Neverwinter Mod 16 Undermountain Guide To Stats and Counter Stats
Due to my general disinterest with module 15 and 16, I skipped playing both and as a result did not write guides or update my old content for these time periods. However, come module 17 the content interests me enough to resurface and as a result of this, I have taken the time to write the document you see here. During both Module 16 and Module 17, I had the privilege of being invited to a closed beta where I could playtest the new content and so this guide comes with quite a lot of foreknowledge of what the content in module 17 is like, as well as the usual rigour which I like to apply to testing game content.
Module 16 changed quite a lot in the game, removing many mechanics outright and simplifying the game as a whole and as a result, my guide will be quite condensed compared to those before. However, there is still quite a bit of room to explore. For easier reading and reference there are tooltips throughout the guide, words with tooltips have dotted underline. Also the powers and skills are color coded to their mechanics:.
This section deals exclusively with the theory side of the Wizard, fortunately for people who do not like mathematics, it is much shorter than before. These are the fundamental mechanics built into the class that make it tick. Arcane Stacks increase your damage by 0. Arcane Stacks can be obtained from the following sources:. Unlike previous modules, Arcane Stacks remain active until their duration 8 seconds has expired and do not fall off the moment combat ends.
The list of powers in the table above also happens to be the list of powers which benefits from Arcane Mastery. Arcane Power Field is supposed to double the damage buff from Arcane Stacks while it is active. Arcane Presence does not make Powers count as Arcane Powers for the purposes of other powers that modify Arcane Damage, for example Imprisonment.
It is worth noting that Maelstrom of Chaos and Lightning Bolt refresh the duration of Arcane Stackseven though they do not apply them. Chill Stacks slow the enemy and depending on feats and class features, grant additional bonuses to damage and utility. Upon reaching 6 Chill Stacksif you hit the enemy with Icy Terrain or Ray of Frost they will become Frozenwhich is a control effect with a base duration of 5 seconds.
The following feats modify the behavior of Chill :. It is worth noting that Maelstrom of Chaos and Lightning Bolt refresh the duration of Chill Stackseven though they do not apply them.
Smoulder is a Damage over Time DoT effect with a duration of 12 seconds. It ticks once every 3 seconds, dealing 20 Magnitude per hit. Smoulder can be applied from the following sources:. Applying Chill to an enemy who is afflicted with Smoulder converts it to Rimefire Smoulderwhich extends the duration by another 12 seconds. Mechanically, there is theoretically no difference between Rimefire Smoulder and regular Smoulderhowever in practice Rimefire Smoulder appears to benefit from more damage increases than Smoulder does, leading it to do significantly more damage.
Applying either Smoulder or Chill while Rimefire is active will refresh the duration of Rimefire Smoulder and applying Smoulder while Smoulder is active will refresh the duration of Smoulder.
The following feats modify the functionality of Smoulder :. This is the least developed class mechanic for the Wizard class and in my opinion, it needs improvement in comparison to the others.
To the point where it probably does not even warrant having a section of its own. Lightning BoltStorm Pillar and Maelstrom of Chaos are also Lightning themed powers, but as the mechanic is not utilized in any meaningful way, it is currently just fluff.We assume you are already familiar with previous game mechanism, mods and updates of the game, Kindly refer to Wiki if you are not familiar with previous mods and updates or if you recently joined the game.
If you happen to involve in Apex Legends game you can find other pages for in depth guides. If you just joined the game, let us tell you that you have to spend lot of time to understand the mechanism and game play of Neverwinter.
This game has already crossed around 15 phases of different Mods and Updates since and developers just released one of the most huge, massive and biggest update of all time for Neverwinter few days back known as Neverwinter Undermountain or Neverwinter Mod Mod 16 Undermountain comes with so many changes that neverwinter feels like a new and fresh game or release of this year.
They changed almost each and every bit of the entire game like game play, mechanism, classes, character level, item level, build progression, gears and many more. To be very franklymost of the changes seems very good for now but these changes comes with lots of bugs and glitches even developers informed and announced that on official blog. Although, they have released and implemented new patches and fixed some issues like scaling, issues with companions, enchantments, auction house etc but still there is huge space for improvement.
Kindly see patch notes for complete info on official site here for each and every update specifically on every Thursday. We are going to give insights about how does stats, game play, counter stats work in Neverwinter Mod In Short, with the launch of new mode Neverwinter Mod 16 developers gave a heavy weight to stats. So, now we can say that stats and counter stats are the only thing that you should really worried about.
In our Neverwinter Mod 16 Undermountain Guide, we have explained all the game mechanics of stats and counter stats that you should know while playing the game. We have covered all the major stats, counter stats mechanics in detail that will surely give you strategic advantage after reading our Mod 16 Undermountain stats and counter stats guide completely.
Races in neverwinter used to play an important role. In Neverwinter Mod 16 Undermountain Guide, we are not saying that race will not effect the outcome of your build, it does make some impact at some level but these are not gonna be like game changing and game breaking stuff for you. Our Neverwinter Mod 16 Undermountain Guide aims to familiarize you with basic attributes, elements and properties of Neverwinter Mod 16 so that whenever you jump into the game, you must not waste your time by wandering here and there and seeking for help in zone, guild and parties.
In Mod 16 Undermountain the most important fact is Opposing Rolls. We are just going to explain Opposing Rolls below :. Opposing Rolls : Before each and everything one must clear the basics and must know the meaning of opposing rolls and how does it work. We will explain it in very simple and in layman language. So, in this example these two ratings are compared to figure out how effective you are against that opponent is known as opposing rolls.
There are basically four major stats and counter stats comes under Opposing Rolls :. Hit Points and Power got counter stat so no opposing rolls for both of them. This is how opposing rolls really works in Neverwinter.
There is bit of math to do but we are going to explain it with very simple example. We will get an another example to clear above mentioned scenario in bit details. Suppose, you have 10, Critical Strike and an enemy has 7, Critical Avoidance.Heads up, you are now leaving Arc Games!
Remember to not share ac- count information as the site you are attempting to reach is not affiliated with Arc Games. Today we will be covering the new companion system. Many things have changed with the system in Undermountain so I will do my best to cover all of it here.
Active companion slots are things of the past. Currently, these slots primarily serve as containers for ACBs and as such they have been changed to do just that. As a part of this change, ACBs have been rebranded and made into a separate piece similar to mount powers. This new piece is referred to as a player bonus.
Player bonuses can be equipped in player bonus slots and are limited by type. The types are offensedefenseand utility and, as you can guess, they give bonuses that are similar to the type. Some player bonuses can go in multiple slots. The power of player bonuses are based on the quality of the companion they came with. So in order to increase the base effectiveness of a power that companion must be upgraded. The companion does not have to be summoned, just its quality increased.
The types of slots available to the player are based on the character class. The breakdown per class is:. An additional piece of companions are slottable powers known as pet enhancements. These are buffs or debuffs that are triggered when the player uses a power. Of course, in order for this to happen there has to be a companion summoned and in range.
While player bonuses are unique for each companion, the pool of player enhancements is much smaller. So multiple companions can come with the same pet enhancement.To learn more about the new mod, check out our mod 18 Infernal Descent guide.
The Rogue is a typical melee DPS class, relying mostly on stealth and cunning to attack their enemies from the shadows. They wield blades and daggers that they use to attack the mobs from the shadows. Whisperknife can be better in AoE situations but Assassin is best at single-target. Check out our Rogue Whisperknife Guide here.
The purpose of our class guides is not just to show you a build that you can copy and use on your character, but to show you a base build and teach you the mechanics and stats of the game, so you can understand and play your class to its fullest capabilities. Try different gear, feats, and powers and learn to tailor your own build for your playstyle. See our guide to making your own build for more info. You should always choose boons based on what stats you currently need.
Therefore a selection of several viable boons is available to you for each tier. If you are new to Neverwinter and need to know how to get better gear and increase your item level, check out our Gearing Up Guide. The best way to gear up in Neverwinter is by making a lot of Astral Diamonds, check out our Astral Diamond Guide to learn all the secrets of AD farming. When getting enchantments, always get the ones with the stats you are lacking in with your gear, boons, etc in mind.
If you still need to refine your enchantments, see our Refinement Guide for tips on how to farm refinement. When choosing a Legendary Mount for the Mount Powers, look for a mount that has both a useful equip and combat power.How The Legendary Companion Bolster Bonus System Works In Mod 16 Neverwinter
The best choice for a first legendary mount as a Rogue Assassin is a Swarm. What other mounts you use is not that important. What is important is to get the right insignia bonuses, and many different mounts can offer the various bonuses. To find out what mount has the bonus you want, check out our Insignia Bonus Guide.
If you have any questions or suggestions about our Neverwinter Rogue Assassin guide, please leave a comment below! More info about the Rogue class can be found at The Neverwinter Reddit. More builds and further info can also be found at MMOMinds.
Is there anything at all that could make my movement faster? Or is there something I should look for that is slowing me down somehow. Save my name, email, and website in this browser for the next time I comment. This site uses Akismet to reduce spam.Hello everyone! This guide is a culmination of information gathered and tested by many individuals including myself over a long period of time.
We have put a lot of work into testing new and old gear, crunching numbers, and theory crafting, and I believe we still have room for improvement. That being said, this build is very complete, with only some minor adjustments being possible in the future. Okay, now that the introductions are out of the way, click the tabs above to get into the build! Race: Your race choice is very important in Neverwinter. This works really well for obvious reasons as a dps.
Also, you get to choose what ability score bonuses you want, which means no wasted bonuses! The Ability Score Bonuses line up, which is awesome, so no wasted bonuses. Tiefling are still okay. Moon Elf is just a worse version of the Sun Elf for us.
Intelligence gives us bonus magic damage, and Dexterity increases our critical hit severity. Stats for the most part are calculated using the formula below:. These numbers are super important when thinking about our stat caps because in order to be maxed out in a stat we must factor in enemies rolls. Armor Pen caps at 85k 80k for ToMM. Combat Advantage caps at k k for ToMM. If an enemy deflects an attack it will negate a massive amount of damage. You want to minimize the chances of that happening ASAP.
Armor Pen does the same thing, only to Defense.
Enchantments should be used to push you to the stat caps listed above. The best Warlocks use a combination of multiple types of Enchantments to minimize wasted states and maximize stats at cap.
With that said there are a few things to note about enchantments. These give you more bulk stats total.
Remember, Power has no cap. Companions: Companions can be a complex topic and the easiest way to cover them is to simply state the facts. Right now, the best option for stats are augment companions. This is because augments give you an additional portion of their stats on top of any Bonding Runestones you may have.
This means you can get a massive amount of additional stats from your companion. The companion I recommend using, and would argue is best in slot, is the Bulette Pup. This means we can get a massive amount of power out of this little guy, and since power is king, the Bulette Pup is very good. A good alternative to the Bulette Pup is the Rat Pupwhich also gives a bonus to Power and some other stats. It is very important to upgrade them to legendary ASAP!
Another thing to keep in mind, there are 5 different companion types, Fighters, Creatures, Invokers, Mystical, and Beasts. This is another reason why using an Augment is very strong. Augments give you their stats, on top of Bonding Runestonesmeaning that this bonus goes straight to you.The Neverwinter companion system is a hired-helper system available for all characters. This quest is not required to use the companion system as companions acquired via trade, auction, zen store, promotion, or other means can be used as soon as a character completes the tutorial.
You can hire a number of companions that initially take the form of an item in your inventory. Double clicking the companion item will activate it. Companions can range from simple mercenary humanoids to pet-like creatures and even glowing stones that circle the head. A single companion can be summoned at any time outside of combat to help you in combat. Each character in a five-player group can summon their own companion.
If a companion runs out of health during combat, it can be revived by approaching it and selecting the option in the same manner as reviving a fallen player. Unlike a player it doesn't have a limit on how frequently it can be brought back during the same battle. If combat ends while a companion is out of health it will automatically revive with all hit points returned.
If a companion dies in a manner other than losing health for instance by falling off a cliff or into a spiked pit then it will have to be summoned again. Most companions can be acquired from the Grand Emporium in Protectors Enclave, or from the Zen market. A unique companion is also included in several of the games purchasable Packs.
At level 16 you will be given the A Companion Quest. The reward is your choice of one of four companions for free. All four are of white quality, with a max rank of All four of these, along with the Sellswordare available to purchase for 2 each from the companion vendor who you will be directed to when you receive the companion quest.
This is the rank of your companion. A rank 30 companion is comparable to a level 60 player. Notice the Max 20 — this means that the highest rank this companion can achieve is rank Legendary quality is available since Module 6: Elemental Evil.Updated: The official developer blog for companions has been published.
Companions have always been a huge part Neverwinter. There were a several of aspects Cryptic addressed in module 16 Mod 16; M The first issue was that fighting companions were extremely necessary due to their stat sharing from to Bonding Runes; augments were used in niche builds.
Another issue was that different classes all used the same companion because that companion was best in slot BiSe. Chultan Tiger, Archons, etc.
The second chests in these dungeons seem to drop companions at a reasonable rate. These second dungeons require a key purchased with 15 acorns from the Acquisitions Incorporated campaign. Companions have been separated from their bonus powers so that players have more freedom in choosing what companion visual they want fighting by their side. This means when you get a companion, you actually get a pack of assets that is the companion and the slottable powers associated with that companion.
Similar to the mounts stable, companions are now stored in your Companion Roster. These bonus stats or effects slot in either Offense, Defense, or Utility slots. The slots not surrounded by the red square in the image above or the Offense, Defense and Utility slots. The types of slots you have is completely driven by your class. The most important part of these stats is that they are not subject to scaling.
Because these stats are not downscaled, your choices here are an important part of your strategy to deal with scaled content. The numerical value of these bonus stats increase as the companion is upgraded. Content creator Rainer has been hard at work creating tools to help with Mod His MOD16 pocket wiki details even companion, their type i.
The 3 runestone slots are now Bonding Runestone slots. Bonding runes will be used for both augment and fighting companions, and they are now a passive power instead of needing a companion to attack to share the stats.
The direct stat bonus has been removed from Bonding runestones and Eldrich runestones will no longer function. Eldritch Runestones will have a trade in for Bonding Runestones. Using Bonding Runestones, both Augments and Fighting companions are viable. During Mod 16 testing on the preview server, many of our alliance members found success running a fighting companion during solo adventuring they can grant positional Combat Advantage and switching to an Augment for group play.