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LOWKEY OUTDATED AS OF FEBRUARY 2023, VERSION 2.0 COMING AT THE END OF MARCH.
Seeing as the Greatsword writeup was well received, it’s time for the Rapier + IG build, which is my favourite build, and the build I’ve used in 4/6 of the Pre-Brimstone speedrun World Records!
This playstyle is what got me sold on the idea of New World as a PvE game, given my background as Feral Druid main back when I played World of Warcraft. It triggered my nerd brain so hard that I couldn’t sleep until 3 am the night I stumbled upon it. The fruits of that night and many more are what I’ve decided to collect and present to the community with this exhaustively long essay.
It’s a build that is rarely, if ever, seen in the PvE m10 “meta”, yet somehow one of the most effective DPS builds in the game. It combines the raw DPS of the Rapier and the utility + burst damage from the IG into a fun, high burst and calculated melee “caster” DPS playstyle. It does require a bit more skill to min-max it (which is a good thing), but at a base level, it’s rather safe and solid all around.
You can hover your mouse over the ability, perk, or item to see more information pulled directly from nwdb.info
The core concept is to apply Tondo’s and consume them with Finish as the primary damage source as opposed to the Evade light attack spammer. Thanks to the Blood Letting ring perk and the 250 INT DoT duration perk, our Tondo’s reach a 19-second duration (capped at 20 seconds), which allows us to consume it with Finish immediately for full value.
One of the core benefits of this setup is how well it pairs with Evade Spam builds, seeing as it can consume their Tondos which is a DPS increase for them at no real cost for either of the builds. Other than that interaction is the increased options in 2nd weapon alternatives, namely the Ice Gauntlet (IG) and the Void Gauntlet (VG), thanks to the increased value of INT as a stat. Whilst the VG’s Utility of Scream and Oblivion is usually brought by Cori in our runs, their value is quite on par with the IG in PuG runs where the healer isn’t as proactive with theirs. Our runs are, therefore, with me on the IG 99.9% of the time, though you can also Run Essence Rupture instead of Oblivion as an option to smoothen fights out.
Other than the IG’s Ice Shower being valuable for the Root/slow/Rend, this setup has enough INT for the Ice Storm, Ice Pylon and Ice Spike to do enough damage for them to be worthwhile weaving in both the AoE and ST rotations. It would not surprise me if this build was dealing more overall damage than the standard Rapier+Spear setup over the course of a dungeon, whilst also not being too far from the average hatchet/Great Sword (GS) damage when played optimally. (please AGS, give us an OPR-esque end-of-run stat breakdown)
This Rapier variant results in a somewhat “slower” paced playstyle with more AoE damage and a wider utility weapon pool at the meagre cost of some ST DPS. Lastly, there is also a hyper carry glass cannon variant with Evade, Tondo and FnF, though I really do not recommend running it unless you are extremely comfortable with your healer, the dungeon itself and the mutator effects for the week, so I won’t be covering that for the time being.
The Rapier scales off of DEX and INT at a ~3/2 ratio (90% DEX, 65% INT), which in a similar way to the Greatsword, opens up some more options in terms of stat variations, of which there is a handful of variants:
You lose about 0.8% rapier DPS from going 260-250 as opposed to the standard 300-210 rapier statline. The gain on the IG damage is about 8%, so the AoE damage is way higher, and the ST damage is about equal. In addition to the scaling on the Rapier and Gauntlets, there are also the stat passives to keep in mind:
50 DEX: +10% crit chance 100 DEX: +5% base thrust dmg 150 DEX: -10 stamina cost per dodge 200 DEX: +10% backstab dmg 250 DEX: +10% random crit damage vs cc’d targets
50 INT: +10% crit dmg 100 INT: +10% base basic attack magic damage (works on elemental gems) 150 INT: +15% base magic damage from all sources (elemental gems, Heartrune) 200 INT: +10 mana after a dodge 250 INT: +30% DoT durations
All of the above stat perks benefit the build in some way or another. Both the 200 INT mana passive and the 150 DEX dodge passives are situationally minor DPS increases, be it from more leeway with rolls or giving you enough mana to get repeat casts off with the IG/VG (especially in Mage Hunter mutations).
BLOOD
Tondo
KEY NOTES:
The damage dealt is based on what buffs/passives are active when you cast the Tondo, primarily Empower effects. When consuming it with Finish, the damage is based on what Rend the target has when you pop it, not the rend it had when you applied it.
Thirst for Blood
Flourish and Finish (FnF)
Swagger
Flurry
TLDR - Goes infinite on 2+ targets, is near infinite on st in a way that leaves room for some fast Tondo / FnF weaving between Flurries.
To The Bone (the one perk you can switch around)
Finalize
-Skipped. The stagger is minuscule and not worth the DPS loss from sacking Proper Spacing nor Refreshing Strikes. The 1 point we’d possibly switch around is the 1 point we’d need to even get this. Rip.++
Refreshing Strikes
Engarde
Unerring
Light Edge
Heavy Puncture
GRACE
Desperation
Controlled Breathing
Perfectionist
Red Curtains
Swiftness
Having to dodge away from a clump to stay safe or recover hp is hardly too big of a DPS loss. Tondo and the IG/VG abilities are great options to weave in when being forced to safety. Tossing an Ice Storm and sending an Ice Spike into a boss or a pack is very valuable CC and damage and is just as much a part of the build as the Rapier DoT/CDR management.
Beware of Tondo and Finish’s “auto-aim” for when targets are in melee range, as the game often wants to prioritize the closest target over the one you aim at when you’re trying to get the ideal Tondo/Finish angles lined up.
Take note of the near-instant Tondo CDR refreshes when opening up on an AoE pull. We can most often get a fast Tondo>Flourish>Tondo or 2x Tondo, allowing a clean IG/VG quick combo before returning to the Rapier for the 3rd Tondo>Flurry>FnF.
If you kill a target with either the initial damage of Finish or the DoT portion of it, then the ability will pierce through the killed target and follow through to whatever mob is behind the initial target as long as it is in range. This only applies when there are mobs behind the target you score the kill on that are within the range that Finish would reach them in.
Abilities, masteries-lite and combos What, why, where, when. (utility, expedition, mutations)
Spike - Literally a nuke. More Utility than Storm and doesn’t obscure visibility. Shower - Pure Utility. Rend, root, slow for clumps and speed for us. Storm - Wide AoE DPS that boosts spike damage and enables the 200str/250dex perks. Pylon - Free DPS but difficult to optimize. It is likely to draw mobs to it as well as boss mechanics. (might bless your run, might curse your run)
9/10 times you’re going to be running Spike, Storm and Shower. Pylon is mostly used to cheese certain bosses (Cilla/Chardis), and the Rapier does more than enough ST DPS that won’t need Ice Pylon to do competitive boss DPS. Only rarely will you go Spike/Storm/Pylon for pure damage unless the team is already super clean with the setup and CC during pulls.
We skip Cold Reach since we aren’t using the IG basic attacks, nor will we ever be 15m away. Heavy Freeze and Gathering Storm are, therefore, also skipped. Energized Critical is also skipped for similar reasons, as we’d rather have full liberty with our dodges as well as having Opal as a solid option. This leaves us with Critical Rejuvenation and Critical Frost, giving us practically infinite mana and +15% crit with Ice Spike into Ice Storms and/or Ice Showers. (does not stack when targets are in both at the same time)
We want all passives available to all the abilities regardless of what combination we use. Only the Spike, Shower and Pylon build use the Pylon ultimate passive. Otherwise, the 25% frost damage is too good to pass up.
Tondo > Storm > Spike
52% crit chance for an AoE spell with up to 451% weapon scaling at 62% crit dmg. 80% of that damage is boosted by 25% via ultimate chill since we run t2 in gems, or alternatively, 100% when we run an Opal (Barnacles + Amrine part of Starmine).
Needless to say, this thing nukes even at just 250 INT, thanks to all the passive interactions. Getting a kill reset with it and chaining back-to-back spikes into a pack is arguably as satisfying as popping a fat 3x tondo stack, and often better damage in AoE than a Flurry + FnF pop.
Not too much to say here; pop AoEs whenever it suits the encounter and send a Storm/Spike into bosses’ asses when you’d otherwise be light attacking for cdr. (If you’re loaded on Refreshing perks, then you might not ever do the IG combo in ST)
Orb of Decay - Rends, slows and deals passable AoE dmg. Petrifying Scream - Roots, fortifies, passable damage and the situational disease. Essence Rupture - Absurdly strong lifesteal, 15stam/1s on hit, fast as fuck. Oblivion - 15% empower, free energy, and potential 15% weaken.
Communicate with your healer to know if they’re running Oblivion + Blade. If they don’t, feel free to run Oblivion, otherwise, stick to Rupture and try not to overwrite their ruptures before they pop. The healing it provides is on par with the damage gained from Oblivion in terms of securing a solid kill of a pack of mobs and requiring less time spent on the VG for the full value, i.e. the 2nd Oblivion with the Oblivion setup. Lastly, if you run Oblivion, then make sure it’s under the mobs you intend to hit with Scream + Orbs so that they get the Weaken Debuff.
Standard stuff: #1 Full set of x/y/z mob Ward. #2 Relevant Weapon perks on armor. #3 3 or more Refreshing perks. Otherwise Elemental Aversion
Rapier users practically want all 3 of their weapon perks on their armor. Although the build is playable at 0 perks, their impact on the damage done and survivability is undeniable, and hardly anything else compares with the output they provide.
Rapier | Ice Gauntlet | Void Gauntlet |
---|---|---|
Leeching Flurry | Iced Refresh | Refreshing Rupture |
Keen Tondo | Unending Thaw/Pylon Burst | Putrefying Scream (Nature/Void mutations) |
Deadly Flourish | Deadly Frost | Nullifying Oblivion (Genesis) |
* Bold are highly suggest/required perks |
Although we already have loads of CDR reduction from passives with all three weapons, having three or more Refreshing perks makes us reach the point where we hardly ever have to do light attacks in between the rapier abilities for cdr, as well as making it more likely that we get the instant cdr reset on Oblivion/Rupture without needing the Mana drain passive or the Heavy Attack cdr passive. 1x Refreshing is hardly noticeable, 2x might save a rare light attack in the rotation, and 3x Refreshing is the sweet spot where you will find yourself light attacking a lot less out of nowhere. The vast majority of your damage comes from abilities, and the value of Refreshing skyrockets since our abilities are being spammed, so the 9% on every use quickly adds up over the course of a fight.
If we don’t have three or more Refreshing perks, we want Elemental Aversion over Refreshing if available. It works on many of the mutator effects (Toxic Pool/Paranoia Pools) and the elemental portion of any ranged shot/spell. We’d rather avoid some surprising one-shots from high health than have 1-2 Refreshing.
Health + Elemental Protection, then Empowered/Refreshing/Divine
Empowered adds another 1.5s to your keenly empowered, making it last enough for a hit or two more, which substantially boosts its effectiveness and your overall DPS. However, if you do not have a Keenly Empowered Rapier, then Refreshing is technically better, though unless you have some of them on the gearset already, then feel free to grab Divine for that extra clutch healing value.
Farmables
Item | Stat | Perks | Drops from |
---|---|---|---|
Waterlogged Amulet | INT | Health, Refreshing + random elemental protection | Barnacles & Black Powder M10 |
Legate’s Amulet | INT | Health + Shirking Cleanse + ONLY element protections | The Ennead M3+ |
The Mark | DEX + INT | Health + Mana Recovery + Frozen Protection | Myrkguard |
Glass Oculus | DEX | Health + Alacrity + Void Protection | Brimstone chests |
The Last Prophecy | INT | Health + Empowered + Refreshing | Oracle of Crassus |
Ele dmg>=Thrust dmg>Keen, Leeching, Refreshing>Blood Letting*
Item | Stat | Perks | Drops from | Notes |
---|---|---|---|---|
Heart of Anhurawak | DEX | Keen + Blood Letting + Thrust Damage | Anhurawak the Proud | is our absolute BiS for just about any dungeon and mutator: 5% Thrust dmg(empower*), 12% crit (bis for IG/VG), and blood letting is just too perfect of a fit for the overall damage profile of the build, farm it and enjoy it while it lasts! |
Heart of Ailuros | DEX + INT | Keen + Hearty + Lightning Damage | Ailuros the Eastern Wind | get the job done for Ancient Boss Fights, be mindful of the +16int when swapping from Anhuwarak. |
Heart of Aviva | DEX | Leeching + Blood Letting + Thrust Damage | Brimstone chests | is the go-to farmable “legal” ring. |
Gash | DEX | Keen + Hearty + Blood Letting | Borvarn | is also a good option. |
Shipyard Rings | DEX | Hearty + Blood Letting + Random Damage Perk | Dynasty Shipyard M1+ | are also worth keeping an eye out for. (80% chance to be a damage mod when at 600) |
Blood letting is a must if running less than 250 INT (-900 damage per Finish without it). When at 250 INT, then the Bloodletting can be dropped for another perk in terms of ST damage, mostly relevant when swapping for elemental damage rings at boss fights. Generally speaking, it’s worth running the Blood perk since it makes Finish do more damage to mobs without needing a full Flurry first, as well as making it less likely that the Tondo falls off a mob that lives long enough for whatever reason. It just so happens to be on the best available Dmg+Keen ring, so enjoy it while it lasts.
Beloved>=Evasive, Refreshing Toast, Refreshing > Regenerating / Purifying Toast (preference).
The Anti-Threat perks are more important than everything else. If we get the aggro of 1 or more mobs, then we lose both backstabs insane value but also the positional value needed for ideal and safe Tondo/FnF angles. We will often hit more things than the tank has hit when using the Gauntlet spells anyhow, so the likelihood of stealing aggro is notably high (especially in pugs).
Refreshing toast shaves off the much-needed cdr on our health pots and ward potions, giving them 20-second and 90-second cooldowns, respectively. For healing potions, this can easily result in saving our lives, and for ward potions, it allows us to use them more often on crucial pulls, so we won’t have to worry about random one-shots during the initial grouping phase.
Refreshing gets us to the godly 3+ Refreshing breakpoint fast and is the only direct DPS boosting perk available. Nice and simple.
Regenerating has the chance to buy you enough time to get a potion of or receive any other heal from the healer before dying. Especially nice in fire/void mutations and generally nicer than purifying toast since we often use the regen pot at the start of a pack for that extra layer of safety at the beginning.
Purifying toast carries more value than Refreshing/Regenerating in Nature and Ice mutators since it’s your only way of getting out of the Toxic pool/Icicle root. In fire/void, where you take more damage from ground AoE, then the other two options will be of more value. Refreshing gets us to the godly 3+ Refreshing breakpoint fast.
Item | Stat | Perks | Drops from |
---|---|---|---|
Reflecterd Mayhem | DEX | Ref. Toast, Puri. Toast, Refreshing | Entropy |
Invoked By Her Two Lands | DEX | Ref Toast, Regenerating, Refreshing | High Priest of the Twin Doors |
Hardened Tear of Avarice | DEX | Ref. Toast, Regenerating, Puri. Toast | Avarice (Eternal Pools Trial) |
Bane, Rogue >= Vicious
Keenly Empowered > Refreshing Move > Attunement > Jagged > Chain > lifesteal
The 15% emp will never go to waste since the Rapier is empower starved af, and it affects all our damage (tondo snapshots it).
Keenly jagged is strong on bosses (200-600dps) but can be confusing when looking for how many tondo stacks you have on the target at any given time. It deals the same damage as Tondo, has the same debuff icon and deals damage at the same pace. Attunements are also an option for ST and somewhat nice for AoE (430-500dps).
The same thought process that the Greatsword had for Jagged vs Attunement applies here, notably that attunements get the +15% base magic damage from 150 INT, whereas jagged doesn’t. Jagged will pull ahead on bosses since we can 3x stack it by ourselves, but overall damage is where attunement shines.
Refreshing Move needs testing but should be a very fun option if that’s the best you have. It would not surprise me if it were on par with overall damage with attunement, or close to equal on one light attack backstab would equal 9% cdr as opposed to 6%, then the three hits would equal 27%. This would make the spec feel like it has near 0 cooldowns, and you could throw tondos all over the place.
We do runeglass gems on our Rapier since our damage profile is slower than Evade spam builds, so there is more room between our output, making runeglass dots worthwhile. Also, the damage gained from the elemental gems outweighs the damage gained on Tondo + FnF from opal/diamond since the total damage done from the bleeds/pops is less than the damage done from basic attacks and abilities.
Rapier | vs Lost | vs Ancient | vs Corrupted | vs Angry Earth |
---|---|---|---|---|
Fire mutator | Augmented Aquamarine | Augmented Topaz | Augmented Sapphire | T5 Opal/Diamond |
Ice mutator | T5 Amber | Augmented Topaz | Augmented Sapphire | Augmented Ruby |
Void mutator | Augmented Aquamarine | Augmented Topaz | Augmented Sapphire | Augmented Ruby |
Nature mutator | Augmented Aquamarine | Augmented Topaz | Augmented Sapphire | Augmented Ruby |
Bane, Vicious + Keen/Iced Refresh
Pylon does not proc Keenly jagged, Attunements nor Runeglass dots when not active. Nor does it benefit from the Energized Critical perk in any way. It does proc the mana on crit passive whilst using the IG (i.e. when you want mana)
Iced Refresh is more valuable than keen for two reasons:
Gem cheatsheet
Ice Gauntlet | vs Lost | vs Ancient | vs Corrupted | vs Angry Earth |
---|---|---|---|---|
Fire mutator | T5 Opal | T2 Topaz | Augmented Sapphire | T5 Opal |
Ice mutator | T5 Amber | T5 Topaz | Augmented Sapphire | Augmented Ruby |
Void mutator | T5 Opal | T2 Topaz | Augmented Sapphire | Augmented Ruby |
Nature mutator | T5 Opal | T2 Topaz | Augmented Sapphire | Augmented Ruby |
Bane, Vicious + Keen/Ref Move/Scream/Rupture
Keen is the generic BiS (and way cheaper). Ref move is strong but mostly when you need to chain CC mobs (i.e. Lazarus entry). Scream is excellent on the VG for the extra anti-heal value for when that matters. Otherwise, having Rupture on it allows you to get 3+ Ruptures out during the pulling phase. Rupture > Oblivion for pugs, the extra healing is worth more than the extra dmg, and if the healer uses Oblivion a lot, then it’s a waste for you to also use it.
Void Gauntlet | vs Lost | vs Ancient | vs Corrupted | vs Angry Earth |
---|---|---|---|---|
Fire mutator | T2 Aquamarine | T2 Topaz | T2 Sapphire | T5 Opal |
Ice mutator | T5 Amber | T2 Topaz | T2 Sapphire | T2 Ruby |
Void mutator | T5 Aquamarine | T5 Topaz | T5 Sapphire | T5 Ruby |
Nature mutator | T2 Aquamarine | T2 Topaz | T2 Sapphire | T2 Ruby |
yall know this by now: Bane, Skewer + Vic/Rogue
Skewer for the Weaken on Cooldown (mostly on bosses/big mobs) Perforate for the Rend (and/or fortify) Sweep for some CC
It can be done in any order, just don’t die by being locked into some animation.
For the runs where there already is a spear. Allows you the option of bringing the Mini-Grav Well, 10% weaken, 10% rend and the occasional anti-heal. You’d rather run this and get the DEX value than have to buy/craft some meme int/dex GA.
Bane, Slowing Rupture, Vicious (for real, we aren’t heavy attacking) Bane is a must. Rupture>Vic for a 2/2, but the rupture perk isn’t mandatory, although it helps a ton. No shame in using your main GS weapon as the Utility GS here.
Skyward for Onslaught Stance, get a good Rupture, then Rush out into a good Rapier positioning.
Less CC than the VG/IG, more/faster burst than the VG. Bane, Vicious, Plagued nades
Same as IG/VG rotations: 4.1 Basic shot into Nades 4.2 Basic shot into Shrapnel blast 4.3 dodge > back to Rapier quickly after splitting nades go off
Bane, Vic + ??? Penetrating Shot, Poison Shot + Rain/Explo
Last boss Ennead tech, nothing else atm.
Bane, Enchanted, Attunement/Keen/Shooter Stance/Vorpal Powder Burn, Shooter Stance, Stopping Power.
Standard DPS rune still needs some more care since we’re already low on fortify. Keen Tondo works on it as well as the 250 DEX perk, so expect huge crits.
Only in non-nature Barnacles and/or Void mutators if the group is low on anti-heal.
i.e. Healers not using Scream often enough nor using the bile bomb themselves.
Hatchet users without Infected Throw. Otherwise, we don’t use it since it can’t crit.
This rune bugs out your rapier masteries (i.e. no cdr on FnF from Fuel), hard pass until fixed.
Ideally, Cunning but brutal also works.
Here are some VoDs you can use to get a sense of how the build plays.