good for wearing down the enemy team's health gages on nodes. It also automatically hits any enemies that are in range, this is great for when you need to land a guaranteed hit against players that are hard to catch.

Once BB has hit, your enemy can't shake off BB by dodging and the attack will follow them as they move, though dodging does reduce how much damage they take from it. However, BB can be dodged before it connects with the target, which will cause this attack to miss. BB will also miss if the enemy runs out of range before the attack hits.

Its harder to target specific players with BB in a group since BB rapidly changes between targets and a passing enemy can easily run off with your BB following them instead of your desired target. When you hit a group of foes, each individual foe takes less damage from this power than if you hit them with it while they were alone.

As part of the module 15 changes, this power had its duration reduced and its damage was also nerfed some. BB still hits hard but it doesn't nuke people the way it did in module 14. It now lasts for 2 seconds down from 2.7 seconds.

Shocking Execution (SE):

Description: You leap up and strike with a vicious attack that deals piercing damage. Piercing damage cannot be deflected and ignores armor. If you hit a target who is below 35% hitpoints, your action points instantly refill. If this effect triggers, the next use of this power will cost action points regardless of your target's health. Enemy players killed by this power in PVP cannot be revived by other players.

Info: This attack is full piercing damage. If your power and other damage buffs are high enough, this power dishes out enough damage to one shot kill players from full health. This power is great for picking off players one by one in groupfights and is the best power for killing really tanky foes quickly. Its also great for ambushing unwary enemies.

On the downside, this power has a delay before it hits and is really easy to see coming. For this reason, I usually don't recommend this power for 1vs1 fights though there are some exceptions. One of these exceptions is if your opponent is so tanky that you have no choice but to use this power anyway, I have yet to see any players this module that are tanky enough for this to be necessary but its something to keep in mind.

An important thing to remember is that you should always use this power from stealth.

This power is also mid ranged and its best to attack from a distance with it instead of breathing down people's neck when you use it.

You can also dodge roll mid SE activation to cancel the attack and save your AP.

Best Passives:

Oppressive darkness should never leave your bar. For your second passive, choose whichever one you like out of the other 3 passives I mention. My default recommendation is infiltrator's action but any of these are good:

Oppressive Darkness (OD):

Description: When you have combat advantage, your powers deal additional piercing damage to the target.

Info: OD should never leave your bar, its easily your highest damage passive power. You will have combat advantage up a lot on this build so you will almost always have this passive's damage bonus.

This passive is also bugged at the moment and currently converts 100% of the damage from attacks it procs with into piercing damage in addition to dealing a small amount of extra piecing damage as a separate entity. Most likely this bug will be fixed soon but for now, your attacks ignore damage resistance.

Oppressive darkness's intended damage was also buffed as part of the mod 15 changes, this passive will most likely stay good after the bug has been patched.

Infiltrator's Action (IA):

Description: When you use a daily power, gain combat advantage for 20 seconds.

Info: Combat advantage gives you a lot of damage in PVP and this passive power ensures you have combat advantage up nearly 24/7 when you are in combat. This has a great synergy with oppressive darkness too.

This passive can no longer stack and its timer doesn't refresh upon each use anymore.

Invisible Infiltrator (II):

Description: When you use a daily power, your stealth meter is refilled. For 5 seconds afterwards, your damage is increased by 20%.

Info: The module 15 changes to TR stealth and other factors have caused this passive to lose its status as the unchallenged king of TR passives. This passive is still a solid option though. It gives you a handy stealth refill and that 20% damage buff is excellent for boosting those low AP dazing strike hits I mentioned earlier. Since you don't have IA on if you are using this, you will need to maintain your combat advantage using SB, DS, smart positioning, and stealth.

This passive can no longer stack and its timer doesn't refresh upon each use anymore.

Skillful Infiltrator (SI):

Description: Increases your runspeed by 15%, deflection chance by 5%, and critical chance by 5%.

Info: This is what you would use for a partial or full movement speed build. It also makes stacking deflect and critical chance easier. The downside is you do lose some damage if you have this slotted instead of a damage passive; as long as you have at least 1 damage passive, that damage drop isn't too bad though.

The module 15 changes reduced how much movement speed this passive gives you by 5%, it previously gave you 20%. The amount of critical strike and deflect you get was increased by 1% this module.

Some other powers you may find yourself using situationally:

Gloaming Cut (GC, at will power):

Description: Dash forwards with a shadowy cross slash that grants you 15% increased stealth regeneration for 8 seconds. Deals up to 100% more damage based on the target's missing health and grants you 20% of your stealth bar if you kill a target with it.

Info: Usually you won't end up using GC for this build but it is good, it does a lot of damage. If you find yourself up against a DOT build and are taking more damage than you can handle when you use duelist's flurry, you could switch to gloaming cut.

The module 15 reworks sped up this power's animation time by almost 50% and also buffed its damage a lot.

This power's range seems to fall out of sync with its animation a lot, this makes it so you can still hit foes that look like they are out of reach and you frequently get these weird looking ghost hits. GC also has a built in lunge effect that helps you land it.

It also seems to have a weak targeting aid; if there is a nearby enemy within sight, your attacks will move you towards that enemy as you attack. This happens even when your character and your targeting circle are facing away from it.

Deft Strike (Deft, encounter power):

Description: Dash behind your enemy and deliver a painful stab, slowing your enemy for a short duration. Stealthed: Range increases to 80 ft and allows you to teleport to friendly targets.

Info: This power is great for pursuing targets and also comes with a helpful slow effect. It can also be used as part of a match opener/ambush rotation I developed a long time ago (more on that later).You can also use this power for getting to foes who try to snipe you from walls and pillars.

Notably, the targeting system for figuring out what counts as “behind” a target is buggy and this power doesn't always teleport you behind people, sometimes it teleports you in front of or next to people.

This power's stealthed ability to teleport you to allies is a double edged sword, sometimes its useful but this feature tends to be annoying more often than helpful.

Lurker's Assault (LA, daily power):

Description: Lurk through the shadows, adding 30% damage. Your stealth meter regenerates very quickly in this state, allowing you to remain stealthed for much longer. If you are targeting a foe, you will teleport to them.

Info: LA is a good option for players running low recovery or those looking to boost their damage in general. You can use this to buff your low AP dazing strikes even more and the rapid stealth regeneration is nice too.

Importantly, this power has an AP gain block; while this power is active, your attacks won't generate any AP. There are some sources of AP gain that bypass this block, such as flail snail and DC sigil.

Whirlwind of Blades (WOB, daily power):

Description: Whip your daggers out around you, dealing damage to nearby enemies and increasing your damage by 8% for each enemy hit. Lasts for 10 seconds.

Info: When up against a lot of enemies, this is a nice alternative to lurker's assault. It gives you a big damage buff and unlike lurker's assault, this power doesn't have an AP gain block. If you hit 5 enemies with WOB, you get 40% more damage, which is 10% more than the 30% from lurker's assault. The attack itself also does enough damage right now that you could use it to quickly finish off a bunch of enemies that are at low health.

Module 15 changed WOB's damage boost to % damage instead of power, this was done to nerf TR damage in PVE. For PVP TRs, this change doesn't effect your performance much.

Bait and Switch (B&S, encounter power):

Description: Jump backwards, dropping a decoy in your place that has 80% of your maximum hitpoints. Gain action points when the decoy is hit by an enemy. Stealthed: Refills your stealth meter and does not remove you from stealth.

Info: This power is surprisingly good in PVP, you can use it to make it more difficult for enemies to target you and it gives you a lot of AP. This power is particularly good against other TRs, it dilutes the damage from bloodbath and makes you harder to target in general. B&S also goes hand and hand with fighting at mid range with cloud of steel and some WKs used to run it for this reason.

Bait and switch behaves as an aoe attack and puts you in combat mode. It procs several damage boons, which can take a decent sized chunk out of people's health gages. It also procs feytouched enchantments, lightning enchantments, and the concussive strikes feat. Note: Bait and switch doesn't proc scullcracker.

Shadow Strike (SS, encounter power):

Description: Strike your target from a medium range and fill your stealth bar. Stealthed: Dazes target for a short duration and does not remove you from stealth.

Info: This power is something I've run with on this build in the past but it never did seem to fit and I eventually scrapped it. By contrast, it always worked great on sabotuer. Its daze is slower to hit than dazing strike and is less powerful than smokebomb's daze. This build doesn't need the additional stealth and a build designed to constantly go in and out of stealth (again, sabotuer) benefits a lot more from this power. Still, if you want to play around with it, its there if you want it.

Shadow strike is also good for tracking stealthed TRs, it leaves a purple trail on targets it hits. In order to see this effect, you need to have your graphics turned up high enough.

Impact Shot (IS, encounter power):

Description: Attack your oponent from medium range, pushing them slightly. This skill has 3 encounter charges and deals additional damage for each charge remaining. Stealthed: Briefly stuns the target and costs no charges (damage is based on having 2 charges)

Info: This power does a lot of damage but isn't really needed for this build. It may still have some situational uses though. It used to be good against HRs but I haven't tested this in more recent times. If you need to move someone, this power does have a small push effect.

Lashing Blade (LB, encounter power):

Description: Focus your strength into one furious attack, inflicting massive damage on your enemy. Stealthed: Strikes with 50% additional critical severity.

Info: This power is good for when you are trying to deal a single high damage hit that is faster than shocking execution and hits harder than dazing strike. This power hits like a truck if you hit a player with it while your AP is low, and you could power this up further using things like lurker's assault, invisible infiltrator, ect.

Always use this power from stealth, its only worth your time when its a critical hit.

On the downside, this power has one of the longest cooldowns out of all of your encounter powers. It also has a very short range and is easy to miss with.

Tactics (passive power):

Description: Increases your action point gain by 20%

Info: This is something that maxed out shocking execution builds frequently use, most likely you won't need it but it is a good option if your recovery isn't at ideal numbers and you are using a one shot setup.

How Stats Work:

If you are unfamiliar with how stats in this game work or would like to brush up on the details, read this section. If you already understand it, this section can be skipped.

PVP Global Tenacity Info:

In PVP, every player is subject to the following:

Armor Penetration is 60% less effective

Critical Severity is 60% less effective

Healing is 75% less effective

Players take 40% less damage

These effects show up as a permanent icon on your character's buffbar whenever you are on a PVP map, hover your cursor over the icon to read them.

Offensive Stats:

Power:

This stat increases your damage dealt rating, which increases the damage of your attacks.

For every 400 points of power you add, your power modifier for damage goes up 1%.

There are a few common misconceptions floating around about how power works, such as every 400 points of power you add = 1% more damage or that power has diminishing returns, neither of these are quite right. The power stat does increase your power modifier for damage in a consistent way no matter how much you add, but, how much you benefit from that increase is relative.

If you aren't sure what that means, here is an awesome video by integrity games that explains how power works: https://www.youtube.com/watch?v=JR8ccBprmok

Recovery:

This stat reduces the cooldown time for your encounter powers and increases your action point gain rate.

You gain 1% more recharge speed for every 200 points of recovery you add. You also gain 1% more action point gain for every 400 points of recovery you add.

Recovery doesn't affect your stealth recharge speed. Though, recovery can indirectly help you reenter stealth more often since it allows you to use your encounter and daily powers more often.

Critical Strike and Critical Severity:

The critical strike stat increases your chance to critically hit.

Every 400 points of this stat you add increases your chance to critically hit by 1%.

If you have 100% critical chance, 100% of your attacks will be critical hits. This means any critical chance you stack past 100% doesn't do anything.

When you critically strike, the damage for that hit is increased by an amount determined by your critical severity. Your base critical severity is 75% and can be increased further by boons, weapon enchantments, and consumables.

Armor Penetration:

This stat increases your defenses ignored rating, which is the counter to your enemy's defense/damage taken rating. Put simply, it is how much of your enemies' defense your attacks ignore.

Every 100 points of this stat you add increases your defenses ignored by 1%.

Armor penetration only works against your foe's damage taken rating, it doesn't affect other defensive stats like deflect, lifesteal, ect. Many forms of damage reduction in this game such as a guardian fighter's shield DR, feytouched debuff, master infighter feat, ect aren't part of the damage taken rating and aren't affected by your armor pen.

To give you an example of how this stat works, lets say you were fighting a foe that has -30% damage taken and your defenses ignored rating is 10%. The damage your attacks deal to that foe will be reduced by 20% instead of 30% because your armor pen canceled out 10% of their damage taken rating.

Armor pen's effectiveness is reduced by 60% in PVP as part of global tenacity.

Defensive Stats:

Deflect and Deflect Severity:

The deflect stat increases your chance to deflect incoming attacks.

Every 400 points of this stat you add increases your deflection chance by 1%

Deflecting a hit reduces the damage of that attack by however much deflect severity you have. For TRs, our base deflection severity is 75%. You can increase your deflection severity further using boons and consumables.

Deflecting an attack doesn't just reduce the attack's damage against you, it also reduces the duration of any control effects that attack inflicted.

TRs are the only class with 75% deflect severity, everyone else has 50%. This 25% increase to our severity makes deflection chance our most efficient defensive stat to stack.

Hit Points:

Increasing your pool of hit points helps you survive more attacks and bigger attacks without dieing.

This stat doesn't need further explanation, its mechanic is pretty straightforwards.

Lifesteal:

This stat increases the chance for your attacks to steal hit points from your foe and give those hit points to you.

Every 400 points of this stat you add increases your lifesteal chance by 1%

Your base lifesteal severity is 100%, which means you heal for the same amount of damage you dealt with the triggering attack. You can increase your lifesteal severity further using boons, mounts, and reusable buff items.

In PVP, your healing from this stat is 75% less effective because of global healing depression.

Defense:

This stat decreases the amount of damage your enemy's attacks deal to you. This stat is part of your damage taken rating, which is the counter stat to defenses ignored/armor pen.

Every 400 points of this stat you add increases your damage taken rating by 1%.

This is by far our least efficient defensive stat to stack. Its generally not worth stacking this stat at all on a TR.

Regeneration:

This stat increases how much healing you get from all sources and gives you a small heal over time when you aren't in combat.

Every 400 points of this stat increases your incoming healing by 1% and increases your health regeneration by 1%. This stat buffs your insignia heals, your lifesteal heals, your boon heals, heals your teammates give you with their powers, ect.

This stat gives you less healing point for point than incoming healing bonus does, but lacks the diminishing returns that incoming healing bonus is subject to.

The Misfit Stat, Movement Speed:

This stat increases how fast your character runs.

Every 400 points of this stat you add increases your movement speed by 1%.

Movement speed also increases the distance your character travels when you jump fowards (or other directions).

Secondary Stats:

Secondary stats have severe diminishing returns past 1200 through 1400 points, which adds around 9% through 10% to whatever rating they are part of. These stats are effectively capped at 10% since it requires a ridiculously large amount of these stats to get them to pass 10%. These diminishing returns only apply to the stat versions of all of the things listed below. Increases that are written as a % increase and don't show up on your character sheet as stat points aren't subject to these diminishing returns.

Combat Advantage Bonus:

Increases how much damage you deal when you have combat advantage.

Combat advantage bonus and most other sources of combat advantage damage are added together instead of multiplied together.

Stamina Gain:

This increases our stamina gain, which makes it so we can dodge more.

Action Point Gain:

This increases our action point gain.

Control Bonus:

This increases the duration of our control effects.

The control bonus stat and other sources of control bonus you have are multiplied together to increase the duration of your CCs. This makes control bonus very potent.

Control Resist:

This reduces the duration of control effects against you.

Control resist doesn't work against all control effects, there are some control effects such as the impenetrable jungle boon's root effect, TR's courage breaker, ect that bypass control resist.

Lifesteal Severity:

This increases how much you are healed for when you successfully lifesteal.

This stat and other sources of lifesteal severity are a potent buff to your self healing in PVP provided you have a decent amount of lifesteal chance to go with it.

Incoming Healing Bonus:

This increases how much healing you get from all sources. This stat buffs your insignia heals, your lifesteal heals, your boon heals, heals your teammates give you with their powers, ect.

Up until the point where you cap out on this stat, it is better than regeneration is.

AOE Resist and DOT Resist:

These 2 stats reduce the damage you take from area of effect powers and damage over time effects.

These stats work by increasing your damage taken rating against those types of attacks. They are mostly useless and never worth stacking.

Gold Gain, Glory Gain, XP Gain:

These stats increase how much gold, glory, or XP you get from sources that grant these things. These types of stats are useless in PVP. Granted, glory is a PVP currency but most of what you can buy in the glory stores is either crap or things you only want to buy once anyway.

Companion Influence:

This increases your companion's stats by a tiny amount. It also doesn't work in PVP, except for open world PVP.

Best Stat Combos For This Build:

In this section I will be going over the best stat configurations for this build's offensive stats, defensive stats, and secondary stats.

Offensive Stat Combos:

This build has multiple viable offense stat combos, which one you pick ultimately depends on what you want to do best. Each combo comes with its own set of strengths and weaknesses:

50k through 65k power + 20k through 22k Recovery:

This stat combo gives you a strong shocking execution, high overall damage with your other attacks, and the ideal amount of cooldown reduction for this build.

The downside to this is you won't have room for much critical strike or armor pen. This means when the oppressive darkness bug gets fixed, you may notice your overall damage drop a little bit against targets with a high damage reduction. The low crit will also mean you need to use your stealth to get guaranteed concussive strikes procs or hit multiple times to proc it.

This combo can be augmented with an optional 6k armor pen. As I stated above, this will not do much right now but it will likely become useful later on.

40k power + 12k armor pen + 20k though 22k recovery:

This is the stat combo I was recommending to people in module 14. In module 15, it remains remarkably stable and well rounded. Your shocking execution will seldom be a one shot kill but it will still take a big chunk out of people. Your overall damage is also great and your cooldown reduction is ideal for this build.

So far in module 15, that 12k armor pen doesn't do much for you because of oppressive darkness. If oppressive darkness gets fixed, that 12k will go back to being useful.

40k through 50k power + 50% through 60% critical chance + 18k through 22k recovery:

This combo is an improved version of the combo I was recommending in module 14. This combo is also very stable and gives you more damage than its module 14 counter part. This is because you have a higher chance to crit and can reach higher power than the module 14 version that stacks high armor pen. You also benefit from a higher chance to proc concussive strikes, which makes this build a little smoother to operate. That extra crit makes cloud of steel and duelist's flurry much nastier.

This combo can be augmented with an optional 6k or 8k armor pen. As I stated above, this will not do much right now but it will likely become useful later on.

Running 6k Through 9k Recovery:

This is something I'd recommend for expert players looking to try something different. With this amount of recovery, your cooldowns are roughly 2 through 4 seconds longer than they are with 20k recovery and your AP gain rate is also slower. This cooldown speed is similar to the original version of my scoundrel build I was running in modules 7 through 9. The core of how this build is built and played hasn't changed much since then and the rotations and powers I used back then are identical to the ones I run now. Lurker's assault might be a better fit for a low recovery setup than bloodbath though. You will also be able to stack more damage stats than you would be able to with a large amount of recovery.

Defensive Stat Combos:

I am only putting one combo in this section since no other combos I tried or encountered even came close to the one I am recommending.

60% or more deflection chance + 40% lifesteal Chance + 200k HP:

This defensive stat setup the best I have found this module hands down. The 60%+ deflect significantly increases your odds of surviving guardian fighter hits and also helps against everything else. The self healing you get from that 40% lifesteal is very powerful, especially when combined with increases to your lifesteal severity, incoming healing bonus, and the endless consumption boon. The 200k HP is the only thing that is below ideal but its still really good. The high lifesteal combined with high HP is good against everyone but its particularly helpful against SWs.

For Those Who Prefer Less Tanky Setups:

If you want your TR to feel a little more brisk, you can reduce some of this build's tankyness and lean even more on your evasion skills and well timed powers for defense.

Universal Secondary Stat Combo For This Build:

The 4 most useful secondary stats for this build are:

Combat Advantage Bonus, Stamina Gain, Action Point Gain, and Control Bonus. You want to keep all of these at 8% through 10% if possible.

Control bonus is potent stuff and this build uses a lot of control powers. You will have combat advantage up most of the time on this build so you benefit a lot from a high combat advantage bonus. Stamina gain is also important for this build, much of the tactics I will discuss later require you to be able to dodge often. Action point gain helps you get your dailies up more often and TRs are a very daily centric class.

Lifesteal Severity:

Lifesteal severity is potent in PVP provided you have high lifesteal chance to go with it.You get all of the lifesteal severity this build needs from boons instead of from the actual stat though.

Incoming Healing:

Incoming healing bonus is also really strong, while optional, if you are able to squeeze in 6% through 10% of this stat, its worthwhile. This stat buffs all of your self healing sources including lifesteal and up until you've capped out on it, it gives you more than regeneration does. Reason I say 6% is because its easier to get 6% than higher amounts; if you are running a DC sigil, you already have this covered. On this build, you will end up with some incoming healing bonus that comes in % form too.

The following 2 stats are decent but not quite as good as the ones I mentioned above:

Regeneration:

Around 3k regeneration is nice to have in PVP but I haven't found a way to make room for it that doesn't require taking away too much other useful stuff. Regeneration isn't quite as good as incoming healing bonus is in the amounts you are able to get easily but small amounts do still help a little bit. You will likely end up with a little bit of regen on this build but its not something you really try to stack.

Control Resist:

You will end up with a good amount of control resist if you run elven battle enchantment and may end up with some from other places as well, most or all of your control resist will be in % form.

Stat Progression Guidelines:

If you are not maxed out yet, this section will help you understand how to progress your stats as you gear up. Here you will find general stat milestones for this build and basic suggestions on how to start stacking each stat.

Power Milestones:

For power, 30k is a stable first milestone but will feel underpowered unless your critical chance is really high. The next step is to try and reach 40k. When you are closer to BIS, 50k+ will become possible for you.

Power, Where to Start:

For getting your power, a good starting point would be power granting gear, boons, artifacts, pots and offense slot enchantments.

Recovery Milestones:

6k through 9k recovery is the absolute minimum amount I would suggest running in PVP right now. The real turning point is 15k recovery, that is when your in-between rotation delays are almost gone and this is a very stable amount of recovery to work with. Further improvement would be 18k, 20k, and 22k.

Recovery, Where to Start:

For getting your recovery, a good starting point would be recovery granting gear, boons, artifacts, pots, and offense slot enchantments.

Critical Strike Milestones:

I'd suggest a minimum of 25% through 30%, having lower than this range isn't a big deal though. Your base critical chance, boons, artifact weapons, and a few other sources generally give you this without you having to think about it much.

If you are stacking critical strike, 50% is a really helpful amount that you can reach without cutting into other stats much, 60% is even better and its possible to reach this without taking much out of other stats if you are close to BIS.

Above 70% critical chance is more difficult to reach in PVP, its strong but comes with a sharper tradeoff since it cuts into other important stats a lot more than smaller amounts do.

Critical Strike, Where to Start:

A large number of players reading this have probably never stacked critical strike in PVP before. If anyone reading this is unsure how to go about it, I would suggest starting with slotting crit granting items in your arms and head slot, switching up to 7 ability score points to dexterity, taking the weapon mastery feat, and selecting crit for some or all of your boons.

Armor Pen Milestones:

Disclaimer: The following armor pen info is written as though oppressive darkness wasn't bugged, in preparation for this passive getting fixed eventually.

Stacking armor pen is optional but it is good against high DR targets. Having 6k armor pen is enough to noticeably improve your damage against high DR targets. 8k is about where you'd want it if you used any but you could take it all the way up to 12k without much effort. 16k is the absolute maximum I'd suggest trying out but its probably not worth it.

Armor Pen, Where to Start:

For armor pen, the easiest places to get it from are your gear, the armor pen guild boon, and offense slot enchantments. You could also use 2 armor pen artifacts.

Deflect Milestones:

For deflect, you want 60% or more, having it in the 50% range is usable but you don't want it any lower than that unless you aren't going to stack deflect at all.

Deflect, Where to Start:

This build gives you most of your deflect in % form instead of stat form and most of it comes from the mocking gesture and concussive strikes feats, your ability scores, impossible to catch, and optionally an eclipse enchantment and boons. This means you don't really stack much stat based deflection and can use that space for other stats you need instead.

Lifesteal Milestones:

10% lifesteal chance would be a decent first milestone but it will feel underpowered. Before module 15 dropped, 20% lifesteal chance was pretty much ideal if you were using lifesteal at all. Thanks to virtually everybody's damage in PVP increasing this module and the TR rework reducing some of our natural survivability, the new ideal number for lifesteal is 40% and you have a higher incentive to run lifesteal in the first place.

Lifesteal, Where to Start:

You can easily hit 40% using a lifesteal guild boon, dark enchantments in your defense slots, the bloody brawler feat, and your other lifesteal granting boons.

HP Milestones:

In module 15, having 200k HP is comparable to having 160k HP in module 14 (200k feels slightly better than that but not by much). 160k is still usable in module 15 but you will be much more fragile than you were in module 14 with that same number. If your HP is below 160k, I recommend getting that fixed ASAP, especially if your other defensive stats are also low. 190k through 200k HP is a good number to work with when combined with the other defensive stats this build uses. Technically ideal HP would be well above 200k but stacking predominantly HP is less powerful than running 200k HP combined with high deflect and lifesteal.

HP, Where to Start:

If you slot the magic lord's surcoat chest piece, have all your boons completed, use a stronghold food pot, and are using gear with mostly up to date HP, you can easily hit 200k HP without the help of a guild HP boon or HP granting defense slot enchantments.

A Note on Partial Movement Speed Setups:

You can optionally run this build with a partial movement speed setup. Movement speed is very useful to have in PVP, it helps you pursue targets and some of the tactics and tricks I will bring up later work even better when your movement speed is high.

I personally found that building a fast but not max speed TR was the most effective TR speed setup for PVP on live. Building for max movement speed takes a heavy toll on your dps output. Going partial doesn't take away nearly as much damage (you will still lose some damage) and you are still fast enough to gain most of the benefits a max speed build enjoys in PVP.

To do this, you need the following items:

Legacy giant strider mount

Potion of speed

The skillful infiltrator passive

The gladiator's guile insignia power

Rank 13 or 14 dark enchantments in your utility slots.

You can optionally add a few more speed increases, such as:

The supplyline and tactical redeployment boons from the veteran PVP campaign.

The vampiric grace boon from the ravenloft campaign.

The 7.5% movement speed from the masterwork III artifact neck and belt set

The donjon's boots

Tactician's banner in your primary artifact slot

Also, the shard of orcus' wand gives you 1000 movement speed, which is convenient for anyone running the demon lord's immortality artifact set.

Why I didn't recommend sneak attack, 3 to 4 speed artifacts, the 3% speed boon from the AI campaign, or makos ring's utility slot:

Sneak attack is a good passive for maximum speed builds but not for this partial movement speed setup. The reason being is wearing 2 speed passives at the same time drops your damage a lot and this build isn't in stealth often enough for sneak attack to be better than skillful infiltrator. 3 to 4 speed artifacts take up a lot of stat room and aren't really needed. Makos ring does offer a utility slot that you can put another dark enchantment into but this also takes up a lot of stat room and isn't needed. The 3% movement speed boon from the AI campaign doesn't actually increase your speed by 3%, instead it increases your speed by 3% of whatever your total movement speed is, this means you have to have an really high total movement speed already for you to get anything worthwhile out of this boon.

Boons:

In this section, I will go over which boons to take for this build on a case by case basis. I will also bring up some of the general trends for different kind of boons you will find yourself choosing between.

Useful Tip: How to get the best bang for your buck when replacing excess stats:

If you end up with too much of any stat, start looking for the best places you can trade the excess stats for something useful to you. As an example with boons, lets say you ended up with more lifesteal than you need. You notice that some boons offer you a choice between lifesteal and regen and others offer you a choice between lifesteal and crit. You would probably want to switch the excess lifesteal to crit first and only start switching from lifesteal to regen if you don't have better things to replace that lifesteal with. Also remember to check other locations on your character for good places to replace excess stats.

A Few General Trends For Boons:

Crit Vs Power:

As a default, I would suggest taking power. Usually when stacking crit, you don't need to take crit every single time its offered, instead you can often afford to take mostly power and switch a few of them to crit if needed.

Reflect Damage and Damage Procs Vs Self Healing Procs:

When presented with a choice between reflect damage/damage proc boons and healing proc boons, you should take the damage boons. In a few other places, you will be offered reflect damage and damage procs Vs other things, which you pick here is more case by case but you'd still end up taking the damage boons a lot.

While having only a couple damage proc boons isn't impressive, they start to add up the more of them you have, this is especially true if your deflection chance is high. They take a decent chunk out of people as you fight and there will be many instances where players at low health attack you and end up killing themselves on your reflect damage. Really low geared players get eaten alive by these boons.

Healing proc boons are good but you already have lots of self healing coming from other places on this build and you don't really need them. That said, there are a few places where you do take healing proc boons but those are places where there wasn't a better option. The only situation where you should take full healing boons on this build is if you are undergeared and really need them.

Lifesteal Vs Anything Else:

As a default, I suggest taking lifesteal in almost every place it is offered. If you find yourself with more than 40% lifesteal chance after doing so, take some of that lifesteal off.

Recovery Vs Anything Else:

Take recovery in most or all places it is offered. One exception is if you have more recovery than you need.

Lifesteal Severity Vs Anything Else:

In all cases where you a presented with a choice between a boon with lifesteal severity and another boon with something else, take lifesteal severity. The exception is if you don't have high lifesteal chance yet.

Incoming healing bonus is really good too but there is literally only 1 place where your boons give you a choice between lifesteal severity and incoming healing. The lifesteal severity you are offered isn't the secondary stat version so it has no cap. The incoming healing bonus you are offered on the other hand is the secondary stat version, which is effectively capped at 10%. If you already have 6% or more incoming healing coming from somewhere else, you should take the lifesteal severity for this build. Getting that 6% or more is very easy to do so I'd suggest taking lifesteal severity from your boons every time its offered by default.

Lifesteal severity is better than regeneration for this build, so if given a choice between the 2, take lifesteal severity again.

Which Boons to Take, Case By Case:

The boons I discuss below are only the ones that are good for this build, if a boon didn't get a tooltip mention below, it means it isn't worth taking:

Strongholds:

Offense Guild Boon: I would suggest taking power right now. If you find yourself needing to stack armor pen in the future, the armor pen boon is there if you need it.

Defense Guild Boon: Take lifesteal. The HP boon is good too but the lifesteal boon is better for this build. The exception is if your HP is low and you don't have a magic lord's surcoat.

Utility Guild Boon: Take increased mount speed always.

PVP Guild Boon: Take whichever one enhances the overload enchantments you are actually using.

Veteran PVP:

Veteran PVP Tier 1:

Pick your choice of one of the 2 following boons, you are given 1 point to spend:

Supplyline: 500 movement speed while flagged for PVP, allies within 10 feet of you get half this bonus.

Info: This boon is a good option for any TR build but is especially appealing to TRs running movement speed setups. This boon should be paired with the tactical redeployment boon from the same campaign.

Legion's Valor: 250 power and 250 critical strike while flagged for PVP

Info: If you'd rather have more damage instead of movement, take this boon.

Veteran PVP Tier 2:

You are given 1 point to spend. Always take vanguard's resolve, its the only boon in tier 2 that is worth taking:

Vanguard's Resolve: Players who strike you grant you 400 power for 8 seconds. Each foe can only add 400 at a time. (Max 2000)

Veteran PVP Tier 3:

Pick your choice of one of the 3 following boons, you are given 1 point to spend:

Tactical Redeployment: You can 25% additional movement when there are no enemy or allied players within 20 feet of you while flagged for PVP. (This effect does not work if you have recently been damaged by a player)

Info: This boon is a great speed boost but it does come with some drawbacks. Namely the part where it doesn't work if you have been recently damaged by a player. DOT attacks tend to ensure that this boon isn't up that often in domination matches, you do get to enjoy it more often in guantlgrym matches.

In spite of its flaws, this boon is still a good option. It should be paired with the supplyline feat from this campaign if you choose this.

Versatile Warrior: Gain 400 power and 400 recovery whenever an ally or enemy is within 20 feet of you while flagged for PVP.

Info: If you'd rather have more power and recovery, take this feet.

Wicked Assault: Gain 400 Lifesteal for each enemy player within 20 feet of you while flagged for PVP. (max of 5 players)

Info: You probably won't need this feat for this build but it is good.

Acquisitions Incorporated:

Acquisitions Incorporated Tier 1:

Choose Between one of the 2 following boons. You are given 3 points to spend wherever you wish, you could put them all into a single boon or you could do 2 points in one boon and 1 in the other. Splitting the points between 2 boons gives you 250 more total stats than you get for using all 3 points on the same boon, whether or not that extra 250 is worth it depends on which stats you still need more of.

Confidence Boost: You gain 500/750/1000 Power

Info: If you aren't stacking any crit, take this for sure. This is also a good option if you have already met your crit stacking goal.

Critically Acclaimed: You gain 500/750/1000 Crit

Info: If you are stacking any amount of crit, you could take this, its not always necessary to do so but its one way to go about hitting your stat goals.

Acquisitions Incorporated Tier 2:

The math for the 4 tier 2 boons in this campaign is different than it is for similar boons, this can easily mislead people into thinking they are getting more from the boons in this campaign than they really are or that all 4 boons give them the same amount when they don't.

As an example, lets compare the severe criticism boon from this campaign (3% critical severity) to having 1 point in dragon's fury (5% increased critical severity) from the well of dragons campaign. Dragon's fury gives you a 5% increase to your critical severity; if you have 75% critical severity, this boon will change it to 80% critical severity. Severe criticism on the other hand, doesn't work like this and taking this boon wouldn't cause that 75% to turn into 78%. Instead, its bonus is equal to 3% of whatever your total critical severity is. 3% of 75 is 2.25, so your crit sev would become 77.25%. This means severe criticism gives you more if your critical severity is high and less if your critical severity is low.

This same math applies to the other 3 boons in this campaign. An important thing to note is that your total movement speed and lifesteal are usually a lot lower than your total recovery and critical severity are, this means the hustling and life-draining job boons tend to give you a lot less than what the severe criticism and taking a break boons do.

Choose any of the 2 following boons you want, you have 1 point to spend. I didn't list the other 2 boons here since they tend to give you less than half of what these 2 boons give you:

Taking a Break: You gain 3% recovery

Severe Criticism: You gain 3% critical severity

Sharandar:

Sharandar Tier 1:

There is only 1 boon from this tier worth taking, you are given 1 point to spend:

Dark Fey Hunter: You gain 400 power

Sharandar Tier 2:

Choose 1 of the 2 following boons, you are given 1 point to spend:

Fey Elusiveness: You gain 400 deflect

Info: If your deflect chance is less than 60% and you aren't deliberately stacking crit, take this boon.

Fey Precision: You gain 400 critical strike

Info: If you are stacking critical chance or your deflect is where you want it, take this boon.

Sharandar Tier 3:

While both boons in this tier are good, elven haste is a better choice for this build, here is its tooltip, you have 1 point to spend:

Elven Haste: You now gain Action Points 3% faster.

Sharandar Tier 4:

You are given 1 point to spend. Both boons in this tier are good boons but remember what I said earlier about picking between damage procs and healing procs, you want the damage procs on this build. That said, I did include the healing boon tooltip here so I can explain a little bit about it in case you are undergeared and actually need it:

BIS For this build:

Elven Ferocity: When striking a foe you have a chance to deal up to 20000 Arcane damage.

Info: You should almost always take this boon for this build, its a damage proc and this build stacks damage procs as I mentioned earlyer.

If you are low geared:

Elven Tranquility: When being struck by a foe you have a chance to heal yourself for up to 20000 Hit Points.

Info: If you don't have many defenses yet, this boon is a good option for you. It is one of the best healing boons, it procs fairly often and usually when you need it. It also can be triggered by taking falling damage.

Sharandar Tier 5:

2 out of the 4 boons in this tier are good, the other 2 aren't worth taking. Out of the 2 good ones, fey thistle is the best one for this build. The stamina gain boon is a good option for anyone who doesn't have enough stamina gain yet: You are given 1 point to spend:

BIS for this build:

Fey Thistle: When you Deflect an attack you deal up to 3000 damage to your attacker.

Info: This is usually what you should take on this build, its a reflect damage boon and it pairs really well with this build's super high deflection chance.

If you are low geared:

Elven Resolve: Your Stamina regenerates 10% faster in Combat.

Info: This is a very reliable source of stamina gain and is a good option for anyone who doesn't have enough stamina gain yet.

Dread Ring:

Dread Ring Tier 1:

Pick 1 of the 2 following boons, this is another scenario where you are choosing between crit and power, pick whichever stat you need the most. You have 1 point to spend:

Reliquary Keeper's Strength: You gain 250 Power and 250 Movement.

Conjurer's Gambit: You gain 250 Critical Strike and 250 Movement.

Dread Ring Tier 2:

Chose 1 of the 2 following boons, you have 1 point to spend. You almost always want to take the lifesteal boon for this category.

Evoker's Thirst: You gain 400 lifesteal

Info: Usually this feat makes up part of the lifesteal you'd use to reach 40%

Illusory Regeneration: You gain 400 Regeneration.

Info: If for whatever reason, you ended up with too much lifesteal, you could consider taking this boon instead. There are usually other places you can do this switch and get something better than regen though.

Dread Ring Tier 3:

Choose 1 of the 2 following boons, you have 1 point to spend. Illusion shimmer gives you the same amount of deflection that 1200 deflection stat points would give you. Forbidden Piercing gives you the equivalent of 300 armor pen stat points. So in terms of how much you get, illusion shimmer technically gives you a lot more than forbidden piercing does. Though this fact doesn't matter much on this build since you'd have plenty of deflection anyways and armor pen currently doesn't do much for you.

Illusion Shimmer: You gain 3% Deflect Chance.

Info: If you still need more deflection chance, take this feat.

Forbidden Piercing: You gain 3% Defenses Ignored.

Info: If you have already met your deflection goals or are stacking armor pen, take this feat.

Dread Ring Tier 4:

You have 1 point to spend. While both of the boons in this tier are good, you always want to take shadowtouch, this is the case even if you are low geared or using a different build entirely. Shadowtouch in addition to being a damage proc, also applies a unique and very strong effect. Here is more information:

Shadowtouch: When dealing damage you have a chance to deal 20000 Necrotic damage over a few seconds. After this effect ends the target receives 25% less healing from spells for 10 seconds.

Info: After the shadowtouch damage effect ends, it essentially applies a mini version of PVP healing depression to the target for 10 seconds, this is very strong in PVP and you should always take shadowtouch for this reason. The only downside to this feat is its a lot of hassle to try and control it and usually you won't try to. So most of the time you won't intentionally be taking advantage of it but its still a strong passive aid to you. One thing you could do is glance at the enemy's debuff bar and take advantage of it if you happen to see it up.

Dread Ring Tier 5:

There are 3 good boons in this tier but for this build, endless consumption is the best boon for us by a mile and a half. The only reason you wouldn't take it is if you had really low lifesteal chance. I did include the other 2 tooltips in case you don't have enough lifesteal yet. You have 1 point to spend.

BIS for this build by far:

Endless Consumption: When you steal health from your Life Steal stat, it has a chance to steal 3 times as much.

Info: This is a must have for any high lifesteal build, including this one. It triples the amount of healing you get from your lifesteal whenever it procs. This boon is infamous for the powerful healing it provides to SWs and GWFs in particular but it works great for lifesteal builds in general.

If you don't have high lifesteal yet:

Augmented Thayan Bastion: When taking damage you have a chance to generate a shield that absorbs up to 10000 incoming damage and redirects that damage to a nearby foe. This shield lasts 6 seconds.

Info: This is a good defensive and reflect damage feat, if you don't have your lifesteal yet, this is a solid option for you.

Rampaging Madness: When you deal damage you gain a stack of "Madness". When you reach 50 stacks of "Madness" you gain 4000 Power, 4000 Life Steal, and 4000 Regeneration. 10 seconds after gaining this bonus your stacks are reset. You may only gain one stack of "Madness" per second.

Info: This boon provides a huge buff to your stats every now and then, this is also a nice option for players who don't have their lifesteal yet.

Icewind Dale:

Icewind Dale Tier 1:

There is only 1 good boon in this tier, you have 1 point to spend:

Encroaching Tactics: You gain 400 Combat Advantage Bonus.

Info: Always take this even if you have too much combat advantage bonus, the other boon is so bad it can't even beat out microscopic increases to your combat advantage bonus.

Icewind Dale Tier 2:

Both of the boons in this tier are good, I would recommend taking refreshing chill unless you have already got enough stamina gain from elseware. You have 1 point to spend:

Refreshing Chill: You gain 400 Stamina Gain.

Info: Take this unless you already capped out on stamina gain.

Appreciation for Warmth: You gain 400 Incoming Healing Bonus.

Info: If you capped out your stamina gain elseware, take this boon instead of refreshing chill.

Icewind Dale Tier 3:

Both of this tier's boons are good. Most likely, you will need rapid thaw. You have 1 point to spend:

Rapid Thaw: You gain 400 recovery

Info: Most of the time, you take this boon. The exception is if you already have met your goal for recovery stacking.

Sleet Skills: You gain 2% Crit Severity.

Info: If you have enough recovery already, take this boon instead of rapid thaw.

Icewind Dale Tier 4:

Both of the boons in this tier are good, you have 1 point to spend, pick whichever:

Cold Shoulder: When damaged by a foe you have a chance to proc Cold Shoulder on them, which will reduce the damage of their next attack by up to 2000.

Info: This is a decent defensive boon, not amazing but good enough to compete with the other option.

Cool Resolve: You gain up to 2000 Power based on how much Stamina or Guard you are missing.

Info: You usually don't have very much power from this boon at any given time, high stamina gain builds kinda work against it. Still, more power is more power.

Icewind Dale Tier 5:

Both rousing warmth and avalanche are good boons, but for this build, I suggest taking avalanche, its one the larger damage proc boons and suits this build well. You have 1 point to spend:

Avalanche: When damaged by a foe, chance to gain a stack of Avalanche. At 20 Stacks, taking damage will clear the stacks and deal up to 15000 damage to nearby targets. Damage Over Time effects will not trigger this ability.

Info: Another damage proc boon to assist you in shredding attackers.

Underdark:

Underdark Tier 1:

There is only 1 worthwhile boon in this tier. You have 1 point to spend:

Primordial Might: You gain 400 Power and 1600 Maximum Hit Points.

Underdark Tier 2:

Both of the boons in this tier are good. Most likely, you will need primordial regenesis to help you hit your lifesteal goal. If you end up with too much lifesteal, this is one of the better places you could pick for replacing the excess. You have 1 point to spend:

Primordial Regenesis: You gain 400 Life Steal and 1600 Maximum Hit Points.

Info: This is a boon you will most likely need for helping you hit that 40% lifesteal.

Primordial Focus: You gain 400 Critical Strike and 1600 Maximum Hit Points.

Info: Pick this boon if you end up with too much lifesteal.

Underdark Tier 3:

Both of the boons in this tier are really good. However, you should always take drow ambush tactics no matter what build you are using, its a uniquely strong increase to your combat advantage damage and its too good to pass up. You have 1 point to spend:

Drow Ambush Tactics: Combat Advantage damage bonus is increased by 10%.

Info: In this game, most sources of combat advantage damage are added together, this boon is different in that it is multiplied together with your other sources of combat advantage damage, this makes it a much stronger buff than other forms of combat advantage damage.

Underdark Tier 4:

For this category, there is only 1 boon worth taking. You have 1 point to spend:

Dwarven Stamina: You now regain Stamina 5% faster.

Info: Another nice source of stamina gain and this time, there isn't anything else important competing with it.

Underdark Tier 5:

It doesn't matter which boon you take for this tier. None of them work in PVP since every single one of them applies to demon type enemies only. That said, I would suggest taking abyssal strikes since that is the best one for PVE content.

Tyranny of Dragons:

Tyranny of Dragons Tier 1:

While both of these boons are good, power is better, always take dragon's claws here. You have 1 point to spend.

Dragon's Claws: Grants 400 power

Tyranny of Dragons Tier 2:

Another instance where you are choosing between crit and deflect, pick whichever stat you need more of the most. You have 1 point to spend here:

Dragon's Gaze: Grants 400 Critical Strike.

Dragon's Shadow: Grants 400 Deflect.

Tyranny of Dragons Tier 3:

Neither of these boons will help you much, but I suggest taking draconic armorbreaker. You have 1 point to spend:

Draconic Armorbreaker: Grants 400 Armor Penetration.

Tyranny of Dragons Tier 4:

Both of these boons are good, most likely you will need dragon's greed though. Just like other places where there is a choice between lifesteal and regen, you could take regen if you had too much lifesteal but you should try to find better places where you can replace your excess lifesteal first. There are usually other places you can do this switch and get something better than regen. You have 1 point to spend:

Dragon's Greed: Grants 400 lifesteal rating

Info: This boon's tooltip specifies “rating” but this doesn't seem to mean anything, it just gives you more lifesteal stat. Usually you want to take this boon.

Dragon's Blood: Grants 400 regen

Info: If you have too much lifesteal and don't have better things to replace the excess with, take this boon.

Tyranny of Dragons Tier 5:

All 4 of these boons are great. You have 3 points to spend, you could split them any way you wish or spend them all on the same boon. For this build, you should always split these points between 3 different boons to maximize gains.

Dragon's Thirst: Grants 4/5/6% increased Life Steal.

Info: This boon is a very convenient source of lifesteal for anyone who hasn't hit their goal number yet.

Incoming Healing: Grants 10/12.5/15% increased Incoming Healing.

Info: This boon is a uniquely strong buff to your incoming healing, it isn't in stat form so it isn't subject to the secondary stat cap.

Dragon's Fury: Grants 5/6.5/8% increased Critical Severity.

Info: This boon is a really nice damage increase for any TR.

Dragon's Grip: Grants 10/12.5/15% increased Control Strength.

Info: This is a nice boost to the many many control effects this build uses, it also isn't subject to the secondary stat cap.

Here are 3 different scenarios that determine which of these 4 boons you should put your points into for this build:

If you are well geared but still need a little bit more lifesteal, put 1 point in lifesteal, 1 point in incoming healing, and 1 point in control bonus. That critical severity is really good too but in this scenario, the other 3 boons outweigh it until you find a way to get that 4% lifesteal from somewhere else.

If you currently have too little self healing for it to be worth taking incoming healing bonus, replace the incoming healing bonus with critical severity. So for this situation, you'd put 1 point in critical severity, 1 point in lifesteal, and 1 point in control bonus.

If you have a maxed out lifesteal guild boon and are close to BIS, you can easily hit your lifesteal goals without the help of this campaign's lifesteal boon. In which case, you should switch to 1 point in critical severity, 1 point in incoming healing, and 1 point in control bonus.

The Maze Engine:

The Maze Engine Tier 1:

This is the only place where you are choosing between lifesteal severity and incoming healing bonus. Both of these boons are good, but as I discussed earlier in more detail, I recommend picking lifesteal severity. You have 1 point to spend here:

Abyssal Siphoning: You gain 5% lifesteal severity

Info: This boon is one of a small number of boons that grant lifesteal severity, this is also a % version that doesn't have a cap, even better. I recommend grabbing these everywhere they are offered.

Abyssal Regeneration: You gain 400 Incoming Healing Bonus.

Info: Incoming healing bonus is also strong but this is the secondary stat version and you can get this stat close to its cap from other locations fairly easily.

The Maze Engine Tier 2:

There is only 1 worthwhile boon to take here, you have 1 point to spend:

Demonic Influence: You gain 400 Combat Advantage Bonus.

Info: More combat advantage bonus. If you are capped on combat advantage bonus, try to find places you could trade the excess for something better than the control resistance the other boon in this tier offers.

The Maze Engine Tier 3:

Both of these boons are tempting, but for this build, I recommend always taking the stamina regeneration. You have 1 point to spend.

Demonic Endurance: Your Stamina regenerates 10% faster in Combat.

Info: This is one of the best sources of stamina gain for this build, it allows us to easily replace the stamina we didn't take from the sharandar campaign.

Demonic Swiftness: You now gain Action Points 3% faster.

Info: This boon is really nice too since it can be combined with the 3% from the sharandar campaign, But for this build, it is outweighed by the stamina gain boon from this tier.

The Maze Engine Tier 4:

At least 3 of the 4 boons from this tier are good, you have 1 point to spend. For this build, you should always should take baleful clutch. Baphomet's might and displace fate are also good but aren't as important as baleful clutch.

I don't know if engine inspiration is any good or not, it says “healing spells” but I don't know whether or not it counts your lifesteal or insignia heals.

Baleful Clutch: Grants 10% increased control strength.

Info: Like its well of dragons counterpart, this is a nice buff to your control effects and isn't subject to a cap.

Elemental Evil:

Elemental Evil Tier 1:

This one is a no brainer, always take wave of force. You have 1 point to spend.

Wave of Force: You gain 300 Power and 2000 Maximum Hit Points.

Elemental Evil Tier 2:

While the other option is decent, you should always take heart of stone for this build. You have 1 point to spend.

Heart of Stone: You gain 4% Life Steal Severity and 2000 Maximum Hit Points.

Info: Another % increase to lifesteal severity, make sure to take this.

Elemental Evil Tier 3:

Both of these boons are good, usually you need blazing resiliance but if you have met your recovery goals already, you could take searing aggression instead. You have 1 point to spend.

Blazing Resilience: You gain 400 Recovery and 2000 Maximum Hit Points.

Info: Usually you need this boon in order to help you meet your recovery goals.

Searing Aggression: You gain 400 critical strike and 2000 Maximum Hit Points.

Info: If you end up with too much recovery, you could take this boon instead of blazing resilience.

Elemental Evil Tier 4:

2 out of the 4 boons in this tier are good, you have 1 point to spend. This is one of the few places you take a healing proc boon on this build, there isn't an option to pick a damage boon here and lucky for you, these 2 healing boons happen to be the very best healing boons. Both of these 2 boons are equally good so pick whichever one you prefer, the only difference between them is one of them grants recovery and the other grants critical strike.

Wall of Wind: When taking damage you have a chance to heal up to 24000 Hit Points over a few seconds. After this effect ends your Recovery is increased by 1000 for 10 seconds.

Info: This boon's heal ignores PVP healing depression and probably has some other issues with it as well. When it procs, it gives you massive heals in PVP.

Gale of Retribution: When taking damage you have a chance to heal up to 24000 Hit Points over a few seconds. After this effect ends your Critical Strike is increased by 1000 for 10 seconds.

Info: This boon's heal ignores PVP healing depression and probably has some other issues with it as well. When it procs, it gives you massive heals in PVP.

Storm King's Thunder:

Storm King's Thunder Tier 1:

This decision is a no brainer, always take cold hearted. You have 1 point to spend.

Cold Hearted: You gain 2% Life Steal Severity and 1000 Maximum Hit Points.

Info: This is another place you are offered % lifesteal severity, always take this boon.

Storm King's Thunder Tier 2:

This is another place where you are choosing between stamina gain and incoming healing bonus. If you still need more stamina gain, take stamina gain. If not, take incoming healing bonus. You have 1 point to spend.

Hardy Constitution: You gain 400 Stamina Gain and 2% Everfrost Damage Resistance.

Info: Take this is you still need more stamina gain.

Survival Instincts: You gain 400 incoming healing bonus and 2% Everfrost Damage Resistance.

Info: Take this if you have capped out on stamina gain.

Storm King's Thunder Tier 3:

Both of these boons are usable but icy wrath is a little bit better than the other option. The other option doesn't work as well for high stamina gain builds like this one but it is decent. You have 1 point to spend.

Icy Wrath: Chance when taking damage to gain up to 2000 bonus damage on next attack.

Info: I would suggest always taking this boon, it may not look like much but its actually pretty good.

Storm King's Thunder Tier 4:

You have 1 point to spend. This is one of the few places where you don't take the damage proc boon. The reason being is it doesn't hit very hard and it only procs when you kill a target. That, and the other option gives you an unusually large amount of HP.

Glacial Strength: Your Max HP is increased by 3200 and you gain 2% Everfrost Damage Resistance.

Info: This boon gives you an unusually large amount of HP for a boon and its easily better than the other option, always take this.

Storm King's Thunder Tier 5:

There are 2 good boons in this tier out of 4, one of them is a reflect damage boon and the other is a damage proc, both of which this build is trying to stack. You are given 3 points to spend however you like, you could spend them all on the same boon or you could put 2 points in 1 boon and 1 point in the other. For this build, you should always put 2 points into frozen reflection and 1 point into chill of winter.

Frozen Reflection: When you Deflect an attack you deal up to 5000/6000/7000 damage to your attacker.

Info: Always put 2 points into this boon, It will proc more often than chill of winter so it makes more sense to put an extra point into it than it does to put it into chill of winter.

Chill of Winter: When striking a foe, you have chance to gain a stack of Icy Chill. At 10 Stacks, your next attack clears all stacks and releases a burst that deals up to 10000/12000/14000 damage to targets close to you. Damage Over Time effects will not trigger this ability.

Info: Always put 1 point in this boon, it won't proc as often as frozen reflection but it does hit harder.

The Cloaked Ascendancy:

The Cloaked Ascendancy Tier 1:

Only 1 of these 2 boons is any good, you have 1 point to spend. Always take demoralize no matter what build you are using. Aura of hope only gives you 500 AP gain, which is useless for a “when an enemy dies” trigger.

Demoralize: When you kill an enemy, you have a chance to emit an Aura of Despair that stuns up to 5 enemies within 25 feet for 4 seconds

Info: This is a decent little CC proc, its nothing special but its easily better than aura of hope. Always take this.

The Cloaked Ascendancy Tier 2:

This is a choice between crit severity and incoming healing bonus, by this point, you probably already have plenty of healing coming from elseware. Choose whichever one you want, you have 1 point to spend:

Fiery Frenzy: You gain 2% Critical Strike Severity and 1000 Maximum Hit Points

Info: Take this if you want a little more damage.

Healing Heat: You gain 2% Incoming Heal Bonus and 1000 Maximum Hit Points

Info: Take this if you want a little more healing.

The Cloaked Ascendancy Tier 3:

Both of these boons are good, most likely, you will need soothing zephyr. You have 1 point to spend:

Soothing Zephyr: You gain 500 Recovery and 2000 Maximum Hit Points.

Info: Usually, this is the boon you should take, it helps you meet your recovery goals.

Fey Briars: You gain 500 Lifesteal and 2000 Maximum Hit Points

Info: If you have already met your recovery goals, you could use this boon to get more lifesteal. Most likely, you'll never need this source of lifesteal and you can probably find something better to trade your excess recovery for.

The Cloaked Ascendancy Tier 4:

All of these boons are good except for aberrant slaughter. You have 1 point to spend.

For this build, take aberrant power, its a damage proc boon, which this build is stacking.

The exception is if you are undergeared and need the healing from planar vitality or the stamina gain from vision of beyond.

BIS for this build:

Aberrant Power: When damaged by a foe, chance to gain a stack of Aberrant Power. At 10 Stacks, taking damage will clear the stacks and deal up to 10000 damage to nearby targets. Aberrant creatures take double damage. Damage Over Time effects will not trigger this ability.

Info: This is another damage proc and is the best choice for this build.

If you are undergeared:

Planar Vitality: When you deflect an attack you regain up to 8000 Hit Points.

Info: This is a really good healing boon, if you are undergeared and still need more healing, you could take this for the time being.

Vision of Beyond: When you land a critical strike, your stamina regenerates 10% faster for 10 seconds.

Info: This is a good source of stamina gain but its less likely you'd ever need it.

Jungles of Chult:

This campaign is broken into 2 parts, soshenstar river and lost city of omu.

Jungles of Chult Regular Boons:

You are given 6 points to spend however you like, you could max out 2 boons or you could split your points between 3 or more boons. For this build, always throw 3 points into tyrant's terror and then split your remaining points between shamanic grace and fight not flight. This gets you more total stats and more HP than throwing all remaining points into 1 defensive boon.

Tyrant's Terror: You gain 500/750/1000 Power and 800/1200/1600 Maximum Hit Points.

Info: This is the only good offense oriented boon for PVP in this campaign, always put 3 points here.

Shamanic Grace: You gain 500/750/1000 Regeneration and 1200/1600/2000 Maximum Hit Points.

Info: This boon grants more HP than the other boons in this campaign and it also gives you a nice bit of extra regen. If you still need more deflect, put 1 point here. If you don't need anymore deflect, put 2 points here.

Fight Not Flight: You gain 500/750/1000 Deflect and 800/1200/1600 Maximum Hit Points.

Info: If you still need more deflect, put 2 points here. If you don't need anymore deflect, put 1 point here for the HP.

Jungles of Chult Capstone Boons:

All 4 of these boons are usable but 1 boon in particular stands out. You have 2 points to spend. Impenetrable jungle is the strongest boon in this campaign by far and its best to always throw 1 point into it.

For your first point:

Impenetrable Jungle: Chance on being hit to gain a stack of Impenetrable Jungle. At 10 stacks, the next hit taken will release a burst, rooting all nearby enemies for 4 seconds.

Info: This boon ignores CC resist and is a powerful root effect in PVP. Its so strong that you only need 1 point in it and should use your second point for something else.

For your second point:

Soul Syphon: Chance on Hit to gain a stack of Soul Syphon. On killing a creature, you release all stacks of Soul Syphon in a burst at nearby enemies. Each enemy receives 2000/3000 damage per second lasting 1 second per stack of Soul Syphon. You restore 1/1.5% of your max health for every stack released. Stacks up to 10 times.

Info: This isn't amazing but its the best option on this build for your second point. Its both a damage proc and a heal and will proc fairly often.

Why I Didn't Suggest Lingering Curse:

I did consider lingering curse since it does hit harder in a single proc than any other damage boon. I haven't gotten a chance to test it but if its tooltip is to be believed, this boon would be so comically unreliable it might as well not even be there. From what I read, it looks like lingering curse can only be applied once every 60 seconds and in order to actually get that 30k damage proc, you'd have to kill the target within 10 seconds of the curse being applied. If you don't kill the target within 10 seconds, you wouldn't get that 30k damage proc and would have to wait 50 seconds before you have another chance at it. Even when you succeed at getting the 30k proc to trigger, an enemy has to be standing within 20 feet of the player you just killed at that exact moment.

Ravenloft:

Ravenloft Tier 1:

You are given 3 points to spend wherever you wish. Out of the 6 boons available, there are 3 good boons out of all of these. Most likely, you will need all 3 points in ageless. If you wanted to, you could also split your points between these boons in various ways to gain more total stats.

Ageless: You gain 600/900/1200 Recovery.

Info: Usually you would put all 3 points into this boon, it grants a lot of recovery for a boon and is great for helping you hit your goal number for recovery.

Vampiric Grace: You gain 600/900/1200 Movement.

Info: This is a great boon for partial and max movement speed setups, it grants a lot of movement speed compared to other boons.

Hardened Bones: You gain 2400/3600/4800 Maximum Hit Points.

Info: This is also a good boon, its less likely you'd need it but it does grant a large amount of HP for a boon. If you were splitting your points, throwing 1 or more points in here would be a good move.

Ravenloft Tier 2:

There are 2 worthwhile boons out of the 4 offered. Bloodlust is good for personal damage but it also has a long cooldown. Righteous sacrifice is a very good team buff and can easily compete with bloodlust despite you being a dps class. You have 1 point to spend:

Righteous Sacrifice: Taking 10% or more of your max health in damage grants nearby allies 800 Power for 5 seconds. Stacks a maximum of 5 times.

Info: Righteous sacrifice has no cooldown and can give your allies up to 4000 power. It procs often and stacks fairly easily, this is very helpful to your team. This buff doesn't include you but there is a workaround for that. If one of your allies has this boon, they will give you this buff.

Bloodlust: Every critical hit against an enemy has a chance to add a stack. At 10 stacks, gain 2400 increased power for 10 seconds. Buff can only be applied once every 60 seconds.

Info: This is a nice personal damage buff, it has a long cooldown but its good while its up and its very easy to proc.

Equipment (head, arms, armor/chest, feet):

Note: The above picture is here as an example to help you visualize where to start when setting up your gear and stats for this build. This build has more good stat and gear combos than just the one pictured so you don't need to treat this picture as paint by numbers.

General Gear Info:

For equipment, what you need varies depending on what stat combo you are trying to reach. The items I have labeled “BIS” are the best gear pieces that give you the most. I have also put together lists of “good” items in case you either can't get the BIS items or you find yourself needing a specific stat configuration that the best options can't provide, some sections don't have a “good” list.

Slotting a lot of gear with high HP and lots of stats tends to be more useful in PVP than slotting a lot of gear with flat % damage increases and much lower HP and stats. Unlike in PVE, you don't have a 4 man personal buff/debuff/first aid crew or a companion buffing your stats to the moon in PVP. This increases the value of the stats and HP you put on your character. However, there is some crossover since flat % damage increases are still high quality damage boosts in PVP and you often can slot some % damage gear and still balance your stats and HP.

Also unlike PVE, a wider variety of equip powers are useful in PVP. Those NPC summoning powers, extra heals, utility effects, control effects, ect. PVEers consider trash frequently have a use in here.

BIS Options Head Slot:

Banditlord's Raid/Assault Hat:

Where to Get it: These 2 items can be purchased from the seal of the crown store in Barovia.

Equip power: When you are above 50% health, gain 1500 critical strike, when you are below 50% health gain 2000 lifesteal.

Raid Version: 19522 HP, 1699 Crit, 1133 power, and 621 defense

Assault Version: 19522 HP, 1699 armor pen, 1133 power, and 621 defense

Info: These 2 hats grant a lot of stats this build needs and the equip power is perfect for this build. The raid version gives you a total of 3199 critical strike, the largest amount of critical strike granted by any headpeice. The assault version is good for stacking armor pen.

Decaying Habit:

Where to Get it: This item has a chance to drop from the bolgera hunt in Barovia.

Equip Power: For the first minute you are in combat, you will gain 175 power every 5 seconds. If you stay in combat longer than 1 minute, you will lose 250 power every 5 seconds, to a total loss of 3000 power.

Stats: 18832 HP, 2735 power, and 605 defense.

Info: This hat is great for stacking large amounts of power in PVP. This hat does come with some drawbacks though, you start losing power if you stay in combat longer than 1 minute. The value in power you get short term is great though and worth it in many fights.

Rex Corona:

Where to Get it: This headpeice has a chance to drop from the king of spines hunt in soshenstar river.

Equip Power: For every 5 seconds you are in combat, you gain 100 power, if you stay in combat longer than 2 minutes, this ability will no longer be active.

Stats: 14693 HP, 2149 power, and 1066 defense

Info: This is a great stable way to stack a lot of power. It has a little bit less HP and a little bit less power than decaying habit but this source of power is more stable since you get it without the drawbacks decaying habit comes with.

A Few More Good Head Slot Options:

Guise of the Wolf Clan:

Where to Get it: This item can be purchased from the strongholds mysterious merchant.

Equip power: When not in a party, gain 2000 defense. When in a party, gain 2000 power

Stats: 12624 HP, 516 power, and 1490 defense.

Info: This item grants a lot of power if you are in a party, this makes it a more stable source of power than rex corona in PVP matches. On the downside, it's HP is much lower than newer gear sets and can make it more difficult to balance your HP.

Dinohide Raid/Assault Chinibili:

Where to Get it: These 2 head pieces can be crafted via mastercraft tasks or purchased on the auction house.

Equip Power: For every 5 seconds you are in combat, you gain 100 recovery, if you stay in combat longer than 2 minutes, this ability will no longer be active.

Raid Version: 20212 HP, 1758 crit, 1172 power, 637 defense

Assault Version: 20212 HP, 1758 power, 1172 armor pen, 637 defense

Info: These hats offer up to date HP and stats and the recovery from the equip power is a nice bonus. Like all masterwork equipment, these items also have +1 versions that give you a tiny bit more stats than the regular version.

Ras Minca's Spare Hat:

Where to Get it: Has a chance to drop from the Ras Minca hunt in Barovia.

Equip Power: When you use a daily power, your targets will be poisoned for 5 seconds (30 second cooldown)

Stats: 18832 HP, 1641 power, and 1094 recovery.

Info: This hat is for stats, the equip power isn't of much help. Its a good up to date option for people who could use a little more of both recovery and power.

Gallant Raid/Assault Mask:

Where to Get it: These can be bought from the acquisitions incorporated basement chest store using IOUs.

Equip power: When you kill an enemy, your damage increases by 5% for 5 seconds. (30 second cooldown)

Raid Version: 22971 HP, 1992 crit, 1328 power, 701 defense

Assault Version: 22971 HP, 1992 armor pen, 1328 power, 701 defense

Info: These masks offer up to date stats and the best available HP for headpeices. The equip bonus despite being a % damage increase isn't that good thanks to its long cooldown, specific trigger, and low uptime.

Hunter's Keffiyeh:

Where to Get it: This headpeice has a chance to drop from the king of spines hunt in soshenstar river.

Equip Power: N/A in PVP

Stats: 14693 HP, 2149 recovery, and 415 defense.

Info: This is good for stacking a lot of recovery in case you were having trouble getting it from other places.

Strategist's Executioner Mask:

Where to Get it: Can be bought from vendors in the trade of blades using seals of triumph and glory.

Equip power: For every second you are stunned, knocked, or immobilized, you gain 1200 power for 10 seconds. (Max power bonus 12000) (only in PVP)

Stats: 12624 HP, 743 power, 557 critical strike, 557 armor pen, 469 defense,

Info: This item doesn't give you much permanent stats but it can build up quite a bit of power if you find yourself getting controlled often enough. It's HP is much lower than newer gear sets and can make it more difficult to balance your HP.

BIS Options Armor/Chest Slot:

Magic Lord's Surcoat:

Where to Get it: This item can be purchased from the strongholds mysterious merchant.

Equip Power: For every 5 seconds you are in combat, you gain 125 power, if you stay in combat longer than 2 minutes, this ability will no longer be active.

Stats: 69811 HP, 1580 power, 1185 recovery, 1185 lifesteal

Info: The magic lord's surcoat is what allows you reach 200k HP without using the HP guild boon or HP granting defense slot enchantments. To put the HP in perspective, the next chest piece HP rating down (psion's shroud) is 19316 less than what this chest piece grants. That difference is more than what having a legendary triceratops mount equipped would give you. On top of that, all of the other stats it grants are also useful to you and its equip power gives you up to 3000 more power before it wears off.

Banditlord's Raid/Assault Jerkin:

Where to Get it: These 2 items can be purchased from the seal of the crown store in Barovia.

Equip power: When you are above 50% health, gain 1500 power, when you are below 50% health gain 2000 defense

Raid Version: 39044 HP, 2643 power, 1762 crit, 931 defense

Assault Version: 39044 HP, 2643 power, 1762 armor pen, 931 defense

Info: Both of these chest pieces grant a whopping 4143 power; this is the largest amount of stable power offered by any chest piece and is a little bit more than what having a power granting legendary mount would give you.

A Few More Good Chest/Armor Options:

Dinohide Raid/Assault Mederbya:

Where to Get it: These 2 chest pieces can be crafted via mastercraft tasks or purchased on the auction house.

Equip Power: When you are in combat with only 1 enemy, your power is increased by 1500.

Raid Version: 40424 HP, 2734 critical strike, 1823 power, 955 defense

Assault Version: 40424 HP, 2734 critical strike, 1823 armor pen, 955 defense

Info: These 2 chest pieces grant the largest amount of critical strike I could find, both of them have 2734 critical strike. These chest pieces are almost BIS for those stacking large amounts of critical chance, the only reason they aren't is because you get more out of the other 2 options I mentioned above and you usually don't need to use your chest slot for crit stacking. Like all masterwork equipment, these items also have +1 versions that give you a tiny bit more stats than the regular version.

Fured Kiuno of the Bear:

Where to Get it: This chest piece drops from Polaris on the Omu map.

Equip Power: Your melee attacks do 3% more damage

Stats: It grants 29387 HP, 2006 power, 1337 critical strike, and 1421 defense.

Info: This chest piece doesn't provide as much stats and HP as newer options but between the stats it does grant and that 3% more melee damage its still a good piece.

Any Barovian Hunts Chest Pieces:

Where to Get it: These drop from various barovian hunts.

Info: All 5 of the barovian hunts chest pieces offer up to date stats and HP. Hag's rag's and knotted garbs have decent equip bonuses. Tattered exorcist's robes and warden's chestplate both summon NPCs, which can be good if you pair them with other NPC summoning items. NPCs make it more difficult for enemies to target you or your teammates.

Hag's Rags:

Equip Power: Your ranged attacks do 3% more damage

Stats: Stats: 37665 HP, 2522 power, 1701 crit, 733 defense

Knotted Garbs:

Equip power: At the start of combat, your power is increased by 1500 for 10 seconds.

Stats: 37665 HP, 2522 power, 1701 crit, 1082 defense

Puppet's Plate:

Equip power: At the start of combat, your deflect is increased by 1500 for 10 seconds.

Stats: 37665 HP, 2522 power, 1701 armor pen, 1397 defense

Warden's Chestplate:

Equip power: At the start of combat, you will call out for help, summoning the help of nearby guards for 15 seconds

Stats: 37665 HP, 2522 critical strike, 1701 power, 1885 defense

Tattered Exorcist's Robes:

Equip power: At the start of combat, you will summon the dead to help you for 30 seconds (2 minute cooldown)

Stats: 37665 HP, 2522 power, 1701 lifesteal, 733 defense

Galiant Raid/Assault Vest:

Where to Get it: These can be bought from the acquisitions incorporated basement chest store using IOUs.

Equip Power: If you take more than 15% of your max hit points in a single blow, you will take 3% less damage for 10 seconds.

Raid Version: 45942 HP, 3098 power, 2066 crit, 1052 defense

Assault Version: 45942 HP, 3098 power, 2066 armor pen, 1052 defense

Info: These 2 chest pieces grant up to date stats and HP. The equip bonus is mildly helpful but not great.

Martyr's Plackart:

Where to Get it: This item has a chance to drop from the Hedetet hunt in Soshenstar river.

Equip Power: For every 5 seconds you are in combat, you gain 100 defense, if you stay in combat longer than 2 minutes, this ability will no longer be active.

Stats: 29387 HP, 1337 power, 2006 recovery, 1184 defense

Info: This chest piece has lower HP than newer items but offers power and recovery, which is a hard combination to find on good chest pieces.

BIS Options Arms Slot:

The Executioner's Gloves:

Where to Get it: These have a chance to drop from castle ravenloft bosses, mobs, or the chest.

Stats: 18832 HP, 3281 power, 605 defense

Info: These gloves give you more power than any other arms slot item. The HP is also up to date.

Banditlord's Raid/Assault Gloves:

Where to Get it: These 2 items can be purchased from the seal of the crown store in Barovia.

Equip power: When you are above 50% health, gain 1500 armor pen, when you are below 50% health gain 2000 deflect

Raid Version: 19522 HP, 1699 power, 1133 crit, 621 defense

Assault Version: 19522 HP, 1699 power, 1133 armor pen, 621 defense

Info: These items give you a lot of stats and up to date HP. The assault version offers a total of 2633 armor pen, which makes it BIS for stacking armor pen.

Sister's Clutches:

Where to Get it: This has a chance to drop from the sisters of fury hunt in barovia.

Equip Power: If you take more than 10% of your maximum hitpoints in a single blow, your critical strike is increased by 5% for 10 seconds.

Stats: 18832 HP, 1094 power, 1641 critical strike, 489 defense

Info: This pair of gloves are the best for stacking critical chance, the equip power will be up often. They also have up to date stats and HP.

A Few More Good Arms Slot Options:

Terrored Grips:

Where to Get it: This has chance to drop from the cusca hunt in barovia.

Equip Power: Your encounter powers do 3% more damage

Stats: 18832 HP, 1094 power, 1641 armor pen, 931 defense

Info: This pair of gloves features a % damage bonus to your encounter powers, this is great for adding more damage to dazing strike. These gloves also have up to date stats and HP though the stats are best suited to those stacking armor pen.

Lycosa's Barbed Gloves:

Where to Get it: This has a chance to drop from the lycosa hunt in barovia

Equip power: This equip power is disabled in PVP

Stats: 18832 HP, 1641 power, 1094 recovery, 722 defense

Info: This pair of gloves is good for balancing your recovery if you don't have enough coming from elseware. It offers up to date stats and HP.

Dinohide Raid/Assault Amibari:

Where to Get it: These 2 arm pieces can be crafted via mastercraft tasks or purchased on the auction house.

Equip Power: Gain 25 deflection for every percent of health you are missing

Raid Version: 20212 HP, 1172 power, 1758 crit, 637 defense

Assault Version: 20212 HP, 1172 armor pen, 1758 power, 637 defense

Info: These 2 gear pieces offer up to date stats and HP. Like all masterwork equipment, these items also have +1 versions that give you a tiny bit more stats than the regular version.

Gallant Raid/Assault Gloves:

Where to Get it: These can be bought from the acquisitions incorporated basement chest store using IOUs.

Equip Power: Gain 200 armor pen for each enemy you are engaged in battle with

Raid Version: 22971 HP, 1992 power, 1328 crit, 701 defense

Assault Version: 22971 HP, 1992 power, 1328 armor pen, 701 defense

Info: These 2 gloves offer higher HP than any other arms slot item. They also have up to date stats.

BIS Feet Slot:

Banditlord's Raid/Assault Boots:

Where to Get it: These 2 items can be purchased from the seal of the crown store in Barovia.

Equip power: When you are above 50% health, gain 1500 recovery, when you are below 50% health gain 2000 movement.

Raid Version: 19522 HP, 1699 recovery, 1133 power, 621 defense

Assault Version: 19522 HP, 1699 power, 1133 armor pen, 621 defense

Info: These offer a lot of stats and up to date HP. The raid version of these boots offers 3199 recovery, which makes it BIS for stacking recovery.

A Few More Good Feet Slot Options:

Heels of Fury:

Where to Get it: This has a chance to drop from the sisters of fury hunt in barovia.

Equip Power: Your melee powers do 3% more damage

Stats: 18832 HP, 1641 crit, 1094 armor pen, 722 defense

Info: These boots are a good pick for those looking for more crit, armor pen, and a great equip power. The stats and HP are up to date.

Dinohide Raid/Assault Butsi:

Where to Get it: These 2 pairs of boots can be crafted via mastercraft tasks or purchased on the auction house.

Equip Power: For every 5 seconds you are in combat, you gain 100 critical strike, if you stay in combat longer than 2 minutes, this ability will no longer be active.

Raid Version: 20212 HP, 1172 crit, 1758 power, 637 defense

Assault Version: 20212 HP, 1172 armor pen, 1758 crit, 637 defense

Info: The assault version offers a lot of crit. The raid version has better stats for players forgoing armor pen but offers less crit. They also have up to date HP. Like all masterwork equipment, these items also have +1 versions that give you a tiny bit more stats than the regular version.

Gallant Raid/Assault Boots:

Where to Get it: These can be bought from the acquisitions incorporated basement chest store using IOUs.

Equip Power: At the start of combat, summon a flying sword to help you for 10 seconds (30 second cooldown)

Raid Version: 22971 HP, 1992 crit, 1328 power, 701 defense

Assault Version: 22971 HP, 1992 power, 1328 armor pen, 701 defense

Info: These 2 pairs of boots offer more HP than any other feet slot item. They also have up to date stats. The set bonus can be good when paired with other NCP summoning items, they make it harder for enemies to target you or your teammates.

Spiteful Heels:

Where to Get it: This item has a chance to drop from the Hedetet hunt in Soshenstar river.

Equip Power: If you take more than 15% of your maximum hitpoints in a single blow, your critical strike is increased by 5% for 10 seconds.

Stats: 14693 HP, 1290 crit, 860 deflection, 931 defense

Info: This item is also good for stacking crit, the item comes with some crit and the equip bonus will be triggered often giving you a lot more.

The Donjon's Boots:

Where to Get it: These boots can drop from ravenloft gear chests that come from hunts and the ravenloft campaign store.

Stats: 17453 HP, 2793 movement, 574 defense

Info: These boots are good if you are looking to add some movement speed to your character. These boots grant an unusually large amount of movement speed for a piece of gear.

Rings:

How to Pick Good Rings:

Any ring that has 2 offense slots and the stats you need is usable. Some rings are better than others though. I have listed the BIS rings followed by some other good rings below:

BIS Options For Rings:

Ring of the Shadowstalker +5:

Where to Get it: This ring has a chance to drop from the fane of the night serpent quest

Equip Power: Your powers do 2.5% more damage when you are 25’ or closer to your target.

Stats: 543 power and 814 armor pen

Slots: 2 offense

Info: This ring has one of the best ring equip powers for damage and it also offers decent stats. The +4 version of this ring is slightly weaker than the +5 version and is a good substitute for the +5. If you wear 2 of these rings, the equip bonus does stack as long as they are different ranks. 2 of the same rank don't stack.

Ring of Offensive Action:

Where to Get it: This ring can be bought from the Makos vendor in Omu.

Equip Power: When you use a daily power, your damage is increased by 3% for 5 seconds

Stats: 556 power and 556 recovery

Slots: 2 offense

Info: The stats on this ring are good but are a little bit lower than newer rings. The real appeal of this ring is its equip bonus, this is among the best ring equip powers for damage. The equip bonus doesn't stack so only wear one copy of this ring.

All Masterwork III Rings (Except lichstone ward):

Where to Get it: These 3 rings can be crafted via mastercraft tasks or purchased on the auction house.

Info: These 3 rings offer the largest amount of permanent stats out of any rings and also feature good equip bonuses. Like all masterwork equipment, these items also have +1 versions that give you a tiny bit more stats than the regular version.

Beaded Restoration Ring:

Equip Bonus: When in combat with only 1 enemy, your recovery is increased by 1000

Stats: 651 power and 977 recovery

Slots: 2 offense

Info: This is a great ring for recovery stacking and also gives you good power. In 1vs1, this ring offers the highest stable recovery out of any ring.

Bronzewood Raid Ring:

Equip Bonus: When in combat with only 1 enemy, your power is increased by 1000

Stats: 651 power and 977 crit

Slots: 2 offense

Info: This is a great ring for stacking power and crit. In 1vs1, this ring offers the highest stable power out of any ring.

Beaded Assault Ring:

Equip Bonus: When in combat with only 1 enemy, your critical strike is increased by 1000

Stats: 651 crit and 977 armor pen

Slots: 2 offense

Info: This is a great ring for stacking crit and armor pen. In 1vs1, this ring offers the highest stable crit out of any ring.

Ring of the Gravestriker +5:

Where to Get it: This ring has a chance to drop from the map treasure chests in omu.

Equip Power: When your health is above 85%, gain 1000 Power

Stats: 543 power and 814 crit

Slots: 2 offense

Info: This ring is great for crit and power stacking. The equip bonus has a lower uptime in PVP than it does in PVE since you don't stay at high HP all the time, its still good though and you will still get that bonus on and off. The +4 version of this ring is slightly weaker than the +5 version and is a good substitute for the +5. If you wear 2 of these rings, the equip bonus does stack as long as they are different ranks. 2 of the same rank don't stack.

Other Good Rings:

Sudden Rings +5:

Where to Get it: These rings have a chance to drop in various underdark dungeons and skirmishes.

Info: These 3 rings offer no permanent stats but grant the most temporary stats out of any rings by far. These rings trigger often enough and for long enough to make them very useful.

Ring of Sudden Brutality +5

Equip Power: Every 30 seconds, you gain 4000 power for 10 seconds. This effect only works in combat.

Slots: 2 offense

Ring of Sudden Precision +5

Equip Power: Every 30 seconds, you gain 4000 crit for 10 seconds. This effect only works in combat.

Slots: 2 offense

Ring of Sudden Lifesteal +5

Equip Power: Every 30 seconds, you gain 4000 lifesteal for 10 seconds. This effect only works in combat.

Slots: 2 offense

Rising Rings +5:

Where to Get it: These rings have a chance to drop in various underdark dungeons and skirmishes.

Info: These ring's equip powers have a nearly 100% uptime in combat and your reach max stacks rapidly. The only time you wont have their full bonuses up is for the first few seconds of combat. These rings each offer a total of 1350 to a single stat.

Ring of Rising Power +5:

Equip Power: On hitting a foe, you gain 135 power for 4 seconds. This effect can stack a maximum of 10 times.

Slots: 2 offense

Ring of Rising Focus +5:

Equip Power: On hitting a foe, you gain 135 recovery for 4 seconds. This effect can stack a maximum of 10 times.

Slots: 2 offense

Ring of Rising Precision +5:

Equip Power: On hitting a foe, you gain 135 critical strike for 4 seconds. This effect can stack a maximum of 10 times.

Slots: 2 offense

Ring of Rising Lifesteal +5:

Equip Power: On hitting a foe, you gain 135 lifesteal for 4 seconds. This effect can stack a maximum of 10 times.

Slots: 2 offense

Ring of Sieging +4:

Where to Get it: This ring has a chance to drop from the throne of the dwarven gods skirmesh.

Equip Power: When you have been running for 2 seconds, gain 30% increased damage resistance as long as you continue running.

Slots: 1 offense and 1 defense

Info: This ring is one of the best defensive rings in the game. Its unlikely you'll need it but if you want to make yourself even tankyer, this ring will do the trick. It does come with a few downsides, it offers no permanent stat bonuses and 1 of its 2 slots is a defense slot, that should be manageable though.

Shirts and Pants:

I will only mention the BIS options for pants and shirt, no real point in bringing up anything besides the best for these.

BIS Options, Shirts and Pants:

Greater Everfrost Shirt and Pants (need to be used together)

Where to Get it: These items can be bought from the storm king's thunder campaign store.

Set Bonus: 2 of set: If your lifesteal is greater than your deflection, whenever you preform a lifesteal, you gain double lifesteal severity for 10 seconds. If your deflection is greater than your lifesteal, whenever you preform a deflection, each successive deflection over the next 10 seconds returns 50% of the incoming damage back to the attacker. This damage cannot exceed 15% of your max HP. These effects can only occur once every 30 seconds.

Stats Pants: 834 HP, 313 deflection, 106 defense

Stats Shirt: 834 HP, 313 lifesteal, 106 defense

Info: These items are old but have a BIS set bonus that works well with this build. Both versions of this equip power are good so you don't need to adjust your stats to get a specific one.

Most likely, you will end up with the lifesteal > than deflect version on this build since most of your deflect is granted in % form instead of stat form.

The lifesteal > than deflect version of the equip bonus buffs the crap out of your lifesteal heals while its up. The deflect > than lifesteal version of the equip bonus should be paired with high deflection chance and lots of reflect damage boons.

Upper Primal Paints (Shirt)

Where to Get it: You can buy this shirt from the chult campaign store.

Equip Bonus: Your daily powers do 3% more damage.

Stats: 391 crit and 500 defense

Info: The equip bonus makes this shirt BIS for dps.

Sandy's Assault Pants:

Where to Get it: You can buy these pants from the strongholds mysterious merchant.

Equip Bonus: If you take damage of more than 15% of your max HP in a single blow, you will daze your attacker for 3 seconds, this effect may only occur once every 60 seconds.

Stats: 1146 HP, 430 deflect, 128 defense

Info: The daze from the equip bonus is quite strong when it procs, it ignores CC resist.

Drakeskin Pants:

Where to Get it: These can be crafted via profession tasks or purchased on the auction house.

Equip Bonus: Gain 100 movement for each enemy you are engaged in battle with.

Stats: 469 power, 313 crit, 136 defense

Info: These pants are BIS for stacking power and crit. Like all professions equipment, these items also have +1 versions that give you a tiny bit more stats than the regular version.

Artifact Equipment:

How to pick good artifact equipment:

When selecting artifact equipment, you can either mix and match your gear pieces based on the stats you need or you can get a 3 piece set for the set bonus. 3 piece sets offer the best set bonuses and will provide you with good stats but not the very best stats. When mixing and matching, you can chose which pieces you want and can get better stats than what 3 piece sets offer.

Most artifact necklaces have the following bonus: “Increases action points by 4% every 3 seconds whenever you are in combat.” this is a very useful bonus and a necklace that doesn't have this has a significant con. You also want your artifact belt to have at least one +2 to one of your primary ability scores.

I will only be listing the BIS artifact equipment, there is no need to bring up other sets:

BIS Options, Artifact Equipment:

Demon Lord's Immortality (3 piece Set):

Where to get it: Shard of orcus' wand has a chance to drop from castle never, demogorgon's girdle of might has a chance to drop from the demogorgon raid, and baphomet's infernal talisman is given to you when you complete “the horned king” quest from the maze engine campaign. You can also buy these items from the AH.

Set Bonus: Deal up to 20% additional damage based on the hit points difference between the player and target.

Shard of orcus' wand: 1000 power, 1000 movement, 600 AOE resist

Demogorgon's girdle of might: +2 to strength, +2 to constitution, 846 power, 530 crit, 530 deflect

Baphomet's infernal talisman: Increases action points by 4% every 3 seconds whenever you are in combat. Stats are 846 power, 530 crit, 530 deflect

Info: This set bonus's damage boost won't be anything close to the full 20% most of the time but its still a great buff to your damage. The damage bonus is at its highest if your enemy is at low health and you are at high health or vice versa. Oftentimes your foes become harder to kill as their health gets low because they start trying harder not to die; increasing your damage to match helps you counter this.

Valindra (3 Piece Set):

Where to get it: All pieces of this set have a chance to drop from the valindra's tower dungeon. You can also buy them off the AH.

Set Bonus: Increases control bonus by 15% and control resist by 10%

Shard of valindra's crown: 1000 power, 100 lifesteal, 600 control bonus

Belt of valindra's guard: +2 to charisma, +2 to intelligence, 846 power, 530 critical strike, 530 recovery

Amulet of valindra's favor: Increases action points by 4% every 3 seconds whenever you are in combat. Stats are 846 power, 530 crit, 530 recovery

Info: This set is great for several reasons, all of the stats it offers are useful to you and they make it easier to balance your recovery and lifesteal in particular. The best part of this set is its set bonus, I mentioned earlier that control bonus is potent stuff and this set gives you lots of it. The increase in your CC durations will still be slight but is very noticeable and improves how reliable your micro CCs and dazing strike are. For best effect, pair this set with with some control bonus boons and the 10% control bonus you get from the secondary stat. The downside to this set is it doesn't give you as much damage as other BIS options.

Masterwork III Artifact Necklaces and Belts (2 Piece set):

Where to Get it: These can be crafted via mastercraft tasks or purchased on the auction house.

Set Bonus: When you use an encounter power, you gain a stack of alacrity, granting 500 recovery and 1000 movement for 5 seconds. Stacks up to 3 times.

Info: These artifact necks and belts offer the best stats out of any artifact gear and wearing any 2 masterwork III necklaces and belts will grant the set bonus. The set bonus gives you up to 7.5% more movement speed and 1500 recovery, this bonus isn't quite BIS but it is good. Like all masterwork items, there are also +1 versions of this gear that grant a tiny bit more stats than the regular version.

Beaded Amulet: Increases action points by 4% every 3 seconds whenever you are in combat. Stats are 1099 power, 1750 crit, 1099 armor pen

Fanged Beaded Amulet: Increases action points by 4% every 3 seconds whenever you are in combat. Stats are 1750 power, 1099 crit, 1099 recovery

Bronzewood Amulet: Increases action points by 4% every 3 seconds whenever you are in combat. Stats are 1099 power, 1750 crit, 1099 recovery

Beaded Sash: +2 to charisma, +2 to intelligence, 1750 power, 1099 crit, 1099 recovery

Fanged Sash: +2 to charisma, +2 to wisdom, 1750 recovery, 1099 power, 1099 crit

Bronzewood Sash: +2 to strength, +2 to dexterity, 1750 power, 1099 crit, 1099 armor pen

Artifacts:

For artifacts, there are 2 categories to consider, artifacts for your primary slot you pick based on how good their activation power is and artifacts for your secondary slots you pick based on whether or not they have the stats you need.

BIS Options, Primary Artifact:

Sigil of the Devoted:

Where to Get it: To unlock this artifact, you need to level up a devoted cleric to level 60 or 70 (can't remember which) and then complete the vault of the nine quest on that character. You get the quest from Jarlaxle Baenre or Lord Neverember. Once completed, all characters on your account and any you create in the future can claim this artifact from the rewards claim agent in protector's enclave.

Activation Power: Your devoted cleric spirit fills you with divine power, granting you 100% of your total action points over 15 seconds. In addition, while this buff is active, you heal yourself for 1013 whenever you use an encounter power.

Stats: 1000 power, 1000 defense, 600 incoming healing bonus.

Info: I can't stress enough how good this artifact is, this artifact fills your action points to max within a short time and if you are attacking, you end up filling it much faster than 15 seconds, which means this bonus will still be active when filling up your bar for a second or third daily. This artifact is also the easiest BIS artifact to use.

Wheel of Elements:

Where to Get it: This artifact can be bought on the AH, it also has a chance to drop in various dungeon chests, including cradle of the death god.

Activation Power: Summons forth 4 symbols of elemental power, when an ally passes through a symbol, it is consumed and grants its power to the ally.

Fire Symbol: Deal 30% bonus damage as fire for 30 seconds

Wind Symbol: Grants control immunity and increased runspeed for 6 seconds.

Earth Symbol: Grants 200% of maximum hitpoints as temporary hitpoints for 10 seconds

Water Symbol: Heal for 100% of maximum hitpoints over 30 seconds

Stats: 4000 HP, 1000 power, 600 stamina gain

Info: All of the symbols this artifact drops are useful but most of the time, you want the fire buff. It gives you a huge buff to your damage for 30 seconds. As of module 15, this damage buff is now increased by combat advantage, which means the buff gives you even more damage than it normally would (this is probably a bug). Ordinarily, this artifact is cumbersome to work with but there is a trick you can use to get your fire buff smoother and faster. If you jump forwards while activating this artifact, the fire symbol will appear under you instead of you having to walk into the fire symbol. Also be mindful of where you activate your wheel, if you activate it against an obstacle or too close to teammates, they may take the buff you wanted or the symbols will spawn at at weird angle. The other 3 symbols are great survival tools and the earth symbol's temp HP is the strongest out of these.

Soul Sight Crystal:

Where to Get it: This artifact can be bought on the auction house. It also drops from the lost artifact packs that come from the soulmonger's lockbox.

Activation Power: The target takes 50% additional damage from your attacks for 10 seconds.

Stats: 1000 power, 1000 lifesteal, 600 control bonus

Info: This artifact gives you a little bit more damage than the wheel of elements fire symbol does. This artifact does come with some drawbacks though, unlike wheel, this damage bonus only applies to 1 target and lasts 10 seconds instead of 30. This artifact also changes the world to teal color for the full duration of its buff, which can be disorienting in a PVP setting. This artifact is good for one shot setups but not as good for other setups.

A Few Other Good Primary Slot Artifacts:

There are more good primary slot artifacts than these but for now, I am only mentioning a few here, this section may be expanded in future updates:

Tactician's Banner:

Where to Get it: This artifact can only be obtained by progressing through the veteran PVP campaign and earning a battlefield artifact seal. 1 battlefield artifact seal allows you to unlock 1 banner artifact of your choice from the artifact dealer in the trade of blades. You can earn up to 3 of these seals.

Activation Power: Summon a tactician's banner that buffs allies and debuffs enemies that stand nearby it. Allies gain 35% movement speed and will gain action points 6% faster. Foes will gain action points 6% slower. Duration: 30 seconds

Stats: 1000 crit, 1000 movement speed, 600 action point gain

Info: This artifact's activation power gives you tons of movement speed and your allies get to enjoy this buff too. This is very useful, the only downside is you only get the buff while you are within range of the banner. This item is best activated on a node.

Oghma's Token of Free Movement:

Where to Get it: This artifact can be purchased on the AH, it also has a chance to drop from various dungeons.

Activation Power: Removes control effects other than knock or prone, deals 4884 damage to nearby enemies, and makes you immune to those control effects for 5 seconds.

Stats: 1000 defense, 1000, deflection, 600 control resist

Info: This artifact's activation power works on the slow effect caused by courage breaker in addition to most other control effects. This is a good utility artifact for fighting other TRs.

Thirst:

Where to Get it: This artifact has a chance to drop from castle ravenloft dungeon chests. You can also buy it on the AH.

Activation Power: Lunge forwards and deal damage to enemies in a line, dealing 28537 damage and increasing each target's damage taken by 16% for 8 seconds

Stats: 2400 HP, 1000 power, 1000 defense

Info: If you want a super dramatic badass lunge, this is the artifact for you! The range for the aforementioned lunge is impressive and is useful for getting places quickly. It does have a slight delay before it activates the lunge so be mindful of any opportunistic enemies standing near you. It also seems to be a little bit buggy and occasionally sends you careening backwards instead of forwards. The multi target debuff is a nice damage buff for you and your teammates.

Token of Chromatic Storm:

Where to Get it: This artifact has a chance to drop from various dungeon chests. You can also buy it on the AH.

Activation Power: Summons 9 chromatic meteors that will strike near your target's location after a brief delay. Each meteor deals 32568 damage to nearby enemies and has a special effect depending on its damage type.

Fire: deals an additional 4195 damage over 6 seconds

Ice: Freezes the target for 3.3 seconds

Acid: The target takes 20% more damage for 10 seconds

Poison: Deals an additional 4193 damage over 6 seconds

Lightning: Stuns the target for 3.3 seconds

Stats: 2000 HP, 500 power, 500 defense, 500 regeneration, 600 AOE resist

Info: This artifact hits surprisingly hard and the acid meteor inflicts a nice debuff if it hits. There are also a few tiny control effects thrown into the mix from the lightning and ice effects. This is far from BIS but it is good.

Secondary Slot Artifacts:

Any artifact that grants the stats you need is what you should use for your secondary slots. That said, I have put together a small list of artifacts that are commonly chosen or grant unusually good stats:

Sigil of the Hunter:

Where to Get it: To unlock this artifact, you need to level up a hunter ranger to level 60 or 70 (can't remember which) and then complete the vault of the nine quest on that character. You get the quest from Jarlaxle Baenre or Lord Neverember. Once completed, all characters on your account and any you create in the future can claim this artifact from the rewards claim agent in protector's enclave.

Stats: 1000 power, 1000 recovery, 600 stamina gain

Info: This artifact is 1 of the 2 most commonly used artifacts for TRs in PVP right now.

Empowered Illusionist's Mask:

Where to Get it: This artifact can only be obtained from the annual masquerade of liars event.

Stats: 1000 power, 1000 recovery, and 600 action point gain

Info: This artifact is 1 of the 2 most commonly used artifacts for TRs in PVP right now.

Symbol of Air:

Where to Get it: You can buy this artifact off the AH.

Stats: 1000 power, 1000 recovery, and 600 movement

Info: If you missed the Halloween event, this artifact is a great substitute for empowered illusionist's mask.

Fragmented Key of Stars:

Where to Get it: This artifact has a chance to drop from the chest in the epic spellplague cavern dungeon. You can also buy it on the AH.

Stats: 1000 power, 1000 armor pen, 600 critical strike

Info: This artifact is unusual in that it grants 3 primary stats instead of 2 primary stats and a 1 secondary stat.

Artifact Weapons and Artifact Weapon Side Bonuses:

How to Pick Good Artifact Weapons:

When selecting a good pair of artifact weapons, the most important thing to pay attention to how big the weapon damage number is, this number can be found in the top left corner of all weapon tooltips, written as X – Y Damage. Weapon damage is one of the most important sources of damage in this game and you want that number to be as big as possible. Any weapon set with a weapon damage of 977 – 1194 or above is good enough to keep using this module, this includes all weapons released when lost city of omu came out and all weapons released after that. Artifact weapons also come with set bonuses and these should also be taken into consideration, they can give you more damage or other useful effects.

BIS Artifact Weapon Set:

In module 15, there is only 1 BIS artifact weapon set.

Masterwork III Weapon Set:

Where to Get it: This weapon set can be crafted via mastercraft tasks or purchased on the AH. To exalt them, you need to save up soulmonger ampoules from the cradle of the death god trial, once you have enough ampoules, you can exalt them at the mysterious artificer in port Nyanzaru. You can only earn one soulmonger ampoule a week and you get it automatically the first time you complete this trial each week.

Set Bonus: You and nearby allies are granted the following: +2% outgoing damage +2% outgoing healing, -2% incoming damage. This bonus may stack up to 5 times when allies are equipped with a set of stronghold weapons.

Exalted Obsidian Omihuictli (Mainhand): 1163 – 1422 weapon damage. Stats are 6082 power, 1472 recovery, 1472 crit

Exalted Obsidian Itecpayo (Offhand): 1163 – 1422 weapon damage. Stats are 6082 power, 1472 recovery, 1472 crit

Info: This set has higher weapon damage than any other weapons in the game. On top of that, its set bonus gives you and everyone else in your party up to 10% more damage, you all also take up to 10% less damage. Like all masterwork equipment, there are +1 versions of these weapons that give you a tiny bit more stats and weapon damage than the regular version. The +1 versions are very expensive though and aren't worth the extra money, stick with the regular version unless you are rich.

Other Good Artifact Weapon Sets:

Primal Set:

Where to Get it: You can buy this set from seal vendors using seals of the brave. To exalt them, you need to save up soulmonger ampoules from the cradle of the death god trial, once you have enough ampoules, you can exalt them at the mysterious artificer in port Nyanzaru. You can only earn one soulmonger ampoule a week and you get it automatically the first time you complete this trial each week.

Set Bonus: If you are hit or healed for more than 10% of your maximum hitpoints in a single blow, your damage and outgoing healing will be increased by 10% for 10 seconds.

Exalted Primal Omihuictli (Mainhand): 1029 – 1258 weapon damage. Stats are: 5229 power, 1234 recovery, 1234 crit

Exalted Primal Itecpayo (Offhand): 1029 – 1258 weapon damage. Stats are: 5229 power, 1234 recovery, 1234 crit

Info: These weapons used to be BIS before the masterwork III set came out, it is still a great set. That 10% damage bonus has close to 100% uptime in PVE. The uptime in PVP isn't quite as high but you will still have it up often. Lifesteal and healing boons don't trigger this bonus but heals from your teammates do. This set bonus also has no cooldown whatsoever.

Pioneer Set:

Where to Get it: You can buy this set from the chult campaign store. To exalt them, you need to save up soulmonger ampoules from the cradle of the death god trial, once you have enough ampoules, you can exalt them at the mysterious artificer in port Nyanzaru. You can only earn one soulmonger ampoule a week and you get it automatically the first time you complete this trial each week.

Set Bonus: You are granted an increased stat for each member in your party:

Party of 1: +200 power

Party of 2: +400 power and defense

Party of 3: +600 power, defense, and recovery

Party of 4: + 800 power, defense, recovery, and critical strike

Party of 5: +1000, power, defense, recovery, critical strike, and armor pen

Exalted Pioneer Jamibya: 1029 – 1258 weapon damage. Stats are: 5229 power, 1234 recovery, 1234 crit

Exalted Pioneer Sakin: 1029 – 1258 weapon damage. Stats are: 5229 power, 1234 recovery, 1234 crit

Info: This artifact weapon set has the same weapon damage and stats as the primal set. The set bonus grants lots of useful stats and is good for helping you balance your stats in matches.

Artifact Weapon Side Bonuses:

Artifact mainhand weapons come with 1 bonus to an at will attack and offhand weapons come with 1 bonus to a passive power. Offhand weapons also come with 1 small increase to a secondary stat. If you don't like the powers your weapons came with, you can unlock more powers from a list and pick one of those instead. To do that, you buy cubes of augmentation off of the AH and then randomly roll for new powers until you get the power you want. For the offhand stat bonus, you can use cubes of augmentation to change which secondary stat you get an increase to and you can also roll on a chance to increase how much you get of this secondary stat. The highest number you can roll for the secondary stat increase is 400, the likihood of rolling a perfect 400 is slim and I recommend settling for the first result you get that is 350 or larger.

Artifact At Will Bonuses:

Which one you should use depends on which at will powers you are actively using. On this build, usually you will be using duelists flurry and cloud of steel, so most of the time you should pick the bonus for one of these 2 powers. Both of them are really good but the one for cloud of steel is my “BIS” recommendation:

Cloud of Steel: Increases damage done by Cloud of Steel by 8%. Cloud of steel will also slow the target by 25% for 3.3 seconds.

Info: This is the best artifact at will bonus for this build. That slow is really useful and cloud of steel is one of your largest sources of damage on this build.

Duelists Flurry: Increases damage done by all swings and bleeds of duelists flurry by 8%

Info: This is also a really good bonus for this build. Duelists flurry does a lot of damage and this makes it even better.

Artifact Passive Bonuses:

Which one you should use depends on which passive powers you are actively using. Oppressive darkness never leaves your bar on this build and your second passive is pretty much always one of the following: infiltrator's action, invisible infiltrator, or skillful infiltrator. Fortunately, the artifact bonuses for these 4 passives are all useful. The worst artifact bonus out of the 4 is the one for invisible infiltrator but it is still good. The other 3 are close to tied in how good their artifact bonuses are. Pick any of the following that suits your fancy:

Oppressive Darkness:

Oppressive darkness now also slows the target by 50% for a short time.

Info: This has a great synergy with the artifact bonus for cloud of steel, the slower your enemies move, the easier it is for you to pursue them.

Infiltrator's Action:

Infiltrator's action now increases damage dealt by 5% for the duration of its effect.

Info: Another flat % damage buff is always welcome.

Skillful Infiltrator:

Skillful infiltrator now increases your resistance to slow and immobilize effects by 50%.

Info: This is basically a smaller elven battle enchantment. I'm not sure whether or not this bonus applies to more CCs than just the ones mentioned though, its likely that it does since elven battle works on more types of CCs and Cryptic often reuses the same code when making 2 similar mechanics. Either way, this is still a useful bonus.

Invisible Infiltrator:

Invisible infiltrator now grants immunity to control effects for 3 seconds after using a daily power.

Info: This bonus is the worst one out of the 4 I listed but its still good and does have some situational uses.

Artifact Secondary Stat Bonuses:

For your secondary stat bonus, pick whichever one of these 4 stats you need more of:

combat advantage bonus, control bonus, stamina gain, or AP gain.

Most commonly, TRs pick combat advantage bonus but its possible you will need more of something else.

Armor Kits and Jewels:

General Info on Armor Kits and Jewels:

Armor kits are a small extra bonus to your stats you can apply to any gear that goes in your head, chest, arms, or feet slots. Armor kits are consumed upon use but the stats they grant are permanent. To change your armor kit stat bonuses, you buy new kits and apply them to your already kitted items, this replaces the old kit bonus with the new kit bonus. Jewels work the same way only they are applied to your neck, ring, and belt slots. Armor kits only give you primary stats and jewels only give you secondary stats. The armor kits and jewels you want are the ones with “major” in their name, other kits have less stats.

What Stats to Pick:

For your armor kits, usually you pick kits that give you offense stats, such as: power, recovery, crit, or armor pen. You could also use hit points, lifesteal, or deflect if you are having trouble meeting your goals for those stats but its unlikely you would need any defensive stats from armor kits on this build.

For jewel kits, generally you want action point gain or stamina gain depending on what you need more of. Regeneration is also useful but usually you need your kit space for better stats.

Where To Get Armor Kits and Jewels:

All armor kits and jewels can be crafted via professions tasks or purchased on the auction house. Like all professions equipment, these items also have +1 versions that give you a tiny bit more stats and weapon damage than the regular version.

Weapon and Armor Enchantments:

Weapon and armor enchantments are special enchantments that go in the pink slots on your chest piece and mainhand weapon. You can only wear 1 armor enchantment and 1 weapon enchantment at a time.

BIS Weapon Enchantment:

In module 15, there is only 1 BIS weapon enchantment.

Unparalleled Feytouched:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes.

Effect: You deal an additional 11% 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, lasts for 20 seconds, and may only happen once every 20 seconds.

Info: Feytouched gives you slightly more damage than vorpal enchantment does and is the highest damage weapon enchantment in the game. This is true even if your critical strike is 100%. Only transcendent and unparalleled feytouched ranks are any good though, use vorpal if you can't afford a max rank enchantment yet. Feytouched also makes you significantly tankyer by lowering your enemy's damage. This enchantment has close to 100% uptime since it lasts 20 seconds and can only proc once every 20 seconds. Just remember that this enchantment requires you to hit with an encounter power before you get the effect.

Also, while a transcendent feytouched enchantment is good, if you are able to upgrade it to unparalleled I highly recommend doing so, its worth the cost.

Other Good Weapon Enchantments:

Unparalleled Vorpal Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes.

Effect: You strike with an additional 55% critical severity. Your critical strikes now reduce your target's damage resistance and damage by 3%

Info: Out of the high rank enchantments, vorpal enchantment is the second best enchantment for dps. If you can't afford a high ranking enchantment yet, vorpal is the best lower rank enchantment for dps.

Also, for vorpal there isn't much incentive to upgrade it past perfect, the difference between a perfect vorpal and every rank above it is tiny.

Note: This section is incomplete. More weapon enchantments such as terror, bilethorn, frost, lightning, prominence, holy avenger, and dread are likely to appear here in a future update but might not. Its been a long time since I've worked with any of these enchantments and I don't remember enough about how they work to add them yet.

BIS Armor Enchantments:

Unparalleled Elven Battle Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes.

Effect: You are 85% more resistant to slows, immobilizes, disables, and stuns. Their duration is reduced. Your stamina regen is also increased by 35%

Info: This enchantment significantly lowers the duration of most control effects against you; this works on more types of CCs than just the ones mentioned in the tooltip. The shortened enemy CCs make it easier for you to land your nastiest attack rotations, its also good for helping you stay alive and makes it harder for foes to push you off of side nodes. The large amount of stamina regen this enchantment grants is also a major selling point and being permanent, it is the most reliable source of stamina gain out of any enchantment.

Also, the difference between a transcendent elven battle and an unparalleled one is tiny. If you still have other items to get for your character, leave your elven battle enchantment at transcendent rank to save money.

Unparalleled Eclipse Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes.

Effect: Increases your deflection chance by 25%. Whenever your stamina drops below 20%, your stamina is refilled and no longer depletes for 6 seconds. This effect may occur once every 60 seconds.

Info: This enchantment gives you a massive amount of permanent deflection chance. This deflect when combined with the other sources of deflect this build uses gives you a minimum deflection chance of 60% through 65% and a maximum of well over 100%. This is great for fighting scourge warlocks and for any other situations where you are constantly taking damage and can't build up as many mocking gesture stacks. The stamina power from this enchantment is a close runnerup to the one from elven battle (elven battle stamina is a little bit better); while it does have a long cooldown, it tends to trigger when you need it. It also gives you enough dodges to continuously dodge from the stairs to a side node on the hotenow domination map. This is good for getting to a node quickly and makes it next to impossible for anyone to stop you.

Other Good Armor Enchantments:

Unparalleled Barkshield Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes.

Effect: Every 6 seconds, your armor receives a charge of bolstered bark, up to a maximum of 4 charges.

When you have one charge of bolstered bark, your armor absorbs 28000 damage

When you have 2 charges of bolstered bark, your armor absorbs 56000 damage

When you have 2 charges of bolstered bark, your armor absorbs 84000 damage

When you have 2 charges of bolstered bark, your armor absorbs 112000 damage

Whenever someone attempts to deal damage to you, one charge of bolstered bark is consummed.

Info: This enchantment is good for increasing your HP. Its protection is less consistent than many other options I've listed but its still a good enchantment.

Unparalleled Negation Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes.

Effect: When receiving damage, each hit stacks a 4% to your damage resistance, a 1.5% increase to incoming healing, and a 1.5% increase to recovery for 10 seconds. This effect can stack a maximum of 10 times.

Info: This enchantment makes you tankyer by giving you lots of damage resistance. This resistance is affected by your opponent's armor pen but you get enough of it for it to still be useful. This enchantment is also a nice option for TRs who haven't hit their goal for recovery stacking yet.

Unparalleled Soulforged Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes.

Effect: When you fall in combat, your soulforged armor will resurrect you and heal you for 7500 and 2250 every second for 3 seconds. When you are resurrected, you do 5000 damage to any foes nearby and gain a 3 second CC immunity. This effect can only trigger once every 75 seconds.

Info: This enchantment's protection is less consistent than many other options I've listed but its still a good option if you don't have a BIS enchantment yet. The resurrect allows you to escape from less attentive enemies but more alert players will just kill you again as soon as you resurrect.

Also, the difference between a perfect soulforged and every rank above it is tiny, there isn't much incentive to upgrade it past perfect.

Unparalleled Shadowclad Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes.

Effect: When receiving damage, each hit adds 16% to your deflection rating and a 4% increase to your damage resistance for 8 seconds. This effect can stack a maximum of 8 times and expires when you successfully deflect. When you successfully deflect an attack with 8 stacks of shadowclad, your armor will daze nearby foes for 2 seconds and place you in stealth for 4 seconds. This effect cannot happen more than once every 30 seconds.

Info: This enchantment is good but it is mildly redundant on this build. The deflect it grants isn't permanent and we already have mocking gesture to do something similar to this. We also already have enough stealth and we don't benefit as much from this enchantment's stealth as we do from things that affect our stamina gain. That said, this enchantment does still make you tankyer and the type of stealth it grants is more potent than the stealth from our class mechanic. The stealth from this enchantment turns you completely invisible and enemies getting close to you or you attacking them won't reveal you.

Which armor enchantment should I use if I can't afford a high rank enchantment yet?

If you can't afford a high rank armor enchantment yet, soulforged and eclipse are both good armor enchantments at low ranks.

Stat Enchantments:

Basic Stat Enchantment Info:

These enchantments go in the silver slots labeled offense, defense, or utility in your gear. They give you different stats depending on which kind of slot you put them in.

Also, while rank 14 stat enchantments are nice to have, they are a low priority. If you still have other things to get for your character, stick with rank 13s instead of blowing a bunch of money on rank 14s.

The 3 Types of Stat Enchantments and How To Use Them:

Stat enchantments come in 3 types, single stat, double stat, and triple stat.

Triple stat enchantments give you significantly more total stats than double or single stat enchantments do. When possible to hit your stat goals using triple stat enchantments, I recommend doing so since they give you the most bang for your buck. Triple stat enchantments always feature 2 smaller stats and 1 bigger stat.

If you can't hit your stat goals using triple stat enchantments or only need more of 2 stats, consider using double stat enchantments instead, they give less total stats but their 2 stats are bigger than the 2 smaller stats from triple stat enchantments.

If you need a lot of 1 stat and don't really need more of other stats, use single stat enchantments since they give you the most to a single stat.

Sometimes you will want to mix different enchantment types. As an example, lets say you are wearing 9 rank 13 cruel enchantments (510 power and 510 recovery) in your offense slots. You just barely hit your goal for power stacking with these but you have 1k recovery more than you need. You want more critical strike so you remove 2 of your cruel enchantments and replace them with 2 brutal rank 13 enchantments (510 power and 510 crit).

It is often more difficult to balance your stats using rank 13 triple stat enchantments than it is to balance your stats using rank 13 double stat enchantments. For this reason, it is usually better to use mostly double stat enchantments if you have rank 13s. Triple stat enchantments become easier to work with once they are rank 14.

Picking enchantments for your offense slots:

For offense enchantments, you have a lot of options on this build, this is a breakdown of which offense enchantments are good for what. Some of the enchantments on this list you are unlikely to need this module but they were listed just in case.

Heart of Fire Enchantment, Rank 14:

Where to Get it: This enchantment can only be obtained by completing the temple intrusion quest from the acquisitions incorporated campaign. You can only earn this enchantment once per character.

Offense Stats: 700 power, 350 critical strike, 350 armor pen

Info: This enchantment you get for free and it offers good stats. It is always rank 14 and always bound. It also only grants offense stats. Be careful where you slot this enchantment, all bound to character enchantments change the bind status of any gear you slot them in to bound to character, this cannot be undone.

Black Ice Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from icewind dale encounters.

Offense Stats (rank 14): 700 power, 350 critical strike, 350 recovery

Info: This enchantment is good for forming the stat combo I said was the updated module 15 version of the one I was recommending in module 14.

(40k through 50k power + 50% through 60% critical chance + 18k through 22k recovery)

That combo can also be done with cruels.

Draconic Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from well of dragons encounters.

Offense Stats (rank 14): 700 armor pen, 350 power, 350 recovery

Info: Draconics are good for forming the stat combo I said I was recommending in module 14.

(40k power + 12k armor pen + 20k though 22k recovery) That stat combo can also be done with cruels.

Demonic Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from castle never bosses.

Offense Stats (rank 14): 700 armor pen, 350 power, 350 critical strike

Info: This enchantment is good for armor pen stacking and provides good other stats provided you aren't having trouble keeping your recovery where you want it.

Gigantic Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks come from storm king's thunder content.

Offense Stats (rank 14): 700 critical strike, 350 recovery, 350 armor pen

Info: This enchantment's crit and recovery make it a decent substitute for ruthless enchantments.

Cruel Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from some call to arms events.

Offense Stats (rank 14): 600 power and 600 recovery

Info: Cruel enchantments are one of the most commonly used enchantment for PVP TRs this module. Its very versatile and good for a wide range of stat combos, including all of the ones for this build. Cruels are good for wearing as a full set and also good for combining with other enchantments.

Ruthless Enchantment:

Where to Get it: This enchantment was dropping from the refinement pack sold on the zen market. They may have been released earlier than the devs intended. You can also buy these on the auction house but the supply of these enchantments is low and its hard to get a full set.

Offense Stats (rank 14): A little bit less than 600 critical strike and 600 recovery (bugged)

Info: This enchantment is currently bugged and all ranks provide a little bit less stats than intended. That's a shame considering that the 2 stats this enchantment grants makes it good for stacking critical strike on this build and keeps your recovery high and stable at the same time.

Brutal Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from some call to arms events.

Offense Stats (rank 14): 600 power and 600 critical strike

Info: These are a good option for anyone stacking critical strike. Your power is easy to keep high and stable using these and you can combine them with cruels to keep your recovery balanced too.

Savage Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from some call to arms events.

Offense Stats (rank 14): 600 critical strike and 600 armor pen

Info: The very first version of my scoundrel build I ran back in modules 7 through 9 used a full set of savage enchantments. They are best suited to people trying to stack both crit and a lot of armor pen, a combo you probably won't need this module.

Vicious Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from rewards in the challenge of the gods event.

Offense Stats (rank 14): 600 power and 600 armor pen

Info: These are good for stacking power and armor pen but its unlikely that you would need these this module.

Wicked Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house.

Offense Stats (rank 14): 600 armor pen and 600 recovery

Info: These are best suited to people trying to stack armor pen and keep their recovery stable. Its unlikely you will need any of these this module though.

Radiant Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes and drop from numerous other locations throughout the game.

Offense Stats (rank 14): 1000 power

Info: TRs running maxed out shocking execution builds often slot a few radiants combined with cruels or a full set of radiants.

Azure Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes and drop from numerous other locations throughout the game.

Offense Stats (rank 14): 1000 critical strike

Info: These are a good option to consider for stacking lots of critical strike. I'm not sure if wearing a full set would be worth it or not.

Silvery Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes and drop from numerous other locations throughout the game.

Offense Stats (rank 14): 1000 Recovery

Info: Nowadays, few TRs run a full set of these and the incentive to do so has decreased over time. Wearing these as a full set was popular in previous modules though. If you use any of these, you'll only need a few.

Dark Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes and drop from numerous other locations throughout the game.

Offense Stats (rank 14): 1000 Armor Pen

Info: I don't recommend wearing anything close to a full set of these. If stacking armor pen, sometimes slotting 1 or 2 of these proves useful.

Picking enchantments for your defense slots:

For this build, you almost always want pure lifesteal coming from your defense slots, if you end up with too much lifesteal, you'd replace some of it with more HP. It is highly unlikely you'd need any deflect coming from your enchantment slots but I did list deflect granting enchantments just in case. I didn't list any defense granting enchantments since TRs don't stack that stat.

Debunking Some Bullshit:

There was a trend for a while of TRs slotting black ice enchantments in their defensive slots because they thought it would significantly boost the assassin's covenant insignia power. Never do this, the power increase you get is negligible and you are better off selecting enchantments that don't grant the defense stat.

The only time I'd suggest deliberately overstacking your defensive stats because of assassin's covenant is so you can keep your important defensive stats at your goal numbers while using assassin's covenant. You don't need to add very much overflow to accomplish that. Also, if your stats are only slightly under your goal numbers while using assassin's covenant, you don't need to add any overflow stats. While I did say 40% lifesteal and 60% deflection, I assure you that 38% lifesteal and 58% deflect is a perfectly serviceable amount.

Dark Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes and drop from numerous other locations throughout the game.

Defense Stats (rank 14): 1000 lifesteal

Info: Full dark enchantments in your defense slots are almost always what you need for this build. These enchantments combined with a high rank lifesteal guild boon and other boons give you the 40% lifesteal chance this build uses.

Savage Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from some call to arms events.

Defense Stats (rank 14): 2400 HP and 600 lifesteal

Info: These are a nice hybrid of lifesteal and HP. If you end up with more lifesteal than you need, you could slot some of these instead of full darks.

Radiant Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes and drop from numerous other locations throughout the game.

Defense Stats (rank 14): 4000 HP

Info: This enchantment is good for stacking HP, if you end up with more lifesteal than you need, you could slot some of these instead of full darks.

Demonic Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from castle never bosses.

Defense Stats (rank 14): 2800 HP, 350 lifesteal, 350 deflect

Info: This enchantment offers good all around stats for defense slots.

Vicious Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from rewards in the challenge of the gods event.

Defense Stats (rank 14): 600 lifesteal and 600 deflect

Info: It is unlikely you would need any vicious enchantments on this build since our deflection needs are thoroughly covered by other sources. They are listed just in case.

Wicked Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house.

Defense Stats (rank 14): 2400 HP and 600 deflect

Info: The HP is useful but its unlikely you would need this enchantment on this build since our deflection needs are thoroughly covered by other sources. They are listed just in case.

Silvery Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes and drop from numerous other locations throughout the game.

Defense Stats (rank 14): 1000 Deflect

Info: This enchantment offers pure deflect, it is very unlikely you would need these on this build since our deflection needs are thoroughly covered by other sources. They are listed just in case.

Utility Slot Enchantment For PVP:

There is only 1 good enchantment for utility slots in PVP. All of the other options do jack shit for you in PVP.

Dark Enchantment:

Where to Get it: You can buy all ranks of this enchantment on the auction house. Lower ranks have a chance to drop from enchantment packs in some lockboxes and drop from numerous other locations throughout the game.

Utility Stats (rank 14): 1000 movement

Info: These enchantments increase your movement speed when slotted in your utility slots. Darks are the only good utility slot enchantment in PVP.

Overloads:

Overload enchantments are temporary enchantments that go in the blue slots on your gear. They disappear after a specified amount of time and the timer only ticks when you are in combat.

BIS Overload Enchantments:

Mark of Stamina Ward, Rank 2 and Mark of AP Ward, Rank 2:

Where to Get it: You can buy these at the gemmonger in strongholds that have a high ranking marketplace.

Mark of Stamina Ward, Rank 2: When you are struck by a player with mark of stamina drain, 20% of that effect is negated. Timer: 2 hours

Mark of AP Ward, Rank 2: Fully negates the effect of AP Drain, Mark 1 and AP Drain, Mark 2 when used against you. Timer: 2 hours

Info: While few PVPers still wear drains, the ones that do tend to be active enough that you need to protect yourself from them often. Best way to do that is by slotting wards that fully counter their drains.

When fighting a person with drains, slotting mark of stamina ward is a must, you need to be able to dodge. Slotting mark of AP ward is also a huge help but unlike mark of stamina ward, its not essential that you do. The person draining your AP is lowering your survivability by preventing you from casting dailies but they are also buffing your damage thanks to the back alley tactics feat. You can use this to your advantage but your safest bet is to wear both wards together.

Rank 2 Class Slayer and Rank 2 Class Ward Overloads:

Where to Get it: You can buy these at the gemmonger in strongholds that have a high ranking marketplace.

Class Slayer Enchantments: Each type of slayer enchantment gives you a 10% increase to your damage against 1 class. Timer: 2 hours

Class Ward Enchantments: Each type of ward enchantment makes it so you take 10% less damage from 1 class. Timer: 2 hours

Info: Slayer enchantments are good for duels and for matches where you want a little extra help killing a specific enemy. Ward enchantments are nice for when you want to lower particularly dangerous players' damage against you. The downside to these enchantments is owning and using a lot of different kinds takes up a lot of storage space. They also need to be switched out inbetween matches or you end up wasting them in matches you didn't need them for.

Other Good Overload Enchantments:

Greater Corrupt Enchantments:

Where to Get it: These can be crafted via profession tasks or purchased on the AH.

Info: These overloads are good for the AP they give you, the stats are mildly useful too but you won't notice them. The cooldown for the effect is long so these overloads aren't as consistent as other options. The main appeal is that they last 8 hours, so you don't have to replace them as often as BIS overloads.

Greater Corrupt Black Ice Enchantment: When dealing damage you have a chance to empower yourself with Corrupt Black Ice, granting 800 Power for 8 seconds. Additionally you generate. 1.25% of your AP each second while affected by this buff. This effect can only trigger once every 70 seconds. Timer: 8 hours

Greater Corrupt Lethal Enchantment: When dealing damage you have a chance to empower yourself with Corrupt Black Ice, granting 800 critical strike for 8 seconds. Additionally you generate. 1.25% of your AP each second while affected by this buff. This effect can only trigger once every 70 seconds. Timer: 8 hours

Greater Corrupt Piercing Enchantment: When dealing damage you have a chance to empower yourself with Corrupt Black Ice, granting 800 armor pen for 8 seconds. Additionally you generate. 1.25% of your AP each second while affected by this buff. This effect can only trigger once every 70 seconds. Timer: 8 hours

Greater Black Dragon Glyph and Greater White Dragon Glyph:

Where to Get it: These drop from the chests in lair of lostmauth and shores of tuern. You can also buy them on the AH.

Info: The stats from these overloads have a much longer uptime than the ones from corrupt enchantments, this makes them better for giving you stats than the corrupt enchantments. Their timer is 2 hours though so they do need to be replaced more often than corrupt enchantments. The main draw of these enchantments is that they are dirt cheep and easy to keep replacing.

Greater Black Dragon Glyph: When dealing damage you have a 25% chance to gain Aspect of Acid for 20 seconds, granting 800 Critical Strike and causing your damaging powers to deal 900 additional damage as Acid damage over 6 seconds. This damage can stack up to 3 times.

Greater White Dragon Glyph: When dealing damage or healing your allies you have a 25% chance to gain Aspect of Ice for 20 seconds, granting 800 Power and increasing your Healing by 10% when healing your allies.

Consumables (Pots):

I recommend staying in the habit of using pots. They aren't dire but its totally worth it. They grant you a massive amount of stats, more than a maxed out guild boon's worth. The stat combos I went over earlier all assume you are fully potted.

There are 8 categories pots fall into and you can only have 1 pot per category active at any given time. These 8 categories are: Elixir, Regular Potion, Stronghold Food, Event Food, Invocation Blessing, Reusable Item, Scroll of Fate, and Siegebreaker's Battlehorn.

Elixir:

These are special potions, their icons always have a green border.

BIS Elixirs:

Foehammer's Favor Elixir:

Where to Get it: You can buy this potion from the ardent coin store. You can also buy them from the AH.

Effect: Increases your deflect by 350 and increases your deflect severity by 10%. Persists through death. Duration: 3600 seconds

Info: This elixir is notorious for how strong it is in PVP, especially when used by a TR. Our base deflect severity is 75% and this potion takes our deflect sev up to 85%, this makes you significantly tankyer when combined with this build's high deflection chance. These are also fairly cheep to buy.

Wild Storm Elixir:

Where to Get it: You can buy this potion from the ardent coin store. You can also buy them from the AH.

Effect: Increases critical strike by 350 and increases your critical severity by 10%. Persists through death. Duration: 3600 seconds

Info: These are great for increasing your crit damage, for best effect, combine this potion with other critical severity enhancing pots. These are also fairly cheep to buy.

Regular Potion:

Regular potions are any potion that gives you a buff and isn't an elixir.

BIS Regular Potions:

Luminescent Potions:

Where to Get it: These are crafted via masterwork III tasks. You can also buy them on the AH.

Info: These potions give you 2500 to a single stat. They are on the expensive end to buy but worth it if you are close to BIS. There is a +1 version of these too but its bugged and gives you the same amount of stats as the regular version.

Luminescent Potion of Force: 2500 power, persists through death. Duration: 3600 seconds

Luminescent Potion of Accuracy: 2500 crit, persists through death. Duration: 3600 seconds

Note: I also found luminescent potions for deflect on the AH but you don't need those for this build. I assume there are more luminescent potions besides the ones I mentioned but I am not 100% sure, I can't find others online or on the auction house.

Potion of Speed:

Where to Get it: These come from the acquisitions incorporated campaign, darkmagic's bag of mysterious leftovers is one of the places you can get it. They can also be bought on the auction house.

Effect: Increases your movement speed by 20% for 15 minutes

Info: These are fantastic for partial and max speed builds. The downside to this potion is they are very expensive to buy right now and only last 15 minutes. They also don't persist through death and this adds to how expensive they are to maintain.

Note: These potions were bugged when they came out and didn't grant any speed, I tested them again recently and they work now.

Superior Flask Of Potency:

Where to Get it: These are crafted via professions tasks. You can also buy them on the AH.

Effect: Increases power by 400, increases recovery by 400, increases critical strike by 400, and increases critical severity by 7.5%. Persists through death. Duration: 1800 seconds

Info: These are great for increasing your crit damage, for best effect, combine this potion with other critical severity enhancing pots. The +1 version is bugged and often doesn't apply at all, when it does, you get the same amount of stats as the regular version. These potions are fairly cheep to buy.

Other Good Regular Potions:

Effervescent Potions, Masterwork Potions, and Enhanced Superior Potions:

These are the lower tier versions of luminescent potions, the only difference is they grant less stats.

The +1 versions are bugged and often don't apply at all. When they do, you either get the same bonus the regular versions give you or even less stats.

Superior Potion of Force, Superior Potion of Accuracy, and Superior Tidespan Potion:

Where to Get it: These drop from mobs throughout the game. You can also buy them on the AH.

Superior Potion of Force: Increases your power by 1000 Duration: 3600 seconds

Superior Potion of Accuracy: Increases your crit by 1000 Duration: 3600 seconds

Superior Tidespan Potion: Increases your recovery by 1000 Duration: 3600 seconds

Info: These don't persist through death, however, they are so cheep that you don't have to worry about how fast you burn through them anyway.

Potion of Major Vitality:

Where to Get it: This potion comes from the acquisitions incorporated campaign. You can also buy it on the AH.

Effect: Increases maximum hitpoints by 10,000 for 10 minutes.

Info: More HP is always nice to have; the downsides of this potion are that it doesn't persist through death and only lasts 10 minutes. Thankfully, this potion is on the cheeper end.

Stronghold Food:

These are food buffs you can buy from the food vendor in your stronghold. All stronghold food buffs persist through death but they don't state this in their tooltips.

BIS Stronghold Food:

Prime Rib: 1000 power and 5000 HP. Duration: 1800 seconds

Seared Tuna: 1000 crit and 5000 HP. Duration: 1800 seconds

Ratatouille: 1000 recovery and 5000 HP. Duration: 1800 seconds

Event Food:

These are food buffs that come from events. None of the event food I listed persists through death but all of these items are cheep to buy.

BIS Event Food:

Watermelon Sorbet:

Where to Get it: These can be obtained from the summer festival. You can also buy it on the AH.

Effect: Grants you 10% more power and recovery. Duration: 1800 seconds

Increases power by X

Increases Recovery by Y

Info: The amount of power and recovery this pot gives you scales with the amount of power and recovery you have on your character. When close to BIS, you easily get around 3k power and around 1k recovery from this pot. Power and recovery granted by your other pots also increase the buff from watermelon sorbet. This only works if you use your other power/recovery pots before you activate watermelon sorbet.

Squash Soup and Pumpkin Soup:

Where to Get it: These come from summer festival and masquerade of liars event rewards. You can also buy squash soup from the AH.

Effect: Increases critical chance by 3% and critical severity by 5%. Duration: 2100 seconds

Info: These are great for increasing your crit damage, for best effect, combine this potion with other critical severity enhancing pots. Squash soup and pumpkin soup both have the exact same effect, pumpkin soup is always bound to character and squash soup comes in both bound and unbound form.

Other Good Event Food:

Anniversary Ham:

Where to Get it: These can be found in summer festival and protector's jubilee rewards. You can also buy it on the AH.

Effect: Increases maximum stamina by 25% Duration: 1800 seconds

Info: The stamina from this pot gives you 1 extra dodge. If you are missing a lot of the stamina granting items and boons this guide recommends, this pot is something to keep in mind.

Lathander's Dew:

Where to Get it: These drop from various events, one of which is day of the dungeon master. You can also buy them on the AH.

Effect: Generate 1% of your action points every 3 seconds. Duration: 1800 seconds

Info: These come in 4 different “flavors” but the only difference between them is the color and name. This pot is a good choice for anyone who is on a tight budget and needs more AP.

Neverwintan Red Veins:

Where to Get it: These drop from various events, including the protector's jubilee. You can also buy them on the AH.

Effect: Generate 1% of your hitpoints every 3 seconds. Duration: 1800 seconds

Info: These are like having another insignia heal, if you have 200k HP, you get 2k base healing every 3 seconds. This heal is bugged and isn't subject to PVP healing depression.

Invocation Blessing:

These are small buffs that give you +427 to 2 different stats, there are 4 different kinds and which one you get is random. A Crit Strike/Deflect combo, an ArmorPen/Lifesteal combo, a Power/Defense combo, and a Recovery/Regen combo. You get 1 of these every time you invoke. They last for 15 minutes.

If you are dead set on always using a specific invocation buff combo, you could burn through a stack of them until you get the exact one you want. I don't recommend bothering with this though, you'd burn through your stacks of these really fast and its not worth the trouble.

Reusable Item:

These are permanent items that give you a buff for a certain amount of time. These items have a cooldown period before you can activate them again and their buffs don't persist through death. Reusable items can only be activated from your potion slots, you can't use them from your inventory and they can't be activated using console commands.

If you have a reusable item on cooldown, you can only switch loadouts if your reusable item occupies the same potion slot in both loadouts. Otherwise, you have to wait for the cooldown to end before you can change loadouts.

BIS Reusable Items:

There are only 3 reusable items worth mentioning. Each of them gives you a random buff and only some of those buffs are any good. If you slot all 3 of these items, you have 3 chances to roll a good buff instead of 1 chance.

Empowered Chain of Scales:

Where to Get it: You receive this item at its lowest rank when you complete the fane of the night serpent quest in Omu for the first time. To empower it, you need to upgrade it using 5 special scales that can drop in various locations throughout the game and 1 soulmonger ampoule. Here is how to get each scale:

The resilient abomination scale automatically drops from a miniboss in fane of the night serpent Kutlass's bloody scale has a chance to drop from the kutlass hunt

Tarnished mind whisperer's scale can drop from the merchant prince's folly skirmesh

Decayed scale of ras nisi can drop from ras nisi in tomb of the nine gods

Bile drenched scale drops from the tyrant hunt, the player who placed the tyrant hunt lure gets the scale automatically.

You get 1 soulmonger ampoule upon first completion of the cradle of the death god trial each week.

Empowered Chain of Scales Activation Power:

Grants 1000 regeneration in addition to 1 of the following buffs:

Increases power by 2100

Increases lifesteal severity by 6%

Increases deflection by 6%

Increase critical severity by 6%

Increases stamina regeneration by 10%

Increases defense by 420

Info: This item's cooldown is 10 minutes and the buff duration is 30 minutes. Every single buff this item offers is good except for the 420 defense and the 6% deflect. The “deflect” buff is bugged and has no effect. The buffbar icon says its supposed to be “deflection severity” and the tooltip just says “deflect”. It buffs neither of those things.

Adorable Pocket Pet:

Where To Get it: This item has a chance to drop in respen's marvelous game, which is part of the day of the dungeon master event. You can also buy it on the auction house.

Activation Power: Gives you 1 of the following buffs:

Increases critical severity by 5%

Increases action point gain by 312

Increases regeneration by 312

Decreases threat gained by 5%

Info: The cooldown is 10 minutes and the buff duration is also 10 minutes. The 5% critical severity is what you want. The action point gain and regeneration are usable but not great. The decreased threat buff does nothing in PVP and sucks anyways.

Tymora's Lucky Coin:

Where to Get it: This item has a chance to drop from the gifts in the tymora's gifts event. You can also buy it on the AH.

Activation Power: Gives you +371 to a random stat

Info: This item's cooldown is 10 minutes and the buff duration is also 10 minutes. The amount of stats it gives isn't great but if you have just failed at rolling a good buff from your other 2 reusable items, the buff from this coin is better than nothing.

Scroll of Fate:

These are buff items that come from the winter festival daily quest omens of the stars. You can also buy them on the AH. Each type of scroll gives you +490 to a specified stat.

The downside to these scrolls is they are expensive to buy in bulk and they don't give you that much, they also don't persist through death. Don't bother with these if you are trying to watch your budget.

BIS Scrolls of Fate:

Scroll of Fate: Power

Scroll of Fate: Recovery

Siegebreaker's Battle Horn:

This item is an oddball, its a reusable item but for some reason, its buff can be used alongside other reusable items.

Where to Get it: This is a limited time item you can get from the siege of neverwinter event; it has a chance to drop from siege of neverwinter heroic encounters.

Activation Power: Increases your lifesteal by 4000 for 60 seconds and reduces power recharge time by 5 seconds. When you take damage, the remaining cooldown on your seigebreaker's battlehorn is reduced by 1 second. This can only happen once a second.

Info: This item buffs your lifesteal by a massive amount while its active. The downside is the cooldown time for this item is 10 minutes and the buff only lasts 1 minute. This item's cooldown is still very long even when you are being attacked often. Also, in case the tooltip was confusing, this item reduces your encounter cooldowns by 5 seconds instantly when you activate this item, it doesn't reduce your encounter cooldown time for the whole 60 seconds.

Mounts and Insignia Powers:

Mount Speed:

It is important to have a fast mount, this is especially true in PVP where how fast you can reach nodes can make or break a match. An epic mount will do but a legendary mount is ideal. Epic mounts always give you a mounted speed of 110% and legendary mounts always give you a mounted speed of 140%.

Mount Passive Powers:

All epic and legendary mounts come with a passive power you can equip. It is usually a bonus to your stats but some of them offer other effects.

BIS Mount Passive Powers:

Coastal Flail Snail or Flail Snail (Legacy):

Where to Get it: Both of these mounts have a chance to drop from crushing wave lockboxes. Coastal flail snail can also be obtained from glorious resurgence legendary packs. You can also buy both of these mounts on the AH.

Passive Power: Using a daily power grants 25% of your total action points over 10 seconds.

Info: This is the best all purpose mount passive power for PVP. The AP gain from it synergizes well with other sources of AP gain and high recovery, allowing you to spam dailies nearly back to back in combat. Both of these mounts share the same passive power.

Black Ice Warhorse or Arcane Whirlwind:

Where to Get it: Both of these mounts can be obtained from glorious resurgence legendary packs. You can also buy them on the AH.

Passive Power: +4000 power

Info: These 2 mounts are a great way to increase your damage in general. TRs trying to max out shocking execution benefit from them the most. In general, mounts that grant 4k to a single stat make it much easier to balance your stats and allow you to reach higher amounts than you normally would be able to. Both of these mounts share the same passive power.

Imperial Rage Drake:

Where to Get it: This mount can be obtained from glorious resurgence legendary packs. You can also buy it on the AH.

Passive Power: +4000 critical strike

Info: This mount is an excellent choice for those stacking any amount of critical chance. In general, mounts that grant 4k to a single stat make it much easier to balance your stats and allow you to reach higher amounts than you normally would be able to.

Armored Giant Strider or Giant Strider (Legacy):

Where to Get it: This mount can be obtained from glorious resurgence legendary packs. You can also buy it on the AH.

Passive Power: +4000 movement

Info: These 2 mounts are best in slot for partial and max movement speed setups. Both of these mounts share the same passive power.

A Few Other Good Mount Passive Powers:

Tenser's Floating Disk:

Where to Get it: This mount can be obtained from glorious resurgence legendary packs. You can also buy it on the AH.

Passive Power: +4000 recovery

Info: This mount's passive power is almost as good as the one from coastal flail snail and flail snail (legacy). These 2 passive powers are very similar to eachother and if you happen to have tenser's disk already, there is no pressing need to upgrade to a snail.

War Triceratops:

Where to Get it: This mount has a chance to drop from soulmonger's lockboxes. You can also buy it on the AH.

Passive Power: +16000 HP

Info: This mount is convenient for anyone who doesn't have enough HP yet or is trying to stack maximum HP. Defensive mount passive powers like this one aren't really needed on TRs but this one is still useful.

Swift Golden Lion:

Where to Get it: This mount has a chance to drop from firemane lockboxes. It can also be obtained from glorious resurgence legendary packs and can be bought on the AH.

Passive Power: When you or a party member are struck by a foe, there is a chance they will be healed for 10% of their maximum hit points and you will gain a stack of radiant weapon. This effect may only occur once every 10 seconds. Radiant Weapon: Grants 2% additional damage as radiant damage for 12 seconds. You may have no more than 8 stacks of radiant weapon from any source.

Info: The heal from this passive is bugged and isn't subject to PVP healing depression; as a result, this heal is very strong in PVP right now. This mount also helps your teammates by giving them a chance to receive this heal when you are nearby. Defensive mount passive powers like this one aren't really needed on TRs but this one is still useful.

Skeleton Steed:

Where to Get it: This mount can be obtained from glorious resurgence legendary packs. It can also be bought on the AH.

Passive Power: Using a daily power grants 20% of your total hitpoints over 10 seconds.

Info: This heal is also bugged and isn't subject to healing depression. It will proc whenever you use a daily power and is a very strong heal in PVP. Defensive mount passive powers like this one aren't really needed on TRs but this one is still useful.

Embellished Apparatus of Gond, Flail Snail, or Fancy Gorgon:

Where to Get it: Embellished Apparatus of Gond comes from the wonders of gond event and can also be bought on the AH. Flail Snail can be obtained from glorious resurgence epic mount packs and can also be bought on the AH. Fancy Gorgon is no longer available but it was a limited time reward from the 5th anniversary protector's jubilee.

Passive Power: Using a daily power grants 15% of your total action points over 10 seconds.

Info: These 3 mounts all share the same passive power, its a weaker version of the passive power from coastal flail snail and flail snail (legacy). These mounts are very cheep and a decent substitute for coastal flail snail and flail snail (legacy).

Mount Combat Powers:

In addition to the passive powers mentioned above, legendary mounts also come with a special combat power.

BIS Mount Combat Powers:

Swift Golden Lion:

Where to Get it: This mount has a chance to drop from firemane lockboxes. It can also be obtained from glorious resurgence legendary packs and can be bought on the AH.

Combat Power: Summon your celestial lion to knock back nearby foes and grant nearby party members 100% of their maximum hit points as a shield for 10 seconds. After 10 seconds, affected party members gain up to 3 stacks of radiant weapon based on the amount of shield remaining.

Radiant Weapon: Grants 2% additional damage as radiant damage for 12 seconds. You may have no more than 8 stacks of radiant weapon from any source

Info: This is the best all purpose mount combat power in PVP. It knocks people prone and most of your target's defenses do not apply when they are prone, allowing you to get in some nasty hits. You can also use this prone to defend yourself or to rescue teammates who are about to be killed. This combat power also gives you and your teammates lots of temp HP. The only downside to this mount is that it also knocks enemies away, which can be a double edged sword.

Bat Swarm:

Where to Get it: This mount has a chance to drop from undying lockboxes. You can also buy it on the AH.

Combat Power: Summon a swarm of bats, which will release you from most control effects and increase your damage by 5%. Your target will be slowed by 5%, take 5% more damage, cause 5% less damage, have their critical chance reduced by 5%, and have their action point gain reduced by 5% for 10 seconds. Target is debuffed for 5 seconds in PVP.

Info: For BIS damage buff combat power, swarm's combat power is essentially tied with the one from tenser's disk in PVP. It gives you 5% more damage against everyone for the full 10 seconds and applies a bunch of debuffs to the player you targeted for 5 seconds. It also breaks you out of control effects. This power's animation time is faster than the one from tenser's disk, making it smoother to cast.

Tenser's Floating Disk:

Where to Get it: This mount can be obtained from glorious resurgence legendary packs. You can also buy it on the AH.

Combat Power: You are transformed into a virtual fighting machine, becoming stronger, tougher, faster, and more skilled in combat. For 12 seconds, you gain 10% more power and move 10% faster, and gain +2 to strength, dexterity, constitution, and armor class.

Info: For BIS damage buff combat power, the tenser's disk combat power is essentially tied with the one from batswarm in PVP. It gives you 10% more power, +2 to strength, and +2 to dexterity, which will increase your damage against everyone for the full 12 seconds. The 10% more movement speed is also nice. The only downside is that this mount power has a slower animation time, making this mount more cumbersome to cast than bat swarm. Thankfully there is an easy trick you can use to speed things up, if you use an attack, it cancels the animation early and you still gain the buff.

Other Good Mount Combat Powers:

Legendary Adolescent Deepcrow:

Where to Get it: This mount has a chance to drop from new opportunities lockboxes. You can also buy it on the AH.

Combat Power: You harness the power of a deepcrow, releasing a shriek as you strengthen in battle. For 10 seconds, you gain 7.5% more power. Your shriek stuns enemies around you and grants combat advantage against them for 4 seconds.

Info: This combat power is essentially a weaker version of the one from tenser's floating disk. It gives you a little bit less power than tenser's floating disk does but it is still good. It also comes with a small stun, which is somewhat useful.

Coastal Flail Snail:

Where to Get it: Coastal flail snail can be obtained from glorious resurgence legendary packs. You can also buy it on the AH.

Combat Power: Summon your coastal flail snail to knock enemies aside, dealing 6989 damage to targets hit.

Info: This mount charges forwards and knocks people away and prone. Coastal flail snail stays on the field for longer than any other prone mount and its prone can hit the same target more than once if they don't get out of the way.

Insignia Stats:

Insignias are small increases to your stats you put on your mounts. You can have up to 15 insignias total slotted.

There are 5 types of insignia:

crescent

regal

barbed

illuminated

enlightnened.

Insignias also come in 3 different qualities:

Uncommon insignias give you +50 to X stat and +25 to Y stat

Rare insignias give you +100 to X stat and +50 to Y stat

Epic insignias give you +200 to X stat and +100 to Y stat

Each possible combination of stats insignias can grant has a specific name, such as mastery, evasion, aggression, ect. Most insignia stat combinations are only available for some insignia types, meaning you can't have all 15 insignias with the exact same stat combination. The exception is for the initiative, fortitude, and brutality stat categories, they come in every rarity and type.

Selecting insignia Stat Combinations:

You pick your insignia stat combinations based on which stats you need more of. Some insignias grant unusually good stats and are really expensive, such as insignias of brutality. If you are still gearing up, stick with the cheeper insignia types instead of blowing a bunch of money on the most expensive insignia types.

Here is a list of all of the insignia stat combos that are useful for this build:

Insignia of Brutality: +200 Power and +100 Recovery

Insignia of Dominance: +200 Power and +100 Companion Influence

Insignia of Mastery: +200 Recovery and +100 Control Bonus

Insignia of Skill: +200 Critical Strike and +100 Combat Advantage Bonus

Insignia of Initiative: +200 Critical Strike and +100 Deflection

Insignia of Aggression: +200 Armor Pen and +100 Action Point Gain

Insignia of Fortitude: +800 Maximum Hit Points and +100 Defense

Insignia of Prosperity: +800 Maximum Hit Points and +8% glory, gold, and XP gain.

Insignia of Leeching: +200 Lifesteal and +100 Lifesteal Severity

Insignia of Vigor: +200 Movement and +100 Stamina Gain

Insignia of Evasion: +200 Deflection and +100 AOE Resist

Note: Enlightened Insignia of Skill gives Crit and AP Gain instead of Crit and Combat Advantage Bonus

Insignia Powers:

You can have up to 5 insignia powers active at a time, one for each mount you have equipped in your stable. In order to activate an insignia power, you need to slot a specific combination of insignias on that mount. Different mounts have different insignia slots and only some mounts will have the slots you need to activate the insignia powers you want.

Rare, epic, and legendary mounts offer 3 slot insignia powers. Common and uncommon mounts offer 2 slot insignia powers that are weaker versions of 3 slot insignia powers.

You can slot multiple copies of the same insignia power but each one you add after the first will only give you 1/4th of what the first copy gave you. For this reason, you should never slot multiple copies of the exact same insignia power, its not worth it. Instead, if you want multiple copies of the same power, what you can do is slot 1 copy of a 3 slot insignia power and 1 copy of the 2 slot version of that same insigna power. This gives you a lot more than what you would get from doubling up on identical copies of that insignia power. However, for this build, I recommend slotting 5 different 3 slot powers and not slotting any 2 slot powers.

To help you find out which mounts offer the insignia powers you want, I have linked neverwinter unblogged's insignia bonus helper here:

https://forum.nwo-uncensored.com/app.php/nwountools/gameplay/insignia

To use it, select an insignia power from the dropdown menu. The tool will then pull up a list of every mount that carries that insignia power.

BIS Insignia Powers:

On this build, I recommend you always run 2 or 3 healing insignia powers, they synergize really well with the other heals on this build. Running 3 healing insignia powers gives you noticeably better healing than running 2 but 2 will work just fine. For your remaining slots, I recommend running damage and/or utility oriented insignia powers.

Champion's Return:

Effect: Whenever you are reduced to 50% Hit Points, you instantly recover 20% of your Stamina and are healed for 20% of your maximum Hit Points over 10 seconds. This effect can only occur once every 60 seconds.

Info: This insignia gives you a lot of healing at a time when you'd really need it. The tooltip states it has a 60 second cooldown but it actually procs every single time you drop below 50% health, this is probably unintentional.

Survivor's Blessing:

Effect: Whenever you Deflect an attack, you are healed for 3% of your maximum Hit Points over 4 seconds.

Info: On this build, this insignia heal is constantly up whenever you are taking damage.

Vampire's Craving:

Effect: Whenever you perform a Lifesteal, you are healed for 3% of your maximum Hit Points over 4 seconds.

Info: On this build, this insignia heal is constantly up whenever you are dealing damage.

Combatant's Maneuver:

Effect: Whenever you control an enemy, you gain 5% Combat Advantage damage for 10 seconds.

Info: This is a great damage buff that will be up nearly 24/7 on this build.

Assassin's Covenant:

Effect: You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power.

Info: This insignia power gives you a lot of power and is a great way to help you meet your stat goals and increase your damage.

Extra Info, Debunking Some Bullshit:

There was a trend for a while of TRs slotting black ice enchantments in their defensive slots because they thought it would significantly boost the assassin's covenant insignia power. Never do this, the power increase you get is negligible and you are better off selecting enchantments that don't grant the defense stat.

The only time I'd suggest deliberately overstacking your defensive stats because of assassin's covenant is so you can keep your important defensive stats at your goal numbers while using assassin's covenant. You don't need to add very much overflow to accomplish that. Also, if your stats are only slightly under your goal numbers while using assassin's covenant, you don't need to add any overflow stats. While I did say 40% lifesteal and 60% deflection, I assure you that 38% lifesteal and 58% deflect is a perfectly serviceable amount.

Artificer's Persuasion:

Effect: Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds.

Info: This insignia power gives you lots of recovery and movement speed for 15 seconds. If you haven't capped out your secondary stats yet, this insignia will help you there too by fully capping out your stamina gain and AP gain for 15 seconds. If you have less than 20k recovery or are running a partial movement speed setup, definitely use this insignia power. Its less important if you have reached ideal recovery but its still a strong buff even for maxed out players.

Gladiator's Guile:

Effect: When your Stamina is above 75%, you move 15% faster. When your Stamina is below 25%, gain 15% of your Power as Stamina Gain.

Info: This insignia power is one of the best movement speed buffs available to you. The uptime on that movement speed buff tends to be fairly high but not permanent since you do dodge a lot in PVP. This is a good choice for PVP TRs in general, its not just a movement speed build thing.

Cavalry's Warning:

Effect: Whenever you activate a Mount Combat Power, you gain an increase of 10% to your Power, Recovery, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal.

Info: This is the largest damage buff offered by any insignia power in PVP and also grants a lot of good defensive stats. This buff lasts for 15 seconds. The only downside to this power is that it won't be up as often as other BIS damage insignia powers and can be more hassle to use than other options. One shot setups benefit from this insignia power the most.

A Few More Good Insignia Powers:

Shepard's Devotion:

Effect: Whenever you use a Daily power, your teammates Defense, Deflection, and Movement are increased by 5% of your Power for 15 seconds.

Info: If you don't have full BIS insignia powers yet, this is a good way to help your team out. It offers a lot of stats and will be up constantly since you use dailies so often.

Magistrate's Patience:

Effect: Whenever you perform a Critical Strike, your target will gain a stack of Magistrate's Consideration. Enemies affected by Magistrate's Consideration take Psychic Damage equal to 10% of your Power over 4 seconds. Allies affected by Magistrate's Consideration are healed for 3% of your maximum Hit Points over 4 seconds.

Info: This insignia power isn't amazing but more damage is more damage. If you don't have full BIS insignia powers yet, you could run this in the meantime. It has a decent synergy with the many sources of reflect and aura damage this build uses, the more crit you have, the better this power is.

Victim's Preservation:

Effect: Whenever you take greater than 35% of your Maximum Hit Points in pre-mitigated damage from a single blow, you are healed for 10% of your maximum Hit Points over 5 seconds. This effect can occur once every 10 seconds

Info: Victim's Preservation heals for a lot and does proc more often than it used to now that everyone's damage has increased, however it still procs a lot less often than the BIS heals do on this build and wasn't able to edge out the options I listed. If you ran a TR with low deflect or with low lifesteal, this would be a good replacement for survivor's blessing or vampire's pursuit.

Why didn't I list the other insignia heals?

Barbarian's revelry rarely procs, this was the case even with high crit. On a high crit setup, it should be proccing once every 2 seconds according to the tooltip but it procs a lot less often than this for some reason.

Oppressor's Reprieve didn't proc much compared to the insignia heals I listed and may have a cooldown. It also seems to be picky about which CC powers can proc it and under what circumstances.

The Trick in Trickster, Part 2 of This Guide:

Scoundrel Playstyle Primer:

A well played scoundrel should make your opponents fingers bleed. Scoundrel really shines when it is played with a very active, bold, and aggressive playstyle and your primary objective is to keep up the pressure constantly against your opponent. This is also a lot of fun but it takes more energy on your part to keep this up. Scoundrels have fewer stealth enhancement feats and rely more on their CCs, raw defensive stats, and dodges for defense. For fighting like that, hitting near constantly is both how you stay alive and how you lock someone down to do most of your damage.

This stands in sharp contrast to the sneaky stealthy, cautious, and leisurely playstyle many TR players are used to. Running that stealthyer playstyle on a scoundrel works okish but what you end up with is a clunkyer and often slightly worse sabotuer.

Scoundrel Rotations Primer:

Before I dive into the rotations themselves, here is some important information to remember:

What is Tasting?

This is the term I've coined for the distinct scoundrel habit of going around hitting enemies with a single cloud of steel hit. You should almost always hit with cloud of steel close to or at the beginning of your rotations. This is to proc scullcracker or concussive strikes. You also “taste” enemies to strategically interrupt them or to help you figure out how squishy they are. This is good for protecting you and your allies from an incoming attack or just to make life harder for your enemies in general. If your critical chance is low, make sure you always do your tasting from stealth for the guaranteed crit.

An Important Daze Chaining Order to Know:

When you do your CC rotations, 1 important order comes up a lot. You can use concussive strikes to daze the target just long enough for you to hit with dazing strike. Once you've hit with dazing strike, the target is dazed long enough for you to hit with smokebomb. Smokebomb's daze is long enough for you to hit with 1 or 2 duelist's flurrys.

How Scoundrel Builds Up Its Damage:

As I mentioned at the beginning of this guide, most of this build's damage is high consistent damage you rapidly build up as you fight.

Your damage is at its peak when the 4 following things are lined up at the same time:

#1) Scullcracker is applied to your target

#2) You have been hitting someone recently

#3) You have recently deflected an attack

#4) Your AP is close to empty.

These feat buffs altogether give you an up to 100% damage increase. All of this is fairly easy to line up and it doesn't take long. You can also add in damage buffing daily powers, artifacts, mount powers, ITC + press the advantage, ect for even more damage.

Your damage is particularly strong when your AP is close to empty, this is because of back alley tactics combined with however many other damage increases you are getting upon activating a daily. You should take advantage of this moment to land a stealthed dazing strike hit whenever possible.

Note:

Don't let the above mislead you into thinking you always need to do some smaller attacks before your first big rotation each fight. This can be a good strategy but its often better to attack straight out of the gate with a full rotation. This first rotation may do less damage than later ones but assuming your opponent is even still alive after it, you will have your damage fully built up and any rotations you make afterwards will do even more damage. The advantage of attacking straight out of the gate is that all of your dazes will be ready to proc when you need them and its much easier to take people by surprise this way.

Also, here is a picture of the damage buffing feat icons you are looking for:

Scullcracker:

Scullcracker appears on your own buff/debuff bar when it is ready to use. Once you have applied it to your target, it vanishes from your buff/debuff bar and reappears on your target's buff/debuff bar.

Master Infighter:

Master infighter appears on the buff/debuff bars of all enemies you have recently deflected an attack from.

Savage Blows:

Savage blows appears on your own buff/debuff bar. If it says 10, you have max stacks.

Scoundrel's Power Dynamic:

As a general rule of thumb, the more time you are having to spend on the defensive or away from your enemy instead of attacking, the more likely you are to lose the fight. This is part of why fighting aggressively is so important, if you are overwhelming your opponent, they aren't overwhelming you. You need to be hitting in order to lifesteal, build up your damage, lock people down with your CC's, ect. Otherwise, your health gage slowly wastes away while your target recovers and seizes control of the fight.

Scoundrel's Versatility:

One important bit about scoundrel rotations is that you can afford to freestyle things more often on a scoundrel than you can on an executioner. They are fairly versatile and more forgiving of mistakes than an executioner is. Specific rotations are still very worth learning since landing a strong one does way more damage than most of the "go with the flow" things you end up using throughout a fight.

Locking someone down isn't the only way to land big damage rotations. There is a more mobile option where you can chase after your foe and fire off your rotation one piece at a time every time they become vulnerable. This is something that requires you to predict where you opponent is going to move to several times in a chain. This is a useful skill to have for when you are using a damage daily instead of courage breaker.

The Rotations Themselves:

The Time Tested Best Scoundrel Rotation I Know Of:

Courage breaker > Stealthed cloud of steel (to proc concussive strikes or skullcracker) > Stealthed dazing strike > Smokebomb > Duelist's flurry

ITC interrupts your attacks in module 15 and you don't want any delay mid rotation. For this reason, you activate ITC either before courage breaker or at the end of this rotation. If your recovery is at ideal numbers, ITC comes off cooldown fast enough that you can do both. Activating ITC at the beginning prevents you from getting CC'ed during the most timing sensitive part of this rotation. Activating it at the end gives you AP for your next daily and helps protect you while your encounters are on cooldown.

If you stealth towards the end of CB, you trigger concussive strikes as a guarantee, you can then hit with cloud of steel while still stealthed to proc scullcracker, you get wider daze coverage from doing it like this since you activate 2 slightly spaced out stuns.

If concussive strikes procs too early, there is a possibility your target will dodge, if that happens, react fast and run over to them before you hit them with stealthed cloud of steel, this will make it so you are standing close enough to hit with the rest of your rotation.

Rotations For Using Bloodbath or Shocking Execution:

For rotations involving a damage dealing daily power, you always proc scullcracker before the daily power instead of after it. Here is an example:

ITC > cloud of steel (for scullcracker) > stealthed bloodbath or shocking execution > stealthed dazing strike > smokebomb > duelist's flurry

Rotation For Starting With Smokebomb:

Smokebomb > Courage breaker > Stealthed dazing strike > Duelist's flurry

This is a really good rotation for players running invisible infiltrator. You would do everything the same except you would activate smokebomb from stealth too. This gives you combat advantage for the whole rotation without the help of infiltrator's action.

Another advantage of this rotation is that it procs your feytouched enchantment before you've hit with dazing strike, this will buff your dazing strike hit a little bit.

Starting with smokebomb is more dangerous than starting with your other dazes; this is because smokebomb has a roughly 1 or 2 second delay before its daze effect kicks in. This is enough time for someone to hit you with something dangerous or to escape your smokebomb. In order to land this rotation, you will need to use some extra strategy such as closelining the target with the edge of your smokebomb or to hit with a faster daze right after you drop smokebomb. To protect yourself during the delay, another thing you can do is dodge once right after dropping smokebomb.

Match Opener/Ambush Rotation:

Here are revamped versions of an old rotation I used to open with in matches a long time ago, it needs to be executed without any delay but if you land it, it also works well. This rotation works best when you ambush the target with it, hence why it makes a good opener in matches. To strengthen your dazes, I recommend using a valindra artifact gear set with this rotation. Popping wheel of elements and taking the fire buff beforehand would further enhance this rotation.

The first 2 versions require you to have scullcracker ready:

Version 1: Deft strike > stealthed shocking execution > dodge to wherever target just moved to then hit with this followup rotation: stealthed dazing strike > smokebomb > duelist's flurry

Version 2: Stealthed cloud of steel > stealthed shocking execution > dodge to wherever target just moved to then hit with this followup rotation: stealthed dazing strike > smokebomb > duelist's flurry

Version 3: Deft strike > dazing strike > stealthed shocking execution > dodge to wherever target just moved to > smokebomb > duelist's flurry

Version 4: Lurker's Assault > stealthed cloud of steel > stealthed dazing strike > smokebomb > duelist's flurry OR courage breaker followed by stealthed duelist's flurry (or another stealthed dazing strike if it comes off cooldown fast enough).

Moving Like a Pro (non-class specific movement tips):

This section discusses movement and positioning tricks that aren't specific to fighting certain classes. There will be some more movement tricks in the class section later in this guide.

Using Your Surroundings To Your Advantage:

Everyone's damage increased this module and a side effect of that is many players' growing penchant for using obstacles as extra protection. Pillars, ramps, walls, bumps in the walls, you name it. This is a very effective way improve your survival rate in matches and can help you contest nodes you'd normally be forced to abandon.

When using obstacles, its important not to overdo it. You should dash behind obstacles periodically and then come right back, try not to stay gone for prolonged periods of time. Also be mindful of when you choose to run off node, don't do it at critical moments when your team needs you to stay put.

You can also use your teammates and to a lesser degree, enemy team members the same way you would other obstacles. To make yourself harder to hit, you stand behind people, run through or behind crowds, ect. You are very tanky on this build and your teammates should also use you for this when they need it. Remember that you are trying to scatter the damage enemies are doing across multiple teammates so that no 1 teammate of yours is taking more damage than they can handle. Don't hide behind teammates who are at low health or are too squishy to take those hits for you.

Here are some of the obstacles and info on how to use them:

The pillars on side nodes (hotenow map):

Whenever you need to take the heat off of yourself for a moment, you can dash behind these pillars. You can sometimes play ring around the rosy with enemy team members to keep them distracted and constantly running off node. This is also a great way to split people up and make it easier to pick people off.

The pillars around node #2 (hotenow map):

There are some smaller pillars around this node and a huge pillar between each side node and node #2. These are helpful for when you need to take the pressure off of you for a moment. Sometimes players get on top of the smaller pillars to snipe people from a safe vantage point, you can stop these players from hitting you by standing at the base of the pillar they are using.

The pillars next to the stairs (hotenow map):

These things are your best friend in duels. You use them same way as any other pillar.

The edges of staircases (hotenow map):

These come in handy when you need to quickly drop behind something to block an incoming attack, GF's bullcharge comes to mind and you can use it for other things too.

The bumpy walls on either side of node #2 (rivenscar ruins map):

These folds in the walls don't look like much but they are often just steep enough to screw up opponents that are trying to target you. You graze the sides of the wall and duck behind these folds every now and then.

The ramps (rivenscar ruins map):

These are useful for when someone is trying to shoot you as you are running to a side node or back to node #2. As you run, you can veer behind this ramp to block pursuing players' line of sight. You can also play ring around the rosy with people if it comes to that.

Walls:

You can avoid getting hit by ranged players standing on top of a wall by standing at the base of the wall right under that player. This forces them to jump down if they want to get at you.

What is Weaving?

In this game, attacking makes you stop moving, this decreases mobility and makes it so you are more likely to miss with your attacks than if this wasn't the case. Thankfully, there is a very old trick you can use to get around this handicap; you can weave jumping and running inbetween your attacks. This allows you to lunge fowards while attacking or pursue targets and attack at the same time. This is particularly handy when done with duelist's flurry and cloud of steel.

Weaving requires you to be able to keep up with your opponent to some degree, it won't help much against speed builds unless you are also running a speed build.

If you'd like a visual example of this trick, here is a mod 1 video of a TR who mastered weaving:

https://www.youtube.com/watch?v=LTuOxmxG_gA

Some important info about this video: Duelist's flurry was a longer lasting attack back then but the basic premise is the same. Due to many factors, weaving is slightly harder to do now than it was back then, its still fairly easy to do once you've practiced it though.

How To Do Weaving With Cloud of Steel:

Learning this trick with cloud of steel is simple, all you do is jump or run forwards inbetween each cloud of steel hit.

You can control how wide your jumps are inbetween attacks by holding down the fowards key for different lengths of time and/or waiting for different lengths of time before activating cloud of steel.

There are multiple ways I've seen TRs use cloud of steel weaving. Some TRs jumped sideways while doing this, others jumped forwards to chase people down.

How To Do Weaving With Duelist's Flurry:

Click once > Wait for the first and the second DF swing to execute > Jump forwards right as the third swing flurry is about to start > Wait a brief moment > Click again

You can control the distance of the lunge by holding down the fowards key for different lengths of time and/or waiting for different lengths of time before clicking the second time.

Another way to weave using DF is to jump twice. You jump forwards and activate the first DF swing close to the end of the jump. Then you jump again and activate the flurry.

If you wait too long to activate the flurry, the DF combo will reset back to the first swing.

Doing a tiny jump lunge into a target at point blank range seems to make DF's flurry lock onto the target better. DF has a weak cling effect that seems to break more easily when I skip the lunge.

Sometimes the second swing doesn't execute automatically and you may have to click again or start over. This seems to happen less often the more I've practiced recently but I'm not sure how to describe the trigger.

Sometimes when weaving with DF you'll get this rubberband effect that can mess you up and make you need to start over. Similarly, the flurry sometimes has a weird delay before it hits when weaving. Both of these things seem to be at least partially tied to lag and I haven't been getting them much recently.

Shocking Execution Tips:

This is something I had mentioned in the powers section, in case anyone missed it, I am reiterating it here:

Shocking execution is mid ranged and its best to attack from a distance with it instead of breathing down people's neck when you use it.

You can also dodge roll mid SE activation to cancel the attack and save your AP.

Dazing Strike Positioning Tip:

Its easier to hit with dazing strike from stealth if you are standing a little bit further back instead of right on top of people. If you stand too close when you use it, it won't hit as cleanly and you usually miss more people.

Duelist's Flurry Positioning Tip:

If you have two enemies standing near eachother and one of them is a little bit further away than the other, you can hit both of them. To do this, angle your character diagonally and aim at the enemy that is further away.

Smokebomb Positioning Tip:

When using smokebomb, you want to position it in a way that will snag your enemy even as they try to avoid it. As examples, you can catch people right on the edge of smokebomb or try to put it where they are trying to move to.

Tips and Info For Fighting Each Class:

Guardian Fighter:

A guardian fighter's shield is 180 degrees. It blocks CC effects and 80% of all incoming damage. This shield ignores armor pen and reduces the damage of attacks even then they are full piercing damage. Good GFs always crabwalk sideways instead of forwards and will try to face you at all times. This is because their shield doesn't protect them from behind.

Like you, GFs try to lock you down with CCs so they can land their highest damage moves. They generally start their CC rotation with an attack called bullcharge that knocks you back. This attack on its own doesn't do much damage but once it hits, the GF will followup with other attacks that keep you locked down and deal a ton of damage. Its pretty much gameover for you after 2 or 3 hits unless you manage to escape their lockdown partway through their rotation. Thankfully, their rotation is sensitive to mistakes and delays so you often can escape it if you act fast.

Many GFs do a lot of reflect damage to players hitting them. They also have a nasty DOT effect called jagged blades. To fight GFs with high reflect damage and/or DOTs, you should slot bloodbath. You use it periodically to clear any DOT effects on you and give you some time to heal, it also does good damage.

Sometimes, you'll encounter GFs running multiple stealth granting items, you should have bloodbath slotted for these guys too, it allows you to hit enemies you can't see. Also, if you see a floating red dot, it means there is a stealthed GF standing there.

For really fast GFs that you are having trouble catching, use courage breaker to slow them down. Its much easier to get behind them when they aren't running all over the place.

GFs are extremely vulnerable to being flanked. If you and a teammate are fighting a GF, you should always try to stay on opposite sides of them. The GF can't face both of you at the same time and will get slaughtered by the nonstop attacks from behind.

While GFs are attacking, their shield isn't up. This vulnerability window is a big part of what makes scoundrels so good for fighting GFs. Your dazing strike, concussive strikes, and skullcracker are all fast enough to stop GFs mid attack. This occurs passively as you fight and you can also do it deliberately. As one example, instead of always getting out of the way of bullcharge, you can stand your ground and use that moment to hit with dazing strike, ideally from stealth. This is a high risk move but the reward is super worth it.

When trying to get behind a GF, you can jump over/past their shoulder and use dazing strike. You can also make it much harder for them to keep facing you by constantly moving around, jumping over them, running around them in circles, ect.

If you drop a smokebomb on a GF with their shield is up, you can hit the GF from behind with a different daze. This dazes them long enough to drop their shield and then smokebomb is free to kick in.

When dodging a GF's attacks, its often best to jump away and then dodge. You cover more distance when you do it like this and if you get bullcharged while you are jumping away, you will most likely land out of reach of the GF's followup attacks. Similarly, if you have no dodges and are about to get charged, you can jump backwards and hope you land too far away. The more movement speed you have, the more effective this trick is.

If you do get caught in their rotation, another thing you can do is bolt past/through them suddenly the moment there is a delay in their rotation. This can catch them off guard and forces them to turn in order to continue.

GFs are known to bullcharge TRs during the delay before ITC or smokebomb kick in, many good GFs do this deliberately. Always be smart about when you use these powers or try to pair them with something else to protect you during that delay.

If you have a swift golden lion mount and you see a GF walking forwards with their shield up, run over to them and pop your lion combat power. Part of the reason good GFs don't walk forwards with their shield up is because it causes the lion mount to appear behind them.

Scourge Warlocks:

These guys have lots of really nasty DOTs and deal damage to you nearly nonstop. They are also ranged. When fighting a warlock, you usually need to rush them ASAP or you and your team get melted. Try to keep them CC'ed and kill them as fast as you can, do not stop attacking.

Most SWs are very squishy and easy to kill as long as you get to them quickly.

The most dangerous type of SW are the outliers that build for tankyness. These guys have lots of HP and are among the most difficult adversaries to take down. They also do a lot of damage albeit a little bit less than their lighter counterparts.

SWs are very fast thanks to their class's stamina movement (shadowslip). They are effectively speed builds and can be a real pain to catch.

SWs have fewer defenses against control effects than most other classes. Once you have them locked down, there usually isn't much they can do to stop you.

SWs have surprisingly good control abilities can can give control wizards a run for their money.

They also are known for stacking lots of lifesteal and lifesteal severity, this makes them heal rapidly.

When fighting SWs, make sure to have bloodbath slotted, you need something to clear the DOTs when they start to get bad and to give yourself time to heal.

Since SWs move so fast, you can alternate between using courage breaker and bloodbath.

Don't just use courage breaker though, using only courage breaker for the whole fight slows down the SW but the DOTs will build up too much and kill you.

SWs also have an attack that sucks air inwards before hitting you for a lot of damage. The moment you see this implosion effect start, you need to dodge. It also has a sound effect but I don't know how to describe it.

Control Wizards:

Control wizards are ranged and deal their damage as a series of slower really big hits instead of by using DOTs and constant damage. Still, their damage is no joke, they can kill you in roughly 3 hits if you don't dodge.

CWs tend to be easier to fight than SWs since you can dodge their damage easily and get more breaks from being damaged than when you are fighting SWs.

Good CWs are slippery as an eel, they evade your hits expertly and it takes a lot of effort to catch them. Once you have caught them, they are usually easy to kill.

Some CWs are really tanky and take longer to kill.

If you hear 3 chinging sounds, dodge immediately, this is the sound effect of ice knife. Ice knife does a lot of damage and it also knocks you prone.

They also have another daily that pulls you inwards and stuns you for several seconds. This power places a big red radius on the ground and if you step out of it for a few seconds, you can reenter it unharmed.

In general, dodge their encounter hits whenever possible, their encounters hit hard, especially disintegrate.

Control wizards have an attack called repel that pushes you really far away. They use it to push your teammates off of nodes and prevent them from being capped. They also use it for self defense.

If you get pushed, quickly let go of your movement key and then hit it again. This will reduce how far you get pushed and you will start running back towards the control wizard almost immediately. You could also use ITC to end the push early.

When you are on a side node with an enemy control wizard, you want to stay between the backwall and the control wizard. This is to keep them from pushing you off the node.

If you get pushed off of a side node on the hotenow domination map, you can often land back on the node by using your movement keys to steer yourself mid air.

If you get pushed in general, it sometimes helps you by getting you where you were trying to go faster or freeing you from a CC lockdown.

Hunter Rangers:

There are 2 main types of HRs to be aware of this module. Trappers and archers. There is also a combat spec but you won't see those much this module.

Archers are extremely squishy and usually really fast too. They deal more damage the further away from the target they are. From range, archers deal massive damage. It is vital that you always try to stay in melee range when fighting an archer, this prevents them from dealing tons of damage to you and makes them much easier to lock down.

Trappers fight with a constant barrage of roots and stuns. They deal much less damage than archers but their CCs still make them dangerous, especially when backed up by teammates.

HRs have much weaker daily powers than other classes. One daily of theirs stands out though, disruptive shot is a stun that they can use often, this stun goes right through ITC.

HRs have a particularly dangerous attack called plant growth, always dodge this attack, its a high damage DOT effect. Plant growth has a long delay before it hits and its easy to see coming. It puts a red indicator on the ground and then sprouts a big plant once it hits.

If the enemy team has an archer, you should rush that archer and kill them as quickly as you can. They pose a serious threat to your teammates if they aren't taken care of quickly.

Trickster Rogues:

When fighting TRs, there are 2 strategies you could use for dealing with their stealth. One method is to patiently wait for the TR to exit stealth or reveal themselves before continuing your attack.

The other one is to chase after the TR the entire time they are in stealth. For this build I recommend you do the latter, you want enemy TRs to have as little breathing room as possible so they don't have time to recover or heal and are more likely to make a mistake.

Make sure to move around a lot and dodge every now and then if the enemy TR is in stealth, this makes it harder for them to hit you with something dangerous. If you get any eerie moments of silence where something should have happened by now, trust your instincts and dodge.

When an enemy TR smokebombs and you are in the middle of doing a duelist's flurry, remember that the flurry stage of this attack makes you immune to CCs. You can also stand on the very edge of smokebomb and reach into it with your duelist's flurry to hit the TR safely.

Remember that our dodge has a 1 to 2 second immunity frame after it ends. After the other TR has dodged, wait a brief moment before you try to hit them.

If the enemy TR starts hitting you with lots of cloud of steel, usually you should also hit them with lots of cloud of steel. This prevents them from whittling your health gage down faster than you are whittling theirs down. You could also dodge some of those hits or enter stealth if you start taking more damage than you can handle.

Make sure to dodge shocking execution. Good TRs sometimes do a fake SE strike from stealth and then follow it up with a real one after you have dodged once. You can dodge twice if you want to be sure they don't catch you with this.

Shocking execution is slow to hit and easy to see coming. You can easily treat enemy SEs the same way you would bullcharge and use that moment to hit TRs with dazing strike or your feat dazes.

If you manage to trick the other TR into wasting their daily power, that gives you a big advantage for a few seconds.

If you get hit by bloodbath, dodge repeatedly to reduce the damage you take. If you are in a match, run towards your allies to disperse the damage and prevent you from taking more damage than you can handle.

You can dodge bloodbath before it hits, it takes good prediction skills but it can be done. To do this you either dodge right when bloodbath gets cast or you run out of range and hope the enemy TR uses it before they realize you aren't there.

Fighting another TR that uses courage breaker makes keeping up the pressure more difficult since you have to maintain your pursuit with dodges + good power timing. You can also use your at will attacks as movement. The emergency fallback is to focus on evading your attacker for most of the time CB is up for.

When encountering a TR you aren't familiar with, be more careful about when you use your ITC. They could catch you off guard with something nasty and it becomes even more important that you don't spam your ITC when you don't need to.

You can listen for people's ITC and the sound ITC makes when it ends. This is helpful for figuring out when a stealthed TR is vulnerable to your attacks.

When fighting other scoundrels, it is like fighting with bad lag since they are hitting you with all of the same nasty buggy dazes that you like to use. You will often have to activate your powers more than once to get them to cast and generally fighting your own kind is a pain in the neck. Also make sure to dodge or sabotage their dazing strike hits whenever you can, you don't want to get hit with that.

If you are fighting an executioner, avoid taking lots of damage when you have the shadow of demise icon on your buffbar. You can also use bloodbath close to the point when shadow of demise is about to wear off or dodge right at the last minute. You also take 0 damage from shadow of demise if you break line of sight, to do this, hide behind an obstacle until shadow of demise ends.

Shadow strike is slower than many other TR attacks and you can mess with sabotuers by repeatedly dodging their shadow strikes. This delays them from reentering stealth and gets on their nerves.

For fighting whisperknife TRs, it is very important to dodge hateful knives or use ITC before they hit you with hateful knives. Hateful knives hits hard and knocks you prone.

If you see a dagger icon appear above your head, it means a whisperknife TR could teleport behind you at any moment. Run towards a group of allies to make teleporting more dangerous for them. Another option is to quickly turn around and hit them with dazing strike.

When another TR uses bait and switch against you, kill the dummy straight away. That may sound counter intuitive but the enemy TR having more AP is better than constantly trying to work around their dummy and having your targeting screwed up constantly. The same goes for any NPCs they summon.

Here are 2 unconventional tricks that can help you find stealthed TRs faster:

One way is to turn up your FX volume, this will allow you to hear the TR approaching and makes attack sound effects like gloaming cut louder too. This does have its cons though, it effects all game sound effects and can make things overwhelmingly loud in a group setting.

Another thing you can do is turn up your graphics, if your graphics are set too low, certain power visuals like the black splotch CB leaves on the ground and shadow strike's purple trail stop showing up. Stealth itself also seems to be more potent at lower graphics.

Devoted Clerics:

While most DCs aren't physically that tanky, they more than make up for it with their frequent self heals and long dodges. Good DCs are among most difficult enemies to kill. Ordinary DCs can be dispatched very easily using cloud of steel and little else.

DC's dodge is very similar to the one for TRs, the main difference is the animation. DC's dodge moves the DC 8 ft in any direction and makes them immune to damage and control effects. Also like TR dodges, the immunity frame seems to last roughly 1 or 2 seconds after their dodge ends.

When fighting DCs, it is a race against the clock to kill them before they heal themselves back to full health.

There are 3 main ways you can kill good DCs:

#1) Chain your control effects very skillfully and keep up the pressure constantly until you kill them.

#2) Build for a high damage shocking execution and try to kill them in a single well timed hit.

#3) Gank the DC with the help of your teammates.

When fighting DCs, your control effects will frequently make them have to try more than once to cast their powers. You can take advantage of these very brief stalls to land dazing strike.

If you can't kill the DC, courage break them and go to a different node. This delays the DC from reaching nodes they are needed at and you can win matches this way.

Don't underestimate DCs, they can kill you. Some DCs are able to kill you using high damage DOT attacks, this has become more common in module 15 and their damage has increased. DCs' regular attacks also hit harder than they used to.

DCs buff the hell out of their teammates. When a DC is present, the enemy team becomes much harder to kill and they deal a lot more damage. Having 2 DCs is even worse.

Oathbound Paladins:

Paladins aren't as tough as they used to be but can still take a long time to take down if you don't understand what to do.

OPs are tanky and can also kill you using aura damage if you stay close to them for too long in a single go. They also have lots of tiny aura dazes that will frequently interrupt you if you are nearby.

Their stamina power is called sanctuary, it erects a blue ring around the OP. The OP is immune to control effects while sanctuary is active and they take a lot less damage. The OP's allies standing in the sanctuary zone are rapidly healed and take 10% less damage.

When fighting an OP you should periodically back out of range of their aura attacks and then go back in. You should also dodge their aura attacks periodically. Don't just stand there trying to hit them from melee range the whole fight, you will either get killed by aura damage or they will simply be too tanky to kill.

Use lots of cloud of steel against OPs. They don't seem to be able to heal as well if you are attacking them from outside of their aura range.

OPs debuff you and buff and heal their allies. One of the nastiest debuffs they put on you is called bane. Bane stacks 3 times and each stack decreases your damage by 10% and increases the damage you take by 10%.

OPs also have a daily power called divine judgment that does a lot of damage, always dodge this attack. It has a distinct sound effect and a yellow pillar of light appears around your character just before it hits. When it hits, a big blade drops out of the sky and stabs your character.

Great Weapon Fighters:

Great weapon fighters are at the bottom of the barrel in terms of how hard they are for TRs to kill.

GWFs hit hard but their damage is mostly built up by hitting you for sustained periods of time. For this reason, you should back away from them when they start hitting you a lot. You fight them from range for a bit and then go back in after a few seconds, this is called kiteing

GWFs have very few defenses against CCs and this makes them sitting ducks against this build for the most part, only the very best GWFs pose any real threat.

Some of the good GWFs run speed builds, they do a lot of damage and move really fast.

The most effective daily power to use against a GWF is courage breaker, this cripples their movement, which is often their best defense.

Shocking execution also works well against GWFs.

GWFs are well known for stacking a lot of lifesteal and lifesteal severity, this makes GWFs heal rapidly as they fight.

GWFs have a power that makes them immune to damage and CCs for several seconds. When this power ends, they slam into the ground and prone anyone in the area. If you see the GWF disappear and a big red scary looking ring keeps pulsing outwards, this is this attack's animation. Its very easy to dodge the prone for this attack.

Another attack to be aware of is hidden daggers, it buffs the GWF's damage by 40% for 8 seconds and the attack itself does good damage. Its animation is the GWF throwing out a fan of daggers. Hidden daggers can be predicted with some practice and I recommend dodging it, especially if you are at low heath.

Right now, one of GWF's skills is bugged and its making it so GWFs can deliver a fatal hit sooner than they normally can and without putting as much work into it.

Forcing 1vs1s In Matches:

This build's biggest strength is 1 vs 1 battles. You can use this strength to your advantage in matches by forcing 1vs1s when possible. To do this, you can split people up or attack a node with only 1 player on it.

You can use cloud of steel to force some players to leave the node, leaving whoever is left in a sticky situation.

You can also use courage breaker and obstacles to separate players long enough to get your 1vs1.

Sometimes pretending to leave a node causes some players to leave for a different node or chase after you. You can then come back to kill whoever is left.

You can also ambush one enemy and attempt to kill them before the other enemy has a chance to react.