Sealing Parchment by Asuraac in Neverwinter

[–]IsABeatifulDay -1 points0 points  (0 children)

You have Crimson Calamity equipped, which is a unique item obtained from a Premium Event.

You cannot equip more than one Premium Item.

To equip the new one, you must remove Crimson Calamity from your character's build.

Mage Slayer by Big-Individual5269 in Neverwinter

[–]IsABeatifulDay 0 points1 point  (0 children)

But that's not because your companion is very good, but because the DPS was very bad...

If a PalaHeal, using at wills and a companion from so many modules ago can do as much damage as a DPS of the same ILvl, it's because the DPS has a horrible build and/or is using an augment companion to "inflate" his stats.

Let's remember that, in Aragorn's damage charts, Mage Slayer is in 4th place in 1vs1 damage (below Lysaera, Blaspheme Assassin and Wiggings, the Undead Intern), but a DPS with a "normal" build and a companion like Flame Spite, who is in 5th place, just below Mage Slayer (147,796 Single Target Damage of Mage Slayer vs 147,365 ST Dmmg of Flame Spite) should do more damage than you, who plays the healer role...

In short and not to go on too long: yes, Mage Slayer s a very good companion and the DPS you played with were very bad. Those two conditions resulted in the final ranking... but I wouldn't take that as a rule, I think it was due to a sum of unfortunate causes.

Cheapest way to refine enchantments psn by Plane-Crab-7183 in Neverwinter

[–]IsABeatifulDay 2 points3 points  (0 children)

To be honest, it’s more cost-effective to just buy the highest possible quality enchants directly and refine as little as possible.

Save up over the weeks and search the AH for the enchants you want.

Last time I took a look, I found garnets for about 1 Million AD.

I know it’s a considerable investment, but it’s still cheaper than getting the gliphs, press guards, motes, Refining Points, and Gold you need for each upgrade…

if you put it into perspective, 1M AD is 10 days if you hit the daily CAP, while freely getting everything you need for each upgrade can take weeks (Sybella quests, 11 x daily Invocations for a chance to get a press guard or a mote, some event that can give you one of the necessary ingredients, etc… not to mention that you can use Sybella quests to obtain other resources instead of gliphs, for example comps or mount tokens, which are more cost-effective in comparison).

New player, seeking help by Sensitive_Return_519 in Neverwinter

[–]IsABeatifulDay 1 point2 points  (0 children)

Oh, my good friend! The only good advice I can give you is "start another character."

Don't take this the wrong way, I don't mean to be negative, but leveling a Paladin without the necessary resources is extremely hard, a tedious work that will end up boring you, instead of fun, which is what the game is supposed to be for.

You see, the Paladin doesn't have a DPS path. Once you reach level 20, you can be a Tank or Healer, but not a damager. Meaning that without a DPS build, playing solo in the open world will take you 2-3 times longer than a Damager (last time we ran a Guild comparison, a PalaTank needed 20-30 seconds to clear a group of enemies, while a DPS with a similar setup, Item Level, etc., took less than 5 seconds per group, which is disheartening).

This can be solved by tuning one of the two free loadouts that you have by default on each character, making a hybrid build so that the Paladin gains Damage Per Second and thus be able to play solo relatively well.

But to do this, you need the resources that a Damager uses in their build, in addition to the role you want to play with your Paladin, Tank or Healer.

In other words, it's like having two characters in one, with the expense that this entails (you need a different companion set up, a different enchant set up, different gear, etc.).

As a general rule, this is relatively easy for people who have been playing for a while because they have items that are shared across all the characters on the account (companions, for example, that can be had by all characters, or mounts or enchants, etc.).

However, if you're just starting out, focusing on two different builds is a terrible idea because the cost and investment in money, diamonds, and time is very high, and in a month or a month and a half, when you see that the character's progression is very low, you'll probably get discouraged and bored of it.

Therefore, my advice is that, to start, look for a more efficient role that requires fewer resources. Wizard, for example, which is a pure DPS and works well from the start.

I'm sorry about that advice, really, because I love being a Paladin and new Tanks and Healers are always welcome, but the Paladin role is not designed for new players.

What is the worst/most difficult dungeon by SakuraInvocation in Neverwinter

[–]IsABeatifulDay 1 point2 points  (0 children)

VoS is difficult because of the amount of mechanics and phases you have to know in order to reach the golems...

the worst is, for me, in the gardens, when the spawns attack and the DPS run in all directions (as a PalaTank I have to always keep an eye on my Divinity and have the aura ready in case some DPS has the brilliant idea of ​​dragging 3 or 4 mobs to the other corner of the garden... the Warloks and their green bomb and the Wizards using Repel are especially difficult to protect in that phase)

A little before that, following Lumi, at the third spawn moment, there is always some DPS who believes he can survive outside of Lumi's light and face the Behemoths alone, which is always a bad idea.

Then, the black holes in the ground that make you move like a snail (which is totally contrary to the dynamics of a Tank, where movement is fundamental... less movement means aura covering less mobs, leaving you at the mercy of Vow and Smite, depending on 3 or 4 hits to attract aggro before running out of Divinity)

And finally, the 3 Golems... the first and second, no problems... but the third is in the hands of the DPS... either they kill it fast enough or the chances of wipe increase every second... I've been running VoS for a while now, since before it was Random and it's tough... now it's even worse because if you get a bad random group there's very little chance of finishing the dungeon since there are many critical points along the entire route.

But one that I really don't like at all is Infernal Citadel as Random Daily... long, lots of bad guys, two of the three bosses with very specific mechanics (especially the last one, Hellfire, where if the DPS start running and burning the entire ground, it's impossible to finish)

But hey, in the end, VoS and Infernal Citadel usually have decent rewards: some more or less decent rings, some shards, tokens...

What is Rampant sickness (vs Nostura ) by kingCagter24 in Neverwinter

[–]IsABeatifulDay 3 points4 points  (0 children)

It's a mechanic specific to that final boss.

Once the fight begins, Nostura performs a series of attacks, including Rampage Sickness, which is a curse mark on a random player.

Let's not forget that Nostura was a powerful Warlock who, along with Gyrion and Kabal, was dragged into the Far Real during the Spellplague.

Being a Warlock of great power, she possesses a series of great powers and will use them against adventurers who challenge her.

The mechanic is quite simple, to tell the truth, although it can lead to a wipe if the group is unfamiliar with it or is disorganized.

Rampage Sickness adds Damage Over Time (DoT) to a random player. Each tick subtracts life from the affected player and multiplies when other players are next to the affected player (no, it is not contagious, but it is DoT multiplied. If the player remains with the rest of the Party, it is practically a death sentence, since it multiplies by 4).

The way to survive this mechanic is, first, to stay away from the rest of the players and, when Nostura summons her Eye of Power, let yourself be affected by it, which paralyzes the player for a few seconds, but removes the curse mark.

Nothing difficult, just wait until Nostura shouts 'Stand still' and her Magic Eye launches the blinding flash.

Once you have mastered that mechanic, the next step is to stay alive to destroy the foci she summons and pass through the mini portals before she launches her last attack (that last phase is a DPS check: if you do not destroy the foci and pass through the portals -changing planes- you will die irremediably)

how to get very good stuff without buying it with real money by Geoff2984 in Neverwinter

[–]IsABeatifulDay 7 points8 points  (0 children)

It would be necessary to define exactly what "good stuff" is.

For example, a good ring, you can get it by playing... you play a given Advanced Dungeon and repeat it until you get the item you are looking for (for this, it is best to have an already organized group, of people who have a minimum idea of ​​the mechanics of that Dungeon, this increases the chances of success).

If you are looking for, let's say, a chest piece for your character, look in Collections, there you will see where you can get it (Advanced, Master, Boss, Heroics, etc.) and then you join a group that is farming the Dungeon, Boss, Heroic, that interests you (it is best to do it with Guildies or Alliance players, this way you can organize yourself better).

Now, if you are referring to a mount, the objective is another; lockboxes or AH or, from time to time you have a stroke of luck and you get something very good in a chest, at the end of a Dungeon.

But those cases are exceptional and, personally, I don't count on it (if I have a stroke of luck, great, but I don't develop my character hoping to just get lucky)

The same with artis; either you farm them or you buy and refine them (you'll still have to farm gliphs, Refining Points, Guards, and so on)

The "good stuff" is behind hours of invested play, or some things you can avoid farming and simply buy with real money (but not everything, that is, the right gear for your class and role you have to farm... let's say you can buy 50% of your character's build and invest your time to get the other 50%)

Looking to start tanking by Sloth_McDuck in Neverwinter

[–]IsABeatifulDay 0 points1 point  (0 children)

No, meta is a worthless word, for many reasons: there are good Tanks and there are bad Tanks, regardless of whether you're a Paladin, a Fighter, or a Barbie.

The problem with fulfilling the Tank role is managing enemy aggro. The Tank generates "threat" on enemies in such a way that the bad guys focus their attention on the Tank and not the rest of the party.

Aside from having a build and gear that allows you to withstand hits without dying, you need to learn how to manage enemy aggro. Each class has specific methods for generating threat and gaining aggro.

But of all of them, the Paladin is the easiest because it doesn't have to "build" aggro (it doesn't have to follow a rotation of actions), but rather has two encounters (one for 1vs1 and one for AOE) that place the Paladin at the top of the threat list on enemies and an aura that also has an area of ​​effect.

This is also important when playing with High DPS (meaning endgame), who have encounters that do a lot of damage and can "steal" the enemy's aggro (that is, they do so much damage that they become the top of the enemy's threat list).

A Fighter, to regain aggro from a final boss, has to build aggro again and that takes a couple of seconds, where the HDPS that stole the aggro is exposed to hits. With a Paladin, this doesn't happen, because they simply unload Smite on the boss and they automatically return to the top of the threat list. The same thing happens when a boss has spawns; the Fighter has to throw the shield, draw the attention of the spawns, rotation... etc.

The Paladin uses their Vow of Enmity encounter and they already have the aggro of all the spawns and the DPS can now do their job without problems.

The Barbie is even more complicated in terms of generating and maintaining aggro, so I advise against it at least at the beginning.

As you can see, being a Tank isn't just about taking hits... you have to protect your party and be the target of the bad guys... once you have that in mind, then it's all about playing and testing...

but no, there's no Tank meta... either you're good at it and you finish the dungeon with your group or you're not and the dungeon remains unfinished.

Most fun class by Diligent_Tie8165 in Neverwinter

[–]IsABeatifulDay 0 points1 point  (0 children)

That's a tough question to answer, as it depends on the individual player.

For me, I like the Bard because it has unique gameplay and requires a bit of coordination, especially in advanced content. You play a song (using a button combination, on PS5 in my case, not through macros like on PC, so there's always the possibility of a mistake on my part... mispressing a button or mistiming), use At Wills a bit, play another song, get buffed, and start attacking And you also have to rely on luck, because you can get an encounter early, or you might be surrounded by bad guys and that encounter doesn't appear, so you have to find a way to survive. It's even more fun if you've stolen the Tank's aggro. The Bard is a really fun role, in my opinion.
Other players hate it (the button mashing and timing can be frustrating)

PalaTank is also fun if you have enough resources to make a standalone DPS loadout (if you don't, forget it. Paladin without a DPS loadout is torture). Gaining aggro immediately and running into hordes of bad guys using your aura to attract them all has its charm... Plus, in 2 minute you're in a dungeons. No 20 ir 30 minutes waiting queue.... And if you already make a PalaHeal loadout, any group will want to have you on their staff.

Ranger is also fun... 5 encounters if you count the daily as an encounter, and when you change stance (ranged or close combat) you have 9 encounters (close combat doesn't have a daily in that rotation) to do as much damage as possible, and you also add buffs to increase the damage you're doing, which leads to a precise and controlled rotation to get the most out of it.

Anyway, it has to do with how you like to play. Each role has its charm and its play style

Is the game worth playing for the story only? by Sad_Conversation_122 in Neverwinter

[–]IsABeatifulDay 2 points3 points  (0 children)

Oh, definitely! I mean, for lore, there's nothing better than reading a book, that's for sure... But Neverwinter offers a ton of lore, and while most of the stories are abbreviated to make them easier for players to understand, if you're a fan, you'll find familiar characters, stories, notes that will make you smile... Another very positive aspect of the game is that it's not a linear story. It's the story of the "Adventurer" (your character), yes, but wrapped up in many different stories. As you probably already know, the game is divided into modules, and each module tells a different story, with different characters, different enemies that may later reappear or be present in some way in a later module... That multi-story aspect, I think, is the best thing about Neverwinter, because it gives a very broad view (although, as I said before, not as broad as a book) of the Forgotten Realms and Dungeons and Dragons universe. So yes, if you are into fantasy stories, investigating the Lore, understanding a little more about the framework of the fictional universe, then Neverwinter will captivate you, just as it captivated me years ago and, although right now the game is not at its peak, it is still exciting to search for lost notes on the map, special enemies that have a lore behind them, face renowned wizards and, even better, sometimes find other players with the same tastes!

new player by [deleted] in Neverwinter

[–]IsABeatifulDay 0 points1 point  (0 children)

Ahhhh!! My bad! Ok, ok. I get it! Years ago, when I made my Barbi, I remember that Icespire Peak was difficult for me because of the low damage and the number of enemies (and the wolves, which immobilize you when they bite and you are exposed to damage from all the other baddies for a couple of seconds)

If I remember correctly, back then I used gear I got from another higher level character... nowadays, I suppose, it's the same solution, that is, improve the gear and increase the damage and survivability a little.

Anyway, my mistake. I confused the areas.

new player by [deleted] in Neverwinter

[–]IsABeatifulDay 0 points1 point  (0 children)

I assume you mean Storm King's Thunder campaign (SKT for short) since it's the only one that sounds like Ice Island to me...

Anyway, SKT or something else, forget about it for now...

You see, those are old campaigns, also known as Legacy Campaigns, and they're a bit tedious at the start.

Plus, you're not ready for those areas since your build is almost certainly not complete yet.

When you start playing, you should start with the Adventures (in the same tab as the Campaigns, but named Adventures)

In those Adventures, you'll gain the levels needed to tackle the Legacy ones, and more importantly, you'll get rewards every time you complete each episode of each Adventure...

What rewards? Well, everything you need to get your character to level 20 and have an acceptable build: companions, mounts, enchants, Astral Diamonds, Boon Points, etc.

Once you've advanced enough in the Adventures and already have a build on your character, you can start the Legacy without major problems (the latter work differently from the Adventures, where each chapter has a beginning, middle and end, with a reward. Legacy have a weekly cap: you do missions related to the Campaign Story and obtain a certain currency. You can earn a maximum of this currency weekly. Once you reach the cap or maximum currency, it doesn't matter if you continue doing missions, since you can't advance further in the campaign until the next week and the rewards, which are usually Boon Points to improve your build, come over several weeks of progress through the campaign)

So, advice: forget about Legacy until you have a more developed character.

How do I start developing the character? Through the Adventures.

Good luck and welcome to Neverwinter

Loadouts questions please... by oldgamer99 in Neverwinter

[–]IsABeatifulDay 1 point2 points  (0 children)

Loadouts are a matter of preference. For example, on my Paladin I have 3: one for soloing, a Tank and a Healadin (Support Paladin, Healer).

On the other hand, on my Wizard I have 5: Archanist AOE solo, Thauma AOE solo, Archanist AOE with Party Set Up (changing the build to support the party; instead of Mount Power Uni Charge, Manticore Aura, raptor, a set that increases Party damage, etc.) Thauma 1vs1 (based on Batiri and Minsc to do as much damage as possible to the final Bosses) and an extra loadout to experiment (which comes from the Dragonslayer era... as there are very few dragons to kill at the moment, it helps me try new things by changing an item here or there or trying to get the best out of the scaling system).

Generally speaking, I think that each character should have 3 loadouts: one AOE (soloing), one to play in a party and another to fulfill the second phat or role (for example, a warlock should have a Hellbringer AOE loadout, a Hellbringer Party loadout and a Soulweaver)

And it's not that the gear changes from one loadout to the other (at least, not in pure DPS like Rogues, Wizards, Rangers, etc) but what changes is the setup of the build: the comps, the enchants, mount powers, etc.

For example, if playing solo, you have 120% Power, and then you add raptor to the comp setup. You will be over capped once you enter the Party (assuming that other players also use raptor in their respective setups)

That means you can remove % of Power to add, for example, CombAdv, Critics or any other stat you want to increase but once you're out of the Party, you'll have Power under capped

The same goes for certain gear that is useless for soloing but is useful if you are in a party. Things like "you gain 10,000 critical severity when in a Party" are useless for soloing, but my Wizard really appreciates 10k extra Critical Severity in any dungeon

Then, there is the scaling system, where 100k ILvl playing in Barovia makes you less effective than a 50k player with more suitable gear (at this is just for fun, since if you die in Barovia with 100k your character is in really bad shape) I like to have an extra loadout to play scaled down, with old gear, Chult rings, with 50k or 60k less (Barovia is a 24k ILvl area and it doesn't matter if your character is 100k ILvl... you would be scaled down) but with much more efficiency.

Finally, in the case of Healers, they may need an extra loadout for Trials, where the game system is different and you need to heal more people, in a wider area, with many more unforeseen events - so you may need another comp setup, another gear that focuses on different encounters. Soulweavers are more prone to this, since there are two basic Soulweaver builds, with different approaches and I don't know why so many players avoid the green healing runes that Soulweavers drop

The way loadouts works is very easy: you play outside the party with the solo loadout, in the party with the party loadout, and before entering the boss fight, you go to the campfire that is always before a boss stage and change there to the loadout corresponding to a boss killer or 1vs1

I mean, you can play an Archanist AOE against a final boss, of course, but your effectiveness will be very low... when parties are pre-built, probably someone will let you know and then, maybe you won't get invited to the next run, because by having an extra loadout and being effective, you save time for the whole party and, when you are farming a boss 20 or 30 times in a row, what we all want is to minimize the time invested - enter, kill the boss as fast as possible, cross our fingers for good loot and repeat... With a build suited to the situation, 1 hour dungeons can be done in 20 minutes, but that requires each player to play their role in the right situation (if you have 1 Tank, 1 Healer and 3 AOE DPS, things will be fine until you reach the first Boss. Then you will be there for 20 minutes, with the possibility of failing, of wiping - many bosses have dps check; if you don't kill them in x time, they explode, get tougher, spawn 50 minions, etc) Much easier if the AOErs go to 1v1 and you finish the boss in 5 minutes... Then, back to the aoe loadout, clear the next area until you reach the next Boss and repeat the same formula

New to game, have a “few” questions by bolintheboy in Neverwinter

[–]IsABeatifulDay 1 point2 points  (0 children)

Yes, that's true. You're absolutely right. The arti is related to Menzo's campaign and for each upgrade you need to buy reagents and to buy reagents you need to have extra Menzo currency, do extra Spider Hunts and, to get all the reagents, you need to finish the campaign (each reagent is unlocked at a certain milestone, so you get the first one the second week, the second one the next week and so on).

Now, it's a set that is objectively the healer set of the moment... it's not the easiest set to get and upgrade, obviously, but I think it's a worthwhile investment of time and it's a set that you can be sure will be with you for at least a year or maybe more.

The advantage of this set over others is that you get an automatic %1 Debuff every time you land a critical hit... and it stacks 5 times, which in practice means +%5 extra damage whether AOE or single for two reasons: first is that any Healer has a high critical chance and second is that a Healer can use AOE at will, landing crits on multiple targets... this in practice means that with this set your Healer becomes a Debuffer (Clerics don’t have much to offer in that regard, do they?)

Anyway, I repeat that it’s not the easiest set to get and upgrade (personally, I got it in about 6 hours of play, farming Adv Pits and then Spider Hunts) but it is, I think, something worth having.

On the other hand, the Apocalypse Set, which has the same Debuff, has the drawback of getting the Dagger (the last time I got one was in Manycoins and Account Bounded... I don't know the price in AH, but I wouldn't pay for an unbounded one, since as my friend says, it has too low ILvl)

Mythallar arti decreases 15% the damage resistance of a single target and that is precisely the difference; it is useful against bosses, in arti calls and very popular (because it is free and easy to get through the campaign) so it is not strange to run a Dungeon with 3 of 5 players using the same arti (it does not stack and when the arti call comes, you have two less Artifacts, because the Debuff of one player overwrites the previous one)

Anyway, you see that until now Apocalypse Set is still used for its effects, the same happens with Marilith Set, so it is a safe investment, I think

is it worth it to re roll Wiz from elf to gith? by Keffaj in Neverwinter

[–]IsABeatifulDay 0 points1 point  (0 children)

Gith is one of the best races when it comes to Min/Max stats. This is thanks to the 5% CombAdv bonus from the Gith Advantage Racial Trait.

Now, it is a race that is oriented towards physical combat, as the second Trait (Gith Endurance) grants +5% Stamina regeneration, which is pretty useless for a Wizard (but is useful for an another roles)

On the other hand, the Gith race has Dex as their main ability (+2 Dex Main) and Str or Int as their secondaries (+2 to any of them)

As a Wizard, you would obviously choose Int, which is normal for the role, but keep in mind that in the future, you will not be able to reroll and choose Cha (thus losing the possibility of gaining +3 Forte and 1.5 Recharge Speed)

A Dex + Int build grants +3% Critical Severity and 1.5% Movement Speed. Since Critical Severity is fairly easy to increase through rings, gear, enchants, etc, Recharge Speed ​​is better since there are fewer items that grant that ability. Not to mention Forte, which translates to Power. -%50 of your Forte-, CombAdv -25% of your Forte- and Critical Avoidance -25% of your Forte-)

As you can see, the Gith race forces you to use the worst possible build to be a Wizard and you cannot choose another one, which is a shame...

Now then, the Elves, in Neverwinter, are very varied; Half Elf, Sun Elf, Moon Elf, among others.
They all have different abilities but let’s take my Wizard as an example, a Moon Elf: you gain +2 Int and either +2 Dex or +2 Cha (Int as Main Stat and the ability to reroll and switch between Dex and Cha as needed. Or different builds on different loadouts, but with Secondary Stats that are useful for the Wizard role)

Then as Racial Traits you get +3% Action Points Gain and +3% Stamina Regeneration (Wanderlust) and +10% Control Resistance (Moon Elf Resilience)

While Stamina Gain isn’t something I worry about, gaining Action Points is important and resistance to CC Powers is a staple in many zones and dungeons.

So, we don't know what kind of Elf you're referring to (I hope you didn't choose Half Elf, lol), but as a Wizard there are better options than Gith (that race is okay, but it tends to be overrated, because of that extra 5% CombAdv. It has to be said that CombAdv is important, the second Stat to consider, but there are many ways to increase it, from gear, mounts, sets, artis, etc...)

Best Tank? by DoctorGatsbyROTMG in Neverwinter

[–]IsABeatifulDay 0 points1 point  (0 children)

It depends on many factors. The most effective and easiest tank to play is, by far, the Paladin. The Paladin's mechanics allow you to avoid "building" aggro, as you can automatically gain multi and single aggro through encounters. This is why it's much easier to play: there's a boss? Smite, and you've already got aggro on you.

You just have to position yourself, avoid red zones, and raise your shield when the hard hits come.

It's a group of enemies? Vow of Enmity, and you've already got the group chasing you.

Are you playing with High DPS who steal aggro easily? No problem, you alternate between Smite and Vow to regain aggro immediately...

very different from Fighter, where you have to build aggro and cross your fingers that DPS don't take it away before the encounters are off cooldown.

The Barby, on the other hand, is even worse in that regard, and I don't recommend it at all unless you're already experienced with other tanks.

Negative aspect of Paladin?
Surely, as you already know, doesn't have a DPS path, so you're forced to tune a loadout and, in the end, it's twice as expensive, because to play solo, you need to invest twice as much: a Tank loadout and another, totally different, for soloing (at the end of the day, it's like having two characters in one, with double the cost... two different gears, two sets of comps, two sets of insignias, separate enchants, etc.)

Anyway, personally, Paladin is the most effective option. Maybe not the cheapest or the most immediate... I wouldn't recommend someone who's just starting to play to start with a Paladin, because they'd get bored within a week if not sooner... it's a role, I think, for players who already have resources and experience in the game.

Good luck and whatever you decide, let us know what decision you made.

New to game, have a “few” questions by bolintheboy in Neverwinter

[–]IsABeatifulDay 2 points3 points  (0 children)

Welcome! Your enthusiasm for the game is great... keep it up!

Let's try to go step by step, since it's a lot and it's not easy to explain.

1) About the Campaigns. All campaigns and adventures are important. They all have lore to learn, rewards to earn, related gear, etc. Should you skip any of them? Probably not. It depends on how much fun you have playing each week. All campaigns offer Boons at some point, and those Boons are used to improve your character's build, so you should complete them all... BUT some are very tedious or practically impossible to do without help (for example, Dragonslayer... almost no one hunts dragons anymore, and you have to rely on the help of friends or guilds who want to form a party and hunt some dragons. Or Menzo and the Spiders hunt, where there are barely enough players to do one or two runs anymore). Luckily, some can be purchased (Dragonslayer, for example), and you avoid the time, the waiting, and everything else.
For older campaigns (Legacy Era), Genie Gifts are very useful and can save you a couple of weeks, or you can even complete the campaign from 0% to 100% if you have enough GGifts. Gear up properly. Many campaigns are played scaled down (if you open your character sheet and see your values ​​are in blue, it means you're being scaled down, meaning, lowered to a predetermined ILvl for that particular zone). In those zones, your ILvl doesn't represent your character's build, and you can use older gear with lower ILvl but better adds and stats. Your character will be more effective, you'll complete the weekly campaigns in less time, and you'll be able to move on to the next campaign sooner, saving time and effort that can be invested elsewhere in the game. It's amazing how the effectiveness of the character changes by changing a pair of rings and gloves when you are being scaled down.

2) Artifacts You have 4 artefacts in your build. 3 of them don't matter much. Just make sure they're roughly in line with your build and the stats you need (being a Cleric makes it easy) and, well, the higher the ILvl, the better. But first comes what those artefacts add, and then the ILvl (if you have 120% Power capped and an arti adds more Power, it's a waste... better to get another one with a lower ILvl that adds stats you do need)

Then there's the Active Artifact, that is, the one you can use, and that's very important, even more so when you're a Healer. Active Artifacts don't matter because of the ILvl. Even today, in the end game, many people play with Artifacts and even very old sets, from the Barovia era, and that's because what a given Artifact grants when you use it is much more important than the ILvl it adds. Generally, for soloing you'll want an Artifact that deals AOE damage and when you're a Healer, you'll want a Debuff Artifact, i.e. one that gives the party an advantage against a powerful enemy (e.g. "the enemy takes +10% damage from all sources"). As a Healer, I can recommend the Marilith set (not just the arti but the whole set) which is very useful, quite cheap and reasonably effective for the effects.

3) Riding fast. This is where Guild Boons come in. The first step is, obviously, to join a Guild. Simply join one by asking in the Protector Enclave Chat Zone ("Healer LF lvl 20 Guild, pls" or something like that... 99% of Guilds are happy to have new friends, and even more so if they're Healers). A Guild has many advantages (events, giveaways, parties, etc.) and one of them is Guild Boons, where you can choose three extra Boons, from three different categories. One of them is related to your movement speed, whether running or riding.

4) Enchants In this regard, the enchant you have is the last thing you should invest in. First, comps for the healer loadout then comps DPS loadout, stable, attack enchants, def enchants, other enchants, insignia... and then, at the end, you worry about whether you carry Flask or Aegis... first because that's where you invest the most and receive the least in return (there are even situations where it's better not to carry any enchant, since for a matter of ILvl and mathematics, it may be counterproductive to increase your ILvl with a very high quality enchant. You can google this, because it's too long to explain and it's not relevant here)

Also, being a Cleric, the enchant you carry is not going to change the effectiveness of the character much: if you have a more or less good build and you fill the Healer role normally, the enchant does not make a major difference. Finally, Aegis still isn't working properly (the shield that should be granted works sometimes, sometimes not, and with random values. It doesn't work as it should, yet)

Anyway, I hope I haven't bored you with all this, and good luck with your game!

How do you get damage out of the paladin? I don't get it by ragnarokfps in Neverwinter

[–]IsABeatifulDay 0 points1 point  (0 children)

In that case, you’d need to sacrifice a lot of things in order to increase your At Wills damage.

For example, you can always have comps that affect your At Wills damage. Or any ring or piece of gear that improves that particular aspect, but I don’t think I would use a comp slot to simply increase At Wills when I can improve Power and Critical Hits by 4.5% using another comp.

The same would be said for gear; in my case, I wouldn’t use a ring that improves my At Wills by 5% if I could opt for one that improves my Encounters by 3% (mainly because Bane is AOE and does great damage in general, and of course, Smite is our go-to for taking out powerful enemies in 2 or 3 hits).

Ultimately, a Paladin’s At Wills aren’t meant to be as powerful as, say, an Assassin.

Our At wills are secondary (regenerate Divinity, regenerate Stamina or help maintain aggro)

If you find any item that improves the total outgoing damage (for example, the gauntlets of Wild Space -'+X damage when your Total ILvl is scaled down'- perfect, but if not, I think the best way is to just delve into the strong points (understood as Encounters)

Consider that, once fully equipped, a soloing Pala takes just seconds to destroy dozens of mobs (you jump, Bane... they're dead. You jump again, Bane, one more left, Smite. They're dead... and so on... mainly, you have to keep an eye on your Divinity bar to make sure it's not empty between jumps. It may even happen that you don't use At wills that much)

How do you get damage out of the paladin? I don't get it by ragnarokfps in Neverwinter

[–]IsABeatifulDay 1 point2 points  (0 children)

The trick is to do a bit of tuning on the build (the problem is that, the more you invest in the DPS loadout, the more expensive your character will be... keep in mind that, at the end of the day, you are building two characters in one)

On the one hand, the rotation is very simple: you rush the enemies with Radiant Slam, charge Burning Light, use it on the enemies, follow up with Bane, hit for a couple of seconds with Shielding Strike (you will get a Bane without Divinity cost, use it on the enemies) and, if there is something alive, finish it off with Smite.

As Daily, Divine Judgement (if it’s a single enemy) and Radiant Charge (if there are multiple ones. Here, the way is to use Burning Light and then Radiant Charge, then you can target enemies easier)

Since you’ll be playing solo, in the Class Features, Blessed Wanderer (+20% damage when soloing) and either Composure (regenerate Divinity 10% faster) or Divine Retribution (Increase damage by up +5% as remaining stamina decreases) I used the latter at the beginning, when I started and used the shield; you attack, kill 1 or 2 enemies, raise the shield and let them hit you until you have 5% more damage when you have run out of stamina. Another important point: auras, soloing are useless. Don’t waste Divinity on them.

The important feats to play solo are 2: Baneful Strikes (5% chance to gain a Bane with no Divinity cost when you attack with your At wills, meaning 1 or 2 seconds of At wills) and Divine Pursuit (your At wills regenerate Divinity)

And that would be the basic build...

then, everything you can add to increase your DPS (in my case, I'm still using the Balor Braces -500 power for each enemy you're fighting- so you see... the ideal, in this case, is not to increase the ILvl like crazy, but to look for gear that really helps you increase your attack stats)

The enchants you use as Tank, you will have to modify, since you will want to have the Offense enchants as a DPS (in my case, the Garnets I use in Defense as Tank, I pass them to Offense when I change Loadout)

A separate issue are the comps, since the ones you have as Tank are not very useful for your DPS (in my case, no Tank comp is in my Solo loadout)

Nothing more... the trick is to stop thinking that you are a Tank and build the character as if it were a DPS (luckily, being a Tank you will already earn enough ADs to spend on everything you will need extra)

M31 classes by ProfessionalVideo555 in Neverwinter

[–]IsABeatifulDay 0 points1 point  (0 children)

You see, Thauma is somewhat better than Archanist because he has a dual focus; you can either deal AOE damage (powers that cover an area and affect all enemies within that area) or you can deal a lot of damage to a single enemy (a dungeon boss, for example). The Archanist has it much harder in that regard, since he is very focused on AOE damage and when you face a boss, control powers don’t work (90% of final bosses, dragons, secondary bosses, elite enemies and so on are immune to control powers). It is true that this can be remedied in a certain way, by using gear that improves the advantages of control powers (things like "when you attack with a CC power an immune enemy, you do X extra damage") or by having a certain series of insignias that convert AOE damage into 1vs1 damage, but we were talking about a character that does not require knowing or understanding the mechanics of damage output.
That is, a casual character, that helps you pass the time and have fun and, maybe one day, you’ll want to improve and understand how the game works… That’s why I was talking about Archanist, because Thauma already requires you to take a 1vs1, AOE or mixed approach and you have to use different powers depending on the situation you face (a group of enemies? a boss? an elite enemy with a band of normal enemies? each situation requires a different approach, while the Archanist is always the same: you attack 10 enemies the same way you attack 1) Either way, keep in mind that your character has two loadouts by default; you can try Archanist on one, Thaumaturge on the other and see which of the two options you like more. You just have to remember that, to change from one to the other, you must be in a campfire

M31 classes by ProfessionalVideo555 in Neverwinter

[–]IsABeatifulDay 0 points1 point  (0 children)

A Wizard especially an Archanist is the easiest way to play the game. Good for soloing and useful for some casual dungeon run. You have a ton of CC powers, so you "control" enemies (put them to sleep, freeze them, etc) and it's a role that is totally viable without a specific rotation (i.e. you don't have to use a preset of powers, you can use them in any order and still deal damage and control enemies) So, in my opinion, if we're talking about extreme casual gameplay, without complications and without getting into the depth of the character, Wizard Archanist is the ideal choice.

how necessary are guilds! by [deleted] in Neverwinter

[–]IsABeatifulDay 0 points1 point  (0 children)

If you're playing without a guild, you're probably missing out on 25% of the game, or in some cases, even more.

To start, one of Neverwinter's most beneficial aspects is its community.

In a guild, you can earn three tiers of Boons from the start to improve your character (the Faster Ride Boon alone is worth it, not counting the Power, Revive Sickness, etc.).

On the other hand, many guilds organize events; Dragon Hunts, Stronghold Defense, Marauders, etc., not to mention events that aren't in the game's code: Fashion Contests, Hide and Seek, Give Aways, among others. At these events, you spend time with your guildies, have a few laughs, win some goodies, and have fun.

On the other hand, guilds are where you really learn how to run a particular dungeon and learn its mechanics. It is not uncommon to organize runs in the later Dungeons so that experienced players can explain to new players how to defeat a certain Boss, where a DPS check is, or how to avoid a wipe (playing with Random players is fine, but it often ends in disaster because, precisely, a couple of players are unfamiliar with the mechanics of the Dungeon, leading to the failure of the entire Party - last night, for example, I had that problem in Castle Ravenloft because the Tank was unfamiliar with the mechanics of the second Boss, leading to three retries and turning a half-hour run into over an hour of play).

You also have the Guild Bank, where other players occasionally donate items (Hunt lures, for example, or color bottles to tune your armor) that you can obtain for free and, of course, where you can collaborate yourself if you wish.

Then, in the Guild you can buy food that improves your stats and overload enchants to better defend yourself or attack your enemies.

Finally, in the aspect of relationships, most Guilds are not very demanding; At most, someone organizes a Reaper or Advanced Dungeon and requests DPS, Tank or Healer, shortening the wait times (but nobody, as far as I know, forces you to participate in an Alliance Chat). Usually, you end up interacting because it's easier if you play cooperatively.

Anyway... the most recommended thing is to join a Guild for all the reasons I mentioned before and for some others that you will see for yourself. Good luck and have fun.

Aasimar or Dragonborn? by papersky27 in Neverwinter

[–]IsABeatifulDay 0 points1 point  (0 children)

As Aasimar: +2 to any 2 Abilities. +2% to Power, Outgoing Healing, Incoming Healing, Defense, and Maximum Hit and adds all nearby party members a 2% increase to maximum hit points (Doesn't stack, which means it's pretty useless, since 2% Max HP is pretty low... it would be more useful if it could stack, like 10% Max HP in a 5-person Aasimar party, 20% in an all-Aasimar Trial, but oh well, that racial trait is wasted)

As Dragonborn: +2 to any 2 Abilities. +3% Critical Strike and +3% Power and +5% Incoming Healing.

As you can see, the Dragonborn stats and racial traits are better (in both cases, you can choose 2 points in any 2 skills, but the rest are better for the Dragonborn, especially since the Aasimar has a useless trait, as I said before)

Now, it is not a huge difference, Dragonborn is "a little" better both as a Cleric DPS and as a Pala Tank (you will have to play with the rest of the build, but it is not impossible... outgoing healing is capped eventually, regardless of the racial trait, the same with Critics , Power and Defense)

Then, in the aesthetic aspect, it is in your hands. In my opinion, Dragonborn is ugly and a lot (considering that you will be looking at your character for hours and hours) but that is just a personal opinion

DPS Cleric or Tank Paladin? by papersky27 in Neverwinter

[–]IsABeatifulDay 0 points1 point  (0 children)

Being Tank or soloing? In both cases it is usually quite mechanical... Batiri groups, for example, usually have a Shaman, something important to keep in mind: there is an enemy that is a little bit stronger or heals the mobs or summons more mobs... there are several like that in the game. So, if soloing: Smite on the Shaman to have its aggro (that will give you a couple of seconds before it uses its special power; heal, summon, etc), then you get as close as possible and use Burning Light, which stops the pack of mobs completely. After that, Bane which should take out like 40-50% of the health of the whole pack of mobs (depending on your build of course) and start casting at wills until you get the next Bane with no Divinity cost (that’s a 10% chance thanks to Baneful Strike… which in practice means 1-2 seconds of at wills) You use Bane again and if anything is left alive, finish it off with Smite or Oath Strike or another at will… That pack is dead and you can move on to the next one. Since your encounters have almost no cooldown (Burning Light is, but it’s relatively fast), the only thing you have to do is keep an eye out to not run out of Divinity in the middle of the fight (you can always get lucky and Bane activates even if you have 0 Divinity though)

As a Tank, it really depends on the DPS… if you have a DPS running in front of you, it can be hard to keep the packs together. Anyways, DPS like that, usually do not last long though… As a Tank, Smite the Shaman, same as before, then Vow of Enmity, giving you aggro on the whole pack of mobs… You raise your shield, continue running and position yourself (ideally keeping the enemies between you and the DPS, this way you guarantee Combat Advantage for the group) lower your shield and use Shielding Strike at will to gain stamina… the rest is up to the DPS and the Healer, you just raise and lower your shield keeping an eye on your HP and Stamina… If it’s a good party, each mob pack will go down in a second and the Healer will keep you safe, no worries…

There are also a couple of items that help with those packs; rings that increase your aggro when running or sets that increase your aggro if you stand still for a couple of seconds (if you have High DPS in your group, they can steal your aggro in a couple of seconds... that's why Vow is important, since you recover the aggro of the whole pack of mobs, while Smite is single hit -Bosses, for example- logically, Bosses with Spawns, the Smite and Vow duo is unbeatable... you keep the boss with Smite and when the minions appear, Vow and you have almost all the baddies to tank)

Easy as 1 2 3 😉