New Dr. Srange dps leveling moon knight pve pvp
Guide by latiasfan Last update at Jul 16th 2014, 04:46

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Welcome everyone to my Dr. Strange guide! This will be my 3rd hero guide I've produced (SW doesn't count) and by far the most fun hero I've played yet. Dr. Strange enters the realm of Marvel Heroes as an AoE beast, cooldown heavy, spell slinging badass with the most interactive and unique playstyle yet. When playing Strange there's never a dull moment as you'll find yourself chain casting spells and gaining Mysticism procs to keep your strong DPS up through layered DoT stacking. The good Doctor also brings some strong team utility, strong single target damage, and aggro dumps if needed. Anyways, to get onto the meat and potatoes of the guide:

HARRYTASKER'S 2.34 DR STRANGE GUIDE


SECONDARY RESOURCE: MYSTICISM
Mysticism is the Doctor's passive. The way it works is you have 5 pips that fill 1 pip at a time per Incantation spell cast. Once you reach 5 pips, the next Incantation cast has no spirit cost and lowers all your currently ticking Incantation power cooldowns by 15 seconds, which is extremely important for keeping Vapors of Valtorr up to maximize our DPS. For this reason, we do not let our spells run the full duration but trather refresh on cooldown for two reasons. A: Farallah damage and B: Getting Valtorr off CD to maximize its uptime. Note: Power duration is still desirable for All-Seeing Eye and Essence of Zom, but for our normal spells we treat them as if they had no duration in combat.

THE MAX SKILLS
Crimson Bands of Cyttorak: This is our starting DoT. It roots and does damage over 3 seconds, absolutely vital for maximizing our damage layering. Reapply on cooldown.

Flames of the Faltine: Our second DoT and one of the best. Gets maxed for additional damage layering and badass spell FX. Reapply on cooldown.

Demons of Denak: Unfortunately, not an AoE spell but required for our single target layering. Like his other Incantations, always use on cooldown.

Vapors of Vatlorr: This spell is massive and beautiful. Covers the screen (nearly) with lightning bolts for damage layering. This is one of her ebst layering options and as such is the reason why we spam our cooldown to keep it up as often as we can. Is treated as a DoT power even though the tooltip does not list its damage as being done twice per second.

All-Seeing Eye: This skill was mad dumb before (nearly 500k dps per target in test gear) but is still great to use. It hits in an AoE and is crucial for a Farallah spec to work. Unfortunately, it is not tagged as an Incantation so mysticism procs will not build from nor be affected by this.

Now for the next max skill you have two options to choose from.

Daggers of Daveroth: This is a really, really strong basic attack, like better than Energy Pulse (@CelticPride) if all 5 hit the same target.

Fangs of Farallah: This is a very interesting spell. For every Incantation on cooldown you gain a stacking 25% base damage bonus, but lose a stack each time a spell is off CD. So, to maximize its damage you want to constantly put Incantations on CD to make this ability as strong as possible. Requires a spirit core to be effective.

Now, while Farallah is higher DPS than Daveroth, a few things have to be acknowledged:

Strange's fastest single target TTK is having Farallah+All-Seeing Eye.

Strange's second fastest TTK is Daveroth+All-Seeing Eye.

Strange's 3rd fastest TTK is Daveroth with sig unavailable to use.

Strange's slowest TTK (1.5 times longer than his 3rd) is Farallah with no sig available to use.

Due to the constant spamming and spirit usage of Farallah it is heavily reliant upon All-Seeing Eye being available to maximize your damage output to kill bosses. For this reason I really can't recommend using it as Daveroth is only slightly slower with All-Seeing Eye (~5 seconds difference) where as Farallah is ~17 seconds longer if you do not have the sig. Personally, I would max Daveroth as it also has AoE attached to it vs Farallah.

ONE POINTERS
Winds of Watoomb: 1 point for groupwide CC break and immunity.

Orb of Agamotto: 1 point and let +skills carry it for a bit more spirit and vulnerability duration.

Ancient Training: One point for the bonus tankiness provided by the defense and dodge. The amount of defense and doge gained doubles during a Mysticism proc.

Shield of the Seraphim: This is an extremely strong group utility power for a single point. An easy 1K+ heal with +skills, a groupwide 25% damage shield, and can be reduced to a 3s CD via Mysticism procs.

Seven Rings of Raggador: Great 1 pointer. 100% projectile deflect for the duration and restores spirit per deflect. This ability is a godsend in areas like AIM and X-Defense.

Seal of the Vishanti: Amazing 1 point wonder group buff. So long as your allies stand inside the Seal they will gain damage and defense buffs. Can be reduced to no CD via Mysticism.

Optional: Images of Ikonn: Aggro dump. That's really it.

WHERE TO PLACE THE EXCESS POINTS
Dreamwalking: By far one of the past passives in the game, really wish I had more points to dump here. +damage, +crit, -spirit cost, and the effects double during Mysticism procs. Simply amazing.

GEAR
Slot 1: Book of the Vishanti. Darkhold is great, this thing is godlike. +mental, +crit damage, aggro drop proc, +Vishanti, and +Sorcerer Supreme tree. There is not a single bad thing about this unique. It is perfect.

Slot 2: Doc Oc Arms or Blue Mage Bodysuit. Doc Oc is great for raw damage as everyone knows. Blue Mage gives you health, dodge, +1 Durability, radius increase, a weak damage shield, and +Mystic Arts, our utility tree. Unless you absolutely want the raw damage from Doc Oc, Blue Mage si the perfect mix of utility and tanky stats.

Slot 3: Defender's Black Coat. Health, chance to take half damage from projectiles, -cost to movement powers (bleh), power duration (yay), a proc to completely ignore damage when attacked, a 411 damage proc when you use an Incantation to deal damage, +all powers, and +Ancient Training. another very welcomed tanky unique. Pretty much BIS regardless.

Slot 4: Disciple of Dormammu Sash. Spirit, dodge, move speed, health and spirit restore on basic, Mindless One proc on enemy defeat (maximum of 3), Thorns proc, +all and +Dream Walking. One one hand, I feel like a great cosmic could replace this, but on the other the procs may prove worthwhile in addition to a +2 all.

Slot 5: Eye of Agamotto. Crit, brutal, brutal damage (ew), RIF+SIF, +1 Int (gives us the 10% AS breakpoint for mental powers), +Astral, and +sig. Really hard for Cerebro to compete with +8 to All-Seeing Eye.

Insignia: Valkyrie or O'Grady with a mix of crit, health, crit damage, ranged, or area.

ARTIFACTS
Note: Artifacts are somewhat a WIP as I haven't been able to fully math out everything yet. Zigg, Adv. Meta, and Headband are pretty much guaranteed though. Last slot is mostly likely to be Gem of the Kursed for fairly obvious reasons (crit and crit damage). Fandral is the blessing of choice as per usual due to the crit and survivability.

MEDALLION
Either Doom or Wizard. Doom grants up spirit, health, damage, and duration for our sig and ult (duration is unnecessary for the bulk of our powers due to Mysticism) and Wizard is just raw damage. I personally lean towards Doom for the bonus health and spirit.

COSTUME
Crit damage with a +health and 25% restore Promethium Fragment.

LEGENDARY
Gungnir. The 800 crit and 2000 crit damage is just way too good not to use since they only get exponentially better as better gear is acquired.

Runeword: Storm Giant Magi on a defense uru. I dont find the damage gained from a mental uru outweighs the few % defensive boost you gain. 200 mental is equivalent to 5% base damage which isn't much in all honesty.

RELIC
Wakanda. Scales better than Attilan and Valtorr is treated as a DoT.

SYNERGIES
Emma Frost
Human Torch
Cable
Jean Grey
Dr. Strange
Iron Man
Loki
Scarlet Witch
Squirrel Girl
Daredevil