Friday, November 7, 2014

Rise of Tiamat

Rise of Tiamat: Coming November 18th!


We’re excited to announce that the epic battle against Tiamat and her minions will begin on November 18 with the release of Neverwinter: Rise of Tiamat.

Wednesday, November 5, 2014

Rakshava’s Off-Tank Temptation Support SW Guide

Rakshava’s Off-Tank Temptation Support SW Guide

Hello fellow Warlocks!
Due to an overwhelming amount of questions I seem to get regarding my Temptation feated Scourge Warlock, I decided it may be wise to create a guide to direct people to. This, obviously will be updated fairly regularly as and when I discover how to optimise my Warlock further, and likely will receive quite an overhaul when I have finished gathering all the boons.
Pictures have been annotated for those skim-readers (Yes, I am guilty of being one sometimes, I won’t judge )
This build is for PVE.
So, what does this build do? Well, The most obvious answer would be heal. But heal how? Through Lifesteal. The harder you hit, and the more Lifesteal you have, the better you can heal your party. A Temptation Warlock can vastly outstrip a Cleric in healing through sheer constant ticks of Lifesteal healing. The Cleric is left with nothing to heal with their burst healing. What else does this build do? It can reduce the damage your party takes by weakening mobs attacks, give every party member 5% Lifesteal, take a decent amount of damage and deal a decent amount of damage.

Kasenpoint’s Hunter Ranger Endgame/Hybrid Build

Kasenpoint’s Hunter Ranger Endgame/Hybrid Build

Kasenpoint’s Hunter Ranger Endgame/Hybrid Build

5v5/20v20 720P video of this build :D
ATTENTION PLAYER!
Due to the nerf performed on the Master of Archery feat, this guide has become less useful. As a result, i will be revising my PvE/PvP build in order to accommodate the nerf, man things have changed and i will be redoing my build. Thank you. I have uploaded some PvP matches, pre-nerf. Pretty fun stuff.
Player:
Drizzt Do’Urden@kasen420
Build Type
  • Endgame/PvP DPS
  • Archery
Play Style:
  • Strategic Play
  • Relies on key encounters/at-wills to produce massive damage
  • Death from a distance
  • High Crit and Crit Severity

Metzli’s Guide to the (TR DPS) Galaxy


I play Metzli on the Beholder server. This is going to be a guide covering everything you could ever want to know about rogue dps, and probably more. I will be making many points that differ with what you may see in other guides. Most of those are discussed in the main post, any other questions you can comment here and I will get back to you. I continually update this to reflect corrected/new information.

Chem’s Comprehensive MoF guide (PvE, Mod4)

Chem’s Comprehensive MoF guide (PvE, Mod4)



Elias Grunt’s Pure Healing Build

Elias Grunt’s Pure Healing Build

Hello, and welcome.
Firstly thanks for taking the time to read up on my build.
Secondly you must be hear to find out more about being a cleric or maybe even interested in making one. So here is my build and my view on a Devoted Cleric (DC)
Lets start with the feats that I chose, and with each feat i will give an explanation as to why I have each feat. So lets start:


Feats:

Healing Action 4/5 – Gain 4% more action points whenever you use a healing ability – I put 4 points into this as with companions and my recovery i don’t need the 5th point for the Action point gain. and with the majority of my spells being healing I tend to build action points really fast.
Greater Fortune 3/3 – Your wisdom now grants 3% more healing – Well of course with a healing build you would want this for the heals. I think this one is common sense to choose when making a healing build.
Domain Synergy 5/5 – Gain 5% more recovery – With this you gain more recovery allowing your powers to come off cool down faster and also helping your action point gain.
Battlewise 3/3 – you generate 6% less threat – As a healer your healing spells will cause enemies to target you more than most other members in a group, simple logic, if the healer is down it will make the rest of the group easier to kill, so generating less threat means you wont get many enemies coming at you, thus allowing you to heal, think of it, if your running about trying to shake enemies off your back you cant really be healing. So this is a must have to be effective when healing.
Bountiful Fortune 4/5 – You gain 12% more divine power – Your divine power is important, your most effective heals come from using divine power, and with divine power your heals are more potent.
Cleanse 1/3 – When you heal an ally you have a 10% chance to remove a negative effect on them – This is here if your in a dungeon where enemies can poison you or your teammates, when you heal them you have a chance to remove that poisonous debuff.
Moving on to paragon feats, I chose the Faithful Paragon Path, as that path gives out the best feats for a healing build:
Paragon Feats (Faithful):
Deepstone Blessing 5/5 – when your target ally is affected by temporary hit points your heals are 10% more effective – This is great for the GWF(s) that you may have in your team, as when they activate unstoppable they gain temporary hit points so healing them when they activate that will make your heals 10% more effective on them. Also any other party member that may have those yellow temporary hit points will gain 10% more healing from you.
Linked Spirit 5/5 – When healing powers channel divinity, you link with every ally you heal increasing their stat ratings by 5% or your stat ratings for 10 Seconds. Healing multiple targets at once will increase the bonus all targets receive – This one is good to have an a must have, it helps your group a lot, increasing their stat ratings. Its like your sharing your stats with them to boost their damage. This one is a buff you will be giving to your group.
Invigorated Healing 5/5 –  Sunburst, Bastion of Health and Astral Shield apply invigorated healing. After 6 seconds invigorated healing expires and heals the target for 2.5% of their HP – This is another must have, with your two main powers being Astral Shield and sunburst every time you use those 2 spells together you will heal your group as well as giving them 5% of their hp back every 6-12 seconds depending on how high your recovery is.
Power of Life 5/5 – Astral Seal now heals for 10% more and sacred flame now grants 10% more temporary hit points – With your main at will being Astral seal this will help your group regenerate lost HP – Astral Seal (Encase your enemy in an astral seal, you or any other ally striking the target will regain hitpoints) – therefore this is a must have as you will use astral seal as your main at will when all your healing encounters are on cool down.
Mark of mending 5/5 – Healers Lore gains a 5% bonus to its effect and your power is increased by 5% of your recovery when healers lore is active – With healers lore maxed out at 3/3 your heals are 15% more potent and with this extra feat incresed that 15% to 20% making your heals 20% more stronger. Plus with power your heals are more greater so this feat is also increasing your power for that bit more increase in heals.
Moon Touched 5/5 – Allies affected by your Hollowed Ground also gain 5% of their maximum hit points every 3 seconds – this is another must have as Hollowed Ground will buff your allies offence and defence as well with this feat also giving then HP, my rough estimate is this daily lasts around 10-12 seconds giving your targets 15-20% of their HP back whenever they are affected by this daily.
Lastly – Greater Divine Power 1/1 – Grants a 4th pip to divine power. When starting as a DC at level 10 you are granted 3 pips that you can fill when attacking, when you use an encounter power when in divine mode it uses a pip, with this feat you gain 4 pips instead of 3 allowing you to use your divine power more often. As i said above your most effective heals come from divine power so this one really helps when using your heals in divine mode.
Powers:



I wont go through every power cause guaranteed you wont use them all at the same time of course. I will list the main powers and what they do when used and how to use them.
Astral Shield (Q) – This power is also known as blue circle – When placed at the target location your allies mitigate 20% of incoming damage but that is when used in non divinity. This power should ALWAYS be used in divine mode where the circle on the ground where you cast it appears blue. This spell when used in divinity mitigates 20% of incoming damage as well as a good Heal over Time (HoT). Healing and damage mitigation is good for all allies in the circle. I try at least to cast it on the majority of the party so most members are covered with this spell.
Sunburst (E) – This spell is a great heal as this works in tandem with Astral Shield. Remember the Invigorated Healing feat we talked about above, well with astral shield in divine mode your giving a defense buff and a heal over time plus that invigorated healing which after 6 seconds will grant you and any other allies affected by astral shield a 2.5% of your HP back, using Astral shield in divine mode then using sunburst in non divine mode will generate 2 stacks of invigorated healing, giving members 5% of their hp back as well as the heal from sunburst and the heal over time from astral shield. using these 2 spells together in tandem will give out a good decent heal.
Forgemasters Flame (R) – With this power it grants a small debuff on the target slowing their movement speed as well as some damage. Using this is divine mode will heal any allies close to the target for a good amount of HP. This power mainly should be used in divine mode. this is where the 4th pip comes in effective, since sunburst will not be used in divine mode or even rarely used in divine mode because of its knock back effect when used in divinity this power is rarely used in divine mode. So with using astral seal and sunburst you will generate enough pips to use Astral Shield and Forgemasters Flame in divine mode for a good heal over time as well as the heal from Forgemasters Flame when in divinity.
Boons: Boons are earned though progressing through 2 campaigns when at level 60. Sharandar and Dread Ring. Progressing through the campaign allows you to pick what is called boons to increase your stats, which contribute to your healing.

Sharandar: I currently don’t have the last 2 but i have listed below all the sharandar boons that i will be taking.

Dark Fey Warder – You gain an extra 250 points to your defense stat increasing your defense and reducing the amount of damage you take
.Fey Precision – You gain an extra 250 point you your critical strike stat increase your crit for better heals. Yes heals can crit healing for more than they usually would. More crit means more chance to crit meaning bigger heals more often.
Elven Haste – You gain a +2% to your action point gain allowing you to gain action points more faster. Meaning you can activate your daily power more often.
Elven Tranquility – when being struck or attacked by an enemy you have a chance to heal yourself for 400 hit points.
Elven Resolve – Your stamina regenerates 10% faster when in combat allowing you to dodge enemy attacks more often keeping yourself alive.

Dread Ring:
Conjurers Gambit – You gain an extra 125 crit points added to your stat and an extra 125 movement.
Illusory Regeneration – you gain an extra 250 points added to your regeneration stats. This helps you regenerate HP when in and out of combat.
Illusion Shimmer – you gain a +3% deflection severity meaning when you deflect an attack it deals an extra 3% more damage to the attacker.
Enraged Regrowth – When taking Damage you have a chance to heal yourself for 1000 HP over a few seconds. Then after that has ended you gain an extra 250 Defense for 10 seconds.
Burning Guidance – Your healing spells have  chance to burn enemies near the target for 120 radiant damage. Since your spells will be all heals this will proc a lot of the time, helping your group with DPS a little with the added sunburst also dealing damage helping out your group.

Gear:

NOTE: I use a Soulforged and Vorpal Enchantment – Currently my vorpal is is use by my GWF that in working on.
Although it is debatable on which gear is best ive found that using 2 piece from one set and 2 from another grants better bonuses than using a 4 piece set.
2 Beacon of Faith (Head (Dark Enchantment for movement) and Armor (Azure Enchantment for defense)) giving a +450 Power Bonus to your stats.
2 Miracle Healer (Gloves (Dark Enchantment for movement) and Feet (Dark Enchantment for movement)) giving a +450 Recovery Bonus to your stats.
Symbol and Icon of the Dread Legion (Main hand (Radiant Enchantment for power and Off-hand (Radiant Enchantment for power) giving a further +450 Power Bonus to your stats. But this set should be changed to the Fabled Ilyanbruen set. I don’t have the main hand yet as it needs to be crafted but the benefits are the same only giving you an extra few points added to your power.
Neck – Ancient Fugitives Neck of revolt with Radiant Enchantment for power
Rings – 2x Ancient Slavemasters ring of control both with Radiant Enchantment for power
Belt – Ancient Slavemasters belt of control with Azure Enchantment for defense
Shirt – Gemmed Exquisite Shirt with Radiant Enchantment for power
Pants – Gemmed Exquisite Pants with Azure Enchantment for defense.
NOTE: Most of my Enchantments are Rank 7 with a few being Rank 8
Artifacts:
Bloodcrystal Raven Skull – Purple Quality – Mines is currently at level 63 giving +300 Regeneration, +192 Recovery and +184 Stamina/Guard Gain.
Lantern of Revelation – Purple Quality – Mines is currently at level 60 giving +300 Critical Strike, +183 Armor Penetration and +166 Combat Advantage Bonus.
Waters of Elah’zad – Purple Quality – Mines is currently at level 60 giving +300 Recovery, +183 Defense and +166 Regeneration.

Companions: Having active companions do grant bonuses, the companions dont need to be summon, they just need to be in the active companion slot. Here is what i have:
Ioun Stone of Radiance – Blue Quality – Bonus is +105 Life Steal and +105 Deflect – With 3 Empowered Runestones at rank 6 giving me power. As with a stone when summoned it grants all of its current stats to the user. When i figure out how to edit the pictures in i will add the screenshots for you to see more clearly.
Green Slime Companion – Green Quality – gives a +200 defense when you are being controlled
Moonshae Druid – Green Quality – gives a +220 hit points and +55 Recovery
Flame Sprite – Green Quality – gives a +1% Action point gain
Renegade Illusionist – Green Quality – Gives a +55 Life Steal and +55 Deflect.
Link – A visual like to the powers and feats i use can be found at http://nwcalc.com/dc?b=nlp:1wo0fw:16f5jg,1r0u0j4:100000:1uu5zv:100000&h=0&p=dvo
If there is anything i have missed out or anything you want to know please leave a comment in the comments section and i will edit the information in and I will answer your questions.
Thank for reading and I hope you enjoy testing/playing this build as for me it is fun.

Lazalia’s High Crit build for PvE GWF


Lazalia’s High Crit build for PvE GWF Destroyer Mod 4.

 

Presentation
I’ve been playing this game for a long time, very close to 1 year already. Almost in every game I’ve played I have always shared a guide about one or two classes but in this game I just can’t stop playing the GWF because is the class that I’ve always wanted to play: It’s a very strong warrior, high damage, high critical chance, you really feel like if you are playing some kind of berserker warrior, you get hurt and you get stronger or the more you attack stronger you become, it’s awesome.

The class
The Great Weapon Fighter is a class that depends a lot in his equipment and the correct distribution of the stats, don’t forget that there’s something called Diminishing Return the more you invest in a stat, less you will gain and we have to keep an eye on that always, in the very end game, even a 1% makes a huge difference.
You can choose among 3 different paths: Instigator (should be reworked sooner or later) Destroyer (Damage dealer) and Sentinel (Some kind of two-handed sword tank that doesn’t really make sense in PvE or in proper words isn’t optimal).
When you are playing a GWF, a very important thing is that you have to focus on your mechanics, you have to work a lot for your DPS, our class features and paragon feats increase a lot our damage but we have to attack, we need: to be fast, to keep the pace of the whole party, to mantain our stacks/buffs as much as possible, ready for every fight, specially clearing trash, so if you are a lazy player you won’t see good results with your character.

The High Crit build
Previous guides were based in a GWF focused on Power/STR which were very nice, every hit deal much more damage but have lower critical chance, resulting in a screen full of “strong” yellow hits and sometimes you were able to see some orange hits (critical strikes), the build that I would like to share now is based in a very high critical % chance plus a very high critical severity, our goal is to reach above 51% total critical chance (including self-buffs) which means that we would have more hits taking benefit of the critical severity and critical stat becomes more important than power while below that number, power is more important because most of our hits are going to be normal ones.
Race
The most optimal choice is the Half-Orc = 2 STR / 2 DEX + 5% Critical Severity, it’s perfect. Another good option: Human, less STR but 1% more chance crit and more defense thanks to the extra points. Dragoborn isn’t a good choice due to how the Power stat behaves at high level, please refer to this amazing guide made by @theosymphany for further details: Crit, Power and DPS guide. It’s a total must-read if you consider yourself a serious gamer in Neverwinter.
Starting rolls
18 STR – 18 DEX – 12 CON, including racial +2 STR + 2DEX, Then each 10 lvl we will add points to STR-DEX. Our priority is DEX as much as possible. Low CON means low HP and more need of Armor Penetration stat but we can solve this.
Paragon: What should I choose Swordmaster or Iron Vanguard?
Swordmaster is stronger in DPS than Iron Vanguard, thanks to the Weapon Master’s Strike and Crescendo have higher base damage than Indomitable Strike. IV used to be good when we had frontline surge in our encounters but it got nerfed + the high CD made it a not very good one, threating rush is a good At-will, the Mark will grant you with 20% more damage to you and 8% to your allies, good for single target fights but not for clearing trash.
One thing to consider is that Weapon Master’s Strike buff our at-wills for 30% damage including itself (after the first hit), when WMS is buffed deals the same damage than Wicked Strike so there’s not really difference between these skills, the good part is if you use WMS to buff the other at-wills you will deal higher damage, buffing wicked strike for clearing or buffing Sure Strike for even higher single target damage. Either using Threatening Rush or Weapon Master’s Strike in order to boost your At-Wills (20% and 30% respectively) works great but WMS is also an AoE attack + you can also apply mark with Daring Shout which is a very useful encounter, being IV means you are 30% below Swordmaster regarding to the damage of the At-Wills. It is correct that the mark also affects the damage done by every skill, not only at-wills, but these are the main source of our damage not the encounters nor the dailies, that’s why I’m more focused in mentioning the effect on them.
Powers
Basically, you will need the following:
PvE Dungeon/Skirmish where single target spec is required:
  • Class features: Destroyer + Weapon Master.
  • Encounters: Indomitable Battle Strike + Flourish + Restoring Strike.
  • Daily: CrescendoSpinning Strike.
PvE Dungeon/Skirmish with tons of mob (like CN):
  • Class features: Destroyer + Steel Blitz.
  • Encounters: Indomitable Battle Strike + Mighty leap, then here comes a choice: you can either use Daring Shout for building determination ASAP + extra damage resistance + apply mark to the enemies which will increase the overall damage of the group, specially if there’s no a GF but you can also change to Restoring Strike if you feel squishy otherwise Not so Fast is another good option for DPS.
  • Daily: CrescendoSpinning Strike.
Mechanics 
One of the most important things that you have to master when you play with the GWF class: the mechanic, which I refer to the way how you play the character under specific situations, this class is not really easy to play in PvE, pushing 2 or 3 buttons won’t make you Top DPS and whoever says the contrary means poor knowledge about the class or clearly bad performance.
  • We have very slow at-wills unless we are in Unstoppable, so we have to use only our encounters/dailies when we don’t have unstoppable ready yet and spam our At-wills as soon as we can press the TAB button and use Indomitable Battle Strike as finisher when there’s only 1 or 2 seconds before it’s over.
  • Always keep an eye in the mob with lower HP and aim your IBS to him, this encounter will help us to get tons of Action Points if you use it properly, it should be always ready everytime you charge against a new pack of mobs.
  • Use Weapon Master’s Strike properly, it buffs a lot your Sure Strike, do as follows: Considering that your TAB is ready, press it and inmediately press WMS once then follow up spamming Sure Strike.
  • If you are playing with a CW (that should be using Arcane Singularity often) prepare to use your Spinning Strike in the exact point where the mob are being gathered, it is better if you use it before they land because they will spread out after that.
  • Mighty Leap can save your life: first it doesn’t have a max of targets, you can avoid damage so if you are against a group of adds, you can recover tons of HP thanks to the life steal stat, use it with strategy, not just like a damage dealer encounter.
  • In the same idea than Mighty Leap, Restoring Strike have the same function, don’t use it as soon as you can, learn the attacks of your enemies, sometimes we will get hit for a lot of damage and we need to recover our HP to full in less than a second like when we’re tanking the final boss in The Shores of Tuern or the Beholder, you receive the damage then strike back with Restoring Strike, full HP again, remember you are useless as DPSer if you are dead.
  • There are many more, remember just don’t smash buttons, be smart and you will have success, one single encounter can make a difference for your group and you.
Stats points
  • Our main stat will be critical Strike up to 3.5k for 18%, that’s like the hard cap, after it you need 1k more for an extra 2%.
  • 2nd more important stat is Life Steal, try to have anything between 600 and 1k.
  • Recovery between 1.4k and 1.6k, thanks to the Avatar of War bonus set “Onslaught”, we receive an extra 1,350 taking us up to 3k recovery which is more than enough.
  • Our CON is low (14) and we receive only 4% resistance ignored, we will need to get our Armor Penetration up to 1.8k – 2k, depends i.e if you use potions of heroism, just aim for a max of 24% resistance ignored.
  • Combat Advantage bonus up to 8.8% = Icewind Dale feat + Kessell’s Spheres+Lantern of Revelation (250+450+450 = 1150).
  • Defense between 2.4k and 2.7k.
  • Regen is useless for PvE.
  • Run speed bonus is a very nice one, you will run fast when you sprint and helps you to stay in front marking the pace of the group.
  • Power is the dump stat, just throw in everything there if you don’t need anything else.

Offensive slots
: Radiant enchantment.
Defensive slots: Azure enchantment.
Utility slots: Dark enchantment.
Note: you might need to switch radiants in order to get the other stats that you need or even an azure for a dark enchantment for extra life steal, do not hesitate, power is not so good as you think it is.
Gear
  • Set is Avatar of War T2, the set bonus will give you 1350 power and recovery, it’s the best set and we don’t really have another good one.
  • Belt: Twined Rope of Dexterity for extra dex = more crit %.
  • Main hand: Golden Dragon’s Ferocity: boost our main at-will Sure Strike and grant us extra crit stat. Meanwhile, if you can’t get this one, Corrupted Black Ice Great Hammer is an excellent choice.
  • Artifacts: Sigil of the Devoted Cleric, our dailies can deal much more damage than any other artifact. Kessell’s Spheres have very good stats: Power/ArPen/CA. You can use a lantern if you are unable to get one. Lantern of Revelation is also very useful for extra damage, unfortunately, Combat Advantage Stat have a very hard diminishing return after 700 points (boon+450 with the first artifact) 450 extra points represents only 1.6% more but still, it’s a good option if we want to increase our DPS and we don’t need any other stat. I’m keeping Thayan Book of the Dead, it’s a very good choice instead of the lantern but a bit more expensive.
  • Accesories: you can work with them, there’s not really jewelry that should be a must, try to get get the stats that you need accordingly. I’m using Ring of Pain are a very good option.
  • Weapon and Armor enchantments: Vorpal is a must for this build, if you don’t die you can use a Fireburst enchantment in your armor, it’s around 2% of your total damage, it can crit and is affected by flank too so there’s a chance to get interesting numbers, I’ve seen up to 30k in a Dragon i.e or 8k-10k in many mobs around you. However, if you are squishy keep using the Soulforged, meh.
Companions

  • (Augment) The best one IMO among those with 3 offensive slots is Ioun Stone of Radiance: + 165 life steal/Deflect in epic level. Ioun Dragon Stone is also a good one, it gives slightly less power than using a radiance but as long as you are able to stay in the same % damage bonus with both stones, it won’t make any difference.

  • Epic Erinyes of Belial 10% critical Severity and Epic Dancing Blade for an extra 5% crit sev.

  • I’m using now both companions with Combat Advantage Damage – Blink Dog and Intellect Devourer, 5% extra damage each one in Epic level – considering that we can keep almost 100% uptime the Combat Advantage thanks to the mark feature (Daring Shout or IBS) or at least when we are fighting an elite mob/boss, these companions are a very good choice in order to increase our DPS. I decided to change the Sellsword (300 Power) because that only represents 1.2% damage after 12k Power, it’s a better companion if you have a lot less Power.

  • Fire Archon isn’t a bad option, it represents 1.5% of your total DPS and it helps the IBS (our finisher) to hit harder in that last one hit that will grant us a lot of AP, specially good against bosses.

  • Last one, your choice: Lightfoot Thief is like a weak version of Deep Gash for about 1% (rare) and 2% (epic) of your total damage. Aranea’s active bonus is so random, it can proc twice or not proc at all after 3 minutes. I’m not really a fan of active bonus that boost your stats but you can use them if you need to tweak a bit some points. Tomb Spider have a very strong damage, between 800-1k per tick for 30 seconds the problem is that the trash mob doesn’t last that long and it’s only 3% chance of activate after using an encounter. I really hope the devs can add more useful or interesting companions with better active bonuses for our class at least.

Feats/Boons
I don’t like having Toughness in 0/3 but it’s only HP, I prefer the Unstoppable Action because we will be spamming our SS/WMS and gain some AP faster, 0/3 in Armor Specialization will make us even a bit more squishy but our DEX will balance this thanks to the “AoE damage resist” and the deflect that it provides, then Disciple of Strenght, Endless Assault, Steely Defense, 2/3 in Weapon Mastery and 3/3 in Devastating Critical.
Destroyer feats: Great Weapon Focus 4 points and 1 in Deep Gash so we can build stacks faster. Ignore staying power because in order to use it properly we would have to change our mechanic resulting in lower DPS. Instigator: Vicious Advantage 5/5 for 5% extra crit!.
My final stats are:
12.3k Power = 73% bonus damage. (Not including AoW)
24% Armor Penetration.
57% Critical chance (Base + Weapon Mastery + Vicious Advantage, not including PoH nor any other kind of buff).
167% Critical Severity.
20.8% Combat Advantage Damage.
40% Damage Resistance.
20% Deflection chance.
11% Speed run bonus.
It is not a very cheap build and this can take long time to accomplish but I really love the results, the GWF is in a good place, a lot of people will not accept this but we don’t have any problem, it’s more like the way the other classes are dealing their damage now, hopefully they will receive a couple of tweaks and everything will be better, remember one more thing, instead of complaining about everything think that you have to work with what you have and try to get the best possible result, test everything by yourself and don’t forget that this is only a guide, a few steps that will help you to develop your character, once you have gathered enough knowledge, you will be able to create a style that will fit better the way you play.
If you find any mistake, please feel free to send me a message, english isn’t my main language and there must be some sentences poorly redacted, your help will be greatly appreciated.
I would like to thank Kaelac@theosymphany and Koulis@zankard for helping me during the theorycrafting/Calculations and the several tests that I had to do for this build

Resource http://mmominds.com/2014/10/14/lazalias-high-crit-build-for-pve-gwf-destroyer-mod-4/