


After that stack everything else into HP, you should want at the very minimum around 650,000 and getting as high as possible, this being around 800,000+ on Fighter and Paladin and 1,200,000m+ on barbarian while buffed. TanksĪs a tank your character should cap Defense and Critical Avoidance. This class brings a lot of cheap utility in from of Pillars of Power and Warding Curse, it is very viable next to a Paladin because these classes supplement each other very well. Warlock also has the fastest way to regenerate healing resources but doesn’t have the heals per second of a Cleric. Warlock is the most efficient single target healer because of Soul Reconstruction. ClericĬlerics are more efficient at refilling hitpoints than Paladins, so they should take care of tank and spot healing for the most part, they also have access to Astral Shield which is a very useful tool to mitigate damage from the big hits such as Annihilate and Super Storm etc. While Paladins will only be using Divine Touch for the most part of the trial, there are some situations where Divine Shelter is very useful, it is recommended to swap it in for the phases where players spread out and stay seperated for a longer period of time, such as the Disintegration Wave part of the Lightning rotation in phase 3. The only times where you spam Divine Touch is during Heatwave and if the tank drops really low, other classes excel better at refilling hitpoints. You will always want to have one paladin in your group, shields are very important.ĭivinity management is very important throughout the fight! That means Paladins will have to play as efficiently as possible and do what they are best at: shielding, not topping players off!Īs a Paladin you try to trigger Critical Touch all the time and you make sure that everyone has at least a normal shield applied to them. In addition to the recommended statistics above, a healer should at least have 150,000 Power, 85,000 Critical Avoidance (95,000 if you are a healing class with divinity) and 40% Outgoing Healing. In addition to the recommended statistics in the section above, you should probably also have at least 150,000 power, 175,000 is good and 200,000 is a goal post, although it is possible to achieve more. Here is a spreadsheet to help illustrate why defensive statistics are so important.
#Combat rogue mage tower tips trial#
This trial is about teamwork and survival, it is not a race to see who can do the most damage. If at any point you are feeling uncomfortable, reequip the above. ~290,000 Hitpoints (lose the Reinforcement kits).310,000 Hitpoints (lose the War Triceratops).Recommended incremental HP drops are the following: You need to be able to survive hits that exceed 1 million damage and with lower than 400,000 Hitpoints, that takes teamwork. I do not recommend doing this until you know what you are doing and you have a good team. Once you are more comfortable with the raid, you can consider losing some Hitpoints for more offensive ratings. War Triceratops (or the lesser version of it).Whilst reaching 400,000 Hitpoints in addition to the above can prove daunting at first, there are a few items that can make the job a little easier: The rest of your ratings can be distributed into Power and Combat Advantage, with no more than 130,000 Combat Advantage.

Ideally you want 80,000, but you can complete the trial with less. The first time you run it, you will likely want a statistic distribution similar to the following as a DpS: Recommended Ratingsĭue to the difficulty of the raid, it is advisable to go into it prepared, with the right ratings and a properly prepared character. Players should expect to fail and fail many times before success, this isn’t going to be something you complete on your first attempt. Aside from having a much higher item level requirement than most content has relative to the maximum (24,000), it also has a level of mechanical complexity not seen elsewhere in the game, which although challenging, is also fair. This guide outlines what you need to know in order to complete the trial, covering topics like recommended gear, boss mechanics and even niche use powers. This Trial is not to be taken lightly and actually poses some threat to the player and preparation is the key to success. Module 17 brings Neverwinter’s hardest content to date, Tower of the Mad Mage.
