Nov 102018
 

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@Copyright : Enyo

Enyo’s Guide to the PvE Rogue (Module 15 Update)

Introduction

Welcome all to my ever-in-depth guide to the Trickster Rogue! The main purpose of this guide is to break down the core mechanics of the class, along with what’s considered the “best” options as far as damage goes and why, but still allowing players to tweak the build to their liking while still understanding the mechanics of whichever custom build they create.

The guide is also newbie friendly, along with veteran friendly. The guide is not flooded with details, as some players prefer to just read and copy. The guide is not without details though – nearly everything listed is accompanied by a tooltip, for those looking for every detail and answer! This allows the guide to be organized and easy to navigate, while still giving the viewer whichever style they prefer.

If you have suggestions, or see something either in the formatting or way I worded / pieced things together, that you either really liked or really disliked, leave a comment. I’m constantly trying to improve and better this guide, so all feedback – both positive and negative, is always highly appreciated. Note – that’s not an excuse to be rude. Be respectful!

If you have any questions, feel free to find me in-game – I love meeting new people, helping folks out, and sometimes I learn something new myself! I’m on PC, usually online between 8 PM – 12 AM, EST, everyday of the week except Thursday! You can also find me on the MmoMinds Discord under the “TR Sensei” role!

My Gear Preview

 

 

Stats (Bonding Runestones, Food/Potion Buffs)

Choosing Your Race

Choosing your race is honestly a very optional thing. I support the idea of choosing your Race based off the cosmetics as opposed to the actual buffs each Race will offer. The extra “buffs” you receive amount to basically nothing, so I wouldn’t stress it. That is of course my personal preference.

For those of you who don’t really care for cosmetics, as long as you know you’re grabbing every tiny bit of extra damage you can possibly obtain, I will list a few viable options for races based off the Racial Abilities they give.

 

Human
  • What makes this a desirable choice is the unique Racial Ability, Heroic Effort. In addition to this, the Human Race offers Ability Scores allowing a healthy amount of versatility in both your Ability Rolls and Feats later on.
  • Humans also grant Versatile Defense – however, this is pretty useless as a Trickster Rogue. Why?

 

Sun Elf
  • Sun Elf is the Race I chose when I started my character well over 4 years ago. Inner Calm works well with the idea of our class using Daily Powers to really boost our overall damage. Our Ability Scores are not as useful or even nearly as versatile as it is on the Human Race; it’s not bad though. Both Dexterity and Charisma are decent Ability Rolls for a Trickster Rogue.
  • Lastly is Sun Elf Grace which hands down is useless. Later on we’ll talk about an Encounter Power called Impossible To Catch, which makes you immune to Control Effects.

 

Dragonborn
  • Dragonborn is a unique race, as you do have to pay to unlock it. You can either purchase the Dragonborn Legend Pack or the Dragonborn Race Reroll Pack. In my opinion the Dragonborn Race Reroll Pack is the better deal, since the other pack is more expensive, and it’s contents are outdated.
  • What makes this race desirable is the Dragonborn Fury Racal Ability. Since these are your 2 most important stats, it does make this race  particularly desirable. As well, like with the Human Race, the Ability Scores is exactly the same.
  • Draconic Heritage isn’t bad, but it isn’t great either. Doesn’t really help you much as a DPS class.

 

Ability Scores

Ability Rolls luckily are pretty straight forward. You want either STR (Strength) and DEX (Dexterity) or STR (Strength) and CHA (Charisma). I would recommend STR/DEX for newer players who are lacking Critical Chance. When you can maintain a healthy Critical Chance without the use of DEX, I would then recommend STR/CHA

  • STR is great for building up a nice Damage Bonus as it grants a direct Damage % Increase
  • DEX is great for building up high Critical Strike.
  • CHA is particularly useful due to bonus Combat Advantage Damage, which you will learn more about as we work through the guide.

 

 

Stats

Stats for a Trickster Rogue are all about finding a balance. You want enough of a stat, but not too much. Below I’ll list different stats, what your goals should generally be for that stat, and why you should aim for that amount and not any higher than recommended. As well, I’d recommend reading over this since it’ll help break down actual combat itself and how your stats apply to it.

 

Armor Penetration In common quest areas, foes generally have 60% Damage Resistance – so you want 60% Resistance Ignored. If you are starting or have already started The Jungles of Chult – you’ll want to increase your Damage Resistance to 80-85% in these areas (Soshenstar River & Omu). Once you begin Ravenloft Campaign (Barovia), you will need 100% Resistance Ignored.

  • Why is this necessary?
  • 100 Armor Penetration grants 1% Resistance Ignored.
  • Please note that Resistance Ignored (RI) is now referred to as Defences Ignored as of Module 13.

 

 

Power – I think this stat is pretty self explanatory – Power = Damage. Don’t need to provide a tooltip for this one!

  • 400 Power grants 1% Damage Increase.

 

 

Critical Strike – Critical Strike is vital, since you want to be dealing consistent Critical Hits. Generally it differs from player to play what % chance they prefer to have, but generally I say anywhere between 85%-100% is totally viable / acceptable. The more Crits, the more damage.

  • Critical Severity – This is good to stack too from Boons.
  • 400 Critical Strike grants 1% Critical Chance. Note, you gain Critical Chance from other stats such as Dexterity, as mentioned earlier.

 

 

Recovery – Recovery is going to help you cast your Encounters more often, and your Dailies more frequent. Same thing – I know. Personally, I wouldn’t focus entirely on this until you have your other stats balanced out where they should be.

 

 

Life Steal – Your main Defensive Stat, heals you consistently through combat. Best to have roughly 20-25% Life Steal Chance, you don’t need too much. The standard Life Steal Severity is perfect too – never worry about increasing that. 

  • 400 Lifesteal grants 1% Lifesteal Chance.

 

 

Combat Advantage Bonus – This is not a stat you increase with Enchantments or Armor and is frequently overlooked for this reason. Combat Advantage is similar to Critical Strike in the sense that it’s a Combat Modifier more so than a Stat. Later on (under Powers), we’ll talk more about utilizing it to compliment your damage output.

  • If you want to read a bit more about how it works, click here.

 

About Heroic Feats & Paragon Paths

When creating any class in the game, not just Trickster Rogues, there are many ways to mix and match your feats, powers and abilities. This creates for a near endless amount of combinations, however, because of this, it’s often difficult to choose and decide what are the right or “better” ones to select.

Firstly, you have your Paragon Path – in which case we’re selecting Master Infiltrator. Master Infiltrator has much better Paragon-Specific Class Features, making it the better pick for a high-damage build as oppose to the Whisperknife Paragon Path.

Secondly, you have your Feats. Looking at your Feats, one of the first things you’ll notice is that Feats are divided into 2 sections; Heroic Feats and Paragon Feats

Heroic Feats for a Trickster Rogue stay the same regardless of what Feat Path you choose to take. What should change from Build to Build is the Paragon Feats. For Trickster Rogues we have ExecutionerScoundrel, and Saboteur. All 3 pathways are pretty good; though they all serve different purposes / roles in the game.

  • Executioner focuses on maximizing your Damage against a Single Target
  • Scoundrel focuses on controlling/dazing targets, buffing and debuffing, and as well deals decent damage against multiple foes.
  • Saboteur focuses on maximizing your Damage against multiple targets, and smaller targets.

 

Heroic Feats

Weapon Mastery 3/3 – This helps increase our Critical Strike which is a vital Stat for Trickster Rogues.

Action Advantage 3/5 – This falls back on that Combat Advantage we talked about earlier in the Stats Tab. This is only the beginning of why it’s actually extremely useful to know and understand how Combat Advantage benefits our damage.

Toughness 3/3 – While this is more a filler, it still works nicely when tied with Aura of Courage – this is oriented towards endgame content though, but it’s still a good feat to use early on.

Cunning Ambusher 3/3 – You’re using Stealth a lot during combat, particularly in ties with the Invisible Infiltrator Class Feature we’ll talk about later on in the Powers section. Getting an extra 6% damage for 6 seconds that stacks on top of itself every time you Stealth, is a very good buff.

Endless Assault 3/3 – Self explanatory, you use Encounter Powers to deal damage – so this is a free 6% damage increase for your character.

Disciple of Strength 2/3 – This plays on those Ability Scores we talked about earlier. STR (Strength) gives a Damage Output bonus – and this feat increases that bonus by an additional 6%.

Scoundrel Training 3/3 – This Feat in particular is fairly useful, since Trickster Rogues are one of the less common classes that actually depend on their At-Wills to deal a heavy portion of their total damage, especially with the At-Will Duelist’s Flurry which we’ll learn more about later on.

 

 

About the Executioner

The Executioner pathway is a dangerous one. It specializes is hitting single target foes (so dungeon bosses generally), and tallying damage over time, which is to be inflicted to the enemy again, in a second blow, referred to as the “Shadow of Demise”. Read below to learn about the feats set up and how they connect to each other to buff your Trickster Rogue effectively.

Please note – every Character comes with 2 Loadouts, making it possible to instantaneously switch builds based on situational / momentary gameplay. 

 

 

Executioner Feats

Grim Pleasure – You should be dealing a considerable amount of Critical Strikes during combat, so this should be a permanent 5% increase to your Power.

Vicious Persuit – Similar to Grim Pleasure, you should always be dealing damage in combat, thus making this a permanent 5% damage buff. 

Deathknell – This can be a powerful feat once your enemies drop below the 50% HP mark.

Last Moments – This Feat works similarly to set bonuses such as the Demon Lord’s Immortality Set. Don’t be fooled by the 20% you see – you’re likely only getting a damage increase of 8-10%, if that. However, it’s the best next option compared to other feats.

Shadowborn – It’s an alright buff, since you’re consistently using Encounter Powers straight from stealth when proccing Daily Powers. This Feat does not have a cooldown.

Shadow of Demise – It takes practice to fully understand and recognize *how* this feat works. It’s difficult to explain and when I first picked up Executioner after 2+ years of playing Saboteur, no single explanation could break it down for me until I actually practiced. Just remember to stealth before using an Encounter Power to proc this, watch the buffs that pop up on Red Text on your screen, and I promise you will pick this up. It amounts to a very heavy portion of your damage; so its very important for you to fully understand and recognize how this Feat works. 

 

 

Scoundrel Feats

Bloody Brawler – Great for increasing your Lifesteal but all in all, speaking truthfully, this is just a filler so you can invest points into the following 2 feats.

Press The Advantage – Generally, Impossible To Catch is a very strong, but explicitly defensive Encounter Power on its own. Tied in with this feat, it now also increases your Combat Advantage Damage by 10% – which, if you’re using the Infiltrator’s Action Class Feature; you have almost 100% Combat Advantage uptime. It is not a fantastic feat, more so a filler – but at least it’s not completely useless.

Back Alley Tactics – You should always be throwing down Daily Powers, so your Action Point Gauge should almost never be full, making this a pretty good, straight forward, damage buff.

 

About The Saboteur Build

The Saboteur pathway is a tricky build, and everchanging. It specializes in Area of Effect damage and quickly melting mobs. Saboteur is a perfect build for soloing, and for between bosses during dungeons . Read below to learn about the feats set up and how they connect to each other to buff your Trickster Rogue effectively.

Please note – every Character comes with 2 Loadouts, making it possible to instantaneously switch builds based on situational / momentary gameplay.

 

 

Saboteur Feats

Shady Preparations – Saboteur works around stealth a lot, so these are some major cooldowns you receive through out combat – they help your damage a ton.

Flashing Blades – Majority of the time I would expect your stealth meter to be empty, since you should be using it the moment it’s full (or close to). Should be an easy 5% damage buff to your At-Wills.

Knife’s Edge – Similar effect to Shady Preparations, however, the cooldowns are activated via Daily Powers instead of Stealth.

Gutterborn’s Touch – The key words in this Feat are “or dealing Combat Advantage Damage, which has a 100% uptime thanks to Infiltrator’s Action – this means an easy, permanent 10% Damage Increase (generally speaking). 

Shadowy Opportunity – Really nice buff, adds a healthy amount to your damage each time you stealth – the effect does not stack on itself though as far as I’ve been able to tell.

One with the Shadows – This actually refills your stealth a lot, which allows you to reduce your cooldowns more frequently, and allows you to turn Encounter Powers such as Dazing Strike into a more powerful attack with slightly different mechanics – Dazing Strike (Stealthed).

 

 

Scoundrel Feats

Bloody Brawler – Great for increasing your Lifesteal but all in all, speaking truthfully, this is just a filler so you can invest points into the following 2 feats.

Press The Advantage – Generally, Impossible To Catch is a very strong, but explicitly defensive Encounter Power on its own. Tied in with this feat, it now also increases your Combat Advantage Damage by 10% – which, if you’re using the Infiltrator’s Action Class Feature; you have almost 100% Combat Advantage uptime. It is not a fantastic feat, more so a filler – but at least it’s not completely useless.

Back Alley Tactics – You should always be throwing down Daily Powers, so your Action Point Gauge should almost never be full, making this a pretty good, straight forward, damage buff.

 

 

Powers

Several classes in Neverwinter are very basic in the sense that you have these powers, cast them in this order, and you’ll get this result. Then it’s just rinse and repeat the rest of the combat. Trickster Rogues are a little different because even though we have that “recommended” rotation, it’s not ABC-123. Things change through combat, and you just fight accordingly. Trickster Rogues are very fast-paced too, so you can’t sit there contemplating what to use next. You’re constantly switching between  Dailies, Encounters and At-Wills working to compliment them with each other to get that maximum damage effect.

I should also mention, work towards Power Points at your own pace. You do not need to have 100+, or a full 124 Power Points to make this guide work. The more you play, the more you’ll earn. You can earn additional Power Points by:

  • Levelling (1-70, 1 Power Point each level)
  • Purchasing them either from the Sharandar Campaign, Zen Market or Auction House
  • Overflow Experience

 

What is the difference in gameplay between a Saboteur and Executioner?

  • Saboteur – Saboteur focuses around dealing lots of damage consistently through combat through small, but multiple numbers / hits, Saboteur focuses lots around cooldowns as well – making it the faster paced build of the Trickster Rogue.
  • Executioner – Executioner focuses largely around dealing that one massive blow with Shadow of Demise. Learning how to execute this perfectly is extremely necessary in order to make Executioner work.

 

 

Main Powers
At-Will Powers
  • Gloaming Cut – A strong at will, deals good damage – worth punching a hit with in between powers for that small Stealth Regeneration buff too.
  • Duelist’s Flurry – Duelists Flurry makes up for a large amount of damage – worth using when you’re waiting 2-3 seconds for a cooldown. Note, the tooltip says “chance to add a bleed effect” – which is incorrect, it has a 100% chance to add a bleed effect.
Encounter Powers
  • Impossible To Catch – Tying this in with Press The Advantage makes it a very powerful offensive/defensive self-buff encounter. Most useful at endgame, but still serves well at early stages.
  • Dazing Strike – This is super ideal to use in combat, decent damage and very short cooldown. As well, using Dazing Strike (Stealthed) makes it an Area of Effect (AoE) attack, which is very powerful particularly against mobs / multiple foes.
  • Blade Flurry – This Power deals nice Area of Effect damage, and it good mainly for Saboteur.
  • Lashing Blade – Extremely high damage to a single target, therefore it often pairs great with an Executioner Build, but not so great with a Saboteur Build.
Daily Powers
  • Whirlwind of Blades – Using this to tally up a quick and easy damage buff is nice; if you’re able to stack this with Lurker’s Assault (below), that’s even better.
  • Lurker’s Assault – Very powerful particularly against trash mobs, or meltdown bosses. This Daily Power also negates your capability to regenerate Action Points – this might sound bad, but actually, when you pair it with Back Alley Tactics – it’s a very powerful damage buff. 
Class Feats
  • Infiltrator’s Action – Every Off-hand Artifact Weapon has an Artifact Class Feature – meaning you receive an extra “buff” to a Class Feat of your choice.
    • The Artifact Class Feature: Infiltrator’s Action is likely the strongest of all the Artifact Class Feats available.
    • It also plays on the Combat Advantage we discussed earlier on the Stats page. At Rank 4, you’re getting CA (Combat Advantage) for 20 seconds whenever you use a Daily Power. You should be using a Daily Power at least once every 15 seconds, if not more (unless you’re just starting your Trickster Rogue) – so this feat will give you an easy perma-combat advantage damage bonus.
  • Invisible Infiltrator – Increases your Stealth and your Damage – works really great, especially since you’re using Daily Powers all the time. You absolutely should be running this feat.

 

 

Optional Powers
At-Will Powers
  • Cloud of Steel – Master Infiltrator’s only ranged At-Will power.
  • Sly Flourish – The attacks are fast, but the damage is low.
Encounter Powers
  • Wicked Reminder – Viable for debuffing your opponent if your party is lacking and/or requires more debuffs in order to effectively run. That’s the only scenario in which I should slot Wicked Reminder. As well, I would only replace this with Dazing Strike; possibly Impossible to Catch if you wished.
Daily Powers
  • Bloodbath – Bloodbath is only good or useful when you’re struggling to survive combat. It helps keep you alive by moving your character around the battlefield so quickly, you’re impossible to target / damage.
Class Feats
  • Skillfull Infiltrator – Fun for run speed, semi-useful if you’re trying to build your Critical Chance. I don’t really recommend it, but it’s not the worst one you could choose from as oppose to Infiltrator’s Action.
  • Tactics – Again, not highly recommended, doesn’t really help too much due to Diminishing Returns. Can be used alternatively if you really feel your Action Point Gain is far too low to be useful.

 

Rotations

Often, in order to maximize your damage or buffs, there’s a standard rotation to every class and every build. Now obviously, by standard, I mean that it’s solely an outline or an idea of how you want to mix and match your Powers together in combat. Rotations will never be one solid cast 1-2-3, rinse and repeat. Factors of combat change your cooldowns, your buffs, your power, and several other components. There are basics to be aware of; but it’s impossible to give a solid single rotation.

 

Executioner Specific Rotations

Shadow of Demise is the key to the damage output of this build. So obviously, your rotations should consist of firstly, buffing Shadow of Demise – and of course secondly, actually triggering Shadow of Demise.

Before you trigger Shadow of Demise, you want to buff yourself a little. Remember, the damage you want to deal in those 6 seconds, needs to be the highest amount of damage possible. Whirlwind of Blades is a great way to stack a straight damage buff right away. Casting then Impossible To Catch will also buff your Combat Advantage Damage, thanks to the Press The Advantage feat. It’s a perfect way to start off combat.

To trigger or ‘proc’ Shadow of Demise, you must cast an Encounter Power that deals damage to your opponent from Stealth. So your rotation for this would be Stealth > Dazing Strike or Lashing Blade depending which you prefer to use – both are viable and good for damage, both will proc Shadow of Demise.

From there, you want to deal as damage as you can over the course of the following 6 seconds.  Using Whirlwind of Blades just before Lurker’s Assault will give you a nice stack of % Damage Increased, especially when you include – Back Alley Tactics‘s Damage Buff. Note – Lurker’s Assault negates the regeneration of Action Points, which fully allows you to maximize the use of Back Alley Tactics.

For filler, during the Shadow of Demise effect or in-between cooldowns, I recommend Duelist’s Flurry if you have a few seconds on your hands, since the casting time for it’s full rotation does take a few seconds. If you literally have like, a second of downtime because of cooldowns then use Gloaming Cut. Rule of thumb – if you don’t have time for Duelist’s Flurry in your rotation, use Gloaming Cut.

Mount Combat Powers and Artifact Powers… use just prior to triggering Shadow of Demise. Using them during the Shadow of Demise effect is going to take up precious seconds you could be using to stack up damage. So – use ’em wisely, just before you proc Shadow of Demise.

My key suggestion is don’t be eager to rush triggering Shadow of Demise. It’s much more useful and beneficial to wait out on casting Shadow of Demise until you’re decently buffed as opposed to triggering it solely because you can, but all your Encounters are on cooldown and your Action Points are not full enough, therefore, you can’t do anything but a couple Duelist At-Wills. You’ll miss out on so much damage by rushing it. Wait until your Encounters are ready for use, Action Points are full, and you are set to go.

 

 

Saboteur Specific Rotations

Saboteur can be tricky to pick up at first, because it’s a build that never stops, never pauses, never takes breaks. There really isn’t a ground set of rotations to follow, yet there is, if that makes sense. To say the least, Saboteur is a little more rinse and repeat than Executioner, but takes some muscle memory and in-depth understanding, as lot’s of powers and effects trigger off different Paragon Feats & Class Feats.

Basically, once every minute or so, you want to stack all your buffs in 1 go, but in a certain order to minimize your cooldowns and maximize the number of times you use your encounters both from stealth and out of stealth. It’s basically a burst of damage that occurs once every minute or so, maybe less, maybe more. So for example, if I see I have all my buffs ready to use and I’m combatting strong enemies, I would likely use a rotation similar to this;

  1. By using the Artifact & Mount Combat Power first, you buff up your following rush of attacks. So in my case, Wheel of Elements (Fire) and Bat Swarm.
  2. Using Impossible To Catch increases your Combat Advantage Damage by 10% because of the Press The Advantage Feat, which creates another buff to your Damage. This also increases your defences. There is nothing worse than dying right after you’ve cast your 2 major buffs (Artifact & Mount Combat Power) – the cool downs will not reset just because you died.
  3. Stealth! Using Stealth frequently not only increases the damage your Powers deal, but it also reduces your cooldowns by 10% every time you enter stealth due to the Shady Preparations Feat.
  4. Using Blade Flurry from Stealth early on in your rotations is not a bad idea. The damage is high, and hits in a large Area of Effect radius.
  5. By using Blade Flurry, you would have proc’d your One with the Shadows Feat, meaning you have a full Stealth Meter again. By this point, you’re basically fully buffed; it’s good to use Dazing Strike to take full advantage of that full stealth meter. Using Dazing Strike from Stealth also changes it’s cast affect into an AoE attack instead of a single-target attack.
  6. After all this would come your Daily Powers, Whirlwind of Blades and Lurker’s Assault. Using your Daily Power triggers the Knife’s Edge Feat, which reduces your cooldowns yet again. 
  7. Additionally, your Daily Powers trigger the Invisible Infiltrator Class Feat, meaning your Stealth Meter is refilled, again!
  8. If your Impossible To Catch‘s cooldown is done, recast it, but never from stealth.
  9. Depending on how close or far your foes are from being killed, you’ll want to lastly Stealth again and either cast Blade Flurry or Dazing Strike.

That of course is just an example, an outline. Your timing and cooldowns won’t work out to be exactly that way every single time, but it’s a general rotation you should be repeating through out combat as soon as your Action Point’s are full and your Artifact / Mount Combat Power are done their cooldowns. Hence the idea of “burst” damage.

Outside of this 12 or so second time frame every minute, the goal is to use at least Dazing Strike and Blade Flurry from Stealth as often as possible. Don’t forget to use Impossible to Catch prior to attacks as well, that Power Buff is important. For slightly tougher enemies, I also really prefer to start the first 2 swings of Duelist’s Flurry, then Stealth just as I’m starting the flurry of attacks – it brings out some seriously nice damage, and doesn’t actually consume your entire Stealth Meter.

Aside from that, it’s basically cast what you can when you can. Your goal is to hit as many enemies as you can with your Encounters, since both your damage attacks are actually AoE attacks. Sometimes, it helps to quickly readjust your Rogue’s position in combat too, to ensure you hit the most enemies you can – once you practice this, it becomes a natural practice.



Boons

For boons, focus once again on prioritising Power, Critical Strike, Life Steal (And Severity), and Recovery. As mentioned earlier in the guide, these are the main stats you should being investing in and working towards.. Below is a list and preview of all the Boons I personally suggest using.

PvP –
 

 

Sharandar –
 

 

Dread Ring –

 

Icewind Dale –

 

Underdark –

 

Tyranny of Dragons –

 

The Maze Engine –

 

Elemental Evil –

 

Storm Kings Thunder –

 

The Cloaked Ascendancy –

 

Jungles of Chult –

 

Ravenloft –

 

Guild Stronghold Boons – 

 

 

Gear

There is a lot of gear to choose from in the game, which is a really cool feature. It can be confusing though trying to decide what’s the best thing to work towards. Mainly, focus on the stats you personally need – Power, Critical Strike, Recovery and / or Armor Penetration – these are the main 4 you should be looking at. Most gear will also grant Defence – that’s normal, that’s fine, don’t stress trying to find a useful Defensive Stat on your armor – only the Offensive Stats matter.

Below, I’m going to list various Gear you can alternatively use as a New Player, an “Mid” Player, and then lastly as an Endgame Player. This way, no matter who you are that’s looking at my guide; I’ll have something listed there for you to viably work towards, access and use for your Trickster Rogue. It’s a question I’m commonly asked, like, “Hey, I can’t afford that, what should I use instead?”, so I hope this will help clear up those questions! All Gear, Enchantment, Companion, Artifact & Mount sections in this guide will work the same way as well.

Also please note; For Midgame Player suggestions, I’m going to list based partly off the consideration of how realistically obtainable it is, not necessarily the best option as far as stats all in itself goes. The gear suggested would be what I consider the quickest, best route to work forwards on.

Another side note; there are possibilities for better gear in Module 15 aside from what I updated below, though unlikely. Due to lack of ability to accurately test and/or statistical prediction, I have not included them below.

 

Head 

Endgame –

Midgame –

 

Armor

Endgame –

Midgame – 

 

Arms

Endgame – 

Mid Player – 

 

Feet

Endgame – 

Mid Player – 

 

Weapons

Endgame – 

Mid Player –

 

Rings

Endgame –

Mid Player – 

 

Neck

Endgame –

Mid Player – 

 

 

Belt

Endgame – 

Mid Player – 

 

Shirt

Endgame – 

Mid Player –

 

Pants

Endgame – 

Mid Player –

Enchantments

Enchantments are a magic stone you use to “enchant” your gear – or in other words, grant additional stats and effects to your gear. Standard gear and equipment come with either an Offensive, Defensive, Armor or Weapon type Enchantment Slot. Basically I’m going to break down here what Enchantments I recommend working for and with. If you want to read into it with more detail, click here – this will take you to the Neverwinter Gamepedia site, which is full of very useful information for both newbie and veteran alike.

One thing in this guide that will vary from many other guides; is I’m not going to tell you, “use this one, and only this one!” when it comes to Enchantments. The way I view Enchantments, is that they are there to help you find a balance in your stats. I might not need Enchantments to boost my Recovery and Armor Penetration – but maybe you do. Maybe you need Critical Strike and Recovery, but maybe I need Power and Armor Penetration. It’s going to vary from player to player based on what you currently have in the game, what you currently have access to in the game, and what it is you’re working towards. This is going to work the same with various other stepping stones in the game, like Artifacts, Runestones and Insignias for example. It all comes down to finding how you personally want or need to balance your stats out.

With that said, I’ll answer some commonly asked questions below, and then get to it!

 

Offense Slots

Offence-stats are the most important stat you’re going to take from any Enchantment you use in the game, as they add to your Offensive skills, stats and power, which is very important as a DPS-oriented class. You can select various Enchantments to help balance your stats – though generally the most popular amongst Trickster Rogues are Brutal Enchantments and Black Ice Enchantments, which are what I mainly recommend to players. Regardless, everything listed below is totally viable to use.

 

Defence Slots

Defense-stats will help you stay alive. Mainly I recommend Lifesteal – however, once again, it’s all about an equal balance. If your guild has a boon that gives you 7000-8000 Lifesteal, you can opt for a different Enchantment Stat (I recommend Hit Points!). While Defence isn’t nearly as important as Offence, it’s still important to be mindful of what will benefit you most.

 

Armor Enchantment

Armor Enchantments generally only pop up on Armor-type gear (chest piece) after Level 60 in some cases, but generally at Level 70. You can only ever have 1 equipped; as well, they don’t really contribute to your base stats like other Enchantments; instead they give more of a… equip power per say. I’ll list below a few suggestions, I personally use the Negation Enchantment, but it’s not the only viable option out there.

  • Soulforged Enchantment – Best to use if you find yourself dying frequently in either regular solo content, or in dungeons. Generally used by newer players who have lower defences.
  • Negation Enchantment – My personal favourite, many people will argue that the principle of “get hit to build defences” isn’t for a Trickster Rogue but once its up, its up, which I prefer.
  • Barkshield Enchantment – Absorbs a solid amount of damage, many players swear by it. My problem with Barkshield is once your charges are consumed… you have no benefit from the Enchantment for 6-8 seconds, depending on the rank of the Enchantment. Both Negation and Barkshield are good options; both commonly used at endgame, there’s no right or wrong between the 2, they’re equally as good.

 

Weapon Enchantment

Weapon Enchantments are the only Enchantment I’d say are very black and white, without much freedom to pick and choose from. They’ve been tested by multiple Trickster Rogues, not just myself, and they will all tell you the same thing.

  • Vorpal Enchantment – Best to use between the ranks Lesser (Rank 7) and Pure (Rank 11). It becomes less effective at Transcendent (Rank 12) due to Diminishing Returns.
  • Feytouched Enchantment – Feytouched is best at Transcendent (Rank 12) and Unparalleled (Rank 13) mostly due to the fact that there is no real cooldown at Transcendent and Unparalleled ranks – whereas, earlier ranks do have downtime (which is just no good). As well, the debuff it gives stacks with other vital combat modifiers. You will without doubt, receive more of a damage buff from the Feytouched than any other enchantment at this rank.
Artifacts

When it comes to Artifacts, by level 70 you can equip a max of 4 of them – x1 Primary Artifact, and x3 Secondary Artifacts. Generally it’s important, and relatively easy, to choose the right Artifacts straight from the get-go, as 60% of Refinement Points invested into Artifacts is lost, meaning also a loss in AD / Refinement that could have been used elsewhere.

As well, establishing your Artifacts early on in the game, also helps to establish what Enchantments and Insignias you’re going to be working towards long term, because as I’ve been saying through this guide – it’s all about finding a balance in your stats. Artifacts is one of the biggest influencers and factors in your stats, as at Mythic they each grant +1000 of two stats.

 

Primary Artifacts

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Secondary Artifacts

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Companions

Companions play a huge role in a character’s damage output, you cannot argue that. Companions also tend to be very expensive – the ones worth getting anyway. Often, especially for new players, companions are tricky to both select and afford. What I’m hoping to accomplish in this section of the guide, is to outline stepping stones for companion choices, starting from Newbie, to Midgame, to Endgame – similar to what I did in the Gear Section. As well, I’m going to try and break down all aspects of Companions individually, in this order;

  • What’s recommended as a Summoned Companion
  • What’s recommended as an Active Companion
  • Understanding what Runestones to use
  • Gear suggestions 
  • Legendary Bonuses – How they work

 

 

Summoned Companions

Your summoned companion is potentially your most important companion. They are the only companion you need to pay attention to in regards to gearing up, and placing Enchantments / Runestones on. They are the companion that, in a sense, should be better geared than your character. The stats you grant your companion get multiplied based on the Runestone type and rank you’re using – and anything totalling over 100%, is more than what that item or enchantment would grant you if it was on your character

Endgame – 

Midgame – 

Midgame / New Player – 

Midgame / New Player (Augment) – 

 

Active Companions

Active Companions exist for the sole purpose of their Active Bonus’s. You do not need to place gear on them; you do not need to place Runestones or Enchantments on them. There is actually no other gain from Active Companions aside from the Active Bonus – thus allowing you be particular or picky in your choices.

Mainly for the Trickster Rogue, you want to look at companions that increase your damage output steadily with no cool downs – companions that give hard stats are often far inferior and by far not worth the investment.

Below, I’ll break down what I consider the best choices for Sabo / Exec set ups at endgame. As well, I’ve included a recommended set up for a New or Midgame player – I took into consideration affordability and item level of the companions, so it should work decently until of course you can afford the endgame companions!

On a side note, all the companions listed below I recommend buying off the Auction House. I do recommend buying them all are Epic if possible – certain ones, such as the Siege Master & the Lightfoot Thief can be purchased at a max rank of Rare

 

 

 

 

Understanding Runestones

Runestones are the equivalent to Enchantments, but instead of equipping them to your Character, you equip them to your Companion, and they empower your Companion with either extra abilities, or extra stats. Generally, the Runestones that grant only extra base stats are less preferable, as there are 2 Runestones that are inarguably the best available in the game.

Edlritch Runestone – (Ranks 1 – 9)

  • Best to use at Rank of 9 and under. Why?
  • Best to use on an Augment type Companion. Why?

Bonding Runestone – (Ranks 10 – 14)

  • Best to use at Rank 10 and up. Why?
  • Cannot be used on an Augment type Companion. Why?
  • Best to use on a Companion with x3 Offence Slots. Why?

 

 

 

Gear Recommendations & Know How

Special thanks to my guild Chronic Legion for helping me out on this one.

Earning decent, endgame companion gear used to be very affordable and very easy. Sadly, as of mid-September of 2016, the Gateway System was shut down, and has since been kept removed from the game – thus, making it very difficult to find / earn companion gear.

However, it’s not as bad as you think. The main ways to earn companion gear are through earning the Gold Reward in the Illusionist’s Gambit skirmish, and by completing Epic (T3) Heroic Encounters. The main downfall to both of these is that your rewards really boil down to your RNG – if you have bad RNG, you might be in for extra work.

Additionally as of Module 14 (currently PC only) you can now earn unbound +4, +5 & Adorables Companion Gear from Lockboxes. Many of these are posted on the Auction House now, and are purchasable, however, the majority of the desired gear sells currently for 2-3 Million AD.

Below, I’ll more or less list very general suggestions for various equipment, and/or the type of gear you want to aim at obtaining. Remember, just like everything else – you want to focus largely on your vital stats, so finding and using gear with these vital stats should be a given. As well, you want to aim at having at least x1 Offence Slot in each piece of gear.

 

Illusionists Gambit

The Illusionists Gambit is a skirmish commonly ran for companion gear. The idea is that if you achieve Gold, you have better chances to earn better gear. Every “type” of gear can be obtained from IG – Belts, Grimoires, Icons, Necklaces, Rings, Sword Knots, and Talismans.

In addition, there are different titles for various gears to accentuate which stats they provide. Below, I’ll list off the important 3 to work towards. All gear found in IG (Illusionists Gambit) varies in ranks from +1 to +5. +1 to +3 is exchangeable and can be traded with fellow players, or bought/sold off the Auction House. +4 gear is the goal, as it offers x2 Offence (or Defence) slots, as well as good stats. +4 gear is Account Bound though. +5 gear you would expect to be better, but it’s not. It offers x1 Enchantment Slot, and x1 Overload Slot. It’s not bad, but it’s not great either. +5 gear is also Account Bound.

 

Undying Lockboxes (Currently PC Only)

The undying Lockboxes feature unbound Epic Companion Gear, the same gear you earn via the Illusionist’s Gambit. This lockbox also features Adorable Companion Gear, which is also unbound. Both sets of gear are available on the Auction House.

 

Epic Heroic Encounters (Stronghold)

Ideally, the companion gear obtained from the Stronghold T3 (Epic) Heroic Encounters isn’t fantastic. It’s hands down more of a filler if you currently have nothing better to turn to – they also require some luck to earning them. The good thing is that if you’re joining your Guild / Alliance for Influence Runs, you don’t really have to farm for these separately. Note though, they Bind to Character, not Account.

 

Using Regular Gear

For certain types of gear – well actually, all types of gear, you can alternatively use regular character-type gear. You cannot use any Artifact Gear; but normal gear like necklaces, rings, icons, etc. – you can by all means use on your companion.

  • Mulhorand Weapons – While slightly on the pricey side, it’s often a quick fix for several players when it comes to Sword Knots, Icons, Grimoires and Talismans.
  • Cruel (x) of Smiting – If you’re looking for a super quick fix, random blue gear off the auction house is a very cheap fix – just try and get something that starts with the word Cruel (Power Stat) and ends with Smiting (Critical Strike Stat).
  • There are so many options for Rings, it’s unbelievable. For beginner, I would start with the League Rings, and then work towards any of the +4 or +5 Rings from the Chultan Collection – Soshenstar & Omu alike. Additionally, the Masterwork III Rings are currently best in set for basically any class, not just Trickster Rogues due to their Item Level, stats and x2 Offence Slots.

 

Loyal Gear – Gateway System

This gear for the most part is still considering a ‘best in slot’ item, however, it is no longer obtainable in the game aside from the overpriced items for sale on the Auction House. They used to be earned from the Gateway System which was shut down in September of 2009, meaning ultimately there is no further way to obtain them in-game anymore.

 

 

 

Mounts

Currently, mounts are used for several different things in the game – cosmetics, increased movement speed, extra stats, combat powers and insignias. It can be a bit to take in, so I’m hoping to break down not just what the best options are for Trickster Rogues but how they work in general. Similarly to the companions tab, I’ll be breaking everything down into sections.

  • Equip Powers
  • Mount Combat Powers – What are they & how do they work?
  • Insignias (& Insignia Bonuses)

 

 

Equip Powers

Mounts that are of Epic or Legendary Quality offer an Equip Power – sometimes, it’s a boost to a hard stat such as Dominant Force, Ruthless Efficiency, Armor Breaker and every hard stat under the sun. In less common cases it can also be just as it’s called; a power, instead of a stat. The main ones I know of are Ferocity, Quick Action, Rejuvenation – there are lots more, these are just to give you an example of what I mean.

So, which ones should you use? It’s as I’ve been saying through the entire guide; use what you personally need to balance your stats out. If you need Power, get power. If you need Critical Strike – then get it! I personally used Recovery for a long time because it was all I had, I then switched to Critical Strike because I needed Critical Strike more than anything; once my Critical Strike built up, I switched to Power. If you want direct suggestions, anything listed here is a great choice, you cannot go wrong with any of them.

 

 

Mount Combat Powers

Mount Combat Powers are much different than Equip Powers, so try not to confuse them! I do all the time. Combat Powers are obtained only from Legendary Mounts, and have to activated during combat, much like an Artifact Power. Each power has a 1 minute cool down as well, so timing is somewhat crucial – again, much like an Artifact Power.

Here is my rule of thumb; any combat power is better than no combat power. If you got a Legendary Mount, but maybe it’s not the one everyone recommends, don’t stress it. One of the Insignia Bonuses, Cavalry’s Warning, is reason enough to still use your Combat Power actively throughout combat.

Now, despite that, there are Combat Powers that are far superior than others, I won’t deny that. Obviously, you want powers that increase your damage – buff you. So here’s my suggestions – though there’s really only 2 that I would consider to be the best currently;

 

 

Insignia’s & Insignia Bonuses

Insignia’s more or less are like applying Runestones to your Companion, or Enchantments to your Gear – just instead it’s applying Insignia’s to your mounts, and if you match them right, you can get a type of “set bonus” known as an Insignia Bonus. There are 5 different types of Insignia’s;

  • Crescent
  • Barbed
  • Enlightened
  • Regal
  • Illuminated

Note that mounts, like gear and companions, come with pre-set slots. Depending on the quality of the Mount, you may or may not have “free for all” slots called Universal Slots. Aside from that, Barbed Insignia’s can only go in Barbed Slots – and the same goes for any Insignia Type. Therefore, if you’re looking for a specific Insignia Bonus, you need to look for the specific mounts that offer it, because not every Mount under the sun will.

I’m going to be honest and say I don’t have a specific 5 I consider to be the “must have” bonuses of all time. I do however have recommendations – so choose based on what you need for yourself. I cannot tell you that specifically. I will highlight key bonuses though.

If you want to see what mounts offer a specific Insignia Bonus, follow this link here – it’s super useful, and can potentially save you lots of Astral Diamonds.

  • Cavalry’s Warning – Only use this if you have a Legendary Mount.
  • Assassin’s Covenant – Doesn’t make a huge difference but it’s not a worst choice.
  • Artificer’s PersuasionThis is a must have for a Trickster Rogue, you can really utilize the extra Recovery and Action Point Gain.
  • Protector’s CamaraderieAnother must have, 3% Power (x4) is an easy 12% Power Increase.
  • Gladiator’s Guile – It’s fun and can let you reach mobs before others, but it does not directly increase your damage.
  • Wanderer’s Fortune – Perfect if you’re newer to the game and still refining things like Gear, Enchantments and Artifacts.
  • Combatant’s Maneuver – It’s an okay power, I don’t believe it’s working as intended though, as it doesn’t appear to proc with Encounter Powers, only Daily Powers – for Trickster Rogues anyway. It’s still good to use though, particularly on bosses.
  • For the record, I personally use Artificer’s Persuasion, Protector’s Camaraderie, Combatant’s Maneuver, Gladiator’s Guile, and Cavalry’s Warning.

 



This is more or less a page of links I think you might find extremely useful and helpful (I know I find them good for myself!) Here’s the list:

Neverwinter:Unblogged – Great Neverwinter Blogging site to help keep you up to date with future updates and content; also features recruiting guilds, builds, guides, and other great information!

Defending The Sword Coast (Map Locations) – We all have trouble with this, lets just face it!By The People (YouTube Channel) – Really awesome channel that regularly covers all the “Back to the Basics” stuff new players are trying to learn.

Neverwinter Forums – A link to the official Neverwinter Forums. Really great place to ask questions, make suggestions, find guilds or alliances, or just make friends man!

Neverwinter News – Stay in the know-how by regularly checking up on the Neverwinter News!

Neverwinter Wiki – Basically the Neverwinter version of Wikipedia – you can find just about every item, npc, map, quest – everything, on this site.

Neverwinter Character Transfer (Test Server) – I’ve always had difficulty navigating my way to this page, and a lot of people don’t even realise you can transfer your character from the Main Server to the Test Server – but hey, you can! This link’ll take you straight to where you need to go!

Insignia Bonus Guide – Trying to figure out what mounts give what bonuses and vice versa? This link will explain everything to you, and I’m not kidding.

Artifact Refinement Chart – This is actually something a friend of mine in-game put together for my guild, but this gets straight into the exact numbers Artifact Refinment’s and also the specifics of using an Artifact as a feeder. **Note this becomes ineffective with the release of Mod12b**

Neverwinter Calculator – Great way to quickly share your feat and power set-ups for your class with others – its simple and easy to use.

Sea of Moving Ice Treasure Maps – If you’ve been to the Sea of Moving Ice, you’ll definitely understand the value of this guide for Treasure Hunting – if you don’t get it, don’t stress it. Preserve your innocence while you can.

Sea of Moving Ice Fishing Maps – Same idea as the last link but with Fishing Areas emphasised instead of Treasure Maps.

River District Treasure Maps – Really useful if you’re working towards farming the River District for your Relic Weapons from there.

 

 


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