As you complete campaigns, you will get access to boons (4 to 8 points per campaign, to a current maximum of 75 points).
Tier 1-4 boons
Anyone, any class, any role, should pick these :
- Every Power node
- Every HP node
- Marathon Runner (12.5% movement speed)
- Simple Support (10% companion influence, which gives you about 622 in all stats + 2242 HP with a legendary augment companion)
If you have remaining points, once you have picked these and your Tier 5 and Master boons, you can use your remaining points to balance your stats. The boons increasing damage against specific creatures are too situationnal to be really useful. Those improving your potion, or the gold gain, are totally useless.
Tier 5 boons
You can only pick 2 of those boons :
- Welcome Blessing : 2% Incoming Healing
- Severe Criticism : 4% Critical Severity
- Second Wind : 4% Stamina Regeneration
- Blessed Touched : 2% Outgoing Healing
- Call of Power : 4% Action Point Gain
- Quick Turnaround : 4% Recharge Speed
- Constant Control : 4% Control Bonus
Tanks should pick Welcome Blessing and either Second Wind or Quick Turnaround.
Healers should pick Blessed Touched and either Call of Power or Severe Criticism.
Damage Dealers should pick Severe Criticism and either Quick Turnaround or Call of Power.
You can only pick 1 of these boons :
- Deathly Rage : chance on kill to get 1500 Combat Advantage, 6% damage, 12k damage per hit, for 10s.
- Death's Bulkwark : chance on kill to get 1500 Defense, 2250 Critical Avoidance, 6% temporary HP, for 10s.
- Blood Lust : chance on encounter use to decrease target's awareness by 1500, deal 150% of your weapon's damage, and increase Action Point Gain by 1.5% for 10s.
- Focused Retaliation : chance on encounter use to decrease target's armor penetration by 1500, decrease target's accuracy by 750, and mirror all incoming damage back to the attacker, for 10s.
- Life Lessons : chance on at-will use, when you health is below 30%, to add additionnal damage to your attack, apply a damage over time to your target, and heal yourself over time when you take damage, for 10s.
- Enhanced Application : chance on at-will use, when your health is below 30%, to add a self heal to your attacks, and a heal over time, and reduce the damage of the next attack by 10%, for 10s.
- Blessed Advantage : chance when you heal for at least 10% of the target's health, to apply a heal over time, add 1500 points to Power, and a 6% cooldown reduction, to your target.
- Blessed Resilience : chance when you heal your target for at least 10% of the target's health, to apply a heal over time, add 3000 HP, and restore 12% of the target's stamina, to your target.
Tanks and Damage Dealers should pick Focused Retaliation. Alternatively, Damage Dealers can pick Deathly Rage to kill small monsters quickly (go back to Focused Retaliation for bosses). Blood Lust is only good if you know you won't get hit much.
Healers should pick Blessed Advantage.
Being in a level 20 guild is a huge advantage : you will have access to 3 very big boons at their maximum power (and that’s also a total of 1500 item level, useful to unlock access to dungeons and random queues), plus 1 PVP boon (which doesn't improve item level). It also means people to enjoy the game with. You can select a single boon in each category (Offense, Defense, Utility, and PVP). As a guild can only have 4 out of the 7 buildings related to boons (which are the Barrack, the Explorer's Guild, the Mercenary Outpost, the Stable, the Training Yard, the Wizard's Workshop, and the Temple), you will not have access to all of the boons. Pick your guild wisely ! Guild boons can be changed whenever you want for free.
In Offense, there are only 3 boons worth mentionning :
- Power Bonus : 8000 Power (requires the Barracks)
- Critical Severity Bonus : 15% Critical Severity (requires the Mercenary Outpost)
- Armor Penetration Bonus : 8000 Armor Penetration (requires the Stable)
While Healers only care about Power (Critical Severity also being a good option if you use your powers often, though less reliable as it only improves heals which are high in the first place), Tanks and Damage Dealers prioritize capping Armor Penetration, then Critical Severity (especially if Critical Strike is capped), or Power (if Power is below 50k or you do not have access to the Critical Severity boon).
In Defense, there are only 3 boons worth mentionning :
- Incoming Healing Bonus : 8% Incoming Healing (requires the Barracks)
- Defense Bonus : 8000 Defense (requires the Stable)
- Hit Points Bonus : 32000 HP (requires the Wizard's Workshop)
While anyone is better with the Defense Bonus if they don't have their Defense capped, Tanks are better with the Incoming Healing Bonus. Healers and Damage Dealers are better with the Hit Points Bonus.
In Utility, there are actually many good options :
- Experience Points Bonus : 30% Experience (requires the Barracks)
- Treasure Hunter : 30% Gold and double the amount of masterwork materials collected from explorer's charts (requires the Explorer's Guild)
- Mount Speed Bonus : 20% Mount Speed (requires the Stable)
- Group Heal Potion Bonus : heals the group for 75% of your potion effectiveness (doesn't work with stones of health) (requires the Temple)
- Revive Sickness : reduces the effect of the resurection sickness (which can halve your Power and HP if you die too much) (requires the Temple)
- Healing Potion Bonus : 48% more healing from potions (requires the Wizard's Workshop)
The Mount Speed Bonus is the obvious choice to make life better. But there are many places where you cannot use your mount (most of the dungeons). The Experience Points Bonus is good to level up a character, but also good at level 80 to benefit from overflow experience rewards (some RAD and refinement points when you accumulate 125k experience points, with diminishing returns when that happens multiple times in the same day). If you have explorer's charts (which you can buy at your Stronghold with Guild Marks), always collect the materials with the Treasure Hunter boon and during a Double Profession event to get 4 times the expensive materials ! The Revive Sickness boon is good for high end trials where losing too many Hit Points means you'll get killed by every single mechanic. The Group Heal Potion Bonus is not exactly great as the very best potions (Potions of Radiant Healing +1, alchemy lvl 80 craft) only heal for 74k HP, but 55k HP for the whole group is better than nothing, even though that's only about 10% of the HP of a very end game player. The Healing Potion Bonus is actually okay if you're having trouble in a specific area and do not use Stones of Health.
These boons only impact the PVP overload enchantments (Mark of Stamina Drain, and Wards) which you can buy from the Gemmonger at your Stronghold. Your guild can have the Siege Smithy building, which offers boons which protect against these enchantments, or the Siege Workshop, which gives access to boons which improve these enchantments.
The most important boons for PVP are the Critical Strike and the Critical Avoidance boons, in Tier 1. Tier 2 boons are pretty situationnal. For the Tier 3 boon, Tanks and Damage Dealers are better with the Role Reversal boon, while Healers are good with the Deep Wound boon.