Collect a depleted artifact neverwinter

Collect a depleted artifact neverwinter


  • The Refining System Is No Longer About Refining Points
  • PVP Basic Tactics For All!
  • First of all I think I should mention that I have never written a guide for any game I played so far. I play Neverwinter Online for 2 years now and used to play mainly with Control Wizard and Devoted Cleric but at the beginning I mostly gathered knowledge from other guides.

    Some guides really helped learning the game better. My main role in online games since I first played Lineage II is support. But now I really like the new Module 6 class, Oathbound Paladin, and especially the Protector paragon. Being a very strong tank who can also protect and buff his party members is amazing. Also the damage possibilities are not to be underestimated making this class really OP.

    I still haven't tried to play as healing OP but maybe that will come at some future point. Seeing very few guides for it and being confident enough in my own PvE build I decided to share what I learned about this awesome class. My build is not finally finished as I need to upgrade my T2 Elven gear to Elemental Elven, use Rank 12 enchants, refine artifact and equipment to Mythic and Legendary and level Jewelcrafting to Rank 25 but overall it's close enough. And because I don't like endless scrolling up or down I created different tabs for each section.

    Now if you press on "Creation" I will start with choosing the race and ability scores for our godlike tank-dps OP. Oh, and for those who don't know 1k means and 1. I prefer using k instead of to decreas too much numbers overflow. Press it to go back to the top of the page. I hope It will help with navigating and lesser scrolling up because at the moment I am not able to find out how to create a shortcut button for each section Top Race First thing to choose for the OP is the race.

    I will comment on some of the available races so far. You need all the HP you can get. Power and crit are also important for this build. The increased healing is barely noticeable though. But the only way to get this race is from finding it in a Dragonforged Lockbox. Constitution is the most important Ability Score for tanks and you can choose either Wisdom or Charisma for secondary. Power and Crit help a lot in this build. The increased healing is not so good but can still help you in the rare times you lose HP.

    The Ability Scores are best and the extra feats can be used to increase the crit chance much more thank Dragonborns. Constitution is a must as mentioned already but as secondary score you can't max it and Charisma is good but I prefer Wisdom for the Critical.

    The damage increase is okay but the above races can do much more. I am not sure if the Power reduction on NPC's works as damage reduction. You will still be knocked from mobs like any other race and the DoT is still same. The races without Constitution as Primary or Secondary are not worth mentioning. Ability Scores This is what every ability point gives for the paladin.

    For example 8 points in Strength will give you nothing. And the image below shows how the Ability Scores are rolled. Every time you roll you get one of these 18 possibilities: Main stat is Constitution and we aim to max it. My favorite roll looks like this: Strength is the worst from all so it's lowest. Damage over Time from PvE mobs is harmless. Most damage in PvE is done by AoE attacks and special single target attacks.

    And this concludes the first stage of the Character Creation. Now it's time for the "Powers and Passives". When you take damage you gain Power proportional to the amount of damage you took. The best thing about Oath of Protection is the Power gain increasing you damage. At k HP you will gain max 10k bonus Power when you take damage which happens fast enough to reach the cap.

    Temp HP don't count into this bonus. You are immune to control effects while maintaining this zone. Use it to avoid getting CC-ed, to lower the damage from a red circle, lower the burst explosion from Binding Oath or just to lower the damage taken. It's best to move away when you see enemies charging such powerful hits Divine Call TAB button [ Personal Activating Divine Call consumes a charge of energy and generates an effect based upon your Oath.

    Divine Energy is build by using powers in combat and is rapidly refilled when out of combat]: Your best way to take the aggro of multiple mobs around you at least until Binding Oath gets fixed.

    Powers Encounters I start from the best to the worst and will only state the bonus effect for Oath of Protection. Templar's Wrath [ Personal, 30' Burst, 15s cooldown You unleash a storm of holy energy, dealing heavy damage to all nearby foes and stunning them.

    It stuns every enemy around you for 2 seconds and as a tank Paladin you gain enormous temporary HP for each enemy hit. That's why it's so important to increase Templar's Wrath's damage. Binding Oath [ Personal, 60' Burst, 22s cooldown All targets near the Paladin are forced to attack him for 2 seconds.

    During this time he absorbs all damage against him. At rank 4 it makes you immune to damage for 8 seconds. Currently its Taunt effect doesn't work properly. Burning Light [ Personal, 20s cooldown You emit a blinding light for up to 4 seconds based on how long the power is charged, damaging and disorienting foes who are caught in its light. But while you charge it you can be stunned or knocked cancelling the spell and you should start charging it again.

    So if the enemies have a stun or a knock attack start casting after they used that attack. You can release the spell button early to use it for shorter duration. If you move you will cancel the cast and should start anew.

    It's little complicated but once you learn to use it you will melt enemies like butter thrown in lava. Doesn't proc weapon enchants or debuffs. Bane [ 60' Range, 12s charge refill You place a holy mark on the target. This effect can be stacked up to 3 times. Does no damage. Use it on the most powerful enemies and bosses. You have 3 charges and every rank of this spell increases its duration by 2 secs. Even at rank 2 you can always keep 3 debuff stacks on a enemy.

    With 3 stacks makes the target attack you. Circle of Power [You generate a zone of control 30' wide. These buffs only work inside the cirle. Going out of it removes them but coming back inside its range gives them back Smite [ 13' Range, 10s cooldown Smash a target, igniting them with holy fire for 15 seconds. They burn so hot that enemies within 15' of them are also damaged by this effect.

    The damage debuff on enemies is also good. Vow of Enmity [ 80' Range You select a target for your Vow for 60 seconds. You cannot recast this power while you have a Vow established.

    Oath of Protection: Allies who strike your Vow target build threat for the Paladin. The best way for a tank OP to keep aggro from a boss and do some more damage on it too. Bane is also good for keeping aggro much more unreliable. Increased ranks give you more damage on the Vowed target.

    Once casted on a target the Vow stays on it for 60 secs and cant be recasted until the duration. Sometimes the Vow can end much early and should be recasted again. I think this bug happens when you are CC-ed Crowd Controlled but not always. Relentless Avenger [ 50' Range You rush to the target, dealing damage driving back all other foes within 15' of the target. Oath of Protection: All targets are taunted.

    And if you use it in dungeons most of your party members won't like you too. It knocks back every enemy around the target, scattering them and making it harder for AoE spells to hit them. You will hit lesser targets with Templar's Wrath giving you lesser temp HP and making you less tanky. The only good use of this power is its good range giving you high mobility and for every target hit it adds lots of Action Points for your daily.

    Having Divine Protector as much as possible is good for the party but won't help much if you interfere your allies' damage. Killing faster is more important than slow tanking. Using this encounter for solo questing is no good either as you waste a lot of time due to chasing around the scattered mobs or waiting for them to gather together to AoE them.

    Sacred Weapon [ 60' Range, 10s cooldown Your next 5 single target attacks deal bonus Radiant damage to your target. Oath of Protection: Forces the target to attack you for 3 seconds.

    Smite is better single target and Vow of Enmity is better to keep aggro from a boss. Also Sacred Weapon has 1. Divine Touch [ Melee, 15' Blast, 10s cooldown Deal heavy Radiant damage to all foes in an area around the target. Oath of Protection: Gain a shield that absorbs damage for 8 seconds.

    The current instance of the refining system was build around three major components: Refining Points Reagents Wards Farming refining points is the grind aspect of the system. You need millions over millions to upgrade all of your enchantments and investing more time directly nets your more RPs. Reagents were sort of the AD sink, and an additional way to control the speed of the upgrade process. The RP market was always kind of vulnerable to botting, so having another limitation makes sense.

    You mostly had enough Wards and Reagents, or could restock them when necessary, but had to wait for enough RPs. That might still be the case for new players and casuals, but definitely changed for the endgame community.

    Back then players already had enough RP lying around to instantly get any new set to legendary in a hurry. So you needed to gate the new stuff behind Svardborg and the a separate mark grind to give the players enough incentive to run the content. So the Ultimate Enchanting Stone made it to the game, and lower upgrade percentages put an even heavier focus on Wards. This now has led to a situation in which you are no longer capped by refining points, but the amount of Reagents and Wards.

    You have to assume that was a deliberate effect, because the devs could easily have made Rank 13 and Rank 14 require a lot more refining points.

    Refining points are somewhat of a constant income for players while playing the game. Additionally botting unfortunately also always played a major role in the oversupply. No Obvious Solution Subscribe to Blog via Email Enter your email address to subscribe to this blog and receive notifications of new posts by email.

    Over time refining points got more obtainable, either through content, or lockboxes, or players selling stuff they do not need. Most have their setup of Artifacts for example and, if at all, only need to change their active one every so often. You also would need to make sure the new items outperform existing choices, leading to a power creep just to control the RP market. I think what you could do is introduce more events that use refining points in a different way.

    The Wonders of Gond is a nice example because you can spend RPs to get a chance at a mount. That however also depends in the long-term plans.

    So the approach of putting a heavier focus on Reagents and Wards for now is not actually bad. Share your thoughts and experience on our social channels, in the comments below, or visit the corresponding thread on our message board!

    Neverwinter UN:Blogged is always looking for writers to contribute to the blog. There is no frequency requirement, you post how often you want. Share this:.

    Constitution is a must as mentioned already but as secondary score you can't max it and Charisma is good but I prefer Wisdom for the Critical. The damage increase is okay but the above races can do much more. I am not sure if the Power reduction on NPC's works as damage reduction. You will still be knocked from mobs like any other race and the DoT is still same. The races without Constitution as Primary or Secondary are not worth mentioning.

    Ability Scores This is what every ability point gives for the paladin. For example 8 points in Strength will give you nothing. And the image below shows how the Ability Scores are rolled. Every time you roll you get one of these 18 possibilities: Main stat is Constitution and we aim to max it. My favorite roll looks like this: Strength is the worst from all so it's lowest. Damage over Time from PvE mobs is harmless.

    Most damage in PvE is done by AoE attacks and special single target attacks. And this concludes the first stage of the Character Creation. Now it's time for the "Powers and Passives". When you take damage you gain Power proportional to the amount of damage you took.

    The best thing about Oath of Protection is the Power gain increasing you damage. At k HP you will gain max 10k bonus Power when you take damage which happens fast enough to reach the cap. Temp HP don't count into this bonus. You are immune to control effects while maintaining this zone. Use it to avoid getting CC-ed, to lower the damage from a red circle, lower the burst explosion from Binding Oath or just to lower the damage taken.

    It's best to move away when you see enemies charging such powerful hits Divine Call TAB button [ Personal Activating Divine Call consumes a charge of energy and generates an effect based upon your Oath. Divine Energy is build by using powers in combat and is rapidly refilled when out of combat]: Your best way to take the aggro of multiple mobs around you at least until Binding Oath gets fixed.

    Powers Encounters I start from the best to the worst and will only state the bonus effect for Oath of Protection. Templar's Wrath [ Personal, 30' Burst, 15s cooldown You unleash a storm of holy energy, dealing heavy damage to all nearby foes and stunning them. It stuns every enemy around you for 2 seconds and as a tank Paladin you gain enormous temporary HP for each enemy hit. That's why it's so important to increase Templar's Wrath's damage. Binding Oath [ Personal, 60' Burst, 22s cooldown All targets near the Paladin are forced to attack him for 2 seconds.

    During this time he absorbs all damage against him. At rank 4 it makes you immune to damage for 8 seconds. Currently its Taunt effect doesn't work properly. Burning Light [ Personal, 20s cooldown You emit a blinding light for up to 4 seconds based on how long the power is charged, damaging and disorienting foes who are caught in its light. But while you charge it you can be stunned or knocked cancelling the spell and you should start charging it again. So if the enemies have a lynxx blower battery or a knock attack start casting after they used that attack.

    You can release the spell button early to use it for shorter duration. If you move you will cancel the cast and should start anew. It's little complicated but once you learn to use it you will melt enemies like butter thrown in lava. Doesn't proc weapon enchants or debuffs. Bane [ 60' Range, 12s charge refill You place a holy mark on the target. This effect can be stacked up to 3 times. Does no damage.

    Use it on the most powerful enemies and bosses. You have 3 charges and every rank of this spell increases its duration by 2 secs. Even at rank 2 you can always keep 3 debuff stacks on a enemy.

    With 3 stacks makes the target attack you. Circle of Power [You generate a zone of control 30' wide. These buffs only work inside the cirle. Going out of it removes them but coming back inside its range gives them back Smite [ 13' Range, 10s cooldown Smash a target, igniting them with holy fire for 15 seconds. They burn so hot that enemies within 15' of them are also damaged by this effect.

    The damage debuff on enemies is also good. Vow of Enmity [ 80' Range You select a target for your Vow for 60 seconds. You cannot recast this power while you have a Vow established. Oath of Protection: Allies who strike your Vow target build threat for the Paladin. The best way for a tank OP to keep aggro from a boss and do some more damage on it too. Bane is also good for keeping aggro much more unreliable.

    Increased ranks give you more damage on the Vowed target. Once casted on a target the Vow stays on it for 60 secs and cant be recasted until the duration.

    Sometimes the Vow can end much early and should be recasted again. I think this bug happens when you are CC-ed Crowd Controlled but not always.

    Relentless Avenger [ 50' Range You rush to the target, dealing damage driving back all other foes within 15' of the target. Oath of Protection: All targets are taunted. And if you use it in dungeons most of your party members won't like you too. It knocks back every enemy around the target, scattering them and making it harder for AoE spells to hit them.

    You will hit lesser targets with Templar's Wrath giving you lesser temp HP and making you less tanky. The only good use of this power is its good range giving you high mobility and for every target hit it adds lots of Action Points for your daily.

    Having Divine Protector as much as possible is good for the party but won't help much if you interfere your allies' damage. Killing faster is more important than slow tanking. Using this encounter for solo questing is no good either as you waste a lot of time due to chasing around the scattered mobs or waiting for them to gather together to AoE them. Sacred Weapon [ 60' Range, 10s cooldown Your next 5 single target attacks deal bonus Radiant damage to your target.

    Oath of Protection: Forces the target to attack you for 3 seconds. Smite is better single target and Vow of Enmity is better to keep aggro from a boss. Also Sacred Weapon has 1. Divine Touch [ Melee, 15' Blast, 10s cooldown Deal heavy Radiant damage to all foes in an area around the target. Oath of Protection: Gain a shield that absorbs damage for 8 seconds. The damage is bad and the shield is laughable - max is only 10k.

    Even a 10' fall from a cliff does more damage. Absolution [ 60' Range, 16s cooldown You place a shield on yourself or target ally. You may have a shield active on yourself and one other ally at any given time. The shield persists until it breaks. Oath of Protection: The shield absorbs substantially more.

    Absolutely not worth it. You may activate this power while controlled. If you have an enemy targeted while casting this power you instead heal and cleanse all allies in melee range. It's just not right for you to touch your allies.

    Keep away from this. These foes are stunned and become invulnerable until the stun ends. This stun lasts 4 seconds on players. Oath of Protection: Foes are taunted for 6 seconds after the banishment ends. Even killing the adds for 40 secs is better than making them invinsible for When the duration ends all banished adds will hit you hard and there will be probably new wave of adds to appear. On bosses and bigger foes this encounter works for 4 secs. You are also granted "Radiance". Does not stack.

    Also hits multiple targets and applies on-hit effects and debuffs such as Plague Fire or Terror enchantments and Purifying Fire feat. Valorous Strike [ Melee, 5' Cylinder You strike your foe with your weapon, channeling the forces of Justice to destroy the target. The final hit of this combo zoom g3 patches you "Valor".

    Oath Strike [ Melee, 5' Cylinder You strike your foe with a quick flurry of blows. The final strike of this power changes based on your Oath.

    The Refining System Is No Longer About Refining Points

    Shielding Strike [ Melee, 5' Cylinder You strike your foe with brutal swings, on the final strike of this combo, you gain a shield that absorbs damage. The shield stacks up to 3 times and lasts 8 seconds. Use it whenever you can or save it for highest damage threats. NOTE: If you are playing with a Guardian Fighter GF in your party who is using his Knight's Valor KV daily[Defend your party, temporarily intercepting half of all damage they would have taken, and then builds threat based on a portion of how much you intercepted.

    Both dailies multiply the damage taken for either you or the GF which will most likely cause death. Sometimes this damage goes up to 10 million. You tell me if there is someone who can survive it. Divine Judgement [ 40' Range, 10' Burst You summon deific vengeance on your foes, causing incredible damage to be divided equally among all targets hit. In solo it's amazing but in dungeons you better use Divine Protector.

    Not very practical for us tho. In dungeons Divine Protector is a must daily in most cases and in solo Divine Judgement is better to kill mobs faster. Shield of Faith [ Personal, ' Burst You summon divine shields to protect you and your allies for 15 seconds. Only good if there is another tank in your party like a GF who is using KV.

    NOTE: Currently doesn't work. You and your allies take same damage with or without Shield of Faith. This power consumes AP proportional to the amount of HP the target is missing. Keep away again. The damage is also increased with your armor penetration, and all combined party buffs and debuffs on the target but it can't crit.

    The longer the fight goes the higher damage this aura does. The lesser the cooldown, the more encounters you will use, the more DPS or healing you will all do. Easily the 2nd best passive choice. Useful when you are low geared and need more survival but later in high DPS parties you need Courage and Wisdom a lot more. NOTE: Doesn't work at the time of writing this guide. Don't use this Aura until fixed. Aura of Radiance [ Personal, 30' Burst Foes within 30' of you take damage ever 3 seconds.

    This damage builds bonus threat. Only useful before level 70 and when you have lesser than 50k HP. After this point swap it for Courage. Even at Legendary ranked Elemental Fire weapon this Aura will do only damage when you and your allies get hit.

    Nearly useless compared to Aura of Courage. If you see the Aura icon at the right side of your portrait, the Aura is activated. This effect stacks. Efficient party is the one that doesn't lose HP. That's all about powers for now. Light's Shield [Your Damage Resistance is increased by 0. Not really worth it but can put 1 here instead of Light's Shield if you want.

    Steadfast [Each point of Constitution now grants and additional 0.

    PVP Basic Tactics For All!

    Divine Wisdom [Each point of Wisdom now creases healing by an additional 0. Critical is good even we can use it mostly for Templar's Wrath. Paragon Feats I chose Justice tree because it's far superior than the other two feat trees right now. In my opinion the Bulwark is probably okay for PvP even then you may still need the more damage and utility from Justice but has vey little use for PvE. The shields you gain from these feats are lackbuster. The last feat, or the capstone, Holy Barrier, will give you much lesser temp HP than if you go with the more dps Justice build because of Templar's Wrath.

    Also Justice has good utility to recharge your allies' powers which happens pretty often. Sanctity procs even with Sanctuary and happens every 15 secs as it's 30 secs cooldown starts when it activates. But I prefer Aura Gifts from the Moon square pluto composite lindaland tree for its party power boost.

    I will only comment on the feats I use as the others are not so useful. It's cooldown appears to be 20 secs though. It triggers roughly every 10 seconds.

    Most times even after 2 seconds. The more spells your allies can cast the faster your enemies will be dead. Cool thing. Why not have more movement speed and cooldow reduction too?

    It's good. A must have feat. This damage is doubled for each stack applied to the target. Radiant Strike applies stacks on all targets hit. Not all encounter powers remove the stacks. Our other encounters don't remove stacks. This is our best feat. Everything about it is nice. With Echoes of Light and Judge you will have your encouters ready most of the time. Currently it even refreshes your active artifact's cooldown.

    Only bad thing about Judge is it very rarely grants you a Divine Call charge. Both are fairly useless for us. But we need to pick 10 feat points in order to get to the Aura Gifts feat. Currently with my 24k Power in combat the nearby party members get more power. When you are geared enough and learn better how to survive it's best to kill enemies as fast as possible. That's why I prefer Aura Gifts over the Bulwark feats. Boons Sharandar 1. More damage for Templar's Wrath is better and this boon will add 90 Power to allies to the Aura Gifts feat.

    More HP is better survival and more damage for Aura of Courage. Elven Tranquility [When being struck by a foe you have a chance to heal yourself for 20k HP] : You will rarely lose HP but when you do 20k heal can save you.

    A lot of stamina. Dread Ring 1. Resistance Ignored is important damage modifier and also hard to gain with OP. More damage for Templar's Wrath is better than deflection to me.

    Though you can pick Illusion Shimmer if you feel like stacking Deflection. Enraged Regrowth [When taking damage you have a chance to heal 20k HP over a few 4 seconds.

    After this effect ends you have 4k more Defence for 10 seconds. Has 60 seconds cooldown. Shadowtouch triggers very rarely anyway. Augmented Thayan Bastion [When taking damage you have a chance to generate a shield that absorbs up to 10k incoming damage and redirects that damage to a nearby foe.

    This shield lasts 6 seconds. Icewind Dale 1. 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 2k. Has 60 secs cooldown. Doesn't really matter what you choose. Cool Resolve can be okay when you are running out of stamina and the extra Power can boost Templar's Wrath.

    Avalance [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 15k damage to nearby targets] : The best boon for us here. Tyranny of Dragons 1. That might still be the case for new players and casuals, but definitely changed for the endgame community. Back then players already had enough RP lying around to instantly get any new set to legendary in a hurry. So you needed to gate the new stuff behind Svardborg and the a separate mark grind to give the players enough incentive to run the content.

    So the Ultimate Enchanting Stone made it to the game, and lower upgrade percentages put an even heavier focus on Wards. This now has led to a situation in which you are no longer capped by refining points, but the amount of Reagents and Wards. You have to assume that was a deliberate effect, because the devs could easily have made Rank 13 and Rank 14 require a lot more refining points.

    Refining points are somewhat of a constant income for players while playing the game. Additionally botting unfortunately also always played a major role in the oversupply. No Obvious Solution Subscribe to Blog via Email Enter your email address to subscribe to this blog and receive notifications of new posts by email. Over time refining points got more obtainable, either through content, or lockboxes, or players selling stuff they do not need.

    Most have their setup of Artifacts for example and, if at all, only need to change their active one every so often. You also would need to make sure the new items outperform existing choices, leading to a power creep just to control the RP market.


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