Boons
Campaign Boons
Boons have been in a weird state since their rework a few mods ago. Devs invented the option to take more Advanced and Master Boons to allow them to go on with their 4 Boons per Mod principle. The weird thing is that you can spend Points in all Master Boons now after spending the first 10 Points. Each subsequently taken Master boon increases the cost of the next different chosen Master Boon. By further spending Points on Master Boons you could thus enable the second and third Increment of each Master Boon. Thus you might have the choice to do something like shown in the following Image. Of course this boon choice is not optimal!

The Master Boons got a rework and provide now massive amounts of Stats or Utility, thus choosing multiple Master Boons is indeed good. However, there is a catch: Most of them are extremly unreliable and might not trigger in a run at all! But because the Master Boons are part of our most important Alloction decision, let's rank them!
Now the question is how many of those Master Boons you want to take. I recommend taking 3 to 5 Master Boons. More is not useful as you would loose other noteworthy Advanced Boons and Tier 1-4 Boons! A new toon can get 116 boon points (35 from Adventures, 44 from Campaigns, 37 from Legacy Campaigns). Old toons can get two more boon points: One gained several mods back due to a bug and one from the old Tyranny of Dragons campaign, which vanished when Tyranny of Dragons was transformed into an Adventure. Let's go through the other Tier 1 and Tier 2 options first, before looking at a boon distribution!
Noteworthy Tier 1-4 Boons
The 20 Boon Points in Hit Points are our best take for survivability! 4% Hit Points in all situations? Great take!
Critical Avoidance can also be safely taken as we have to choose 10 Points from Tier 1.
5 Points in Awareness is also interesting, as we wantto cap Awareness at all costs!
Marathon Runner for 12.5% Movement Speed. Always taken!
These 4 were the must takes from the Tier 1-4 Boons. The following are options we probably still have Points to spend on:
Necrotic Mastery: -5% incoming damage and +5% Damage against Undeads! Great take as we fight many undeads! This is helpful in the new trial Crown of Keldegonn and some Reaper Challenge dungeons as there are quite many undead enemies in older content like Castle Ravenloft, Tomb of the Nine Gods and Cradle of the Death God.
Demonic Mastery: -5% incoming damage and +5% Damage against Demons! Also great take as demons are common enemies in NWO!
5 Points in Defense is a choice if we have the Points open. Defense gets less interesting when close to the cap and we have some unreliable bonuses anyway to overcap it (Blessed Resilience, Ghosted).
5 Points in Deflect and Deflect Severity if we have Points open.
For most other Tier 1 to Tier 4 Boons are probably no Points open.
Noteworthy Advanced Boons
The most important Advanced Boon is Forte as maxing it increases Defense by 2% and Accuracy and Critical Avoidance by 1%. The second choice in the Advanced Boons also just costs 1 per Rank, thus spending on a second Advanced Boon is recommended. The following options are notworthy next:
Recharge Speed. Unless there is a strict time frame to get enough AP to the Daily Power, Recharge Speed beats AP gain. The reasoning behind this is quite simple, the Encounter Powers add either more aggro or damage resistance and thus increase aggro management and survivability.
AP Gain for better uptime of Dailies between mechanics and Artifact Calls.
Incoming Healing for bigger Barriers from Healers.
Stamina Regeneration, if secondary Artifacts do not feature Stamina Regeneration. For me it is a no-no!
Outgoing Healing and Control Bonus are not viable.
Example Boon Distribution
I went with the following setup (8 Boons missing):

Guild Boons
The Guild Boons shall be chosen based on the situation and the stat priorities. For the offensive Power this is probably Power. For the defensive Boon this is probably
Hit Points for lower Item Level or when Awareness is capped
Awareness for fights where MEHP is important (Halaster) and when uncapped and with Hit Points over ~550 000.
Critical Avoidance for fights where MEHP is important (Halaster) and when Awareness and Hit Points are in a good shape.
As utility Boon Revive Sickness is important for fights where one may die (for whatever reason). Obviously this is a bad choice in Hardcore Runs with no deaths allowed. The Group Potion Boon is then the choice to go. (Ignoring the use cases for the Mount Speed Bonus and the Treasure Hunter Boon when one may collect Masterwork Profession nodes.)
PvP Boons are ignored here.
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