Master of Flame
Feat choices and loadouts
Ever changing game
In the modules 8, to 11 due to the gears and enchants that were considered top at that time, a player had to make a choice.
You could go either as a debuffer with some damage or mostly as a Damage dealer.
It was hard with the then gears to build critical, recovery and armor pen and decent power.
With the module 12 changes to enchants and the new gears with much higher stats of both module 12 and 13
it is possible now to have a proper Hybrid CW that can do great damage and keep the debuffs up at the same time
so we can help our self and our teams better.
Also, Loadouts, allows us to adjust and change for any situation so now, there isn't any real distinction between a MoF or SS or between main/secondary DPS, full debuff or hybrid. You can be anyone that you like according to your group needs.
Bellow, you will see a feat selection for every need and play style.
MODULE 14 Hybrid/DPS Builds
In Module 13 and at high-end dungeons its recommended to use, what we call a Hybrid Build. Hybrid in the CW case means we focus a bit less on debuffs and a bit more on damage so our output in damage can rival that of a pure DPS while helping our teams with buffs and debuffs, best of both worlds.
A lot of players ask, "what is the best build?". That question doesn't apply to us easily so it's better to change it to, "What is the best build for each situation?", because this is how the game is now. With the use of Loadouts, almost every class must have few builds that we can adjust to the group, content, and role we want to run.
This is my recommendation as far as to when to use what build. Keep in mind it's not "binding" it just offers a bit more to you and your party without that meaning that other options are bad.
For AOE, - Run as Renegade/oppressor, Aoe Build or Oppressor/thauma AOE build
The choice of which of the 2 is depended on whether the party can provide Combat advantage or not. If the party has a class that can provide Combat Advantage (GF, HR, SW), then Oppressor AoE is preferred. If not then Renegade might work better.
Boss Fight, Single CW, Secondary DPS - Run as Renegade MoF if the party cant have Combat advantage, Oppressor MoF if the party has combat advantage. Single Target builds.
Renegade will provide both Superior buff and DPS. Even with Combat advantage fixed it allows to correct positional mistakes or in some cases when you cant be positioned to flank at all. If the group tho has CA from another source, then Oppressor will be better as the debuff will be the same but you also get to deal extra damage.
Boss Fight, Single CW, main dps, Run as Oppressor MoF, Single Target build.
With this build, you need to make sure you always have Combat Advantage. The Oppressor can offer better DPS output and still utilize the buffs /debuffs for the team.
Boss Fight, Double CW, Main DPS as Oppressor/thauma, second as Renegade/thauma, both Single Target builds.
Since Shatter strike can now be buffed and debuffed Its better to switch to OPP as main dps. Opp should be played by the one who has better knowledge of DPS and the gears to supported it while the second should be Renegade. Both CW will do great damage as they buff each other and will end up in a very fast and smooth boss fight.