SEASON 8 PVE

DAMAGE DEALER
SPEAR GUIDE

DAMAGE DEALER
SPEAR GUIDE

Skewer

Perforate

Cyclone

Intro

Intro

Intro

Welcome to the Spear DPS Build Guide!

The spear is one of the most versatile melee weapons in PvE, offering a strong balance of damage, debuff utility, and mob control.This guide focuses on maximizing your damage output, applying Rend and Weaken, and using abilities like Skewer, Perforate, and Sweep efficiently in group PvE. Whether you're bursting down bosses or locking down dangerous mobs, this build will help you become a high-value team member in any expedition or raid.

1. Starter Gear

1. Starter Gear

1. Starter Gear

Items

Items used in this build are just examples of good perk combinations you can use. There may be multiple Named Item alternatives, or you might find something similar on the Trading Post—or even get lucky with drops from mobs or chests. You can find all viable alternatives on websites like NWBuddy or NWDB.


Once you reach level 65, focus on increasing your faction level. At max faction rank, you’ll gain access to excellent starter gear. And if you didn’t spend much gold while leveling, you should be able to afford it easily. This gear is more than enough to handle M2 expeditions, Hive of the Gorgon, and Trial of the Devourer. The last one can be a bit tricky. It all depends on the raid leader and how strict the gear check is.


This guide uses Syndicate gear as an example, but similar alternatives exist for Covenant and Marauders. Base faction gear comes with Constitution as the default attribute, but you can buy seals to change it to any attribute you prefer.

Purchase a Syndicate (Covenant/Marauder) Soldier Seal from the faction store, then take it to the Outfitting Station along with the items you want to upgrade. Gear should be unlocked (Ctr+L to lock/unlock items), not be on you or in any gearsets

Focus on a few key things:

  • Attributes:
    Ensure your gear has the right attributes for your build. For example, avoid using DEX/STR pieces for a healer or FOC pieces for damage dealers.

  • Weight:
    Stay in the correct armor weight category. In most cases, avoid medium weight as a DPS or healer. Tanks should aim for heavy armor. Damage Dealers - go light. Reason for this that you get extra bonus damage if wearing light armor.

  • Perks:
    Prioritize your main protection perk first (usually Enchanted Ward). Then add Refreshing and relevant weapon perks to complete your build.

  • Gear Score:
    Make sure your gear score meets the requirements for expeditions:

    • 650 for M1

    • 675 for M2

    • 695 for M3 (If your gear score is below these thresholds, the game will artificially scale down your outgoing damage.)

Syndicate Magus Headwear

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Headwear

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Headwear

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Jacket

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Jacket

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Jacket

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Handcovers

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Handcovers

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Handcovers

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Shoes

Medium

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Shoes

Medium

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Shoes

Medium

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Spear

Crafted

Gear Score

650+

Attribute

33

DEX

Enfeebling Skewer

Skewer hits apply Weaken, reducing the target's damage by 47% for 8s.

No Runeglass

Cut Pristine Diamond

Spear

Crafted

Gear Score

650+

Attribute

33

DEX

Enfeebling Skewer

Skewer hits apply Weaken, reducing the target's damage by 47% for 8s.

No Runeglass

Cut Pristine Diamond

Spear

Crafted

Gear Score

650+

Attribute

33

DEX

Enfeebling Skewer

Skewer hits apply Weaken, reducing the target's damage by 47% for 8s.

No Runeglass

Cut Pristine Diamond

Offhand

Crafted

Gear Score

650+

Attribute

33

MAG

Offhand

Secondary weapon that matches your needs. Options will be bellow on this page

No Runeglass

Cut Pristine Diamond

Offhand

Crafted

Gear Score

650+

Attribute

33

MAG

Offhand

Secondary weapon that matches your needs. Options will be bellow on this page

No Runeglass

Cut Pristine Diamond

Offhand

Crafted

Gear Score

650+

Attribute

33

MAG

Offhand

Secondary weapon that matches your needs. Options will be bellow on this page

No Runeglass

Cut Pristine Diamond

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Empowered

Empower you apply lasts 34% longer.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Empowered

Empower you apply lasts 34% longer.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Empowered

Empower you apply lasts 34% longer.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

Thrust Damage

+7.1% Thrust damage.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

Thrust Damage

+7.1% Thrust damage.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

Thrust Damage

+7.1% Thrust damage.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

First Upgrades:

This variation of the gear transitional and can be skiped towards endgame variation to save some gold on upgrades. I just wanna share all available options. Always check the market, there might be cheap alternatives with similar perks.


  • As first step on impoving your gear you should consider running Winter Rune Forge. It can give you upgradable spear, and medium boots with fortifying perforate perk.

    • upgrade Frozenpoint spear with enfeebling skewer

    • upgrade Freezeframe Padded Shoes with enchanted ward (or keep it as it is to save some gold)


In order to upgrade those items you will need

  • x6 chromatics seals from faction store which is equal to 30k gold. Doing your daily random runs should give you 42k by the end of the week.

  • x1 armor matrix. This one various in price. On current date it is around 8k gold per one

  • x1 weapon matrix. This one various in price. On current date it is around 8k gold per one

  • x1 harden crystal (for enchanted ward). This one various in price. On current date it is around 6k gold per one


Tip: Keep doing your daily random expeditions and mutated expeditions to get gold to buy chromatic seals from the faction store. This is how your gear could look by the end of week 2 - week 3 of your endgame.


Remember. You can skip this variation and start doing Hive of Gorgon in your faction gear saving gold on upgrading Hoplite pieces to make Best in Slot 725 engame gear. But if not in a rush and happy to take game slow feel free to use those items in your gear

Syndicate Magus Headwear

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Headwear

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Headwear

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Jacket

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Jacket

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Jacket

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Handcovers

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Handcovers

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Syndicate Magus Handcovers

Light

Named

Gear Score

675

Attribute

30

STR

Health

+2.4% max health.

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Freezeframe Padded Shoes

Medium

Named

Gear Score

700

Attribute

32

DEX

Health

+2.4% max health.

Fortifying Perforate

Perforate hits gain a stack of Fortify, increasing your armor by 10% for 6s (Max 3 Stacks).

Enchanted Ward

-4% damage from light and heavy attacks.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Freezeframe Padded Shoes

Medium

Named

Gear Score

700

Attribute

32

DEX

Health

+2.4% max health.

Fortifying Perforate

Perforate hits gain a stack of Fortify, increasing your armor by 10% for 6s (Max 3 Stacks).

Enchanted Ward

-4% damage from light and heavy attacks.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Freezeframe Padded Shoes

Medium

Named

Gear Score

700

Attribute

32

DEX

Health

+2.4% max health.

Fortifying Perforate

Perforate hits gain a stack of Fortify, increasing your armor by 10% for 6s (Max 3 Stacks).

Enchanted Ward

-4% damage from light and heavy attacks.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Frozenpoint

Named

Gear Score

700

Attribute

38

DEX

Frost Attunement

Attacks deal +14% weapon damage as Ice (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Keenly Empowered

Gain 10% Empower for 5s on critical hit (10s cooldown).

Enfeebling Skewer

Skewer hits apply Weaken, reducing the target's damage by 47% for 8s.

No Runeglass

Cut Pristine Diamond

Frozenpoint

Named

Gear Score

700

Attribute

38

DEX

Frost Attunement

Attacks deal +14% weapon damage as Ice (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Keenly Empowered

Gain 10% Empower for 5s on critical hit (10s cooldown).

Enfeebling Skewer

Skewer hits apply Weaken, reducing the target's damage by 47% for 8s.

No Runeglass

Cut Pristine Diamond

Frozenpoint

Named

Gear Score

700

Attribute

38

DEX

Frost Attunement

Attacks deal +14% weapon damage as Ice (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Keenly Empowered

Gain 10% Empower for 5s on critical hit (10s cooldown).

Enfeebling Skewer

Skewer hits apply Weaken, reducing the target's damage by 47% for 8s.

No Runeglass

Cut Pristine Diamond

Offhand

Crafted

Gear Score

650+

Attribute

33

MAG

Offhand

Secondary weapon that matches your needs. Options will be bellow on this page

No Runeglass

Cut Pristine Diamond

Offhand

Crafted

Gear Score

650+

Attribute

33

MAG

Offhand

Secondary weapon that matches your needs. Options will be bellow on this page

No Runeglass

Cut Pristine Diamond

Offhand

Crafted

Gear Score

650+

Attribute

33

MAG

Offhand

Secondary weapon that matches your needs. Options will be bellow on this page

No Runeglass

Cut Pristine Diamond

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Empowered

Empower you apply lasts 34% longer.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Empowered

Empower you apply lasts 34% longer.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Amulet

Crafted

Gear Score

650+

Attribute

28

MAG

Health

+7% max Health.

Empowered

Empower you apply lasts 34% longer.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

Thrust Damage

+7.1% Thrust damage.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

Thrust Damage

+7.1% Thrust damage.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Ring

Crafted

Gear Score

650+

Attribute

28

MAG

Hearty

+10% max Stamina.

Thrust Damage

+7.1% Thrust damage.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Earring

Crafted

Gear Score

650+

Attribute

28

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

2. Perks for spear build

2. Perks for spear build

2. Perks for spear build

Armor Perks

Enchanted Ward

-4% damage from light and heavy attacks.

Enchanted Ward

-4% damage from light and heavy attacks.

Enchanted Ward

-4% damage from light and heavy attacks.

Most of incoming damage, especially in boss fight, coded as light or heavy attacks. Enchanted ward reduces damage taken from it by a flat % on that armor piece. Essential for mutation expeditions to mitigate high mob damage.

Leeching Cyclone

Cyclone hits heal you for 35% of weapon damage (Max 3 targets).

Leeching Cyclone

Cyclone hits heal you for 35% of weapon damage (Max 3 targets).

Leeching Cyclone

Cyclone hits heal you for 35% of weapon damage (Max 3 targets).

Heals you for a portion of the damage dealt by Cyclone. Provides self-sustain for melee builds, especially helpful in high-pressure PvE situations.

Refreshing

Reduce max cooldowns by 4%.

Refreshing

Reduce max cooldowns by 4%.

Refreshing

Reduce max cooldowns by 4%.

Reduces cooldowns on abilities by a small percentage. Helps maintain higher skill uptime, especially useful for rotation-heavy DPS builds and support roles.

Fortifying Perforate

Perforate hits gain a stack of Fortify, increasing your armor by 10% for 6s (Max 3 Stacks).

Fortifying Perforate

Perforate hits gain a stack of Fortify, increasing your armor by 10% for 6s (Max 3 Stacks).

Fortifying Perforate

Perforate hits gain a stack of Fortify, increasing your armor by 10% for 6s (Max 3 Stacks).

Grants Fortify for each hit of the Perforate skill, stacking up to 3 times for 6 seconds. It helps light armor DPS builds reduce incoming damage during combat, making it ideal for surviving burst damage in expeditions.

Bleeding Sweep

Sweep's Coup De Grace now applies Bleed for 10% of weapon damage for 8s.

Bleeding Sweep

Sweep's Coup De Grace now applies Bleed for 10% of weapon damage for 8s.

Bleeding Sweep

Sweep's Coup De Grace now applies Bleed for 10% of weapon damage for 8s.

Causes Sweep to apply a Bleed, dealing damage over time. Adds extra DPS and synergizes well with debuff-triggered passives like Exploited Weakness.

Health

+2.4% max health.

Health

+2.4% max health.

Health

+2.4% max health.

Increases your max HP based on the armor piece it’s on. Offers passive survivability for all roles, especially useful for light armor players or low-CON builds.

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Mortal Fortification

Gain 22% Fortify for 20s on kill (1s cooldown).

Mortal Fortification

Gain 22% Fortify for 20s on kill (1s cooldown).

Mortal Fortification

Gain 22% Fortify for 20s on kill (1s cooldown).

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

Mortal Refreshment

Reduce all cooldowns by 8% on kill (1s cooldown).

A very interesting change introduced in Season 8 is that Mortal perks are now available on armor pieces. Having one or a combination of these perks on your armor can help increase your damage or sustain. They’re mostly useless in boss fights, but can provide good value when dealing with large packs of mobs.

I would give Mortal Power a go. Leadeship (10%) + Obliv (15%) + Honing (7%) + Skewer (20%) = 42%. And even if you have Thrust ring, your Cyclone Strike Burst damage still has room for some empower

Empowering Toast will help you with empower uptime. Start with using regen pot before entering the fight and get mortal power stack after you kill first enemy

Weapon Perks

Enfeebling Skewer

Skewer hits apply Weaken, reducing the target's damage by 47% for 8s.

Enfeebling Skewer

Skewer hits apply Weaken, reducing the target's damage by 47% for 8s.

Enfeebling Skewer

Skewer hits apply Weaken, reducing the target's damage by 47% for 8s.

That's our bread and butter. Applies Weaken on hit, reducing the target’s outgoing damage for a few seconds. Great for lowering boss damage and improving survivability, especially in group PvE or against dangerous elites.

Alternating Enchantment

Hitting with a basic attack will increase the base damage of the next ability hit within 5s by 10%, and hitting with an ability will increase the base damage of the next basic attack within 5s by 10%.

Alternating Enchantment

Hitting with a basic attack will increase the base damage of the next ability hit within 5s by 10%, and hitting with an ability will increase the base damage of the next basic attack within 5s by 10%.

Alternating Enchantment

Hitting with a basic attack will increase the base damage of the next ability hit within 5s by 10%, and hitting with an ability will increase the base damage of the next basic attack within 5s by 10%.

Spear’s cooldown reduction allows you to spam abilities with light attacks in between, making this perk easy to proc and providing a consistent 10% base damage increase.

Distained Infliction

Potency of outgoing DoTs are increased by 15%. Hitting a target inflicted by your DoTs will extend the duration of them by 5% (1s Cooldown.) PvE Only: Deal +5% base damage against hostile AI inflicted with DoTs.

Distained Infliction

Potency of outgoing DoTs are increased by 15%. Hitting a target inflicted by your DoTs will extend the duration of them by 5% (1s Cooldown.) PvE Only: Deal +5% base damage against hostile AI inflicted with DoTs.

Distained Infliction

Potency of outgoing DoTs are increased by 15%. Hitting a target inflicted by your DoTs will extend the duration of them by 5% (1s Cooldown.) PvE Only: Deal +5% base damage against hostile AI inflicted with DoTs.

A PvE-exclusive perk that increases your Skewer bleed damage and adds 5% more consistent damage to light attacks and abilities. I would probably run in on bleed sweep spear variation to get maximum value. For cyclone spear alternating enchantment should be better

Sundering Stacks

Attack inflicts a stack of 4% Rend, each stack lasting 6s. (Max 5 stacks)

Sundering Stacks

Attack inflicts a stack of 4% Rend, each stack lasting 6s. (Max 5 stacks)

Sundering Stacks

Attack inflicts a stack of 4% Rend, each stack lasting 6s. (Max 5 stacks)

Very good but expensive perk. Make sens to have only one per group. So if no one runs it in your team you can go for it but I would leave utility perk like that to tank or support and focus on damage perks instead

Flame Attunement

Attacks deal +14% weapon damage as Fire (1,5s cooldown. Does not trigger off persistent damage or DoT effects).

Flame Attunement

Attacks deal +14% weapon damage as Fire (1,5s cooldown. Does not trigger off persistent damage or DoT effects).

Flame Attunement

Attacks deal +14% weapon damage as Fire (1,5s cooldown. Does not trigger off persistent damage or DoT effects).

Arboreal Attunement

Attacks deal +14% weapon damage as Nature (1,5s cooldown. Does not trigger off persistent damage or DoT effects).

Arboreal Attunement

Attacks deal +14% weapon damage as Nature (1,5s cooldown. Does not trigger off persistent damage or DoT effects).

Arboreal Attunement

Attacks deal +14% weapon damage as Nature (1,5s cooldown. Does not trigger off persistent damage or DoT effects).

Frost Attunement

Attacks deal +14% weapon damage as Ice (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Frost Attunement

Attacks deal +14% weapon damage as Ice (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Frost Attunement

Attacks deal +14% weapon damage as Ice (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Abyssal Attunement

Attacks deal +14% weapon damage as Void (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Abyssal Attunement

Attacks deal +14% weapon damage as Void (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Abyssal Attunement

Attacks deal +14% weapon damage as Void (1.5s cooldown. Does not trigger off persistent damage or DoT effects).

Attunement could be a good additional single target damage

Amulet Perks

Nature Protection

Receive 15% less Nature damage.

Nature Protection

Receive 15% less Nature damage.

Nature Protection

Receive 15% less Nature damage.

Void Protection

Receive 15% less Void damage.

Void Protection

Receive 15% less Void damage.

Void Protection

Receive 15% less Void damage.

Flame Protection

Receive 15% less Fire damage.

Flame Protection

Receive 15% less Fire damage.

Flame Protection

Receive 15% less Fire damage.

Frozen Protection

Receive 15% less Ice damage.

Frozen Protection

Receive 15% less Ice damage.

Frozen Protection

Receive 15% less Ice damage.

Nature, Fire, Void, and Ice are the four main elements you’ll encounter weekly in mutated expeditions. Having an amulet for each will keep you covered for endgame content. Keep in mind that the resistance cap is 50% (e.g., if you have 51% Nature resistance, only 50% will count). Slot your gems carefully to avoid exceeding the cap.

Slash Protection

Receive 15% less Slash damage.

Slash Protection

Receive 15% less Slash damage.

Slash Protection

Receive 15% less Slash damage.

Thrust Protection

Receive 15% less Thrust damage.

Thrust Protection

Receive 15% less Thrust damage.

Thrust Protection

Receive 15% less Thrust damage.

Strike Protection

Receive 15% less Strike damage.

Strike Protection

Receive 15% less Strike damage.

Strike Protection

Receive 15% less Strike damage.

Physical damage protection can help in boss fights that aren't affected by mutators. Check the NWBuddy website to see what damage type the bosses deal in the expedition you're running, and bring an extra amulet with that type of protection.

Jewelry Perks

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Great for maximizing damage boosts during fights.

Fortifying Toast

On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).

Fortifying Toast

On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).

Fortifying Toast

On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).

Useful for boosting survivability in high-damage encounters.

Hearty

+10% max Stamina.

Hearty

+10% max Stamina.

Hearty

+10% max Stamina.

Increases max stamina, allowing for more dodges. Eespecially valuable for light armor builds.

Regenerating

+0.52% Health every second.

Regenerating

+0.52% Health every second.

Regenerating

+0.52% Health every second.

Never use regenerating as Damage Dealer. Health regen from this perk will counts towards threat and cose agro which will make your tank job much harder


3. Starter Attributes

3. Starter Attributes

3. Starter Attributes

Attributes Details

Attributes are an important part of your build. They provide base damage scaling for your weapon and grant additional bonuses when you reach specific checkpoints. You can read about all attribute checkpoints by simply hovering over them in-game. When building your character, consider how those checkpoints synergize with your weapon.


The more points you invest into a single attribute, the less base damage each additional point gives—due to diminishing returns.

The Spear scales primarily with Dexterity and secondarily with Strength. However, because of the Spear's low cooldowns and frequent ability usage, having 350 Strength is beneficial for this playstyle. Prioritize maxing Strength, then put the remaining points into Dexterity.


Avoid investing points into Constitution, as it will lower your damage output and often won’t make a significant difference in survivability. Instead, focus on learning enemy mechanics and attack patterns to understand which damage you can safely take and which attacks you should always dodge.


If you upgrade your Attuned Leather Pants to Gear Score 725, and the rest of your items are 650+, you’ll have enough total attributes to reach both the 350 Strength and 250 Dexterity checkpoints.


STR

350

DEX

250

INT

15

FOC

15

CON

15

STR

350

DEX

250

INT

15

FOC

15

CON

15

STR

350

DEX

250

INT

15

FOC

15

CON

15

4. Endgame Gear

4. Endgame Gear

4. Endgame Gear

Gear Progression

Once you've got your starter gear sorted, you can start working toward long-term goals. Focus on running Hive of the Gorgon and Trial of the Devourer—these endgame activities offer some of the best items in the game, and some drops can’t be obtained any other way.


Gear

  • Hoplite Mask and Hoplite Handcovers drop from Hive of the Gorgon. You can also craft them at a Gypsum Kiln using 40 Hive of the Gorgon Tokens.

  • Silken Cocoon and Dune Euplantula are powerful but unique items that only drop in the Trial of the Devourer. Keep in mind these are rare drops—so while farming, you can use the 725 Hoplite alternatives: Hoplite Shirt and Hoplite Boots.


Weapon

  • The best Spear will either require an Inductor craft (which is extremely expensive). Alternative can be obtained as a named drop from the Trial of the Devourer.

  • Another option is the Hoplite Spear from Hive of the Gorgon. However, it comes with Keenly Jagged, which isn’t an ideal DPS perk and can conflict with Keenly Jagged on your tank’s Butcher artifact sword.


Jewelry

The only way to get a 725 amulet with Empowered is to craft it.

In most cases, you should be able to use Skewer again before your current Empower expires. However, without the Empowered perk on your amulet, you may experience occasional downtime in your Empower uptime.


Armor Perks

Hold to main principles

  • x3-x4 enchanted ward (depends on boots you can find/craft/buy)

  • x4 refreshing

  • Upgrade gear with weapon perks

  • If there still some free perk slots upgrade it with health or mortal perks

Hoplite Mask

Light

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Leeching Cyclone

Cyclone hits heal you for 35% of weapon damage (Max 3 targets).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Mask

Light

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Leeching Cyclone

Cyclone hits heal you for 35% of weapon damage (Max 3 targets).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Mask

Light

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Leeching Cyclone

Cyclone hits heal you for 35% of weapon damage (Max 3 targets).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Handcovers

Light

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Fortifying Perforate

Perforate hits gain a stack of Fortify, increasing your armor by 10% for 6s (Max 3 Stacks).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Handcovers

Light

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Fortifying Perforate

Perforate hits gain a stack of Fortify, increasing your armor by 10% for 6s (Max 3 Stacks).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Hoplite Handcovers

Light

Named

Gear Score

725

Attribute

36

MAG

Enchanted Ward

-4% damage from light and heavy attacks.

Refreshing

Reduce max cooldowns by 4%.

Fortifying Perforate

Perforate hits gain a stack of Fortify, increasing your armor by 10% for 6s (Max 3 Stacks).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Attuned Leather Pants

Medium

Artifact

Gear Score

725

Attribute

45

MAG

Well Rounded

+11 to all attributes.

Refreshing

Reduce max cooldowns by 4%.

Elemental Aversion

Receive 4.5% less damage from ranged, elemental attacks.

Mortal Power

Gain 12% Empowered for 20s on kill (1s cooldown).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Offhand Weapon

Crafted

Gear Score

725

Attribute

42

MAG

Offhand

Secondary weapon that matches your needs. Options will be bellow on this page

No Runeglass

Cut Pristine Diamond

Offhand Weapon

Crafted

Gear Score

725

Attribute

42

MAG

Offhand

Secondary weapon that matches your needs. Options will be bellow on this page

No Runeglass

Cut Pristine Diamond

Offhand Weapon

Crafted

Gear Score

725

Attribute

42

MAG

Offhand

Secondary weapon that matches your needs. Options will be bellow on this page

No Runeglass

Cut Pristine Diamond

Gorgon's Ring

Light

Crafted

Gear Score

725

Attribute

36

MAG

Hearty

+10% max Stamina.

Thrust Damage

+7.1% Thrust damage.

Leeching

Heal for 7.1% of the damage you deal (Does not trigger off persistent damage or DoT effects).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Gorgon's Ring

Light

Crafted

Gear Score

725

Attribute

36

MAG

Hearty

+10% max Stamina.

Thrust Damage

+7.1% Thrust damage.

Leeching

Heal for 7.1% of the damage you deal (Does not trigger off persistent damage or DoT effects).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Gorgon's Ring

Light

Crafted

Gear Score

725

Attribute

36

MAG

Hearty

+10% max Stamina.

Thrust Damage

+7.1% Thrust damage.

Leeching

Heal for 7.1% of the damage you deal (Does not trigger off persistent damage or DoT effects).

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Gorgon's Earring

Light

Crafted

Gear Score

725

Attribute

36

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Nimble

+10% Stamina regeneration rate.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Gorgon's Earring

Light

Crafted

Gear Score

725

Attribute

36

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Nimble

+10% Stamina regeneration rate.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

Gorgon's Earring

Light

Crafted

Gear Score

725

Attribute

36

MAG

Empowering Toast

On Potion Drink: Gain 10% Empower for 8s (10s cooldown).

Refreshing Toast

Potions cooldown 10% faster.

Nimble

+10% Stamina regeneration rate.

Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature

5. Endgame Attributes

5. Endgame Attributes

5. Endgame Attributes

STR

350

DEX

300

INT

25

FOC

25

CON

15

STR

350

DEX

300

INT

25

FOC

25

CON

15

STR

350

DEX

300

INT

25

FOC

25

CON

15

6. Skill Tree

6. Skill Tree

6. Skill Tree

Single speaar in group. Cyclone variation

Single speaar in group. Cyclone variation

Single speaar in group. Cyclone variation

Bellow: Two spears in a group. Second spear skill tree. Cyclone variation

Bellow: Two spears in a group. Second spear skill tree. Cyclone variation

Bellow: Two spears in a group. Second spear skill tree. Cyclone variation

Bellow: Single spear in a group. Bleeding sweep variation

Bellow: Single spear in a group. Bleeding sweep variation

Bellow: Single spear in a group. Bleeding sweep variation

Bellow: Two spears in a group. Second spear skill tree. Bleeding sweep variations. Don't play 2 bleed spears

Bellow: Two spears in a group. Second spear skill tree. Bleeding sweep variations. Don't play 2 bleed spears

Bellow: Two spears in a group. Second spear skill tree. Bleeding sweep variations. Don't play 2 bleed spears

7. Abilities

7. Abilities

7. Abilities

Cyclone

Perform a spin attack that deals 165% weapon damage to targets within a 3m radius, and applies a 30% slow for 3s. This ability has grit.
(Slow reduces target's movement speed.)
(Grit prevents you from being staggered by incoming attacks.)
Taunt Gem Compatible: If you have a Carnelian gem equipped in your spear, hits with this ability inflict taunt for 2s. (Taunt causes monsters to focus only on you.)

This is our main AoE damage ability. With the Leeching Cyclone perk on armor, it provides solid sustain. It also applies Slow, which synergizes well with the 200 Strength attribute checkpoint.


Cyclone

Perform a spin attack that deals 165% weapon damage to targets within a 3m radius, and applies a 30% slow for 3s. This ability has grit.
(Slow reduces target's movement speed.)
(Grit prevents you from being staggered by incoming attacks.)
Taunt Gem Compatible: If you have a Carnelian gem equipped in your spear, hits with this ability inflict taunt for 2s. (Taunt causes monsters to focus only on you.)

This is our main AoE damage ability. With the Leeching Cyclone perk on armor, it provides solid sustain. It also applies Slow, which synergizes well with the 200 Strength attribute checkpoint.


Cyclone

Perform a spin attack that deals 165% weapon damage to targets within a 3m radius, and applies a 30% slow for 3s. This ability has grit.
(Slow reduces target's movement speed.)
(Grit prevents you from being staggered by incoming attacks.)
Taunt Gem Compatible: If you have a Carnelian gem equipped in your spear, hits with this ability inflict taunt for 2s. (Taunt causes monsters to focus only on you.)

This is our main AoE damage ability. With the Leeching Cyclone perk on armor, it provides solid sustain. It also applies Slow, which synergizes well with the 200 Strength attribute checkpoint.


Perforate

Execute 3 quick piercing strikes that each deal 80% weapon damage and apply rend, reducing the target's armor by 5% for 10s. (Max 3 stacks.)

This is our Rend and Weaken ability. It has high team value—everyone in the group will deal more damage and take less in return.

Perforate

Execute 3 quick piercing strikes that each deal 80% weapon damage and apply rend, reducing the target's armor by 5% for 10s. (Max 3 stacks.)

This is our Rend and Weaken ability. It has high team value—everyone in the group will deal more damage and take less in return.

Perforate

Execute 3 quick piercing strikes that each deal 80% weapon damage and apply rend, reducing the target's armor by 5% for 10s. (Max 3 stacks.)

This is our Rend and Weaken ability. It has high team value—everyone in the group will deal more damage and take less in return.

Skewer

Rush forward and skewer your target, dealing 125% weapon damage and applying bleed. Bleed deals 20% weapon damage every 1s for 10s.

With Enfeebling Skewer on your weapon, this ability applies 47% Weaken (!!!)—making the tank’s job much easier and helping DPS players avoid getting one-shot. If upgraded with passives from the skill tree, it also grants 20% Empower.

Skewer

Rush forward and skewer your target, dealing 125% weapon damage and applying bleed. Bleed deals 20% weapon damage every 1s for 10s.

With Enfeebling Skewer on your weapon, this ability applies 47% Weaken (!!!)—making the tank’s job much easier and helping DPS players avoid getting one-shot. If upgraded with passives from the skill tree, it also grants 20% Empower.

Skewer

Rush forward and skewer your target, dealing 125% weapon damage and applying bleed. Bleed deals 20% weapon damage every 1s for 10s.

With Enfeebling Skewer on your weapon, this ability applies 47% Weaken (!!!)—making the tank’s job much easier and helping DPS players avoid getting one-shot. If upgraded with passives from the skill tree, it also grants 20% Empower.

Javelin

Throw your spear, dealing 80% weapon damage and staggering on hit.

Barely used in PvE, with some exceptions where it's required by specific strategies.

Javelin

Throw your spear, dealing 80% weapon damage and staggering on hit.

Barely used in PvE, with some exceptions where it's required by specific strategies.

Javelin

Throw your spear, dealing 80% weapon damage and staggering on hit.

Barely used in PvE, with some exceptions where it's required by specific strategies.

Sweep

Sweep the target's legs, dealing 45% weapon damage and causing a knock down.

Our CC and bleed ability. Use it to knock down mobs and help secure a clump in one place.

Sweep

Sweep the target's legs, dealing 45% weapon damage and causing a knock down.

Our CC and bleed ability. Use it to knock down mobs and help secure a clump in one place.

Sweep

Sweep the target's legs, dealing 45% weapon damage and causing a knock down.

Our CC and bleed ability. Use it to knock down mobs and help secure a clump in one place.

Vault Kick

Use your spear to vault forward and kick your target, dealing 75% weapon damage and staggering them. Applies stun for 1.5s.
Taunt Gem Compatible: If you have a Carnelian gem equipped in your spear, this ability inflicts taunt for 2s when it hits. (Taunt causes monsters to focus only on you.)

Barely used in PvE, with some exceptions where it's required by specific strategies.

Vault Kick

Use your spear to vault forward and kick your target, dealing 75% weapon damage and staggering them. Applies stun for 1.5s.
Taunt Gem Compatible: If you have a Carnelian gem equipped in your spear, this ability inflicts taunt for 2s when it hits. (Taunt causes monsters to focus only on you.)

Barely used in PvE, with some exceptions where it's required by specific strategies.

Vault Kick

Use your spear to vault forward and kick your target, dealing 75% weapon damage and staggering them. Applies stun for 1.5s.
Taunt Gem Compatible: If you have a Carnelian gem equipped in your spear, this ability inflicts taunt for 2s when it hits. (Taunt causes monsters to focus only on you.)

Barely used in PvE, with some exceptions where it's required by specific strategies.

8. Offhand Weapon

8. Offhand Weapon

8. Offhand Weapon

Offhand Options (Situational)

Choose based on content and group composition:

  • Great Axe – For mob clumping and applying Weaken with Enfeebling Maelstrom.

  • War Hammer / Spark of Mjolnir – For extra crowd control or increased lightning damage.

  • Finisher Rapier – Great for boosting single-target damage.

  • Inferno Fire Staff or Akonite Bow – Work similarly to the Rapier. Use Arboreal Diamond Runeglass to apply Nature DoTs and activate Akonite’s effect.

  • Musket (Accelerated Traps) – Useful for speeding up movement between pulls in faster runs.

  • Pestilence – Adds DoT damage and applies Disease if needed for your group’s strategy.

9. Consumables

9. Consumables

9. Consumables

Food, potions and other

Infused Corrupted Coating

Gives +15% additional damage against Corrupted. Lasts for 40 minutes. Only one Coating may be applied at a time. Coatings stack with Weapon Traits.

Infused Corrupted Coating

Gives +15% additional damage against Corrupted. Lasts for 40 minutes. Only one Coating may be applied at a time. Coatings stack with Weapon Traits.

Infused Corrupted Coating

Gives +15% additional damage against Corrupted. Lasts for 40 minutes. Only one Coating may be applied at a time. Coatings stack with Weapon Traits.

Coatings are important part of your damage. Research which mobs you fight in expeditions and prepare coatings. Sometimes you might need to use few different coatings during the expedition

Powerful Honing Stone

Increases weapon damage by 7% for 40 minutes.

Powerful Honing Stone

Increases weapon damage by 7% for 40 minutes.

Powerful Honing Stone

Increases weapon damage by 7% for 40 minutes.

7% empower for any of your weapon attack

Fried Albenaja

Increase Dexterity by 48 for 40 minutes. Your health slowly recovers while under these effects.

Fried Albenaja

Increase Dexterity by 48 for 40 minutes. Your health slowly recovers while under these effects.

Fried Albenaja

Increase Dexterity by 48 for 40 minutes. Your health slowly recovers while under these effects.

Food is important. Without it you will not be able to reach main checkpoints in attributes. So if after you prepared your gear you missing attributes it's probably a food. Don't cheap out. Buy the highest tier

Infused Corrupted Ward

Increases damage absorption from Corrupted by 10% for 40 minutes.

Infused Corrupted Ward

Increases damage absorption from Corrupted by 10% for 40 minutes.

Infused Corrupted Ward

Increases damage absorption from Corrupted by 10% for 40 minutes.

Ward potions - your protection. Research which mobs you fight in expeditions and prepare ward potions. Sometimes you might need to use few different ward potions during the expedition

Desert Sunrise

Reduce the Duration of DOTs (damage over time) by 17.5% for 40 minutes. Your health slowly recovers while under these effects.

Desert Sunrise

Reduce the Duration of DOTs (damage over time) by 17.5% for 40 minutes. Your health slowly recovers while under these effects.

Desert Sunrise

Reduce the Duration of DOTs (damage over time) by 17.5% for 40 minutes. Your health slowly recovers while under these effects.

Helps to medigate DoT damage in expeditions

Infused Grit Potion

Become uninterruptible to staggers for 10s.

Infused Grit Potion

Become uninterruptible to staggers for 10s.

Infused Grit Potion

Become uninterruptible to staggers for 10s.

Might be usefull in some specific scenarious. E.G fire explosive mutations

10. Protection

10. Protection

10. Protection

How to gem up

Elemental resistance is capped at 50%. Keep this in mind when slotting gems for mutations or raids. Your amulet and gems combined should not exceed 50% resistance in total for optimal protection.


If you don’t have an amulet with a 15% resistance perk, there’s an easy solution: slot 8 gems into your armor and jewelry sockets to almost fully cover the mutation element.


Remember, some bosses deal unique elemental damage that isn’t affected by the mutation type. Check NWBuddy before entering an expedition to ensure you’re using the best protection. It’s a good idea to bring a few extra gems, amulets, or even a secondary gear set specifically for boss fights—it’ll make your experience much smoother.


Find your own optimal protection for specific encounters. Some base examples are bellow

With amulet 15% Protection

x5

Cut Pristine Amber

x2

Cut Pristine Opal

x1

Cut Pristine Onyx

Total:
50% Nature resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

Total:
50% Nature resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

x5

Cut Pristine Amethyst

x2

Cut Pristine Opal

x1

Cut Pristine Onyx

Total:
50% Void resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

Total:
50% Void resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

x5

Cut Pristine Ruby

x2

Cut Pristine Opal

x1

Cut Pristine Onyx

Total:
50% Fire resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

Total:
50% Fire resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

x5

Cut Pristine Aquamarine

x2

Cut Pristine Opal

x1

Cut Pristine Onyx

Total:
50% Ice resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

Total:
50% Ice resistance
5 % Elemental resistance

2,5 % Physical resistance or 5% for slash/strike/thrust

x6

Cut Pristine Emerald

x2

Cut Pristine Onyx

Total: 50% Thrust resistance

Total: 50% Thrust resistance

x6

Cut Pristine Jasper

x2

Cut Pristine Onyx

Total: 50% Strike resistance

Total: 50% Strike resistance

x6

Cut Pristine Moonstone

x2

Cut Pristine Onyx

Total: 50% Slash resistance

Total: 50% Slash resistance

Without amulet 15% Protection

x8

Cut Pristine Amber

Total: 48% Nature resistance

Total: 48% Nature resistance

x8

Cut Pristine Amethyst

Total: 48% Void resistance

Total: 48% Void resistance

x8

Cut Pristine Aquamarine

Total: 48% Ice resistance

Total: 48% Ice resistance

x8

Cut Pristine Ruby

Total: 48% Fire resistance

Total: 48% Fire resistance

11. Heartrune

11. Heartrune

11. Heartrune

Heartrunes variations

Brutal Heartrune of Detonate

Charge yourself with explosive energy for 3s and then detonate, dealing 100% heartrune damage within a 5m radius.

  • Accelerating Charge: +30% movement speed while charging.

  • Escalating Explosion: +20% Explosion damage. Gain Rend while charging, reducing your armor by 50%.

Brutal Heartrune of Detonate

Charge yourself with explosive energy for 3s and then detonate, dealing 100% heartrune damage within a 5m radius.

  • Accelerating Charge: +30% movement speed while charging.

  • Escalating Explosion: +20% Explosion damage. Gain Rend while charging, reducing your armor by 50%.

Brutal Heartrune of Detonate

Charge yourself with explosive energy for 3s and then detonate, dealing 100% heartrune damage within a 5m radius.

  • Accelerating Charge: +30% movement speed while charging.

  • Escalating Explosion: +20% Explosion damage. Gain Rend while charging, reducing your armor by 50%.

Damage burst

Stalwart Heartrune of Fire Storm

Send out a 2m radius tornado of fire that travels up to 17m along unhampered terrain dealing 100% heartrune damage and inflicting burn to all targets hit. The burn deals 30% heartrune damage per second every second for 6s. Allies inside Fire Storm gain 10% empower for 6s.

  • Enfeebling Storm: Inflict Weaken on hit, reducing the target's damage by 15% for 8s.

  • Cleansing Storm: Fire Storm cleanses all DoT effects from allies it passes through. Reduce Burn damage by 15% of Heartrune damage.

Stalwart Heartrune of Fire Storm

Send out a 2m radius tornado of fire that travels up to 17m along unhampered terrain dealing 100% heartrune damage and inflicting burn to all targets hit. The burn deals 30% heartrune damage per second every second for 6s. Allies inside Fire Storm gain 10% empower for 6s.

  • Enfeebling Storm: Inflict Weaken on hit, reducing the target's damage by 15% for 8s.

  • Cleansing Storm: Fire Storm cleanses all DoT effects from allies it passes through. Reduce Burn damage by 15% of Heartrune damage.

Stalwart Heartrune of Fire Storm

Send out a 2m radius tornado of fire that travels up to 17m along unhampered terrain dealing 100% heartrune damage and inflicting burn to all targets hit. The burn deals 30% heartrune damage per second every second for 6s. Allies inside Fire Storm gain 10% empower for 6s.

  • Enfeebling Storm: Inflict Weaken on hit, reducing the target's damage by 15% for 8s.

  • Cleansing Storm: Fire Storm cleanses all DoT effects from allies it passes through. Reduce Burn damage by 15% of Heartrune damage.

Dots, Weaken, Cleanse, Empower. Use in packs of mobs to minimise their damage and empower the group

Brutal Heartrune of Grasping Vines

Summon vines around you that deal 100% heartrune damage and root enemies within a 4m radius for 3s.

  • Enfeebling Vines: Inflicts Weaken on hit, reducing the target's damage by 20% for 8s.

  • Rending Vines: Inflicts Rend on hit, reducing the target's armor by 20% for 5s. Reduce your Stamina regeneration by 50% for 5s.

Brutal Heartrune of Grasping Vines

Summon vines around you that deal 100% heartrune damage and root enemies within a 4m radius for 3s.

  • Enfeebling Vines: Inflicts Weaken on hit, reducing the target's damage by 20% for 8s.

  • Rending Vines: Inflicts Rend on hit, reducing the target's armor by 20% for 5s. Reduce your Stamina regeneration by 50% for 5s.

Brutal Heartrune of Grasping Vines

Summon vines around you that deal 100% heartrune damage and root enemies within a 4m radius for 3s.

  • Enfeebling Vines: Inflicts Weaken on hit, reducing the target's damage by 20% for 8s.

  • Rending Vines: Inflicts Rend on hit, reducing the target's armor by 20% for 5s. Reduce your Stamina regeneration by 50% for 5s.

Rend and CC. Can be used against mobs with movement abilities or to secure the clump in one place after gravity well for better burst damage

Stalwart Heartrune of Bile Bomb

Spit out a glob of corrosive bile that creates a 3.5m radius disease cloud on impact that lingers for 3s. Enemies that enter the cloud are afflicted with a debuff that deals 100% heartrune damage per second and reduces incoming healing by 30% and outgoing healing by 15% for 8s. Cloud sticks to enemies on direct hits.

  • Crippling Bile: Inflicts Slow on hit, reducing the target's movement speed by 20% for 3s.

  • Mending Bile: Players who hit the afflicted targets are healed for 20% of the damage they deal. Reduce incoming healing reduction to 15% and outgoing to 7.5%. Ability no longer applies a DoT.

Stalwart Heartrune of Bile Bomb

Spit out a glob of corrosive bile that creates a 3.5m radius disease cloud on impact that lingers for 3s. Enemies that enter the cloud are afflicted with a debuff that deals 100% heartrune damage per second and reduces incoming healing by 30% and outgoing healing by 15% for 8s. Cloud sticks to enemies on direct hits.

  • Crippling Bile: Inflicts Slow on hit, reducing the target's movement speed by 20% for 3s.

  • Mending Bile: Players who hit the afflicted targets are healed for 20% of the damage they deal. Reduce incoming healing reduction to 15% and outgoing to 7.5%. Ability no longer applies a DoT.

Stalwart Heartrune of Bile Bomb

Spit out a glob of corrosive bile that creates a 3.5m radius disease cloud on impact that lingers for 3s. Enemies that enter the cloud are afflicted with a debuff that deals 100% heartrune damage per second and reduces incoming healing by 30% and outgoing healing by 15% for 8s. Cloud sticks to enemies on direct hits.

  • Crippling Bile: Inflicts Slow on hit, reducing the target's movement speed by 20% for 3s.

  • Mending Bile: Players who hit the afflicted targets are healed for 20% of the damage they deal. Reduce incoming healing reduction to 15% and outgoing to 7.5%. Ability no longer applies a DoT.

Healing, DoTs, Antieheal

12. Gameplay

12. Gameplay

12. Gameplay

Spear Role & Rotation Guide

Your main goal as a Spear user is to apply Rend and Weaken to important mobs in a pack. Any named mob or enemy with high base damage should be your primary target for Enfeebling Skewer and Perforate.


Main DPS Combo:

  1. Dodge + Light Attack (for cooldown reduction & stamina-based bonus damage)

  2. Skewer (for Empower and weaken)

  3. Dodge + Light Attack

  4. Perforate (applies Rend + Weaken)

  5. Dodge + Light Attack

  6. Cyclone (for maximum burst on a Rended target)


If You're Using Sweep:

  1. Dodge + Light Attack

  2. Sweep + Coup de Grâce

(Use only once at the start of your rotation—auto attacks will extend Bleed duration. Avoid reusing Coup de Grâce on bosses due to its clunky animation, which can leave you exposed and get you killed.)

  1. Dodge + Light Attack

  2. Skewer (for Empower)

  3. Dodge + Light Attack

  4. Perforate (Rend + Weaken)

You can start with Skewer if you're targeting a named mob, or with Sweep when jumping into a clump of trash mobs—it depends on what’s more important in the situation.


Additional Tips:

  • Be cautious when using Skewer as a gap closer. You might accidentally dash into a heavy attack or boss animation and be unable to dodge in time.

  • Always play around mob mechanics and recognize dangerous attack patterns before committing to full combos.

Mutation Academy

Season 8 PvE builds for New World Aeternum

Mutation Academy

Season 8 PvE builds for New World Aeternum

Mutation Academy

Season 8 PvE builds for New World Aeternum