Sep 262018
 
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Scourge Warlock mod14 – Fury and Temptation

@Copyright Charisma’ Warlock Compedium

This is article of Charisma little modified and condensed. Some personnal choices. For the original post please consult the link in @Copyright.

Race:

Your race choice is very important in Neverwinter.  Every race can play any class, but some races do certain classes much better than others!

Tieflings are the best choice right now.  The extra % damage buff when targets are below 50% synergies well with the rest of our kit and the ability scores line up perfectly.

Dragonborns are also a solid option because of their additional 3% power and critical strike.  This works really well for obvious reasons as a dps.

Humans aren’t bad still, and a better option than many if you can’t stand tails or scales.  The extra feats are a good bonus and the reduced damage helps keep us alive to siphon more souls!

Ability Scores:

When leveling, put all of your new score points into Constitution and Charisma.

Equipment:

Artifacts:

The non-active artifacts I use are the  Shard of Orcus’ Wand, Thayan Book of the Dead, and the Fragmented Key of Stars.  These wont change per loadout.  Your active artifact will, and you should check the tabs to see what active artifact you should be using, and when.

Alternative artifacts include the Lantern of Revelation and the Sigil of the Controller.  These will do almost as well as the three listed above, but are cheaper and easier to obtain.

 

For Artifact sets I’m using the Orcus set because it (unfortunately) does the highest damage out of all the Artifact neck/belt sets in the game, regardless of the useless strength bonus on it.

Enchantments:

Ideally you’ll want Brutal rank 14’s in all your offense slots, and Radiants once you hit about 75% crit (the rest comes from bondings), or Savage if you need Armor Pen.  You’ll want 100% crit, 100% armor pen when bondings are active.  Be sure you don’t go over these numbers.

You have a choice when it comes to defense slots. Radiants are BiS for dps, and increases your damage output significantly when used with an OP’s Aura of Courage, however, Darks are almost required to increase lifesteal and to be a good templock.  Personally Id recommend finding a balance between the two that works with your play style.

Armor Enchantments are mostly personal preference.  I would however, recommend picking one of these top 3; Soulforged, Barkshield, or Negation.  I use Soulforged, but it really doesn’t matter too much.

Gear:

Min/Max-ing stats is something that each player will have to do for themselves, since every individual’s stats vary on a case by case basis.  As long as you keep these general guide-lines in mind, you shouldn’t have any trouble.  Newer players shouldn’t worry too much about their stats until they have most if not all of the gear recommended in this guide.  Artifacts and artifact weapons included.

Armor Pen should be prioritized up to about 90% (100% if you’re running CR a lot).   After your Armor Pen is at 80-90%, you should go for Crit.  Your goal with Crit is 100% obviously, but try not to exceed that, since that would also be a waste.  After your Pen and Crit are where they should be, you next priority should be Power.  Power has very little diminishing returns, and only at very high levels, so in short, you want this as high as you can get it.  Remember bonding runestones are where you’ll get a sizable portion of your stats, so be sure to factor those in when min/max-ing.

Rex Corona and Rex Amiculum are still Very Good, but they are very hard to get.  The new Curselord’s set looks like a strong contender for Best in Slot.  Depending on where your stats fall, use Rex Corona and the Curselord’s set to fill the rest.  If you need more Crit, use the full Curselord’s set.

Hags Rags is BiS for chest and should be used over Curselord.

Terrored  Grips are BiS, but Curselord isn’t far behind.  Terrored Grips will outperform, but not by too much.

The Ring of Offensive Action from Makos in Omu are really strong for SWs, but they lose us a lot of ilvl.  They do not stack, so Ideally you’ll have one Offensive action ring, and a Gravestriker +5 ring or a Shadowstalker +5.  These are rare and a decent alternative is a Primal Ring.

Exalted Primal Weapons are still Best in Slot for everything that isn’t Castle Ravenloft.  For CR, use the new Sunset weapons.  These will provide a 15% bonus to damage and healing output, along with some other stats, during night time in Barovia.  Since CR is always at night, you’ll get the 15% at all times.  For literally everything else however, Primal will outperform.  Personally, I’d recommend having both sets, and using Sunset for only CR.

For shirt and pants the Primal set is still best.

 

Companions:

Now I’ll dive into what companions you should be using, and why.

We got a new companion in mod 14 that is really strong in the form of the Razorwood.  Since the Tiger still debuffs, and the active bonus is the only real reason to use the Razorwood, the Chultan Tiger will stay as our summoned.

Chultan Tiger: This is your summoned companion.  It’s active bonus isn’t all that impressive, but the Chultan Tiger has an ability it uses called, “Killer Instinct”.  Basically, the Tiger will debuff enemies, making them take 10% more damage from all sources, on top of the bonus it gives you at the start of combat.

-Fire Archon:  Very good damage.  Synergizes well with our build.  Buffs other archons.

-Air Archon:  Again, more synergy with the rest of our build.  Solid damage, and a must have. Buffs other archons.

-Razorwood: Additional Crit Severity, and a large amount of bonus Combat Advantage.  With No Pity No Mercy after you critically strike your next hit will gain the Combat Advantage bonus damage.  Since this is a high crit build, you’re getting this bonus almost non-stop.  Theoretically, swapping artifacts to ones that add more Combat Advantage, but from my testing, both Lantern of Revelation, and Kessell’s Spheres of Annihilation perform worse than a Sigil of the Controller.  There might be a way to do more DPS as a Combat Advantage focused build using Razorwood and No Pity No Mercy, but from my testing it just doesn’t perform as well as the math says it should.

-Earth Archon: We will usually be at 100% HP if we are playing well.  Warlocks shouldn’t be taking a lot of damage, so we will get a lot of use out of this little guy in groups.  He’s borderline useless in solo content, but he buffs the other two archons.

Honorable Mentions:

-Dancing Blade: Almost as good as Erinyes, but no reason to use him once you have it.

-Erinyes of Belial:  Critical Hit Severity is extremely strong for DPS and you want as much as you can get.

Wild Hunt Rider: Good damage bonus and procs a lot since we spam our skills.

Siege Master: The flat damage buff this gives is nice, but not quite as nice as the others I recommend.

 

Mount bonuses:

 

Boons:

For Guild boons, as dps you want Power and HP, and for Templock, the Power and Lifesteal boons.  Utility doesn’t really matter, I like the Mount speed bonus, but it’s up to you!

 

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Scourge Warlock Hellbringer Temptation loadout (Sustain and End-Game Dungeons):

This setup is mainly used as a healing/debuff/buff setup in dungeons and raids.  It has some really strong buffs and debuffs, and can outheal almost every other class.

Heroic:

Since the heroics are largely the same I’ll simply cover any deviations and why they are made.

Toughness: I shifted three points from Energizing Curse here because when you are in Templock, your death usually means 1 or 2 other deaths.  Even if no one else dies, you tend to be a juicier target for enemies, and this helps compensate.

Soul Reaping: Life Steal for Templock is very important.  You heal group-mates for a % of your damage dealt, equal to your lifesteal chance.  As you can imagine, lifesteal is a crucial part of being an good Templock.

Temptation:

Hope Stealer: Increases Lifesteal chance, increases healing to your group.

Hellish Condemnation: We use Hellish Rebuke a lot.  This makes it so that targets you hit will deal less damage.  Great debuff.

Dark Revelry: One of the best buffs we give.  20% power for 5 seconds is huge, especially when we can stack that with some of our other buffs.

Aura of Despair: 5% damage dealt debuff and a 5% damage resist debuff on anything and everything close to you.

Eldritch Momentum: Gives your party ~100% combat advantage.  With our shift in companions, this is a massive damage buff for both you and your party.

Soul Bonding:  Makes it so you can heal with your lifesteal chance.  Take it.

Damnation:

Parting Blasphemy: This procs all the time.  Good damage bonus, but we are really only putting points in this tree for Power of the Nine Hells.

Power of the Nine Hells: Amazing bonus to Pillar of Power because nobody knows how to sit in a circle.  Very useful in almost every party environment.

Fury:

Critical Promise: Good bonus damage.

Powers and rotation!

We have a lot of choice when it comes to Templock.  We are mostly just here to buff allies with Pillar and Revelry when we can, and to heal if needed.  That being said, damage still counts some, so powers do matter.

With the buffs to Dreadtheft and since we want to output consistent damage for consistent healing, buffs, and debuffs, we want to run skills that dot, rather than burst. If you really wanted, you could run the Dps rotation from the DPS section, and trade more consistent healing and buffs for more damage.

AoE setup:

Use this rotation for Trash.  Basically anytime you aren’t at a boss fight, you’ll be using these skills.

Class Feats:

All Consuming Curse: This combined with many of our feats increases our damage output by a lot and helps us apply the DR debuff from Dreadtheft.  Also at rank 4 it increases lesser curses damage.

Prince of Hell: Increases Lifesteal chance and therefor healing.  We need this stat to be as high as it can get.

 

At-Wills:

Hand of Blight: Strong damage dealt debuff.  I’ve had runs where this has saved my tank.

 

Hellish Rebuke:  Main source of At-Will damage.  I’ll use this almost exclusively when all my encounters are on cooldown.

 

Encounters:

Dreadtheft: Solid damage over time to all enemies in a line.  Good when used in combo with Tyrannical Curse.  Also increases damage enemies take by a large amount, when used on cursed targets.  Important debuff!

Pillar of Power:  Massive buff and decent damage to enemies inside.  Try to get as many allies inside as possible, and be sure to stand in it yourself.  Remember to keep Pillar of Power on your main Dps, even if he’s running around the arena like a madman.

Blades of Vanquished Armies: Since we can’t cast spells During Dreadtheft our only other option is to increase out damage output while we are casting it.  However, just because BoVA is our only option, doesn’t mean it’s bad in any respect.  It has decent damage output and it also increases our deflect, making us harder to kill.

Dailies:

Tyrannical Curse: Your most important skill to doing AoE damage.  Use this skill on the target with the most health in a room with lots of other enemies and watch the entire room melt when you drop PoP under the one you cursed.

Brood of Hadar: Very high single target Dps and works very well with Tyrannical Curse.

 

Your basic AoE rotation should be as follows:

Tyrannical Curse the biggest enemy you can find and drop Pillar of Power under him and your main dps.  If you main dps is ranged, it’s his job to grab the PoP buff.  Cast BoVA and use Dreadtheft on the enemy you Tyrannical Cursed.  Now, simply line up Dreadtheft to hit as many targets as possible.  Remember to stay close so that you are hitting enemies with BoVA, and to stay inside your green circle!

Single Target (Use for boss fights):

Class Feats:  These will remain the same.

All Consuming Curse

 

Prince of Hell

 

Encounters:

Warlock’s Bargain: Applies an almost never ending DoT on your target.  Also deals a portion of damage you take to the target it’s applied to and heals you while it’s active. (Hadar’s Grasp is a decent alternative if you don’t like WB.  The damage output is basically the same)

-or-

Vampiric Embrace: Large heals to the entire group.  Okay damage.  Gives Temp HP when used on a cursed target.  I use this if I know the group will take a lot of damage.

 

Pillar of Power: Really hard to beat the damage and the buff that comes from this skill.  Use it at all times.  Remember to try and keep your Dps buffed!

 

Killing Flames: Very strong single target encounter with a short cooldown that increases in damage as the boss loses health.  Always have this slotted for boss fights!  The Soul Puppet it can spawn is a decent bonus, even if it dies quickly.

Dailies:

Brood of Hadar: Awesome single target damage ability.  The brood will swarm an enemy and do a bunch of damage plus slow, and best of all they’ll swap to another target if the target you casted it on dies.

Tyrannical Curse: Solid damage buff and amazing add control during boss fights.

Your basic Single Target rotation should be as follows:

If you’re using Vampiric Embrace instead of WB, your rotation is mostly the same.  Just use VE whenever your party takes a big hit, but don’t save it for too long.  When in doubt, use it.  Killing Flames also heals for a large amount, so you’ll always have something up, or soon to be up that will heal a large amount.

First, open with Warlock’s Bargain.  This skill should be used on cooldown, and the boss should have this DoT applied to them at all times.  Then drop Pillar of Power with the boss, and as many allies as you can, inside.  Stand in the circle for as much of the fight as possible.  Now, Warlock’s Curse your target and use Killing Flames.  If adds spawn, use Tyrannical on the boss.  If not, use Brood.  While your skills are on cooldown, use Hellish Rebuke and wait until they come back up.  Repeat.

Weapon Enchantment:

Same as the other loadouts I’d recommend using a Feytouched enchantment for Templocks.  Fey gives a nice damage bonus by stealing damage from anything you hit.  Besides being the highest performing damage enchantment at the moment, Feytouched’s damage debuff can’t be ignored.

Alternatively, if you are mainly playing Templock and the idea of debuffing damage resistance instead of damage dealt, a Dread or a Vorpal enchantment would do well.

Active Artifact:

  For Templock you’ll want to be using a Wheel of Elements as your active.  Buffers, such as Templock and MoF should always have a Wheel on backup to give the Fire buff to the main DPS of the party.  Fire is an extremely high DPS bonus, and shouldn’t be taken lightly.

If someone is already using Wheel in your party:
Another option is the Sigil of the Devoted.  This helps us with AP generation and is good if we don’t need to use wheel on a main DPS.

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Scourge Warlock Hellbringer Fury loadout (AoE DPS – trash mobs):

Hellbringer Fury is the most viable option for AoE DPS right now.  It boasts massive buffs for both you, and your party with Pillar of power, and with Hellish Rebuke combo’d with Tyrannical Curse you can Burn your enemies in the name of the Nine Hells.

Heroic:

Energizing Curse:  There’s four points here because it’s better than toughness.  The added AP gain is really nice, and helps us get off our dailies a lot since I don’t recommend using the DC Sigil.

Weapon Mastery:  Must have.  Pretty self explanatory to be honest, additional critical strike chance is always good.

Empowered Rituals:  As an SW lots of your damage will come from your encounter powers.  Additional damage added to those is a no-brainer.

Determined Casting:  Again, another feat that seems kind of self explanatory.  When most of your dps comes from encounter powers, being able to use them more would increase damage output.

Blood Pact of Cania:  There’s normally only two points here because we need to choose between this, and devastating critical.  If you are a human put your three points here!  

Devastating Critical:  IMPORTANT!  Critical severity is a coveted stat!  You want it as high as you can possibly get it.

Fury:

Critical Promise: Good bonus damage when you Crit

Offering to the Prisoner: In a dungeon or group scenario, trash dies constantly.  As long as you hit the trash you’re getting this buff.

Gatekeeper’s Empowerment: Gates of Hell does some crazy damage in large groups.  Increasing that further is awesome, plus adding more AP gain when it kills targets.  Unfortunately we don’t really get a lot of use out of the DoT increase to Hellish Rebuke, but the AP gain is worth it.

Infernal Wrath: Synergies well with All Consuming Curse, and with the change in armor pen helps make up for any missing Resistance Ignored.

Helltouched:  Works well with the Primal set.  Also, in high level dungeons you will be hit a lot.  Hopefully, if you have a good healer, you wont notice most of them, but the debuff will still be applied.

Executioner’s Gift:  This feat synergizes so well with Killing Flames and some other aspects of this build that I couldn’t recommend not taking it.

Killing Curse: Good additional damage to cursed targets, and with ACC everything you critically strike will be getting this bonus damage.

Brutal Curse: This is awesome.  Additional damage to curse targets by a flat percentage, and it’s on top of the damage buff from warlock’s curse.

Creeping Death: This is really the only choice for dps warlocks.  With the recent buffs it’s really our only choice.  The Damnation tree and it’s capstone, Soul Desecration is nerfed to hell and doesn’t do near as much damage as this.  The other option is Temptation and that’s for healing.

Powers and rotation!

Remember to use Warlock’s Curse as much as possible during combat!  Curse every target you can, but don’t miss out on using a skill that’s off cooldown to do so.  Warlock’s Curse increases the amount of damage enemies take, and can apply additional effects when you use encounters on targets affected by it.

Class Feats:

All Consuming Curse: This combined with many of our feats increases our damage output by a lot.  Also at rank 4 it increases lesser curses damage.

 

No Pity No Mercy:  This is a class feat I will always have slotted, no matter what.  Very high increase in damage output from Hellish Rebuke and almost permanent Combat Advantage bonus damage.

At-Wills:

Eldritch Blast: Weaker damage in single target situations but the third strike is an aoe.  Decent when used in combination with Hellish Rebuke.

 

Hellish Rebuke:  Main source of At-Will damage.  I’ll use this almost exclusively when all my encounters are on cooldown.

 

Encounters:

Arms of Hadar:  Insane AoE damage (because of the low, stacking cooldown) and it knocks enemies prone.  I spam this a lot in combat.

 

Pillar of Power:  Massive buff and decent damage to enemies inside.  Try to get as many enemies inside as possible, but be sure to stand in it yourself.  This is a bit of a risk vs reward, but it’s always better to be further from the combat, inside your circle and miss out on a bit of dps from PoP, than to die.

Fiery Bolt: Good AoE damage with a low cooldown.  Remember to Warlock’s Curse the target you use this on to increase the damage the AoE damage!

 

Dailies:

Tyrannical Curse: Your most important skill to doing AoE damage.  Use this skill on the target with the most health in a room with lots of other enemies and watch the entire room melt when you drop PoP under the one you cursed.

  Gates of Hell: Really good, instant, AoE damage.  Good if trying to kill a large group really quick, rather than melting it with Tyrannical.

 

-or-

    Brood of Hadar: Very high single target Dps and works very well with Tyrannical Curse.

 

Your basic AoE rotation should be as follows:

Tyrannical Curse the biggest enemy you can find and drop Pillar of Power under him.  Try to catch as many enemies as you can within that green circle.  The more standing in it, the more dps you’ll do.  Then, while inside the circle yourself, Warlock’s Curse the targets and drop Arms of Hadar on them.  Then, Fiery Bolt.  While your skills are on cooldown, use Hellish Rebuke on the enemy you used TC on.  You want to maximize the damage he takes.  Repeat as cooldowns come back up and watch all the pretty numbers fly from the enemies as they melt.

Alternatively you can now use Dreadtheft and Fiery Bolt, since Dreadtheft was buffed, however the damage difference is almost nothing.  This is purely preference.

AoE Weapon Enchantment:

For an AoE Loadout I would recommend the use of a Feytouched Weapon Enchantment.  Dread isn’t a very solid option here, since a significant portion of our AoE dps comes from Tyrannical Curse (not effected by dread), and Hellish Rebuke (also not effected).  Lightning and Vorpal have been nerfed, and are not as good.

Artifact Weapons:

Exalted Primal Weapons are still Best in Slot for everything that isn’t Castle Ravenloft.  For CR, use the new Sunset weapons.  These will provide a 15% bonus to damage and healing output, along with some other stats, during night time in Barovia.  Since CR is always at night, you’ll get the 15% at all times.  For literally everything else however, Primal will outperform.  Personally, I’d recommend having both sets, and using Sunset for only CR.

You’ll have to prioritize one weapon enchantment to have slotted, or swap between them (but gold doesn’t grow on trees).  I’d recommend Feytouched overall.

For Artifact Powers I recommend using Hellish Rebuke and All Consuming Curse.

Active Artifact:

  

For AoE if no one else in your group is using a Wheel of Elements you need to.  Fire buff does more damage than Soul Sight Crystal (30% x 30 seconds VS 50% x 10 seconds).  If someone in your party is using wheel, use DC Sigil.  DC Sigil helps us keep Tyrannical Curse Up at all times, and can also be used to stack Tyrannical on top of Brood.

 

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Scourge Warlock Hellbringer Fury loadout (Single DPS – bosses):

Big changes here.  Since the introduction of the Razorwood companion, and since No Pity No Mercy gives Combat Advantage after Critical hits, we can’t afford to lose that bonus.  This used to be a Soulbinder setup, but with some thorough testing I’ve come to the conclusion that without a way to get the combat advantage bonus, SB falls behind HB.  That being said, it’s a very easy transition, only a couple feat changes and some skills to swap out.

Heroic:

Energizing Curse:  There’s four points here because it’s better than toughness.  The added AP gain is really nice, and helps us get off our dailies a lot since I don’t recommend using the DC Sigil.

Weapon Mastery:  Must have.  Pretty self explanatory to be honest, additional critical strike chance is always good.

Empowered Rituals:  As an SW lots of your damage will come from your encounter powers.  Additional damage added to those is a no-brainer.

Determined Casting:  Again, another feat that seems kind of self explanatory.  When most of your dps comes from encounter powers, being able to use them more would increase damage output.

Blood Pact of Cania:  Increases bonus damage from Constitution.  I recommend putting 2 here.  If you’re a human put your additional 3 points here. 

Devastating Critical:  Crit Severity is good.

Fury:

Daughters Promise: Not a great pick but it’s better than any of the alternative choices.  Procs when you kill trash so you do get some use out of it when in Single Target.

Critical Promise: Good bonus damage when you Crit

Offering to the Prisoner: Lots of additional damage whenever a cursed target dies.  We curse everything we hit with ACC so you’ll get this buff a lot.

Infernal Wrath: Synergizes well with ACC

Helltouched: Great for boss fights that through around a lot of AoE’s.  We get a lot of use from this.

Killing Curse: Good additional damage to cursed targets, and with ACC everything you critically strike will be getting this bonus damage.

Executioner’s Gift:  This feat synergizes so well with Killing Flames and some other aspects of this build that I couldn’t recommend not taking it.

Brutal Curse: This is awesome.  Additional damage to curse targets by a flat percentage, and it’s on top of the damage buff from warlock’s curse.

Creeping Death: This is really the only choice for dps warlocks.  With the recent buffs it’s really our only choice.  The Damnation tree and it’s capstone, Soul Desecration is nerfed to hell and doesn’t do near as much damage as this.  The other option is Temptation and that’s for healing.

Powers and rotation!

ONLY USE THIS ROTATION FOR BOSSES OR INSTANCES WHERE THERE IS ONLY 1 TARGET!  If there are more than one, use the AoE Rotation and feats!

Remember to use Warlock’s Curse as much as possible during combat!  Curse every target you can, but don’t miss out on using a skill that’s off cooldown to do so.  Warlock’s Curse increases the amount of damage enemies take, and can apply additional effects when you use encounters on targets affected by it.

Class Feats:

No Pity No Mercy:  This is a class feat I will always have slotted, no matter what.  Very high increase in damage output from Hellish Rebuke and almost permanent Combat Advantage bonus damage.

All Consuming Curse: This combined with many of our feats increases our damage output by a lot.  Also at rank 4 it increases lesser curses damage.

 

At-Wills:

Hellish Rebuke:  Main source of At-Will damage.  I’ll use this almost exclusively when all my encounters are on cooldown.

 

Dark Spiral Charge: Honestly, you’ll almost never use any At-Will other than Hellish Rebuke. However, this at-will can be useful because you don’t have to actively do anything (other than kill stuff) to generate spirals.  Once you have three, it a quick cast time and can crit for decent damage.

Encounters:

Hadar’s Grasp: Excellent single target dps.  Crits hard and fast.  Works well with the additional combat advantage bonus from NPNM.

 

Pillar of Power:  Massive buff and decent damage to enemies inside.  Always try to put the circle on the boss, but be sure to stand in it yourself.  This is a bit of a risk vs reward, but it’s always better to be further from the combat, inside your circle and miss out on a bit of dps from PoP, than to die.

Killing Flames: Very strong single target encounter with a short cooldown that increases in damage as the boss loses health.  Always have this slotted for boss fights!  The Soul Puppet it can spawn is a decent bonus, even if it dies almost instantly.

Dailies:

Brood of Hadar: Very high single target Dps and works very well with Tyrannical Curse.

 

Tyrannical Curse: Solid damage buff and amazing add control during boss fights.

 

Your basic Single Target rotation should be as follows:

Open with Warlock’s Curse then Brood of Hadar.  Brood almost always Crits for me, giving me lots of chances to take advantage of NPNM.  Drop Pillar of Power under the boss and be sure to stand in it as much as possible.  Use Hadar’s Grasp then Killing Flames.  Use these whenever they are up.  While waiting on cool-downs, use Hellish Rebuke.  When you have 3 Dark Spirals, use Dark Spiral Charge.

Single Target Weapon Enchantment:

For a Single Target Loadout I would recommend sticking with a Feytouched Weapon Enchantment.  Dread isn’t a very solid option here, since a significant portion of our Single Target damage comes from Brood of Hadar(Not effected) and Hellish Rebuke (also not effected).  Lightning and Vorpal have been nerfed, and are also not as good.

Artifact Weapons:

Exalted Primal Weapons are still Best in Slot for everything that isn’t Castle Ravenloft.  For CR, use the new Sunset weapons.  These will provide a 15% bonus to damage and healing output, along with some other stats, during night time in Barovia.  Since CR is always at night, you’ll get the 15% at all times.  For literally everything else however, Primal will outperform.  Personally, I’d recommend having both sets, and using Sunset for only CR.

For Artifact Powers I recommend using Hellish Rebuke and All Consuming Curse.

Active Artifact:

  

For Single Target if no one else in your group is using a Wheel of Elements you need to.  Fire buff does more damage than Soul Sight Crystal (30% x 30 seconds VS 50% x 10 seconds).  If someone in your party is using wheel, use SSC or DC Sigil.  The choice is mostly preference, and both will do well.

If you think SSC is better than Wheel: let’s say you do 10 Damage a second.  That’s absurdly low of course, but it makes math easy.  So, Fire buff is 30% x 30 seconds.  With wheel you would be doing (10 x 30) + (3 x 30) = 390.  With SSC over the same 30 seconds you’d deal (10x 30) + (5 x 10) = 350.  Ideally, you’ll have both SSC and Fire, but if you have to choose, Fire is better.

 

 

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