Insignia Bonuses
There are quite a few nice insignia bonuses available. Most of them are conditional thus unfortunately not reliable enough to cap stats with. Stacking the same bonuses works three times with reduced effects. The second bonus gives 50% of the original bonus and the third gives 25% of the original bonus. Mod 25 introduced Mounts with four Insignias and Insignia Bonuses (☆☆☆☆) that require four specific insignia categories!
The following five tables lists all 36 bonuses. The general recommendation is to take 5 out of the survivability, combat utility and healing category. Defender's Retort is the exception to this rule as this offensive bonus is really strong! Heal Insignia Bonuses can be especially used for no-Healer runs. Bold names represent great choices of each category.
The combination of insignias needed for the bonuses are abbreviated by their categories:
B=Barbed
C=Crescent
E=Enlightened
I=Illuminated
R=Regal
Survivability
Accursed’s Resolve
☆☆☆☆
You gain 3500 Power and Deflection when inflicted with a debuff.
CRBE. Can be used to increase Deflect ratings. Yet, there are way better bonuses.
Ally's Resilience
☆☆☆☆
Whenever you receive damage you grant stacks of Ally's Resilience to all nearby teammates. Each stack gives 0.25% Defense and Deflect. Max 20 stacks from all sources. 10s duration.
BIEE. This insignia bonus is only given to allies and does not give ratings to its wearer. Good for support.
Protector’s Covenant
☆☆☆☆
You lose 1500 of your Critical Severity, Critical Strike, Combat Advantage and Power. You gain 1500 Defense, Critical Avoidance, Deflection and Awareness.
RBBI. Can be used to increase survivability if needed. Good for starter builds and Deflect builds
Survivalist’s Expertise
☆☆☆☆
.You gain 5000 Forte. Negative effects from Resurrection Sickness are 25% more potent.
CCRI. Risky use to increase offensive and defensive capabilities. However, in my experience, if the tank is dying, then the fight is already very close to a wipe. Good choice.
Victim’s Preservation
Whenever you take greater than 35% of your Maximum Hit Points in pre-mitigated damage from a single blow, you gain 2500 Defense, Critical Avoidance, Awareness and Deflect for 5 seconds. This effect can occur once every 10 seconds.
CBB. Made for tanks. Easy to trigger in boss fights and useful for survivability. Should not be relied on to cap Defense, Awareness or Critical Avoidance!
Combat Utility
Artificier's Enticement ☆☆☆☆
Whenever you use an Artifact power, your cooldowns are reduced by 3 seconds. This effect overwrites Artificer's Persuasion.
CBBI. Unfortunately still of not much use as one wants to use encounters often situational or after the Artifact use.
Gladiator’s Guile
When your Stamina is above 75%, you move 10% faster. When your Stamina is below 25%, gain 10% Stamina Regeneration.
RIE. Extremely useful and reliable. In trash mobs and long distances a must have!
Magistrate’s Patience
Whenever you receive damage from a Critical Strike, you gain 2500 Critical Avoidance and up to 4 teammates receive 2500 Defense for 5 seconds This can trigger once every 10 seconds.
BBE. Made for tanks in intensive fights to support the team. Unfortunately no use against long cast attacks like Halaster’s Annihilation. It is possible to cap Critical Avoidance ratings-wise nowadays. Thus it is more a support bonus than a tank bonus.
Shepherd’s Devotion
Whenever you use a Daily power, you and your teammates Defense is increased by 1500, and their Movement Speed is increased by 10%.
RBI. Defense rating shouldn’t be capped via this way, thus only useful as a support for teammates and for increased movement Speed. Can be better used on other classes that use dailies more often. Does it stack?
Tacticians Precision ☆☆☆☆
Whenever you use a Daily power, reduce the remaining cooldown on all encounter powers by 5 seconds. This effect can only trigger once every 15s.
RIIE. Useful in Artifact Calls to use some Powers twice!
Offensive
Berserker’s Rage
When your Action Points are over 90% full, gain 2500 Critical Strike. While your Action Points are below 10% full, gain 2500 Deflection.
BII. Action Points are often full, yet it is often better to use the daily. Thus only of moderate use.
Cavalry's Alarm ☆☆☆☆
Whenever you activate a Mount Combat Power, you gain 3000 to all of your ratings for 20 seconds. This effect overwrites Cavalry’s Warning. CCBE. Reliable way to shortly increase offensive and (to a lesser extent) defensive capabilities. Moderate at best.
Cavalry’s Warning
Whenever you activate a Mount Combat Power, you gain 2000 to all of your Ratings for 10 seconds.
CBE. Reliable way to shortly increase offensive and (to a lesser extent) defensive capabilities. Moderate at best. And now also outdated.
Combatant’s Maneuver
Whenever you control an enemy, you gain 2500 Combat Advantage damage for 10 seconds.
RRI. Triggers off Shield Slam (not feated only) and Kneebreaker. Good use to increase offensive capabilities when Knee Breaker can be slotted!
Defender's Retort ☆☆☆☆
Whenever you receive damage, explode in a 15' radius, dealing 200 magnitude damage to foes. This effect can only trigger once every 10 seconds.
BIEE. Strong offensive, passive damage boost! Great pick! The damage is not buffed by Power or any Damage Boost.
Enchanter's Hex ☆☆☆☆
Whenever you use an Encounter or Daily power with a control effect on a target, deal an extra 50 Magnitude Damage to that target. This effect does not stack.
RBEE. Only works when using Shield Slam, Shield bash or .on feated Bull Charge.
Master’s Precision
☆☆☆☆
When your Stamina is between 25% and 75%, gain 5000 Critical Strike.
CBEE. Stamina is dependent on incoming hits. Thus only of moderate use.
Warlord’s Inspiration
Your summoned Companion does 8% more damage.
RRE. Does not increase aggro but increases damage. Good option if nothing else to take. Useless on Augment Companions.
Warlord’s Inspiration ☆☆☆☆
Your summoned Companion gains 12% more damage. This effect overwrites Warlord’s Inspiration.
RRBE. Does not increase aggro but increases damage. Good option if nothing else to take. Useless on Augment Companions.
Healing
Barbarian's Revelry
Whenever you perform a Critical Strike, you are healed for 4% of your maximum Hit Points. Cooldown 10 seconds.
CEE. Okayish unreliable random heal.
Champion’s Return
Whenever you are reduced to 50% Hit Points, you instantly recover 10% of your Stamina and are healed for 10% of your maximum Hit Points over 10 seconds. This effect can only occur once every 30 seconds.
IEE. Okayish reliable heal and decent Stamina regain.
Knight’s Rebuke
Whenever you receive Combat Advantage damage from an attack, you are healed for 5% of your maximum Hit Points over 6s. Cooldown 10s
CCR. Okayish reliable heal.
Knight’s Condemnation ☆☆☆☆
Whenever you receive Combat Advantage damage from an attack, you are healed for 7.5% of your maximum Hit Points over 6s. Cooldown 10s. This effect overwrites Knight's Rebuke.
CCR. Okayish reliable heal.
Lionheart’s Perseverance
☆☆☆☆
Whenever you are reduced to 30% Hit Points, you instantly recover 10% of your Stamina and 20% of your maximum Hit Points. This effect can only occur once every 30 seconds.
RBIE. Good reliable heal and decent Stamina regain in critical situations.
Oppressor’s Reprieve
Whenever you are Stunned, Knocked, or Rooted, you are healed for 8% of your maximum Hit Points over 6 seconds. Cooldown 10s.
CII. Okayish unreliable random heal.
Survivor’s Blessing
Whenever you Deflect an attack, you are healed for 5% of your maximum Hit Points over 6 seconds. Cooldown 10s.
CCB. Okayish random heal.
Counter Productive / Useless
Alchemist’s Invigoration
Whenever you drink a Healing Potion, you are granted 2500 more Defense for 10 seconds.
RII. Not useful, Defense should be rating capped.
Artificer's Persuasion
Whenever you use an Artifact power, your cooldowns are reduced by 2 seconds.
BBI. Unfortunately not of much use as one wants to use encounters often situational or after the Artifact use.
Assassin's Covenant
You lose 1000 of your Defense, Deflection, Critical Avoidance and Awareness. You gain 1000 Accuracy, Critical Severity, Critical Strike and Combat Advantage.
REE. Counter productive for tanks.
Mender’s Covenant
☆☆☆☆
You lose 1500 of your Defense, Deflection, Critical Avoidance and Awareness. You gain 1500 Power, Critical Severity, Critical Strike and Outgoing Healing.
CBIE. Counter productive for tanks.
Executioner’s Covenant
☆☆☆☆
You lose 1500 of your Defense, Deflection, Critical Avoidance and Awareness. You gain 1500 Accuracy, Critical Severity, Critical Strike and Combat Advantage.
CRIE. Counter productive for tanks.
Protector’s Camaraderie
Whenever your summoned Companion attacks, gain 300 Critical Severity and Defense for 10 seconds. Maximum of 5 stacks.
RRB. Reliable small boost to an almost unimportant stat. Defense rating shouldn’t be capped via this way, to avoid gaps when the companions AI is acting weird. Useless with Augments. Not recommended.
Slayer’s Bloodlust
Whenever you kill a target, you gain 500 Critical Strike for 5 seconds.
CCE. Useless in boss fights and hard to trigger as a tank.
Trainer’s Restoration
☆☆☆☆
You gain 3500 Incoming Healing and Outgoing Healing when your action points are full.
CIIE. Counterproductive. If you need survivability, use your daily!
Traveler’s Treasures
You have a chance after killing a foe to find Rough Astral Diamonds.
EEE. Best use on solo play and campaigns. Barely triggers in dungeons as a tank. Negligible amount of Rough Astral Diamonds (TODO how much again? 10?)
Wanderer’s Fortune
You have a chance after killing a foe to find a Refining Stone.
CRI. Best use on solo play and campaigns. Barely triggers in dungeons as a tank. Nowadays a negligible amount of Refining Stones.
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