Introduction Hi ! I am Astrielle@Obikin89, Devout Cleric, playing on PS4, in the Dominion of Lost Souls guild. I’ve been playing since the 4th of September 2018 (mod 14). After playing at a steady pace, I have completed all the campaigns, and reached 16k item level, by the 18th of March 2019 (mod 15). I beat LoMM for the first time on the 26 of June (less than 24H after it was available) and was 22k item level at the time (mod 16). I reached 25k item level on the 28th of October (mod 17), 26k on the 11th of March 2020 (mod 18), and 27k on the 10th of August (mod 19). Though item level doesn’t mean much nowadays (I could have 600 more item level through artifacts, and usually play with 1k less item level because I use the Apocalypse set which is low item level but is more beneficial to the group in random queues). I completed ToMM on the 7th of July (mod 18) after 3 weeks of intense training with my guild (thanks to Zedd, Richma, and Tuffic, who were always there to help). Just unlocked Zariel, and looking forward to beating this trial ! With this guide, I will try to show you the different facets of the Cleric. I am trying to be as exhaustive as possible and maybe it could also help people playing other classes (at least for leveling, common tips…). Of course, this is only my point of view about the Cleric, nothing is set in stone, and you may find things that work better for you. If you have any complaint, different opinions, spot a mistake, think something is not explained properly, or I’m missing something… feel free to speak ! That would be greatly appreciated ! If you like this guide, send me something in the mailbox, or just say hi on reddit. I’m often lurking there. That also would be greatly appreciated ! Wishing you a good reading, — Astrielle@Obikin89

Character Creation Race Selection Keep in mind that race bonuses are very small and that the most important thing to consider when creating your character is how good it looks to you. You will play with this character for many hours, maybe hundreds, even thousands, if you really like the game. There are ways to change the race or appearance of your character, but you won’t get them often, at least not for free (you can pay ingame money to get them though). Any race is good enough. There are races which give better bonuses for Devout Clerics (healers) and races which give better bonuses to Arbiter Clerics (damage dealers). You can play both Devout and Arbiter with the same character : you get 2 loadouts at level 30 (you can buy more in the Zen Market), and that’s when you choose your paragon (Devout/Arbiter). And there are premium races, which have to be unlocked if you want to play them (most of them can be bought with real money, some of them with ingame money, not all of them are always available). The most important bonuses for Devout Clerics are Wisdom, Critical Strike and Dexterity (in that order). The most important bonuses for Arbiter Clerics are Bonus Damage, Intelligence and Dexterity (again, in that order). If you have to pick where to put your ability scores, put them where it matters most for the role you want to play in dungeons. Best races for a Devout Cleric : Dragonborn (premium), Metallic Ancestry Dragonborn (premium), Wood Elf, Human, Menzoberranzan Renegade (premium), Drow, Dwarf, Half-Orc, Half-Elf. Best races for an Arbiter Cleric : Metallic Ancestry Dragonborn (premium), Dragonborn (premium), Tiefling, Half-Orc, Gith (premium), Sun Elf, Moon Elf (premium) Wood Elf, Human, Half-Elf. There’s nothing wrong with making an Halfling Cleric. Details for each race : Human : +3 to any ability score (wisdom ~= +0.5 – 0.75% outgoing healing for Devout Clerics, intelligence ~= +0.6 – 0.75% damage for Arbiter Clerics), +250 to all stats (including power, ~= 0.1% damage, 0.05% heal, a bit easier to cap stats, slightly better defensive stats) Half-Orc : +5% critical severity (~= +1.67% damage/heal), +2 Dexterity (= +1% critical severity, +0.5% movement speed), +2 Constitution (+1% base HP ~= 284 HP at max level, +0.5% action point gain) or Strength, 10% movement speed bonus at start of combat. Wood Elf : +1500 Critical Strike (~= +0.3% heal if crit is not capped, easy to cap as Arbiter, hard to cap as a Devout), +2 Dexterity, +2 Intelligence or Wisdom (Intelligence for an Arbiter, Wisdom for a Devout), 10% resistance to slow Sun Elf : 2% action point gain, +2 intelligence, +2 dexterity or charisma, 10% resistance to control effects Dwarf : +2000 defense, +2 constitution, +2 strength or wisdom, 20% resistance to knock or push Halfling : +1500 deflect, +2 dexterity, +2 charisma or constitution, 10% resistance to control effects Half-Elf : +1500 deflect, +2 constitution, +2 charisma (about 60 in all stats with a legendary augment pet, +0.5% recharge speed) or wisdom (pick wisdom if you’re ever going to heal, even rarely, the charisma bonus is almost useless), +1 to one ability score (intelligence for clerics) Tiefling : +5% damage to targets below 50% HP (effectively, a total of about 2 – 2.5% damage increase), +2 charisma, +2 constitution or intelligence, 10% chance to reduce attacker’s attack by 2.5% for 5 seconds. Drow : +2 dexterity, +2 charisma or wisdom (pick wisdom if you’re ever going to heal, even rarely, the charisma bonus is almost useless), increased HP regeneration out of combat (HP regeneration out of combat is already pretty high for everyone), 5% chance to reduce attacker’s defense by 2000 for 4 seconds (useless if you have capped armor penetration) Dragonborn (premium race) : +1500 critical strike, +3% damage, +2 to any 2 stats (dexterity + wisdom or intelligence), +5% incoming healing Metallic Ancestry Dragonborn (premium race) : +1500 critical strike, +3% damage, +2 to any 2 stats (dexterity + wisdom or intelligence), +3% incoming healing, +3% HP (if that’s base HP, that’s 850 HP at lvl 80… not much) Gith (premium race) : +5000 combat advantage, +2 dexterity, +2 strength or intelligence, +3% stamina regeneration Moon Elf (premium race) : +1% action point gain, +1% stamina gain, +2 intelligence, +2 dexterity or charisma, 10% resistance to control effects Menzoberranzan Renegade (premium race) : +2 dexterity, +2 charisma or wisdom (pick wisdom if you’re ever going to heal, even rarely, the charisma bonus is almost useless), increased HP regeneration out of combat, 5% chance to reduce attacker’s defense by 1500 and attacker’s damage by 2.5% for 4 seconds (same comments as regular Drow race) Class Selection Alright, that is the most important step ! Don’t mess up. Be very careful and… – Pick Cleric ! – Ability Scores Ability scores really do not matter much, but you won’t be able to change these in the future (maybe with a race reroll token, which you can get in the Zen market). So, you have to consider which of the Devout or Arbiter will be your primary role. If you want to be mostly a healer, priority is wisdom > dexterity > constitution > charisma. If you want to be mostly a dps, priority is intelligence > dexterity > constitution > charisma. Charisma is slightly more important for other classes which have long cooldowns (Cleric cooldowns are almost non existent). You would still only pick charisma after your main ability score and dexterity. Strength is only useful for melee classes. Clerics do not have melee attacks (sorry, no War Cleric, this is not the pen and paper game). Appearance That’s your avatar ! Spend as much time as you want on this one. You’ll be able to cover your character’s face if you feel like it. Also, you can get a free Change Appearance Token at around lvl 60. And you can buy more at the Zen market. Deity Your choice. It doesn’t make any difference. My Cleric may hate you for not picking Lathander (Amaunator), you heretic ! But she is a fanatic. I advise taking a colourful icon. You will be able to invoke your god’s favours up to 6 times a day for a bit of refinement points, zen market coupons, ardent coins (which you can eventually exchange for an angel companion, or a mount, and a couple other things), and celestial coins (which let you get coffers of celestial artifacts, in which you can loot coalescent wards, which let you automatically succeed an enchantment upgrade… save these for the highest ranks which only have a 1% chance of succeeding). The icon will be displayed greyed out when your invocation timer is on cooldown. If your god icon is greyish, it will be harder to see when you can invoke again. There’s a timer and a sound that tells you when it’s available again, but it’s easy to miss when in the middle of a fight. Background Just like your appearance, that’s your story. It has absolutely no impact on the game, so pick the one that sounds the closer to your character. Overview What’s your name ? Ready ? Welcome to Faerun ! (Faerun is the continent on which Neverwinter, Baldur’s Gate, Waterdeep, Candlekeep, Ten Towns, and many other places you may know from the Dungeons and Dragons : Forgotten Realms setting, which you get to explore in other games like Baldur’s Gate, Icewind Dale… and books like the Elminster series, or the Drizzt series… all of which are absolutely fantastic !).

Leveling Leveling is pretty straightforward : follow Sergent Knox instructions in Protector’s Enclave. Bags There are a couple of bags you can get along the way : Adventurer’s Knapsack (18 slots), in the Blacklake District

Embroidered Bag of Holding (12 slots), at the end of the Intro Campaign : The Staff of Savras

Adventurer’s Pack (12 slots), in the Neverdeath Graveyard You need to complete most of the quests in each region before getting the quest that rewards the bag. Do not miss these ! The only other way to get bags is to buy them from the Zen market (or the auction house) or during a couple of events… and they are pretty expensive ! Random Dungeons, Astral Diamonds Starting at lvl 12, you have access to random dungeons, which reward Rough Astral Diamonds (RAD). You can refine up to 100k RAD to Astral Diamonds (AD), the main currency of the game. To refine your RAD, go to the menu -> Items -> Riches and click on the Rough Astral Diamonds line. They also automatically refine when invoking your deity if you forgot to refine them. The first random dungeon queue of the day rewards 5500 RAD, + 2500 if your role is in demand. Usually, tanks are in demand, sometimes healers. I think I’ve seen dps in demand only once, after playing for more than a year. Eventually, you will unlock : Skirmishes, at item level 14k, which reward 6000 RAD + a bit more in chests

Trials, at item level 16k, which reward 34k RAD + 7500 for role bonus + a lot more in chests

Epic Dungeons, at item level 17k, which reward 23k RAD + 5000 for role bonus + some more in chests DO NOT go into Epic or Trial queues without looking at their strategy. They are not hard, but it’s easy to mess things up if you do not know what to do. DO NOT go into Epic or Trial queues without an augment companion, you would only embarrass yourself and make things hard for others. Do all the queues available once a day (or more often if you feel like it, for fewer RAD rewards on completion but more chances for good loot), to cash in easy AD ! A good start Now, you know how to make some AD. You will be able to buy a couple of things that will make your life so much easier ! An uncommon augment companion (Cat or Watler are very cheap)

Rank 8/9 bonding runestones

965 item level companion gear (charred, barbed, cracked, or imperial quartz) with Armor Penetration, Accuracy, and Critical Strike as main stats, and Defense + 2 others as secondary stats

rank 8/9 empowered runestones

a rare Spider mount for the Wanderer’s Fortune insignia bonus First of all, after your first random dungeon, you can buy an uncommon augment companion (companion section in the auction house). Augment companions do not fight with you, but they give their stats to you, making you a lot stronger ! No need to upgrade its quality, you will buy better companions later. They don’t give more of their stats to you at higher rarity anyway. They just have slightly better stats. Then, you can buy bonding runestones (refinement section in the auction house). These give you even more stats from your active companion (whether it’s an augment or not), up to 2.1 times at max rank (each bonding runestone rank 15, giving you 70% of your companion stats). They are the most important thing in the game with an augment pet. Together, they can make up to 3/4 of your total stats ! Needless to say : upgrading them to max rank is an absolute priority. You can get very high level companion equipment (companion section in the auction house) with armor penetration, accuracy, and critical strike as main stats, and defense + 2 other stats as secondary stats. Prices can vary, so pick the items that work the best together for you. To search for them in the auction house, type in : charred, barbed, cracked, or imperial quartz. There are 3 different items with each of these names. Of course, their stats are transferred to you (once thanks to your augment pet and at least once more thanks to your bonding runestones). You can buy empowered runestones (refinement section in the auction house), which fit in your companion gear (you can remove them later when you get better companion gear). These give power, a stat that never caps (so you never have too much power) which improves your damage and heals. At highest rank, with an augment pet and rank 15 bonding runestones, each of your empowered runestone gives you 4092 power. Not bad ! Finally, you can buy a rare Spider mount for the Wanderer’s Fortune insignia bonus. You need a Crescent, a Regal, and an Illuminated insignias, to get this bonus. It will help you get Refinement Points (which you will need tons of). Loadouts At level 30, you get 2 loadouts and you get to choose your Paragon (Arbiter or Devout). You can buy more loadouts from the Zen Market (500 Zen each). On different loadouts, you can make different choices on : Paragon

Ability Scores

Boons

Feats

Powers

Equipments

Mounts

Companions Each loadout saves a different state of your character. All the items, mounts and companions you have are accessible on all loadouts, but you can set different ones as active for each loadout. Paragon, Ability Scores, Boons, and Feats, are semi-permanent choices : you can change them but it requires a Retraining Token. You can get Retraining Tokens during events from time to time, from Sybella Artis in the Hall of Justice Vaults (where you get the quest for the Intro Campaign, inside the building) in Protector’s Enclave (limited to 3 tokens per character, bound to account… so you can get some for free if you create a new character… You can also get a Minstrel companion from her, which is a pretty good passive companion for a defense slot). You can also get Retraining Tokens from the Zen Market (100 Zen each). I strongly advise getting an Arbiter (dps) loadout and a Devout (healer) loadout. A devout Cleric is fantastic in a party, but won’t fare well in solo content. On the other hand, an Arbiter Cleric is very good in solo content and can also be great in a party (but they may require different settings for solo and group content). It’s a very good idea to do solo content as an Arbiter, and change loadout to Devout before entering random queues to be a proper healer (and get extra RAD if healers are in demand). Your role in a dungeon depends on the Paragon you have chosen on your current loadout, and nothing else. Arbiter Clerics are always registered as dps, and Devout Clerics are always registered as healers. Level 70+ Once you reach level 70, start the Undermountain campaign. It will make you reach level 80. Do not worry about the other campaigns, you’ll have time to do them later. In Undermountain, you’ll get the most important items in the game : good companion gear, and proper equipment to start endgame (+% damage gear mostly). Once you have them (and a good augment companion and high rank bonding runestones), you’ll be capable of going into Avernus, the mod 18 and mod 19 areas (though you may need some help at first).

Ability Scores As you level up, you will get 2×6 points to improve your ability scores, +2 points in every one of them. It is obviously best to put 6 points in the 2 ability scores that matter the most for you. These points are bound to your loadout. This means you can have a different repartition of points between Devout and Arbiter. First, let’s review what 6 points in each stat can give you : Strength : 3% stamina regeneration, 1.5% physical damage boost

: 3% stamina regeneration, 1.5% physical damage boost Constitution : 3% HP, 1.5% action point gain

: 3% HP, 1.5% action point gain Dexterity : 3% critical severity (about 1% heal/damage increase if critical strike is capped), 1.5% movement speed

: 3% critical severity (about 1% heal/damage increase if critical strike is capped), 1.5% movement speed Intelligence : 3% control bonus, 1.5% magical damage boost

: 3% control bonus, 1.5% magical damage boost Wisdom : 3% control resistance, 1.5% outgoing healing (about 1% improved healing with the proper companions)

: 3% control resistance, 1.5% outgoing healing (about 1% improved healing with the proper companions) Charisma : 3% companion influence (about 180 in all stats with a legendary augment companion),1.5% recharge speed Ability Scores for a Devout Cleric : 6 x Dexterity

6 x Wisdom Obviously, you are going for full dexterity and wisdom ! Healing better is your goal, but movement speed and control resistance are also very useful to avoid being hit by a big attack or to be able to heal sooner after being controlled. Note that, with the mod 19 update, Constitution becomes quite interesting as we now get 3% of our total HP and not 3% of our base HP (with 500k HP, you now gain 15k HP, instead of about 850 in mod 18). And Critical Severity is not as good as it was in mod 18. So, picking Constitution instead of Dexterity can be a good choice too if you need more HP. Dexterity is still the best choice for movement speed and healing. Ability Scores for an Arbiter Cleric : 6 x Dexterity

6 x Intelligence An Arbiter Cleric only deals magical damage and their cooldowns are not what restrict their use of encounter powers, it’s their divinity. So you are going for full dexterity and intelligence to deal more damage.

Stats Stats for a Devout Cleric The most important stats for a Devout Cleric are : Defense

Weapon Damage

Outgoing Healing

Power

Critical Strike / Critical Severity

Hit Points

Critical Avoidance A capped Defense means you will take half damage from anything, anyone should have this capped. It’s the most important defensive stat. Your Weapon Damage determines how efficient your powers are (healing powers too). So, always use the weapon with the highest weapon damage you can find. Outgoing Healing is the main multiplier for your heals. You can get 15% from your passive companions. With mod 19, companions now give 3% Outgoing Healing instead of 10%. There are now companions, which give Power, which are a bit better than Ougoing Healing companions in certain circumstance (refer to the Companions section). Wisdom and boons are another source. You can also get some from Class Features like Overflowing Spirit or powers like Exaltation. Power is a stat that boosts damage and healing with a multiplicative factor : ( 1 + Power / 100.000 ). With 100k power, your damage and healing are twice as effective as with 0 power. It has no cap, so put power everywhere you can (except where you can put Outgoing Healing). Landing a Critical Strike or Critical Heal improves your damage or healing by half of your Critical Severity (in mod 18, it was your full Critical Severity stat for healing). Your chance of landing a critical is capped at 50%. To reach this cap, you need 1.25 times your power for a critical heal. This means that if you have 140k power, you need 175k critical strike to reach the cap for healing. There are companion equipments, and rings, that boost critical strike quite a lot. Critical Strike is usually not as good as power to boost your healing, so always favour Power over Critical Strike wherever you can. Boosting Critical Severity through weapon enhancement and vorpal weapon enchantment is also a good idea (though not a priority). Note that, with mod 19, Critical Severity is greatly reduced for healing. So much that, the Power/Crit ratio means nothing now : whatever your ratio, more Power is always better than more Critical Strike. So, put Power everywhere, and Critical Strike only where you cannot put Power and don’t need other stats. More Hit Points are always good. Sacrificing a bit of power for tons of HP in a couple of places (mostly mount power and mount insignias), where the ratio HP/power is good, is quite fantastic if you can already properly heal people in your group. Being able to tank hits means you will survive longer, and you will be able to heal your group even in very bad situations. A capped Critical Avoidance means you will never take a Critical Strike. This is huge in improving your survivability (though it doesn’t decrease damage taken that much). It is necessary to have this stat capped for the second last trial in the game (ToMM) when you are playing as a healer. It is not as important everywhere else, but still very good to have. Stats for an Arbiter Cleric The most important stats for an Arbiter Cleric are : Defense

Weapon Damage

Armor Penetration

Combat Advantage

Critical Strike / Critical Severity

Accuracy

Power

Hit Points

Critical Avoidance A capped Defense means you will take half damage from anything, anyone should have this capped. It’s the most important defensive stat. Your Weapon Damage determines how efficient your powers are. So, always use the weapon with the highest weapon damage you can find. Armor Penetration negates your enemy Defense. It basically doubles your damage if it’s capped. Combat Advantage makes you deal more damage when you surround an enemy. It can double your damage if it’s capped. But cap is higher than other stats. Critical Strike improves your chances to land a critical strike and deal additional damage corresponding to your critical severity. A capped Critical Strike means you will land a critical hit 50% of the time. Critical Severity plays a big part in improving your damage if Critical Strike is capped. There is also a feat that makes you automatically critically hit with Searing Javelin from time to time. This makes Critical Severity even more efficient. Critical Strike and Critical Severity can improve your damage by more than 50% if your Critical Strike is capped and you have a Critical Severity of 100% or higher. Accuracy negates your opponent’s Deflect. It basically makes you deal 33% more damage if it’s capped. Power is a stat that boosts damage and healing with a multiplicative factor : ( 1 + Power / 100.000 ). With 100k power, your damage and healing are twice as effective as with 0 power. With 200k Power, you deal 50% more damage than with 100k. It has no cap, so put power everywhere you can… after capping all of the stats above ! More Hit Points are always good.It’s important that you can survive at least 2 big hits, so that your healer can react fast enough to heal you. A dead DPS deals no damage, and actually loses power and defense until they go to a campfire. Damage is important, but staying alive is even more important. Critical Avoidance makes you take less critical hits. You won’t cap this stat, because that would be too much to ask. But the more Critical Avoidance you have, the less likely you are to take two consecutive critical hits. It does improve your survivability. Stats Caps Power and Hit Points do no cap, you can have as many as you can put on, and take benefits from these. In PVE (player vs environment), stats cap at : Enemy Ratings + 50k for : Armor Penetration, Defense, Critical Strike (when hitting things), Critical Avoidance, Deflect, and Awareness

Enemy Ratings + 60k for : Accuracy (Clerics require 10k more than the others, who only need 50k + ER, due to a General Power that gives them 10k more points which diminish as stamina goes down)

Enemy Ratings + 65k for : Critical Avoidance (Clerics and Paladins require 10k more than the others, who only need 55k + ER, due to a General Power that gives them 10k more points which diminish as divinity goes down)

Enemy Ratings + 100k for : Combat Advantage

1.25 times power for : Critical Strike (when healing) That is, for most stats / accuracy / critical avoidance / combat advantage : 57k / 67k / 72k / 107k in random dungeons (but your stats are scaled down there, more info in the tab)

60k / 70k / 75k / 110k in the Undermountain campaign area and Stronghold

68k / 78k / 83k / 118k in the Lair of the Mad Mage dungeon (LoMM)

80k / 90k / 95k / 130k in the Tower of the Mad Mage trial (ToMM)

85k / 95k / 100k / 135k in the mod 18 area (Vallenhas) and dungeon (The Infernal Citadel)

90k / 100k / 105k / 140k in the mod 19 area (Avernus Wastes) and trial (Zariel’s Challenge) In PVP (Player vs Player) : Armor Penetration caps at opponent’s Defense stat

Defense caps at opponent’s Armor Penetration stat + 50k

Critical Strike caps at opponent’s Critical Avoidance stat + 50k

Critical Avoidance caps at opponent’s Critical Strike stat

Accuracy caps at opponent’s Deflect stat

Deflect caps at opponent’s Accuracy stat + 50k

Combat Advantage caps at opponent’s Awareness stat +100k

Awareness caps at opponent’s Combat Advantage stat Getting more stats than the cap has no benefit nor drawback. It’s just a waste of stats. Hitting the cap on the stats listed in the previous sections is quite important though. Secondary stats like Outgoing Healing, movement speed, and such, have no cap, but the ways to get them are limited. More Info on Stats and Formulas You can find all the formulas on Janne’s website. It has everything you need to calculate damage, healing, stat improvements… A fantastic resource !

Powers I’ll introduce you with 1 build for Devout Clerics, and 2 builds for Arbiter Clerics (one for solo, the other for dungeons). But first of all, let’s review how Divinity and Judgement work. These are crucial mechanics for a Cleric. Divinity and Judgement Contrarily to most classes, Clerics have almost no cooldowns. They can use many of their powers just like at-wills. The mechanic that limits them from literally spamming their powers is divinity (yellow bar on the left). Clerics (and Paladins) have a divinity pool of 1000 points which diminishes when they use many of their spells. It replenishes with time, faster when out of combat. There are a couple of feats and powers that help divinity regeneration, but the most important mechanic is Channel Divinity. Clerics can Channel Divinity to rapidly restore their divinity to be able to use their powers more often. In mod 19, we can’t Channel Divinity to regain Divinity anymore on Devout Clerics. This mechanic has been changed to a heal which actually consumes Divinity. Passive Divinity regeneration has been improved (we now get about 41-44 Divinity every 3 seconds, ticks on the clock), but it’s nowhere near what we could get from Channeling Divinity previously (about 25 divinity per second). Managing Divinity is now just waiting and doing nothing. It takes about 1 min and 9-15s to regain a full Divinity bar, so don’t spam your powers. People are responsible for their mistakes. You can’t heal everyone anymore, so focus on keeping the tank alive. Arbiter Clerics also have divinity to work with, but they have Judgement on top of it (6 orbs on the right). Judgement are stacks of burning or radiant energy that make your powers stronger. When you use radiant powers, you gain stacks of Burning Judgement. If you use a burning encounter or daily power when you have Burning Judgement, it will be boosted and will deal up to twice its usual damage if you have 6 stacks of Burning Judgement. Your Judgement will be consumed and you will gain stacks of Radiant Judgement, which is gained when you use burning powers and consumed when you use radiant encounter or daily powers. You cannot build both Burning and Radiant Judgement : if you have Radiant Judgement and use a radiant at-will, your Radiant Judgement will be replaced by Burning Judgement. So, pay close attention to your Judgement. The main mechanic for Arbiter Clerics to restore their Divinity is to consume Judgement using Channel Divinity. No point channelling divinity for hours. Just build some Judgement with your at-wills (or Divine Glow), and consume the orbs with Channel Divinity. Each time you have Judgement you will not use, Channel Divinity to instantly restore some of your Divinity. In the solo build I’ll show you later, that’s basically each time you use an encounter power. The only time you should be channelling divinity like a Devout Cleric is if you are low on Divinity between 2 fights, to make the recovery a bit faster. You can look at my video on the Hell Pit event (at the end of my solo Arbiter build) to get a grasp on how to use Judgement to restore Divinity and being able to fight at full power for long periods of time. Powers for a Devout Cleric Channel Divinity Channel Divinity is now a healing spell. When you tap the button, you mark your target. It makes your heals 5% more efficient on your target, so always mark the Tank, as they need the healing. When you hold the button, it prepares a heal, which is released when you release the button, on the player you have marked (you cannot mark a companion). The longer you have hold the button, the better the heal will be, to a maximum when you hold the button for 2.5s (at which point, the heal is released by itself !). If you have the Battle Prayer feat, if you Channel Divinity after using an encounter spell, the divinity cost is reduced and the cast time is reduced to 1s. More importantly, the heal can now be hold as long as you want (only works when the Battle Prayer feat is trigerred, won’t work with Gathering Light, or Angel of Life). So, if you Channel Divinity too early, you can actually wait to release the heal. If you have the Gathering Light feat, as long as the Battle Prayer feat was not triggered, the cast time is extended to 3s, and the heal will target everyone around the marked player. The AoE is very small though (about 15′ radius, barely bigger than Astral Shield), so, do not expect to heal many people with it. If you have the Angel of Life feat, as long as the Battle Prayer feat was not triggered, the cast time is extended to 4s, then you can cast healing spells without paying the Divinity cost. It can only be triggered once every 3 minutes though. At-Wills Sacred Flame : single target damage spell

: single target damage spell Scattering Light : AOE (area of effect) damage spell

: AOE (area of effect) damage spell Soothe : single target heal, was buffed and is now okay for healing damage dealers, just don’t spam it.

: single target heal, was buffed and is now okay for healing damage dealers, just don’t spam it. Blessing of Light : boosts next heal by 10%. As you won’t be able to use many spells, better make them as efficient as possible. As Healing Word is a must have, Blessing of Light is too. If you are using Soothe, you can spam Blessing of Light to fill your daily. Make sure every single heal you use is buffed by Blessing of Light. You can use Sacred Flame or Scattering Light if you have enchantments or sets that trigger effects on hit, but there are not too many of them. Sacred Flame has a better time cast, so it’s better to cast effects when you don’t want to hit many targets. The damage they do is about 0, especially since you shouldn’t have high offensive stats. They can also fill your daily. Encounters Healing Word : now the only spell you should use… and mostly the only spell you CAN use… Because by the time the effect is over, you will have just enough divinity to cast it once again + a single Soothe. It basically heals 7 times better than Bastion of Health, for 2.2 times the Divinity cost.

: now the only spell you should use… and mostly the only spell you CAN use… Because by the time the effect is over, you will have just enough divinity to cast it once again + a single Soothe. It basically heals 7 times better than Bastion of Health, for 2.2 times the Divinity cost. Bastion of Health (RIP) : nerfed to the abyss since the magnitude is now split among those it heals… only “good” for a couple of aoe heal checks. A waste of Divinity.

(RIP) : nerfed to the abyss since the magnitude is now split among those it heals… only “good” for a couple of aoe heal checks. A waste of Divinity. Divine Glow : helps Divinity Regeneration but takes a spell slot…

: helps Divinity Regeneration but takes a spell slot… Geas : decreases the damage of the target by 5% for 6s with a 20s cooldown. I would like this one if the duration was longer and cooldown shorter. Developers, if you read me, I command you…

Exaltation : increases outgoing healing by 20% for 8s with a 20s cooldown. Always use it before casting Healing Word.

: increases outgoing healing by 20% for 8s with a 20s cooldown. Always use it before casting Healing Word. Cleansing Light : removes one negative condition for everyone in an AOE (doesn’t always work first time, so you may have to cast it twice). Necessary everywhere enemies apply debuffs or DoTs (damage over time / poison)

: removes one negative condition for everyone in an AOE (doesn’t always work first time, so you may have to cast it twice). Necessary everywhere enemies apply debuffs or DoTs (damage over time / poison) Astral Shield : reduces damage by 10% for people in the shield (small area), has to be channelled. Good if you know when big hits are coming. But very situational.

: reduces damage by 10% for people in the shield (small area), has to be channelled. Good if you know when big hits are coming. But very situational. Intercession : THE Emergency Button ! Fully heal the party member with the least HP% (or almost, when it’s a tank with plenty of HP), no need to target them. Use Blessing of Light, Exaltation, and Healing Word, wait 20s, dot it again. Boring, but there’s not much more you can do. Intercession is your emergency button, great to have. Cleansing Light is quite useful in a couple of places. And that’s mostly it. Daily’s Guardian of Faith : good damage, awesome on mimics in LoMM. Helps a bit with dps (mostly to burst small things) and triggers Persistent Guardian if you have the feat.

: good damage, awesome on mimics in LoMM. Helps a bit with dps (mostly to burst small things) and triggers Persistent Guardian if you have the feat. Hallowed Ground : a must have. 10% damage mitigation + heal over time. The best thing to mitigate damage.

: a must have. 10% damage mitigation + heal over time. The best thing to mitigate damage. Anointed Army : a reserve of life + a 3% damage boost for every member of the party for 10s. You need the Anointed Arms feat to benefit from all the effects.

: a reserve of life + a 3% damage boost for every member of the party for 10s. You need the Anointed Arms feat to benefit from all the effects. Guardian of Life : Emergency healing if you failed to manage your divinity, or can’t keep up with the damage the party takes. Also triggers Persistent Guardian if you have the feat. I’ve been using Guardian of Faith + Hallowed Ground for the whole mod 16. I’ve changed Guardian of Faith for Anointed Army because I don’t run LoMM a lot nowadays, and boosting the party damage is great (even though it doesn’t last long). Guardian of Life (coupled with the Persistent Guardian feat) can be a solid option if your outgoing healing is low and you have trouble keeping up divinity or healing people, otherwise Hallowed Ground is a better version (no initial heal but a 10% damage reduction for the whole duration). I’m actually considering going back to using Persistent Guardian, because healing sucks in mod 19, and Anointed Army only works on your own group, which is not practical in trials. Class Features Hallowed Armor : 5% less damage taken, 10% when channelling divinity. Have you ever survived a red dragon’s breath ? I have (don’t try this until you have tons of HP though) !

: 5% less damage taken, 10% when channelling divinity. Have you ever survived a red dragon’s breath ? I have (don’t try this until you have tons of HP though) ! Expended Faith : a 15% bigger pool of divinity. Not too useful if you can manage your divinity properly.

Desperate Prayers : up to 20% more outgoing healing when your divinity is below 50% with a maximum when your divinity is depleted (useless when your divinity is at or above 50%). Realistically, that means a 8-10% better Healing Word if your Divinity is going to fall to 0. Useless compared to the others.

Swift Prayers : you can move, very slowly, when you channel divinity. Sounds cool but you will often have to stop channelling divinity when you are in a red area anyway.

Hallowed Guide : 5% increased healing when the target is within 15′. A small increase but it works.

: 5% increased healing when the target is within 15′. A small increase but it works. Overflowing Spirit : when your divinity is full, your outgoing healing is increased by 25%. A big boost, a good reason to never forget to regenerate your divinity. Most of your heals can be improved with this (especially Healing Word if you are using it). A big yes ! Overflowing Spirit is a must have. If you want better heals, Hallowed Guide is a good one. I prefer Hallowed Armor, because you can be the last one standing and revive your whole party from time to time, or kill a boss with the last dps alive. Staying alive is generally a good idea. Feats Repeated Blessings vs Empowered Soothe : Repeated Blessing would be cool if we actually had the Divinity to make it work… We don’t. And Astral Shield doesn’t trigger Repeated Blessing. Soothe was buffed in mod 19, so Empowered Soothe isn’t bad anymore. Cycle of Prayer vs Battle Prayer : whoever though it was a good idea to have a feat which reads as “do nothing for more than 12s”, should be fired. Battle Prayer is the only way to hold the heal of Channel Divinity (so that it doesn’t heal when it’s ready but when you need it, as long as you keep channeling). It doesn’t work with Gathering Light, but reducing the cast time of Light of Divinity from 2.5s to 1s and making it holdable is invaluable. Blessed Armaments vs Towering Light : since Exaltation is kind of a must have now, Blessed Armament, which decreases damage taken for 10s after using Divine Glow or Exaltation, is definitely the choice to do. Anointed Arms vs Persistent Guardian : 3% more damage for the group using Anointed Army or a beautiful heal bot after using Guardian of Faith or Guardian of Life. Pick this feat depending on the daily you use. Both have value. Gathering Light vs Angel of Life : I’m actually considering not taking any of these… Gathering Light extends the cast time of Channel Divinity to 3s instead of 2.5s… while Angel of Life extends the cast time to 4s… Which means you’ll be less reactive if you need to use Light of Divinity without the Battle Prayer feat triggered (you will have to release the button after 2.5s instead of the heal being released by itself). Besides, while Gathering Light sounds good on paper, it has a 15′ range (which is barely bigger than Astral Shield), and will never heal the whole group. Angel of Life reads as “if you let your whole group die, then you can heal them”… With good knowledge on the fights, it could actually be somewhat useful, but it can only be used once every 3 minutes, so it’s not a reliable mechanic at all… General Divine Protection : Critical Avoidance is increased by 10k when your divinity is full, diminishes as divinity goes down.

: Critical Avoidance is increased by 10k when your divinity is full, diminishes as divinity goes down. Composed Insight : Accuracy is increased by 10k when your stamina is full, diminishes as stamina goes down. Do not forget about these. Accuracy is not too useful for a Devout Cleric, but Critical Avoidance is a big stat, especially for ToMM. You need up to 10k more than regular caps if you do not want to fall below the cap in many situations. Powers for an Arbiter Cleric (Tipping Scale / Angel of Death / Burst Solo build) When playing solo, this is a fantastic build. You never run out of divinity and you are not relying on a mechanic that necessitates you to use powers in a specific order. Just burst your way through anything, and it works ! At Wills Scattering Light : AOE

: AOE Lance of Faith : Single Target You only want Burning Judgement for your encounters. Encounters Sun Burst : okay, this one is fun for leveling. But you should never use it ever after.

Divine Glow : divinity regeneration is good. Getting a full stack of Burning Judgement through Tipping Scales is the main reason to use it though (either for instant divinity restoration, or a big burst of damage).

: divinity regeneration is good. Getting a full stack of Burning Judgement through Tipping Scales is the main reason to use it though (either for instant divinity restoration, or a big burst of damage). Searing Javelin : after using an at-will and Divine Glow, that’s an AOE encounter with a magnitude of 720. Goodbye monsters.

: after using an at-will and Divine Glow, that’s an AOE encounter with a magnitude of 720. Goodbye monsters. Forgemaster’s Flame : with a full burning judgement (after using an at-will and Divine Glow, for example), that’s a single target spell with a magnitude of 1250… as strong as a daily ! (Judgement desu no!)

: with a full burning judgement (after using an at-will and Divine Glow, for example), that’s a single target spell with a magnitude of 1250… as strong as a daily ! (Judgement desu no!) Chains of Blazing Light : you were so great when you were dealing damage, before mod 16… Good old times.

Break the Spirit : yeah, well… Why would you bother when you can burn it down with Forgemaster’s Flame ?

Prophecy of Doom : deals 30% of the damage you dealt for the last 10 seconds to a dead body. Now that I think about it, that could be useful against undeads… Let’s be honest, most of the time you open up with Searing Javelin to kill the small monsters, and Forgemaster’s Flame to finish the big one and jump to the next group of monsters. If you need more firepower, an At-Will and Divine Glow will double your encounter power while restoring some divinity. Any time you have Radiant Judgement, you channel divinity to never run out of divinity. Any time you need divinity, an At-Will + Divine Glow can solve the problem. On longer fights, you use At-Wills to charge your Encounters. That saves divinity. Daily’s Guardian of Faith : simple and clean.

: simple and clean. Hallowed Ground : Yes, you can heal yourself !

: Yes, you can heal yourself ! Flame Strike : do you have time for a barbecue ?

Celestial Prominence : if you are okay with waiting 5s.

Hammer of Fate : that one can be interrupted midway… Hallowed Ground is a must have to be able to survive any kind of situation. You will have full stacks of Radiant Judgement from time to time, Guardian of Faith is a great way to use them, when you don’t need divinity. Celestial Prominence is another option but I really don’t like the way it works. You end up losing plenty of time waiting for the daily to be charged, and the AOE is not that big, monsters can move away by the time it’s charged. Flame Strike is even worse (though it can deal good damage on a static target). Hammer of Fate is an alternative to Guardian of Faith but it uses Burning Judgement instead of Radiant Judgement. You’d rather use your Burning Judgement on your Encounters. Guardian of Faith may not be the daily that deals the most damage, but it works really well. Class Features Hallowed Armor : 5% damage mitigation, 10% when channelling divinity.

Pilgrim’s Light : 5% more damage when there are no party members nearby.

: 5% more damage when there are no party members nearby. Expanded Faith : 15% more divinity.

Critical Insight : restores 10 divinity when you land a critical strike. Basically reduces the cost of your encounters by about 30 divinity if you charge them with your At-Wills.

Doomsayer : 10% more damage for 10s after using an encounter that inflicts a negative condition (Geas, Chains of Blazing Light Break the Spirit, Prophecy of Doom ?)… You don’t use these with this build.

Light of the Scales : Increases the divinity restored by Channel Divinity by 10% when it consumes Judgement.

Divine Equilibrium : 15% more damage when your divinity is at 50%, decreases as divinity gets full or empty. More damage = faster fights = less use of divinity and less damage taken, right ? Feats Lightspeed vs Piercing Javelin : guaranteed critical strikes on Searing Javelin, yes please ! Focused Light vs Tipping Scales : how to save divinity and burst though things at the same time. Sudden Verdict vs Inner Balance : Encounters filling the Judgement gauge 25% of the time = plenty more divinity (or a fully charged Guardian of Faith). You will never benefit from the maximum amount of divinity Inner Balance can give you… and that’s pretty low anyway. Critical Sun vs Burning Path : Well, whatever… Perfect Balance vs Angel of Death : it doesn’t happen very often, but being able to spam encounters like At-Wills is fun. General Divine Protection : Critical Avoidance is increased by 10k when your divinity is full, diminishes as divinity goes down.

: Critical Avoidance is increased by 10k when your divinity is full, diminishes as divinity goes down. Composed Insight : Accuracy is increased by 10k when your stamina is full, diminishes as stamina goes down. Do not forget about these. Critical Avoidance is not too important for an Arbiter Cleric (though it helps), but Accuracy is. You need 10k more than regular caps if you do not want to fall below the cap in many situations. How I play this build Here is a video of the Hell Pit event where you can see how I play this build. I save my daily for healing if I need some. Getting divinity back from Radiant Judgement is key to being able to spam powers. Powers for an Arbiter Cleric (Focused Light / Perfect Balance / Sustained Damage Dungeon build) Let’s be honest, I have never played this build. But if you want to play in dungeons and to be efficient against bosses, this build is probably much better than the previous one. At Wills Lance of Faith : Single Target

: Single Target Conflagrate : AOE These two are simply better than the other two. Encounters Daunting Light : boosted with Forgemaster’s Flame to burn bosses down, or to kill groups of monsters.

: boosted with Forgemaster’s Flame to burn bosses down, or to kill groups of monsters. Geas : reducing the target’s damage by 5% may be useful.

Searing Javelin : to burst through groups of monsters faster.

: to burst through groups of monsters faster. Forgemaster’s Flame : the highest single target damage spell.

: the highest single target damage spell. Break the Spirit : increasing the target’s damage taken from magical and projectile attacks by 10% for 10s every 20s. With pretty decent damage.

: increasing the target’s damage taken from magical and projectile attacks by 10% for 10s every 20s. With pretty decent damage. Prophecy of Doom : deals 30% of the damage you dealt to your target after 10s. Is better than Break the Spirit if your rotation is good. On groups of monsters : Break the Spirit then alternate Searing Javelin + Daunting Light On bosses : Artifacts, Prophecy of Doom, Daily, alternate Forgemaster’s Flame+Daunting Light (x4 if timed properly with Perfect Balance). The thing is to start with 2 Burning and 2 Divine Judgement (which you can build before a fight with Sun Burst and Daunting Light), so that your divinity fully replenishes in the middle of your FF/DL rotation, to maximize the damage output of Prophecy of Doom. Use Prophecy of Doom twice per minute, so that one of them is always after the group uses their artifacts. Replenish Divinity with Conflagrate and Channel Divinity between two rotations. Do not Channel Divinity during your FF/DL rotation, to maximize your damage output. Hard to manage, any mistake will break the Perfect Balance… But if you manage your rotation properly, you’ll deal huge damage. Daily’s Guardian of Faith : 1300 magnitude damage on 1 target + AOE stun. 1.5s casting time.

: 1300 magnitude damage on 1 target + AOE stun. 1.5s casting time. Hallowed Ground : if your healer is not good enough.

Flame Strike : massive damage on static targets in an AOE.

: massive damage on static targets in an AOE. Celestial Prominence : if you are okay with waiting 5s and wasting time reactivating it.

Hammer of Fate : 1500 magnitude damage on 1 target, can be interrupted midway. I think Flame Strike is more reliable than Celestial Prominence against static targets, just like Guardian of Faith is more reliable than Hammer of Fate. But pick the ones that feel best to you. Class Features Hallowed Armor : 5% damage mitigation, 10% when channelling divinity.

Expanded Faith : 15% more divinity.

Critical Insight : restores 10 divinity when you land a critical strike. That’s not much (you have 1000).

Doomsayer : 10% more damage for 10s after using an encounter that inflicts a negative condition. Perfect for boosting your Prophecy of Doom ! When you’re not using PoD, start all of your fights with Break the Spirit !

: 10% more damage for 10s after using an encounter that inflicts a negative condition. Perfect for boosting your Prophecy of Doom ! When you’re not using PoD, start all of your fights with Break the Spirit ! Light of the Scales : Increases the divinity restored by Channel Divinity by 10% when it consumes Judgement.

Divine Equilibrium : 15% more damage when your divinity is at 50%, decreases as divinity gets full or empty. As a dps, you just want damage. But if divinity is hard to manage, Expanded Faith is a solid option (perfect balance will restore that much more each time it procs). Feats Lightspeed vs Piercing Javelin : you won’t use too many at-wills, Piercing Javelin won’t be too useful in boss fights. More Judgement = more damage. Focused Light vs Tipping Scales : that’s what makes you good vs bosses. Sudden Verdict vs Inner Balance : every time Sudden Verdict procs, that means more damage for your next encounter power in your rotation. Critical Sun vs Burning Path : make them burn ! Perfect Balance vs Angel of Death : you cannot cast all of these encounter powers without a way to restore your divinity regularly. General Divine Protection : Critical Avoidance is increased by 10k when your divinity is full, diminishes as divinity goes down.

: Critical Avoidance is increased by 10k when your divinity is full, diminishes as divinity goes down. Composed Insight : Accuracy is increased by 10k when your stamina is full, diminishes as stamina goes down. Do not forget about these. Critical Avoidance is not too important for an Arbiter Cleric (though it helps), but Accuracy is and you need to be able to evade red areas without hesitation. You need 10k more than regular caps if you do not want to fall below the cap in many situations.

Boons Campaign Boons Anyone, any class, any role Every Power node

Every HP node

Marathon Runner (12.5% movement speed)

Simple Support (10% companion influence : 622 in all stats + 2242 HP with a legendary augment companion, worth it with power and HP alone) Devout Cleric Tier 5 : Blessed Touch (2% Outgoing Healing)

Tier 5 : Call of Power (4% Action Point Gain = Anointed Army or Hallowed Ground more often) or Severe Criticism (4 % Critical Severity = 1.33% more healing) or Quick Turnaround (Exaltation more often, means you can boost your next HW 1s earlier, more divinity used but a bit more healing too on the long run). I often have my daily ready before my artifact, better stack them if you can, if your artifact makes monsters take more damage. Call of Power is better if your daily is healing. Severe Criticism improves your average heal, but since we don’t heal that often nowadays, it’s a bit random.

Master Boon : Blessed Advantage (more power and reduced cooldowns for the party)

Remaining Points : Critical Strike (unless you are capped but that’s unlikely), Disenchanting Aura (Control Resistance is great too), Defense, Deflect (always useful, if your other stats are capped), Demonic Mastery (though not as useful since it only works for fiends now) Arbiter Cleric Tier 5 : Severe Criticism (4% Critical Severity)

Tier 5 : Call of Power (4% Action Point Gain)

Master Boon : Blood Lust (chance for decreasing target awareness by 1500 + 150% weapon damage attack + 1.5% action point gain on encounter use) or Deathly Rage (chance for 1500 combat advantage buff + 6% more damage + 12k damage per attack, on kill, for 10s). I like Blood Lust better, because it’s more reliable. But Deathly Rage is more powerful, for sure ! Do you want to kill big monsters on your own (Blood Lust), or to kill groups of monsters even faster (Deathly Rage) ?

Remaining Points : any stat you haven’t capped. Demonic Mastery for mod 18. There are not too many cultists, dinosaurs, nor undead. At least, they shouldn’t be a problem for you when you meet them. Taking the corresponding boons is a waste for most content, and not necessary where you can benefit from them. Guild Boons Being in a high level guild is a huge advantage : you will have access to 3 very big boons at their maximum power (and that’s also 1500 item level for you, useful to unlock dungeons). Devout Cleric Offense : 8k Power is the best way to make your heals more reliable. 15% Critical Severity gives you better average heals, but only improves your Critical heals, and you cannot afford the divinity to make a crit happen. Furthermore, Healing Word ticks are always or never crits, depending on your initial heal, and it varies from people to people on a single Healing Word. So, it’s not consistent, and it’s better to improve the heals for those who will receive less than for those who will get more.

Defense : 32k HP (or 8k Defense if you need this amount to cap your stat)

Utility : Experience Points Bonus (that’s some free RAD for you at level 80) or Mount Speed Bonus (if you want to speedrun the rare dungeons where you actually can use your mount… there are not too many). Arbiter Cleric Offense : 15% Critical Severity (or 8k Armor Penetration if it’s not capped, or 8k Power if your stats are below 60k. Check what’s best for you)

Defense : 32k HP (or 8k Defense if you need this amount to cap your stat)

Utility : Mount Speed Bonus (faster quests = you can do more stuff), Experience Points Bonus (free RAD), Treasure Hunter (when you are collecting mastercrafting materials from explorer’s charts, which you get in the Stronghold) PVP I’m not into PVP, so I leave that to you. Keep in mind that your opponents will have quite different stats than monsters. First boon for a Devout would be HP if you’re not changing your Defense (oponents will have their Armor Penetration capped anyway), Defense if you’re going to put more Defense on yourself (you need tons to make it useful but it will be pretty efficient if you can have 130k+). Armor Penetration for an Arbiter (if you want to be efficient against high defense players). Second boon would be control resistance, or AP gain (if you can cast a daily often enough). Third boon would be Deep Wound (Role Reversal is also useful for an Arbiter).

Companions Augment Companions Augment companions are companions which have the Augmentation and the Enhancement powers. They do not fight with you, but follow you around. The non augment companions usually have 2 active skills, 1 passive that enhance their skills and 1 passive that improves their stats (role expertise). They do fight with you but, with the exception of a couple of them, do not expect much from them. The Augmentation skill is available at lvl 1 and makes your companion share their stats to you. You get all of their stats, including companion gear and runestones slotted in your companion gear (except HP from runestones for some reason). That’s about 3 rank 8 bonding runestones you get for free, on top of your own bonding runestones. Thanks to this skill alone, an uncommon (green) augment companion lvl 25 gives you more stats than a non augment epic (purple) companion lvl 35. And a rare (blue) lvl 30 augment companion gives about the same stats as a legendary (orange) non augment companion lvl 40. At lvl 40, a legendary augment companion gives an average of 8k more to all stats compared to a legendary non augment companion. The Enhancement power (unlocked at blue quality, lvl 30) gives 1k bonus to 3 stats of your companion… Which translates to a 3.1k bonus to these stats for you (with rank 15 bonding runestones). The Enhancement power is what makes all the augment companions different. They would be strictly identical otherwise. And so they are, below lvl 30, which is why it doesn’t matter which augment companion you get for leveling. HP is the worst stat to have on an augment companion Enhancement power. The reason is you usually get 4 HP per stat point, on most items. Here, you get 1 HP for 1 stat point. Furthermore, stat points are boosted by bonding runestones, while HP are not. So you are effectively trading up to 3.1 stat points for 1 HP. That’s 12.4 times less than what you would get by trading stat points for HP on anything else. And that’s not even the end of it : most of the augment companions with HP in their Enhancement power actually bug and give you less HP than the others… So, if you have the choice, use an augment which doesn’t have HP in its Enhancement power. In higher end dungeons, you need very high stats to be able to perform properly. But, in lower end dungeons, the scaling mechanic makes your stats melt. In both cases, a non augment companion will perform very poorly. You absolutely need an augment companion if you are going to play random dungeons. Otherwise, you are just a dead weight for your party. Leveling Companions The easiest way to make a new companion gain levels, is to put the companion as active when you complete a quest. You can even boost the experience with the “Experience Points Bonus” Guild Boon and with Azure enchantments. No need to have a ball at your feet all the time. Always train your companions when you leave the game. Otherwise you won’t have access to them for the time of their training, or it will cost AD to get them back earlier. Upgrading Companions’ Quality The best way to upgrade your companions is to wait for a sale in the ZEN market (you can also get 20% coupons from time to time by invoking your god), and to buy Companion Upgrade Packs (that’s 75 tokens for a maximum of 375k AD when there’s no sale). With a -20% coupon for Companion Upgrade Packs, upgrades cost a maximum of 4000 AD per companion upgrade token (depends on the exchange rate) : Common (grey) to Uncommon (green) : 30 tokens or 50k AD : always use AD.

: always use AD. Uncommon (green) to Rare (blue) : 60 tokens or 250k AD (save at least 10k AD with a coupon, use AD if you don’t have one and there’s no sale)

or 250k AD (save at least 10k AD with a coupon, use AD if you don’t have one and there’s no sale) Rare (blue) to Epic (purple) : 90 tokens or 500k AD (save at least 140k AD with a coupon)

or 500k AD (save at least 140k AD with a coupon) Epic (purple) to Legendary (orange) : 120 tokens or 1M AD (save at least 520k AD with a coupon) When there’s no sale, a companion upgrade token costs a maximum 5k AD. So, it’s not worth it to upgrade an uncommon companion this way if the AD to Zen rate is at 750 AD/ZEN. But it’s still worth to upgrade a Rare companion to Epic (and of course better to upgrade an Epic companion to Legendary). With mod 18, we can (very) occasionally get 20 companion upgrade tokens from Juma bags (in Avernus, lvl 80+). It takes time, but it’s a good way to upgrade your companions ! Bonding Runestones Now that we have established the fact that an augment pet is a necessity because they gives 100% of their stats to you… Consider the fact that Bonding Runestones can transfer up to 210% of your companion’s stats to you. Yes, they are absolutely fantastic, and an absolute priority for everyone. Get these to rank 15 as soon as possible. The only thing you should buy before upgrade your bondings is your active companion for your main role (and upgrading it to epic if it’s not already). To upgrade your bonding runestones, better start with rank 9 (super cheap) while you are leveling, then buy rank 13 one after the other, then upgrade them to rank 14 and 15 with materials you will collect along the way. If you buy the next upgrade and sell the previous one, you will lose 10% of the value of each upgrade in auction house fees. By getting rank 13 directly, you will only lose 10% of the value of your rank 9 bondings when you sell them, and nothing else. The best way to get wards for upgrading your rank 13 is to wait for a sale in the ZEN market and to buy regular wards (you need an average of 38 wards per bonding)… or wait to get free ones during an event ! The best way to get wards for upgrading your rank 14 is to invoke your god every day (on all of your characters) in order to get a Coalescent Ward. This will guarantee an upgrade, and you will get it for free ! The marks of potency can be acquired by completing weekly missions (which help completing your legacy campaigns) given by Sybella in Protector’s Enclave. The enchanting stones rank 6 can be acquired in the hardest dungeons (many of which are in the epic dungeon queue and are pretty accessible). Bolster Bolster improves your companion stats by up to 15% at maximum (with 5 companions at the legendary quality in the same category as your active companion). Each rarity improvement on one of your top 5 companion in a category gives you 0.5% Bolster. Let’s face it : 1% in Bolster with a legendary companion only improves your stats by about 134 points. Upgrading Bolster is not worth it. You will get plenty of companions along the way, there’s no need to spend AD for a useless companion. Companion Influence Companion Influence works about the same way Bolster does. Five rank 15 Dark enchantments (30% Companion Influence) give a total of about 1866 in all of your stats and 6726 HP (with a legendary augment companion and rank 15 bondings), or 2422 in all of your stats but no HP (with a legendary non augment companion). It’s really not a big stat. Companion for Leveling Make sure to have an uncommon augment companion (cat, watler, goldfish, goat, whatever), rank 9+ bonding runestones, 965+ item level companion gear, and empowered runestones, as soon as possible. Nothing can make you stronger than these while you are leveling (at such a cheap price too). Bonding runestones and most of the companion gear items can be transferred to any of your characters at any time. So, if you have a high level character, make your new Cleric happy with proper companion gear ! Devout Cleric Active : Polar Bear Cub The best active companion for a Devout Cleric is the Polar Bear Cub. It is an augment companion that gives a bonus to Power, Critical Strike, and Awareness. Power and Critical Strike are the two most important stats for you. The only other augment companion with a bonus to Power and Critical Strike is the Icosahedron Ioun Stone, but it gives Combat Advantage instead of Awareness, which is less useful to you. On top of being the best augment companion, the Polar Cub also is one of the passive companions you will have equipped all the time, making it the most important companion for you. The first companion you should buy and upgrade to legendary. Passives Polar Bear Cub : 3% Outgoing Healing + 2k Defense

: 3% Outgoing Healing + 2k Defense Quickling : 3% Outgoing Healing + 2k Critical Strike

: 3% Outgoing Healing + 2k Critical Strike Ioun Stone of Radiance : 3% Outgoing Healing + 2k Deflection

: 3% Outgoing Healing + 2k Deflection Neverember Guard : 3% Outgoing Healing + 2k Awareness

: 3% Outgoing Healing + 2k Awareness Rebel Mercenary : 3% Outgoing Healing + 2k Accuracy Of course, you want those sweet 3% Outgoing Healing bonuses (nerf from 10% in mod 19…). They will boost your healing more than anything else. There’s also one version of the Faithful Initiate that gives Outgoing Healing, but with Combat Advantage as a secondary stat, not too useful. And the Vallenhas Elite Soldier (which you can obtain as a random reward from the Box of Vallenhas treasures). The Quickling is very expensive but it’s also one of the best passive companions due to it giving Critical Strike, a stat you will hardly cap as a healer. Note that with the huge healing nerfs in mod 19, the Deepcrow Hatchling is now a better option than a 3% Outgoing Healing companion until you reach about 155k Power. And the Alpha Compy becomes a better option once you reach above 200k Power. The Tamed Velociraptor is also a solid option if everyone in the group has it. Look at Janne’s website to get the exact values for you. Enhancement Potency : chance on hit to increase Power by 2k (<= 1% healing) and companion’s Critical Avoidance by 4% (it doesn’t work, at least not shown on your companion sheet, and doesn’t transfer to your stats either).

(it doesn’t work, at least not shown on your companion sheet, and doesn’t transfer to your stats either). Potent Precision : chance on hit to increase Critical Severity by 5% (> 1.5% healing if Critical Strike close to cap) It works both with an augment or a non augment companion. The chance is pretty high too ! Potent Precision is better than Potency by a solid margin, even with relatively low Critical Strike.The Rebel Mercenary (which you want for its passive), has this enhancement. Enhancement scales on your summoned companion quality. The quality of the companion which has Potent Precision doesn’t matter. Companion Gear Gold Icon of the Companion (12k Critical Strike, 2 Empowered Runestones) x2

Platinum Icon of the Companion (12k Critical Avoidance, 2 Profane Runestones) You can get these by completing the questline in the Stardock (12 days) on 3 different characters. That’s the easiest way, as it doesn’t rely on RNG. With these, you will easily cap your Critical Strike (unless you have tons of Power), and your Critical Avoidance. The Profane Runestones will help you cap Defense and the Empowered Runestones will give you 4k power each at rank 15, with Bonding Runestones at Rank 15. These are the Companion Gear I’m using. If you do not have your Defense capped, it takes priority over Critical Strike or Critical Avoidance. Arbiter Cleric Active for solo : Stalwart Golden Lion (if your stats are capped, any augment otherwise) The Stalwart Golden Lion is a non augment companion. It can buff you, taunt, has a large HP pool, and is shiny ! Non augment companions are only good if you have your stats capped for the content you are running. That is, if most of your stats are above 60k (110k for combat advantage) in most places, or above 85k (135k for combat advantage) in Avernus (mod 18 area). The point of using a non augment companion is to benefit from their buffs (if they have any), and from combat advantage. There’s also Xuna or the Abyssal Chicken, which actually deal pretty good damage (Xuna is super expensive, but the best of the two). But if your stats are not capped, it’s not worth it : using an augment companions will boost your stats a lot more, and you will end up dealing more damage and also being tankier. Using a non augment in Undermoutain and in the Stronghold is a good idea if you have high bonding runestones. But it is a lot harder to use one in Avernus and you will have to trade a lot of Power to get your stats where they need to be. I highly recommand using an augment companion in Avernus unless you are a very end game player (even then, the difference between an augment and a non augment is not that big, and the augment is always better when you play with other people around). Active for dungeons : Deepcrow Hatchling Bulette Pup, Quasit or Icosahedron Ioun Stone have a better enhancement power for a dps and are considered best in slot (bis), but they are not a priority : you need rank 15 bondings first to really take advantage of their enhancement power anyway. Polar Bear Cub is also good. Deepcrow Hatchling is the best augment pet to start with at lvl 80, as it is epic from the start, can be bought with tarmalune trade bars (vip rewards), and gives 8k power at legendary. So, get a Deepcrow Hatchling before even thinking about getting a Bulette Pup or any other “best in slot” companion. Passives The only ones that really matter on these lists are the ones that give +% damage or Power (if you have your stats capped). All the others are only good if you need to cap your stats. As capping your stats for Vallenhas and The Infernal Citadel is harder than before, the Wandering Scarecrow (10k total useful stat points !), Staldorf, and Black Dragon Ioun Stone are much better than the others, and mandatory if you want to use a non augment companion in Vallenhas (for which you need rank 15 bonding runestones and very good gear) ! Stats are displayed for companions at Legendary quality (lower stats at lower quality). 4% Critical Severity is not as good as 4k Power, most of the time (thanks Janne for the Maths). Many companions can be used in many slots, but they can only be used once. You cannot use the Mercenary both in Offense and Utility at the same time, for instance. You have to choose, and pick another companion for the other slot. Offense slot (2) : Netherise Arcanist : +5% damage to enemies that are not facing you (has an internal cooldown, so not all hits will be affected)

to enemies that are not facing you (has an internal cooldown, so not all hits will be affected) Batiri : +4% damage against bosses

: +4% damage against bosses Grung : On critical hit: Poison target for 50 magnitude damage every 2 seconds for 10 seconds (tested : doesn’t work at all, not in mod 19 either, at least not in the SH)

: On critical hit: Poison target for 50 magnitude damage every 2 seconds for 10 seconds (tested : doesn’t work at all, not in mod 19 either, at least not in the SH) Deepcrow Hatchling : 8k power (better than 4% damage below 100k Power, up to 166k Power if you have BiS gear with +% damage)

: 8k (better than 4% damage below 100k Power, up to 166k Power if you have BiS gear with +% damage) Chultan Tiger : 10% Movement Speed + 6k Power for 10s at start of combat

Tamed Velociraptor : 2k Power per player with the Tamed Velociraptor in the group

Kenku Archer : 4k Power, 2k Armor Penetration

: 4k Power, 2k Armor Penetration Mercenary : 4k Power, 2k Combat Advantage

: 4k Power, 2k Combat Advantage Ghost : 4k Power, 2k Critical Strike

: 4k Power, 2k Critical Strike Wandering Scarecrow : 8k Armor Penetration , 2k Defense

: 8k , 2k Defense Wolf : 8k Armor Penetration

Alphonse Knox : 4k Armor Penetration, 2k Combat Advantage

Assassin Drake : 4k Armor Penetration, 2k Accuracy

Barbarian Shaman : 4k Armor Penetration, 2k Power

Boar Shoat : 4k Armor Penetration, 8k HP

Dog : 4k Armor Penetration, 2k Power

Hawk : 4k Armor Penetration, 2k Critical Strike

Staldorf : 8k Combat Advantage

: 8k Book Imp : 4k Combat Advantage, 2k Accuracy

Laughing Skull : 4k Combat Advantage, 2k Defense

Mystagogue : 4k Combat Advantage, 2k Armor Penetration

Flame Sprite : 4k Accuracy , 2k Critical Strike

, 2k Critical Strike Black Dragon Ioun Stone : 8k Critical Strike

: 8k Armored Orc Wolf : 4k Critical Strike, 2k Accuracy

Alchemist Experimenter : 4k Critical Strike, 2k Combat Advantage

Fawn of Shiallia : 4k Critical Strike, 2k Power

Lightfoot Thief : 4k Critical Strike, 2k Armor Penetration

Traveling Entertainer : 4k Critical Strike, 2k Defense

Helmite Paladin Ghost : 4k Critical Strike, 8k HP

Cambion Magus : 4% Critical Severity , 2k Accuracy

, 2k Accuracy Razorwood : 4% Critical Severity, 2k Accuracy

Dancing Blade : 4% Critical Severity, 2k Combat Advantage

Crystal Golem : 16k HP , 2k Power

, 2k Power Cave Bear : 16k HP, 2k Accuracy

Zhentarim Warlock : 16k HP, 4k Combat Advantage

Kingfisher Intern : 16k HP, 2k Combat Advantage

Rimefire Golem : 16k HP, 2k Armor Penetration

Star of Simril : 16k HP, 2k Critical Strike, +4% gold gain

Wayward Wizard : 4k Defense , 2k Armor Penetration

, 2k Armor Penetration Mini Apparatus of Gond : 4k Defense, 2k Armor Penetration

Werewolf : 3% Incoming Healing , 2k Defense Defense slot (1) : Minstrel : 4k Power, 2k Awareness

: 4k Power, 2k Awareness Gelatinous Cube : 4k Power, 2k Critical Avoidance (is technically bettter than the Minstrel but may not be available as it was for a promotion event originally)

Yojimbo : Increases deflect chance by 4%. Whenever you take damage, your power is increased by 2000 and your deflect chance is reduced by 2000 for 10 seconds

Red Slaad : 4k Accuracy , 2k Armor Penetration

, 2k Armor Penetration Fey Panther : 4k Accuracy, 2k Combat Advantage

Cantankerous Mage : 4k Accuracy, 2k Defense

Hunting Drake : 4k Accuracy, 8k HP

Ice Sprite : 4k Accuracy, 2k Critical Avoidance

Laughing Skull : 4k Combat Advantage , 2k Defense

, 2k Defense Phase Spider : 4k Combat Advantage, 2k Critical Strike

Redcap Powrie : 4k Combat Advantage, 2k Critical Avoidance

Grazilaxx : 4k Critical Strike , 2k Deflection

, 2k Deflection Ioun Stone of Allure : 3% Incoming Healing , 2k Power

, 2k Power Duergar Theurge : 3% Incoming Healing, 2k Armor Penetration

Red Dragon Ioun Stone : 3% Incoming Healing, 8k HP

Wayward Wizard : 4k Defense , 2k Armor Penetration

, 2k Armor Penetration Mini Apparatus of Gond : 4k Defense, 2k Armor Penetration

Man at Arms : 4k Defense, 2k Combat Advantage

Pewter Golem : 4k Defense, 2k Critical Strike

Sergent Knox : 4k Defense, 2k Accuracy

Green Slime : 8k Defense (seems to be bugged and does not work properly)

Iron Golem : 16k HP , 2k Defense

, 2k Defense Moonshae Druid : 16k HP, 2k Critical Avoidance Utility slot (2) : Stalwart Golden Lion : 10% damage buff (equivalent to 25k power if you have 150k power) for 10 seconds after your companion uses a power (50% chance, for 10s, 15s cooldown). Only works with a non augment companion ! So, only good for solo !

: 10% buff (equivalent to 25k power if you have 150k power) for 10 seconds after your companion uses a power (50% chance, for 10s, 15s cooldown). Only works with a non augment companion ! So, ! Owlbear Cub : If you fail to critically hit, you have a 10% chance to do an additional hit for damage equal to 50% of your Power (not the best for a Cleric, but an average of 5% of your Power per hit is not too bad)

Alpha Compy : +5% Power (very expensive, but best in slot)

: +5% (very expensive, but best in slot) Githyanki : 4800 Power + 8% stamina regeneration (best power in utility after the Alpha Compy and the Stalwart Golden Lion). Comes from the Gith Booster Pack (which is very valuable if you have multiple characters, because it gives a 30 slot bag, an epic mount and an epic Githyanki companion to all of your current and future characters, and more, for 4k Zen).

: 4800 Power + 8% stamina regeneration (best power in utility after the Alpha Compy and the Stalwart Golden Lion). Comes from the Gith Booster Pack (which is very valuable if you have multiple characters, because it gives a 30 slot bag, an epic mount and an epic Githyanki companion to all of your current and future characters, and more, for 4k Zen). Neverember Guard Archer : 4k Power, 2k Defense

: 4k Power, 2k Defense Ghost : 4k Power, 2k Critical Strike

: 4k Power, 2k Critical Strike Kenku Archer : 4k Power, 2k Armor Penetration

: 4k Power, 2k Armor Penetration Mercenary : 4k Power, 2k Combat Advantage

: 4k Power, 2k Combat Advantage Minstrel : 4k Power, 2k Awareness

: 4k Power, 2k Awareness Storm Rider : 4k Power, 8k HP

: 4k Power, 8k HP Wandering Scarecrow : 8k Armor Penetration , 2k Defense

: 8k , 2k Defense Wolf : 8k Armor Penetration

Barbarion Shaman : 4k Combat Advantage , 2k Power

, 2k Power Book Imp : 4k Combat Advantage, 2k Accuracy

Alchemist Experimenter : 4k Critical Strike , 2k Combat Advantage

, 2k Combat Advantage Fawn of Shiallia : 4k Critical Strike, 2k Power

Helmite Paladin Ghost : 4k Critical Strike, 8k HP

Snowy Fawn : 4% Critical Severity , 2k Defense

, 2k Defense Pewter Golem : 4k Defense , 2k Critical Strike

, 2k Critical Strike Energon : 32k HP

: 32k Crystal Golem : 16k HP, 2k Power

Star of Simril : 16k HP, 2k Critical Strike, +4% gold gain

Cave Bear : 16k HP, 2k Accuracy

Zhentarim Warlock : 16k HP, 4k Combat Advantage

Kingfisher Inter : 16k HP, 2k Combat Advantage

Rimefire Golem : 16k HP, 2k Armor Penetration

Iron Golem : 16k HP, 2k Defense

Moonshae Druid : 16k HP, 2k Critical Avoidance

Cleric Disciple : 3% Incoming Healing , 2k Power

, 2k Power Ioun Stone of Allure : 3% Incoming Healing, 2k Power

Battlefield Medic : 3% Incoming Healing, 2k Combat Advantage

Dedicated Squire : 3% Incoming Healing , 2k Accuracy

Red Dragon Ioun Stone : 3% Incoming Healing, 8k HP

Silver-Scaled Cleric Disciple : 3% Incoming Healing, 2k Critical Strike List of all companions (thanks to Rainer) Enhancement Potency : chance on hit to increase Power by 2k (<= 1% healing) and companion’s Critical Avoidance by 4% (it doesn’t work, at least not shown on your companion sheet, and doesn’t transfer to your stats either).

(it doesn’t work, at least not shown on your companion sheet, and doesn’t transfer to your stats either). Potent Precision : chance on hit to increase Critical Severity by 5% (> 1.5% healing if Critical Strike close to cap) It works both with an augment or a non augment companion. The chance is pretty high too ! Potent Precision is better than Potency by a solid margin, even with relatively low Critical Strike. Companions with the Potent Precision Enhancement are : Fire Archon, Hawk, Panther, Rebel Mercenary, Swashbuckler, Traveling Entertainer, War Boar, Werewolf, and Xuna. Pick the cheapest you can find (or the Rebel Mercenary for your Devout Cleric build). Enhancement scales on your summoned companion quality. The quality of the companion which has Potent Precision doesn’t matter. Companion Gear Noble Emerald of the Companion (7k Armor Penetration, 5k Defense, 1 Empowered Runestone, 1 Profane Runestone)

(7k Armor Penetration, 5k Defense, 1 Empowered Runestone, 1 Profane Runestone) Prestine Belt of the Companion (7k Combat Advantage, 5k Defense, 1 Empowered Runestone, 1 Profane Runestone)

Imperial Diamond Belt of the Companion / Prestine Belt of the Companion (7k Combat Advantage, 5k Defense, 1 Empowered Runestone, 1 Profane Runestone)

Burnt Belt of the Companion (7k Accuracy, 5k Defense, 1 Empowered Runestone, 1 Profane Runestone)

(7k Accuracy, 5k Defense, 1 Empowered Runestone, 1 Profane Runestone) Silver Talisman of the Companion (7k Accuracy, 5k Combat Advantage, 2 Empowered Runestones)

(7k Accuracy, 5k Combat Advantage, 2 Empowered Runestones) Gold Talisman of the Companion (12k Armor Penetration, 2 Empowered Runestones)

Gold-Clasped Sword Knot of the Companion (12k Accuracy, 2 Empowered Runestones)

Chained Talisman of the Companion (7k Armor Penetration, 5k Accuracy, 2 Empowered Runestones)

Gold-Leafed Grimoire of the Companion (12k Combat Advantage, 2 Empowered Runestones), it’s a 4 leaf one !

(12k Combat Advantage, 2 Empowered Runestones), it’s a 4 leaf one ! Ivy Grown Grimoire of the Companion (7k Armor Penetration, 5k Combat Advantage, 2 Empowered Runestones) Any combination with 5k Defense, 7k Armor Penetration, 7k Accuracy, and as much Combat Advantage as possible is great. You do not need Combat Advantage if you are playing with an augment companion. But as soon as you cap your stats with a non augment companion, you should use one instead, for benefiting from Combat Advantage and doubling your damage output. Only the single stat companion gear can be acquired from the questline in Stardock. You will have to farm WE’s (and Zok Boxes) quite a lot to loot the best pieces of Companion Gear. But there are slightly lesser pieces of gear with an item level of 990 instead of 1010 which are about as good. Worst case, non epic companion gear has very good stats too. You will only miss out a runestone slot, not as important as the stats on the items, really.

Mounts Mount Speed Mount speed usually depends on the mount quality. Green : 150%

Blue : 180%

Epic : 210%

: 210% Legendary : 230%

Mythic : Coming soon ! It can be improved by up to +20% with the guild boon Mount Speed Bonus. A legendary mount only goes 8.7% faster than an epic mount with this boon. But an epic mount goes 35% faster than a green one. So, it’s a pretty good improvement. Despite being a rare mount, the Frozen Demon Sled has a mount speed equal to an epic mount. It may be a cheaper option than an epic mount to get some good movement speed. The faster you go, the more things you can do ! There are many opportunities to get Epic mounts during events. There will even be a Legendary mount accessible with the Hell Pit event, running throughout 2020 (playing through many of them will be necessary to get the mount). Check the calendar to know if you can get a good mount soon. Mythic mounts are coming soon, so it’s a good idea to save your VIP keys for them. Mount Combat Powers Only Legendary mounts have a Combat Power. Legendary mounts are luxury items. You do not need one. I do not have one. You can send one to me at Astrielle@Obikin89 on PS4 (only on this platform)… The best Mount Combat Powers are : Armored Bulette : monsters in front of you take 500 magnitude damage and deal 10% less damage for 8s

Armored Griffon : monsters around you deal 15% less damage for 10s

Commander Tyrannosaur / Warpainted Tyrannosaur : monsters around you take 10% more damage for 10s

Swarm : monster around you take 5% more damage and deal 5% less damage for 10s

Swift Golden Lion : party members get a 30% HP shield for 10s, then a 6% damage buff for 12s

Tenser’s Floating Disk : for 12s, you get 10% power, 10% speed, +2 strength / dexterity / constitution Most of the others deal about 500 magnitude damage to monsters around you… Which is still pretty good, considering the fact most of the encounter powers deal less than that. Mount Equip Powers All of the epic and legendary mounts have an Equip Power, that’s one more reason to have an epic mount. The legendary mount powers are usually twice as good as the epic mount powers (though it’s not worth it to buy a legendary mount for their mount power unless you have upgraded everything else before) The best Equip Powers at epic quality are : 5k Power (Apparatus of Gond, Enchanted Broom, Guard Drake, Heavy Giant Spider, Heavy Twilight Nightmare, Trained Basilisk, Whirlwind)

25k HP (Armored Bear, High Forest Bear, Triceratops)

(Armored Bear, High Forest Bear, Triceratops) 12.5k HP + 5% movement speed (Blue Butterfly Swarm, Red Butterfly Swarm, Yellow Butterfly Swarm)

5k in any stat you need to cap The best Equip Powers at legendary quality are : 10k Power (Arcane Whirlwind, Black Ice Warhorse, Crystalline Warhorse)

50k HP (War Triceratops)

(War Triceratops) 10% movement speed (Armored Giant Strider)

10k in any stat you need to cap HP are very valuable, especially when your defense is capped (and you need to cap defense). Consider the fact that, at 150k Power, getting 10k more Power makes you deal 4% more damage or heal 2% better. On the other hand, 50k HP make you 12-20% tankier. That’s also a ratio of 5 HP for 1 power, which is pretty good. Of course, an Arbiter Cleric would always pick Power if they can manage not dying. But sometimes, it’s better to deal a bit less damage to ensure victory at a slow and steady pace. Remember that a dead dps deals no damage… and gets a debuff until they get to a campfire. Surviving is often a good idea to be able to deal more damage. Movement speed is also a good option to make things faster, if you do not need HP or Power. It’s also good to be able to avoid big attacks. Mount Insignias You will find many rare (blue) insignias and you won’t need better ones for a long time. Legendary insignias are very expensive. Insignias can only be slotted in mounts that have corresponding slot types (there are mounts with universal slots though). There are 5 different types of slots (barbed, illuminated, regal, crescent, and enlightened) and most of the insignias do not have variants for all of the types. Dominances insignias do not come as crescent or enlightened, for instance. The best insignias (at legendary) are : Dominance (barbed, illuminated, regal) : 1120 Power, 1.2% Companion Influence (about 75 in all stats + 269 HP with a legendary augment or 97 in all stats with a non augment)

(barbed, illuminated, regal) : 1120 Power, 1.2% Companion Influence (about 75 in all stats + 269 HP with a legendary augment or 97 in all stats with a non augment) Brutality (any) : 1120 Power, 480 Armor Penetration

(any) : 1120 Power, 480 Armor Penetration Prosperity (crescent, enlightened, regal) : 4480 HP, 16% glory and gold gain

(crescent, enlightened, regal) : 4480 HP, 16% glory and gold gain Fortitude (any) : 4480 HP, 480 Defense Power and HP are certainly very valuable and you never have enough of them. But any insignia that helps capping your stats is good. Insignias are the easiest way to balance your stats, so do not focus on them too much at first. Mount Insignia Bonuses Depending on the type of insignias you slot in mounts, you will have access to different bonuses. The complete list of combinations and bonuses is accessible in the Insignia Bonuses tab in the Mounts menu. There are variants for 2 or 3 insignias sloted. Most of the bonuses can be stacked 3 times, but successive bonus only gives half of the benefits of the previous one. The best Insignia Bonuses are : Gladiator’s Guile : 10% movement speed (5% for the second one, 2.5% for the third)

: 10% movement speed (5% for the second one, 2.5% for the third) Wanderer’s Fortune : chance to get gemstones (refinement points) when killing stuff

: chance to get gemstones (refinement points) when killing stuff Traveller’s Treasures : chance to get extra RAD when killing stuff (small but useful)

Barbarian’s Revelry : on critical strike, you are healed for 1% of your HP

Shepherd’s Devotion : when using a daily power, 1500 defense + 10% movements speed buff for the party for 10s

Berseker’s Rage : when action points are at 10% or lower, get 2500 deflection. When they are 90% or higher, get 2500 Critical Strike Any mount (rare or higher) with the good combination of insignia slots is good enough. So, fill your stable with rare mounts. Cheaper is better. You only need one epic mount for its movement speed and equip power. Pick Gladiator’s Guile 2 or 3 times for a good boost to movement speed. It makes it easier to avoid big attacks and you run faster in dungeons, makes your daily quests faster too. Black Stallion, Moss-Daubed Horse, and Wolf of the Wild Hunt are 3 rare mounts with access to Gladiator’s Guile. Wanderer’s Fortune is the first thing you should get though. It lets you get plenty of refinement points (RP). You need about 500k refinement points to upgrade an artifact to mythic. Needless to say, you need tons of RP. Wanderer’s Fortune is a very good start. Gilded Giant Spider, Suratuk’s Giant Spider and Suratuk’s Teal Spider are 3 rare mounts with access to Wanderer’s Fortune. Traveller’s Treasure is not fantastic but it helps getting daily RAD. Good to have, but not necessarily worth it at first. Trained Basilisk, Gold-lined Apparatus of Kwalish, and the Apparatus of Kwalish are 3 Epic mounts with access to Traveler’s Treasure (no rare mount with this bonus). Barbarian’s Revelry won’t really help much in dungeons but any HP count. If you are playing Arbiter, that’s a good one to have. It really shines while playing solo. Polar Bear is the only rare mount you can buy with access to Barbarian’s Revelry. Shepherd’s Devotion and Berserker’s Rage are not really great powers… But you can fill all slots with Dominance insignias. More Power is always good ! There’s also Artificer’s Persuasion, Alchemist’s Invigoration, Combatant’s Maneuver, Protector’s Camaraderie, but these powers are mostly useless for a Cleric. Many mount possibilities, so I won’t list them all. List of Mounts Refer to this for the full list of mounts (thanks Rainer again).

Gear Let’s start with the fact that higher item level (ilvl) doesn’t mean better gear. Of course, stats are important but the Equip Power, which do not influence ilvl, is much more important. This is why low ilvl items with +% damage are way better on dps than high ilvl gear with only better stats. While leveling, just pick whatever you find. The only thing that makes a difference is your main hand weapon (for its weapon damage), so make sure to always have a weapon at a proper level (you can exchange tokens for rare equipment in most regions, always pick the main hand weapon first). Stats on gear are meaningless if you have an augment companion with good bondings and companion gear. Equipment for Devout Cleric Weapons Celestial (1300 ilvl) : reward from Zariel’s Challenge, the hardest content in the game (extremely long term goal).

(1300 ilvl) : reward from Zariel’s Challenge, the hardest content in the game (extremely long term goal). Lionheart (1200 ilvl) : reward from ToMM, the second hardest content in the game (very long term goal). Increases damage dealt and outgoing healing by up to 10% when stamina is full. Decreases damage received by up to 10% when stamina is empty. Nothing is better.

(1200 ilvl) : reward from ToMM, the second hardest content in the game (very long term goal). Increases damage dealt and outgoing healing by up to 10% when stamina is full. Decreases damage received by up to 10% when stamina is empty. Nothing is better. Legion Guard (1150 ilvl) : +1k Power, Combat Advantage, Defense, Critical Avoidance to you and your party members (stacks up to 5 times). The best weapons to get until you can obtain the LH ones. Obtained by opening chests found with Treasure Maps in Avernus Wastes.

(1150 ilvl) : +1k Power, Combat Advantage, Defense, Critical Avoidance to you and your party members (stacks up to 5 times). The best weapons to get until you can obtain the LH ones. Obtained by opening chests found with Treasure Maps in Avernus Wastes. Hellfire Engine (1100 ilvl) : 15% more stamina regeneration and movement speed at the start of combat, refreshed when you kill an enemy. Can be bought in the Path of the Fallen campaign store. Kind of a waste, considering you can get the Legion Guard set (which is way better) in the same area with not much more effort.

Burnished (980 ilvl) : 5% more Power and Defense for 10s, if you are hit or healed for more than 15% of your HP. You can buy them with Seals of the Deep. Only upgrade them to epic, max rank, and get the Legion Guard set as soon as possible.

Alabaster (980 ilvl) : 5% more power and Critical Strike for 1 minute against a single monster, or 1% to 10% for 10s against multiple monsters, renewed when killing an enemy or at start of combat. Random quest reward from ME’s (requires finding all 9 relics). Only upgrade them to epic, max rank, and get the Legion Guard set as soon as possible.

Any weapon with the highest weapon damage. Upgrading anything else than the weapons above is a waste of resources. Weapon Modifications : Main Hand : Enhanced Blessing of Light (from +10% to +15% more healing on every heal you do, with Blessing of Light)

: Enhanced Blessing of Light (from +10% to +15% more healing on every heal you do, with Blessing of Light) Off-Hand : Critical Severity (really 7.5% Critical Severity, that’s 10% of your base Critical Severity) and up to 2.5k Power (or 10k HP, that’s a good option too) Weapon Damage is very important to determine both damage and healing, so always pick the weapon with the highest weapon damage during your progression. As soon as you reach lvl 80, get either the Alabaster or Burnished set, and upgrade it to epic max rank. Then go to Avernus Wastes, kill monsters for treasure maps, and get your Legion Guard weapons. When you are ready (fully capped and with proper companions), you can start training for ToMM, and later for ZC. Neck and Waist Woven Vine (neck) and Blooming Cord (waist), from Zok boxes.

(neck) and (waist), from Zok boxes. Chains of Glory (neck) and Belt of Victory (waist), coupled with the Sword of Zariel (artifact), from Zariel’s Challenge.

(neck) and (waist), coupled with the (artifact), from Zariel’s Challenge. Amulet of Tiamat’s Demise and Tiamat Sash (waist), coupled with Tiamat’s Orb of Majesty (artifact), from Rise of Tiamat.

and (waist), coupled with (artifact), from Rise of Tiamat. Apocalypse Chocker (neck) and Apocalypse Binding (waist), from the Barovia campaign store, coupled with the Apocalypse Dagger (from the Day of the Dungeon Master event). Armor Enhancement Kits : 2% Stamina Regeneration from Major Stamina Regeneration Jewel (lvl 70 Jewelcrafting, affordable from AH) The Woven Vine and Blooming Cord are the only ones you should consider. Very affordable too. Plenty of Critical Strike, some Critical Avoidance, Constitution and Wisdom… They are just perfect for a healer. Too bad the set bonus is not good (but that also means you do not necessarily need the Staff of Flowers, which is very expensive). The Tiamat Set gives 5% Outgoing and Incoming Healing but you lose a lot of stat points with it, especially HP, which you need tons of in very end game trials. The Victory set gives you Power as you lose HP. It’s not great but it’s not bad either, so, if you have the Sword of Zariel (artifact, from Zariel’s Challenge), it can be an alternative to the Woven Vine and Blooming Cord. If, and only if, you have the Apocalypse Dagger (artifact from the Day of the Dungeon Master event), the Apocalypse set is good to give a small damage bonus to your party when doing random queues. That’s the only way I’ve found to to something somewhat useful to avoid being bored to death after the healer’s nerf to the abyss… And I’m still feeling depressed and pretty useless… Head Lion Guard’s Restoration Coif (1250 ilvl) : 5k more Power when stamina is above 75%, 1750 Critical Strike, 750 Critical Avoidance. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel

(1250 ilvl) : 5k more Power when stamina is above 75%, 1750 Critical Strike, 750 Critical Avoidance. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel Fancy Duelist Mast of Cormyr (1225 ilvl) : 5k more Power when in combat with only one enemy, 1225 Armor Penetration, 1225 Combat Advantage. Loot from the Abyssal Flock rare monster, or Juma bags, in Avernus.

(1225 ilvl) : 5k more Power when in combat with only one enemy, 1225 Armor Penetration, 1225 Combat Advantage. Loot from the Abyssal Flock rare monster, or Juma bags, in Avernus. Infernal Forged Coif (1200 ilvl) : 10% chance when dealing combat advantage damage to get 5k more Power for 10s (30s cooldown), 1680 Critical Strike, 720 Critical Avoidance. Bought with Seals of the Fallen, can be upgraded twice, up to 1230 ilvl with items obtained in Avernus Wastes (it will gain slightly more stats points, and eventually 1% damage against Demons, Devils, and Fiends).

Protégé’s Crowned Coif (980 ilvl) : 5% more damage in Undermountain (including LoMM and ToMM), 1372 Critical Strike, 588 Critical Avoidance. Bought with Seals of the Deep. Armor Enhancement Kit : 880 Power from Major Power Armor Kit (lvl 70 Blacksmithing, affordable from AH) The very best are the Lion Guard’s Restoration Coif. For ToMM, the Fancy Duelist Mask of Cormyr is a good alternative and is relatively easy to get. To start with, you can get the Protégé’s Crowned Coif, and the Infernal Forged Coif. Armor Stealer of the Star’s Hides (1000 ilvl) : 1% Power for 10s when you hit or heal your target for more than 15% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a time), 1k Armor Penetration, 1k Critical Strike, 800 Critical Avoidance. Found in Zok Boxes and ME’s.

(1000 ilvl) : 1% Power for 10s when you hit or heal your target for more than 15% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a time), 1k Armor Penetration, 1k Critical Strike, 800 Critical Avoidance. Found in Zok Boxes and ME’s. Infernal Forged Scalemail (1200 ilvl) : +1k Defense for each player in your group. 2400 Deflection. Bought with seals of the Fallen, can be upgraded twice, up to 1230 ilvl with items obtained in Avernus Wastes (it will gain slightly more stats points, and eventually 1% damage against Demons, Devils, and Fiends).

Ebonized Scalemail (882 ilvl) : 1% Power for 10s when you hit or heal your target for more than 10% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a time), 1764 Deflection. Found in ME’s. There’s a lvl 75 varient which can be obtained in the lvl 75 area Runic encounters which lets you get 10 stacks (while the Ebonized armor was nerfed recently to have only 5 stacks… People assume the lvl 75 varient is going to get nerfed too but we never know). Armor Enhancement Kit : 880 Power from Major Power Armor Kit (lvl 70 Blacksmithing, affordable from AH) These are still the best ones you can get. If you do not have them, then any armor which is NOT the Poisoned Leathers of Rage is good. The more Power and Critical Strike, the better. The Infernal Forged Scalemail is interesting if you need the Defense, but not as good as the Stealer of the Star’s Hides. Arms Spiked Defender Vambrace (1225 ilvl) : gain up to 5% damage resistance when you strike an enemy, gain up to 5% more damage when you get hit, 2450 Critical Strike, 980 Armor Penetration. Loot from Juma bags (Avernus).

(1225 ilvl) : gain up to 5% damage resistance when you strike an enemy, gain up to 5% more damage when you get hit, 2450 Critical Strike, 980 Armor Penetration. Loot from Juma bags (Avernus). Lion Guard’s Restoration Braces (1250 ilvl) : gain 250 Power when you hit an enemy (up to 5000 Power, at 20 stacks), lose a stack when you get hit. 1250 Critical Strike, 1250 Deflection. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel.

(1250 ilvl) : gain 250 Power when you hit an enemy (up to 5000 Power, at 20 stacks), lose a stack when you get hit. 1250 Critical Strike, 1250 Deflection. Bought in the Avernus campaign store, requires a loot from the Infernal Citadel. Frenzy Mitts (1225 ilvl) : gain 300 Power per enemy you are engaged with (up to 4500), 2450 Accuracy, 980 Armor Penetration. Loot from Ralbog the Ruined (rare monster), or Juma bags, in Avernus.

Infernal Forged Braces (1200 ilvl) : gain 1k Power when you deflect for 10s (up to 5 stacks), 1200 Critical Strike, 1200 Deflection. Bought with Seals of the Fallen, can be upgraded twice, up to 1230 ilvl with items obtained in Avernus Wastes (it will gain slightly more stats points, and eventually 1% damage against Demons, Devils, and Fiends).

Protégé’s Trimmed Gloves (980 ilvl) : 250 Power per player in the party (1250 Power in a full group), 980 Critical Strike, 980 Deflection. Bought with Seals of the Deep.

Primal Restoration Isikrinis (700 ilvl) : 1% Power for 10s when you hit or heal your target for more than 15% of your maximum HP (stacks 5 times, getting a new stack does not renew the others and you get a maximum of 2 at a 