I've notice there's a lot of nonsense info for PvP Paladin Builds out there.
Much More Info to Come.
Getting Started:The OP Bulwark Paladin is a class that you can build multiple ways successfully. The first question you're going to want to ask yourself is,
1st Question: "What do I want to do with the class?'
For me: Run into the full zerg solo and Tank 10 people in Gauntlgrym ftw so my team can get all the nodes as they waste time on me.
Stat Scaling Changes: https://www.facebook.com/DandDNeverwinterOnlineTheScribesofOghmaGuild/posts/10375787462728682nd Question: "How do I want to do this. Specifically, what am I going to stack?"
This is a difficult question to answer since the stats are now linear and there are no "soft" caps. If you stack defense the first 400 points of defense will give you the same amount of damage reduction as the defense gain you will get from gaining 400 after 15000 defense rating. No diminishing returns.
Image Reference: http://blog.nwo-uncensored.com/mod-6-preview-analysis-the-new-stat-curve/
Initial Stat Roll:Race:Human- +2 to any Ability Score
Versatile Defense: Increase your Defense by 3%.
Heroic Effort: You gain an additional Heroic Feat point at levels 10, 15, and 20. These three extra feat points cannot be used on the paragon feat table.
http://neverwinter.gamepedia.com/HumanHumans have the flexibility of having 3 more feat points. Never a bad class to choose when looking to min max through your feats such as Force of Will or Divine Wisdom.
Metallic Dragonborn- Ability Scores: Grants you +2 to any two stats.
Dragonborn Fury: Your Power and Critical Strike are increased by 3%.
Metalllic Ancestry: You receive 3% more healing from all spells and abilities. Your Hit Points are increased by 3%.
http://neverwinter.gamepedia.com/Metallic_Ancestry_DragonbornMore power, more crit, more healing received, more hit points. #1 or tied #1 for going full on tank.
When you know what stats you want to stack you will know what stats you will want to roll on your character creation.
Consitution: +2.5& Hit Points, +.5 Damage Reduction.
It's the primary stat for Paladin Node Troll for if you have more life you live longer.
Intellect: +1% Recharge Speed.
This stat...it's interest to stack it if you have a recovery build, but I don't think it would be worth it. You also can't even roll it very high so it is an ingame waste by game design sadly.
Wisdom: +1% Healing Bonus, +1 Critical Chance, +1 Control Bonus, +1 Control Resist.
This stat will directly help with Cleanse healing, give more crits and bonus/resistance to CC. Nothing wrong here for PvP.
Charisma: +1% Combat Advantage Damage, +1 Stamina Regeneration, +1 Action Point Gain, +1 Companion Stat Bonus.
If you're looking to edge yourself towards stacking more Stamina Regeneration and Action Point Gain then you can roll into Charisma. I would say that if you are running a neck with +AP Gain and the DC Sigil, it weakens this a bit or you will just be very heavy into AP gain.
http://neverwinter.gamepedia.com/Oathbound_PaladinStats:The main stats for a paladin are, in a somewhat particular order, Defense, Hit Points, Tenacity, Deflection, Power, Stamina Guard/Gain, Recovery, AP Gain, Regeneration, Incoming Healing. So, let us go through the benefits and conflicts of each stat.
Hit Points: Your life source, and some feats, such as Aura of Courage, benefit from stacking this. Nothing wrong with stacking as much of this as you can in your defensive slots. I'm 99.999999% sure that stacking HP in defensive slot is Best in Slot of Tanking and Node Trolling in PvP.
Defense: Since Module 6: Elemental Evil, every 400 points of Defense provides 1% Damage Resistance.
Defense is the damage mitigation. We can only reach 80% at a max when including all armor, skills and enchantments. So, you stack as much of this until you reach 80% when taking into account the skills and armor enchantments you're using. So say with your armor/artifacts you have 50% damage reduction. Putting in a negation will give you the 80% damage reduction while you're being hit in combat so you would want to stack no more defense than that. For example: If you're at 50% DR from gear and 30% from Trans Negation and you use the Circle of Power encounter which gives you 25% damage reduction, you're wasting the encounter for it's giving you no more damage reduction.
http://neverwinter.gamepedia.com/DefenseDeflection: Since Module 6: Elemental Evil, every 400 points of Deflect provides 1% Deflection Chance.I feel that Paladins are pretty starved of deflection.
We do get it in one of our pvp sets, but we're not going to have loads of it. Is it worth to stack? Yes, it's very good no doubt, but with the mechanics of the Paladin, I just don't see it as a priority.
Example: A GF really likes deflect because he has no real self healing potential. A Paladin has temp hit points, shield and self heals so deflect can be sacrificed for another stat. It's not wrong to try to stack this and it will work, it just won't be the best if you're looking to tank so many people.
http://neverwinter.gamepedia.com/DeflectPower: Since Module 6: Elemental Evil, every 400 points of Power provides 1% damage and healing increase.
Power is useful for a few reasons. One, is that the more damage we do with Templar's Wrath the more temp HP we get which means we live longer. Same for armor penetration. Secondly, if you go into the Light Tree and take Aura Gifts you give your teammates 25% of your power. The more you have the more you give. I have to look at this when the game is available in front of me, but I also believe that power gives +healing to the Paladin as it does to the DC, which is very important when running with certain encounters.
http://neverwinter.gamepedia.com/Power
Comments
http://neverwinter.gamepedia.com/Tenacity
Stamina/Guard Gain: Stamina Gain is a Rating that increases character`s Stamina or Guard Meter refill rate.
The longer you have your 360* anti CC damage reduction shield the longer you live hands down. Hard to stack this though unfortunately.
http://neverwinter.gamepedia.com/Stamina_Gain
Recovery: Recovery gives you more 1% AP gain per 400 Recovery and 1% cool down reduction per 200 recovery. With the concrete buffs recovery gives, it also gives "passive" or subtle buffs. The more recovery you have the fast you can do skills, which means the faster your AP will rise due to using skills more often and the more temp hp/cleanses/encounters you can use in a game and fight. Very important stat to stack, but going overboard with it is may be bad? Not sure.
http://neverwinter.gamepedia.com/Recovery
AP Gain: Action Point Gain (Rating) is a Rating that increases character`s Action Point Gain (statistic). Since Module 6: Elemental Evil, every 200 points of Recovery provides 1% Recharge Speed Increase and every 400 points of Recovery provides 1% Action Point Gain.
Getting our daily means living for much longer because the dailies we can use give us rediculous damage reduction or damage or strait up heal. Also, with feats such as Exemplar of Light you gain 1500% of Weapon Damage as a bubble each time you daily. With 0 Tenacity, no armor enchantments (no negation) no gems slotted no nothing whatsoever, all greens and some blues, 3 artifacts, 2 green and 1 purple, and with my daily up I lasted and took quite a beating from multiple people at about 60k hp. I'm pretty much naked.
http://neverwinter.gamepedia.com/Action_Point_Gain_(Rating)
http://neverwinter.gamepedia.com/Recovery
Clip: http://xboxclips.com/I+Eat+Civics/2d4ddee1-b12d-46cc-9b84-7c425de8ad44
Armor Penetration: Since Module 6: Elemental Evil, unlike most other Ratings, every 100 points of Armor Penetration provides 1% Resistance Ignored.
Armor Penetration on a Bulwark tank? Maybe on a Paladin tank. You can justify it by saying you will hit harder and get more temp hp. But what are you trying to do with your Bulwark Paladin? Tank 10 people at a time? Be very very tanky and be able to kill anyone in about 10 minutes? There is a build that would make Armor Pen worth while as a Bulwark, which I will share with you all soon, but if you're looking to Node Troll as many people as possible you have to sacrifice offense.
http://neverwinter.gamepedia.com/Armor_Penetration
Regeneration: I wouldn't suggest stacking this intentionally. If it's on an artifact you're using or gear it's fine for it'll help Cleanse. That's really about it.
Since Module 6: Elemental Evil, every 400 points of Regeneration provides 1% Health Regeneration & Bonus Incoming Healing.
http://neverwinter.gamepedia.com/Regeneration
Feats:
Quick look at the feats tree and I'll give an explanation of them in a bit when I have more time to give more details:
The Shou Kon:
http://nwcalc.com/index.html#/op?b=23ci:k6rwk5:8dep:5tb7d,12ni0n2:1000000:1z00zu1:1u0z000&h=1&p=oop
- This build is more biased into team support since it goes 15 deep into Light to give your teammates 25% of your power when they are around you. That adds up greatly when you are around many teammates in games. If you don't want to go down that route go into Avenger's Presence in the Bulwark Tree to have your CD's cut down a bit. That may seem like a minor change, but it's actually pretty drastic in game play style. I've been running these Feats and it hasn't failed me as of yet. As a human make sure to add 2 into Force of Will.
Gear:
Concerning the PvP Gear you have to make a choice between deflection and Recovery. I'm personally going to go with the Deflection gear except for the arms, I will take the recovery ones there (Medic). The Medic gear has things as crit and movement speed when compared to the glad gear which will give power and deflection. If you really want to stack every ounce of recovery, go full Medic gear. You're going to be fine. I just want to personally test deflection on Pallies.
Artifacts: With these underneath, you can't go wrong with any combo. You can go worse though. Really, the artifacts you choose coincide with what you want to stack. If you want to stack Stamina/Guard Gain as much as you can use the Wheel/Scourge/Hunter/Blood Crystal.
DC Sigil:Power/Defense/ Incoming Healing: BiS for in use artifact. More AP gain means more Daily which means living longer.
http://neverwinter.gamepedia.com/Sigil_of_the_Devoted
Wheel of Elements: HP/Power/Stamina/Guard Gain: The other BiS in use. Can throw this onto your teammates or yourself. More advanced tactics needed to use proficiently.
http://neverwinter.gamepedia.com/Wheel_of_Elements
Waters: Recovery/Defense/Regeneration: People may be questioning regeneration. I am also, but it does do + to heals and its an easy artifact to get. I really see nothing wrong with this one.
http://neverwinter.gamepedia.com/Waters_of_Elah'zad
Blood Crystal: Regeneration/Recovery/Stamina/Guard Gain: Easy to get eventually, it's not a concrete defensive artifact, but more stamina more shield, more recovery more temp hp over longer fights and more AP. Regeneration just gives a bonus to healing.
http://neverwinter.gamepedia.com/Bloodcrystal_Raven_Skull
Sigil of the Hunter: Power/Recovery/Stamina Guard/Gain: Hit harder, give more power to teammates, more AP and less encounter CD's, more shield means more living and more CC blocking.
http://neverwinter.gamepedia.com/Sigil_of_the_Hunter
http://neverwinter.gamepedia.com/Sigil_of_the_Guardian
Sigil of the Scourge: Deflect/Power/Stamina/Guard Gain: The best Deflect artifact. If someone did stack Stam/guard gain that Pally would be infuriating for HR/TR especially.
http://neverwinter.gamepedia.com/Sigil_of_the_Scourge
Oghma's: Defense/Deflect/Control Resist: Really just the best non use artifact. Anti CC and Anti Damage. Even if you don't have Wheel or Waters this gets you out of CC. Just a beautiful artifact always.
http://neverwinter.gamepedia.com/Oghma's_Token_of_Free_Movement
Symbol of Fire: Power/Recovery/Defense: This artifact isn't out at the time of me writing this guide. It is really solid though. It has no questionable stats whatsoever.
http://neverwinter.gamepedia.com/Symbol_of_Fire
4 Pieces of Elemental Gladiator:
Power: 1279
Recovery: 295
Defense: 3861
Deflect: 1788
Regeneration: 1049
Life Steal: 295
Tenacity: 2018
4 Pieces of Elemental Medic:
Power: 885
Crit: 689
Recovery: 1788
Movement: 295
Defense: 3861
Regeneration: 1049
Tenacity: 2018
When choosing between the two you're just looking at what you are trying to stack more of. if you really really want to stack as much recovery as possible you can go full or partial medic, but at the cost of Deflect which is difficult to get else where? The Gladiator set is overall better, but if you see something better in the Medic set mix and match, there are no 4 piece bonuses so you won't hurt yourself. I'm personally going to go 4 piece Gladiator since it's the most defensive and Recovery can be gained through Offensive Slots and Armor Reinforcement Kits.
Head:
-Elemental Gladiator:
Chest:
-Elemental Gladiator
Enchantment:
-Negation: When receiving damage each hit stacks a 3% increase to your damage resistance, a 1% increase to incoming healing and a 1% increase too recovery for 9 seconds. This effect can stack a maximum of 10 times.
Solo BiS:
30% DR, 10% Increased Incoming Healing, 10% Increase to recovery. You'll take less damage per hit, you'll get more healing from your healing spells, you'll have less cool downs on your encounters and more AP and more dailies. GG
-Elven Battle: You are 80% more resistant to slows, immobilizes, disables, and stuns. Their duration is reduced. Your stamina Regen is also increased by 30%.
Team BiS:
This Armor Enchant will make you Lol at HRs and TRs. All of their roots/stuns/dazes/disables all that cc will just mean nothing. The clip above where I was cc'd endlessly while the whole team beat on me wouldn't happen. I wouldn't be CCd that way. Also, with the added 30% stamina regen you'll have much more CC immunity sitting behind that shield and extra daage reduction for yourself and your team as you wait for your encounters to come off of cool down.
I believe this enchantment will become more reliable to use when we get Mod 7 and the Stronghold Boon where we get an extra 8000 Defense. Losing negation and the 30% damage reduction is rough with the current gear stats. It's very doable though, especially if you are running with a team. Less damage will come to you if you have a team member there with you so the extra cc reduction is more important than the damage reduction so you can support that team member more and get more AP for more dailies since you're not choked up in CC being inactive.
PROBLEM: There was a problem with Elven Batlle on PC where it would remove the HR root, but you would continuously take the root damage until you died. I haven't gotten my hands on a Elven Battle yet so I do not know if this rolled over to XBox. If it did it is unfortunate.
-Soul Forge: When you fall in combat your Soulforged armor will resurrect you and heal you for 7,425 and 1,575 every second for 3 seconds.
When you are resurrected you do damage to any foes nearby and gain a 3 sec CC immunity. This effect can only trigger once every 75 seconds.
Get up and be annoying again without a campfire!
Arms:
-Elemental Gladiator
Feet:
-Elemental Gladiator
Neck:
Valindra's or Imperial Dragon's. Explanation under Lathander's 3 Set Bonus discusion below.
Ring 1:
-The JC rings are a good start. There are some PvE rings that look interesting and the PvP rings you get eventually through PvP Campaign which I believe will be BiS for us just because of Tenacity. Currently I'm thinking either the JC Recovery rings of PvP ones once you unlock them.
Ring 2:
-Same as Above.
Belt:
-Lathander's: +2 Wisdom, +2 Charisma, Power, Recovery, Defense. All stats are useful and stacked on the Paladin concerning this build. It really gives you everything you want. Wisdom gives you the +1% Healing Bonus, +1 Critical Chance, +1 Control Bonus, +1 Control Resist, Charisma gives you the +1% Combat Advantage Damage, +1 Stamina Regeneration, +1 Action Point Gain, +1 Companion Stat Bonus and all the other stats are the stats we are trying to stack as high as we can. I say BiS for stacking everything out evenly. You will be missing out on a large amount of HP compared to the Greater Constitution belt.
-Greater Constitution: If you want to stack more HP and Constitution with defense, which also helps your Constitution feat if you take it. Armor Penetration falls into the hole of a stat not stacked enough to be used and is wasted. BiS if you want to stack strait HP.
Shirt:
-Defender's Gemmed Exquisite Elemental Chainmail
http://neverwinter.gamepedia.com/Defender's_Gemmed_Exquisite_Elemental_Chainmail
Pants:
-Defender's Gemmed Exquisite Elemental Chausses
http://neverwinter.gamepedia.com/Defender's_Gemmed_Exquisite_Elemental_Chausses
Main Hand:
-Artifact Weapon
Weapon Enchantment:
-Holy Avenger: You deal an additional 30% of weapon damage as Radiant damage with your powers and have a 20% chance: on each swing to improve your allies damage resistance by 20% while healing them for 15 seconds. The amount of damage and healing is scaled to your weapon. Any blow you land during this time will do 7.5% more radiant damage, The amount of damage and healing is scaled to your weapon. This effect can only activate every 45 seconds. 33.33% up time potential.
A support enchant. This enchantment has a true 45 second cd. THis is the best support Weapon Enchantment currently for 20% DR is huge, especially added to all the other buffs you are giving your teammates. This buff will be up all the time since many of the Pallies encounters have a low CD and you will have a good amount of recovery to shorten that down even more. It's not a bad choice.
-Feytouch: You deal an additional 18% of weapon damage as Psychic damage. Your encounter powers siphon away 18% of your target's damage. This damage is converted into 18% more damage for you. This effect is a 3 target AoE, lasts for 20 seconds, may only happen once every 20 seconds.
A defensive enchant. The CD on this one is not 20 seconds. It's shorter as tested on PC, waiting for testing on XBox. 18% less damage being done to you is great, especially to a max of 3 targets, which means 56% less total incoming damage between the 3 and we will be fighting 3 a lot. Great for being a bit more tanky. 100% up time potential.
This enchantment is a more offensive. The main thing is that you are reducing the Defense of the enemy by 40% which means you and your teammates will be doing that much more damage to that one target. The enemy will also hit weaker for their power is cut down. The root on this enchant is spamming though on PC for it is broken. Test needed on xbox. ?? uptime potential.
Off Hand:
-Artifact Shield
4x Armor Enchants:
- Hit Points, Recovery, Defense, Deflect.
I'd recommend stacking Hit Points just for those times you are CC'd to death and need them to just survive. If you see no one ever gets near the bottom half of your HP pool, go for recovery.
4x Jewelry Enchants:
- AP Gain, Stamina.
This one is really on you and your game play style.
3 Set Bonuses
For the purpose or being a tank, I just can't justify using mediocre 3 set pieces for the 3 set bonuses we can get. But, let's go through them.
Valindra's Set:
http://neverwinter.gamepedia.com/Amulet_of_Valindra's_Favor
+% AP eery 3 seconds while in combat, +2 Int, +2 Charisma, Power, Crit, Recovery, Life steal, Control Bonus. Increase control Bonus by 15% and Control Resist by 10%.
The 3 set bonus is really good for pvp no doubt. The crit and life steal are a huge waste for us. Crit because we can't stack so much of it, but if you wanted to go ahead and stack some crit to try to get crit heals and crit Templar's Wrath for more Temp HP then go for it. Power is ok to have, hit slightly harder, a little more heals, give more Power to your teammates if you're running that feat. Recovery is great. So, 1 really good stat (recovery), Power which is fine, crit which is boo boo, Life Steal which is boo boo. Control Bonus is always good. +2 is recharge speed, but we roll very low numbers on INT naturally. +Charisma is good, no complaints there. The artifact use makes you invincible during the animation which is useful and cute, but DC Sigil, Ogmas, Wheel are all better use artifacts, maybe better than wheel though. The +%AP while in combat is BiS. I think this is the best 3 set you could really get, especially if you're focused in Crit and Control Resist. Other than that, I don't recommend it.
Imperial Dragon Cloak Set
http://neverwinter.gamepedia.com/Greater_Imperial_Dragon_Cloak
The Valindra's set thoughts goes for the Imperial Dragon Cloak 3 set since the stats are the same. The Artifact move is interesting because it can hold people in place which could be made useful.
Lathander's
http://neverwinter.gamepedia.com/Greater_Lathander's_Cloak
+2 Wisdom, +2 Charisma, Power, Recovery Defense, Life Steal, Incoming healing Bonus, +8 Armor Class.
Overall, this 3 set has the best stats. There is some Life Steal on the artifact, but it can be forgiven since it stats Defense, Power and Recovery. The +8 Armor Class is also great for base damage reduction. the 3 set bonus is, I'm conflicted about it. It's situational in two senses.
1. You have to die.
a. You're whole build is around not dieng.
2. Someone has to pick you up.
b. This mod is super CC heavy.
I don't see the set bonus being used all that much, and not enough to compensate for the loss of stats on the artifact.
Also, the +8AC is great defensive when giving strait Damage Reduction. But having the +4% AP per 3 seconds while in combat means more Daily which means more Bubble from Feats and Bubbe/Damage Reduction/Redirection from daily. It's overall more defensive to have that AP ticking. Especially if you stack recovery and the DC Sigil. You're on your way to immortality.
Also, are there artifacts that you could use with better stats? Yes.
Encounters:
Burning Light: This is a charge which does dot damage to everyone around you and you gain 100% more healing when you are emitting the light. You can charge it for as short or as long as you want. It is an interrupt and will be testing to see if the duration of the charge affects strength/duration of interrupt. Also, gives a large portion of your AP bubble (the longer you charge it).
Bane: You have 3 charges of 10% reduced damage on a enemy you cast this on and they take 10% more damage per stack. 30% more damage taken and 30% less damage dealt with all 3 stacks on. You can also see TR's in stealth since it has a animation on targets.
Templar's Wrath: AOE stun that gives you 300% of the damage as temporary hit points. It's always on my bar no matter what spec I'm running.
Binding Oath: The paladin forces targets to attack him for 8 seconds and takes 50% of that damage (ignoring 50% of the damage) and reflects 20% of that damage to all foes within 30'. If an enemy is affected by Binding Oath and is attacking another target other than the Paladin the player does 75% less damage to that player.
I used this a few times in PvP and realized I have to actually put on some PvP gear to use this since you can end up destroying yourself quickly in some 10 v 10 matches. The reflect damage is actually quite impressive and the damage reduction done to your allies is superb. This encounter is the heavy defense Paladins one real chance at damaging in large amounts and reducing the outgoing damage to teammates by a substantial amount.
1v1 this move was very annoying to a perma-stun hunter friend who I was testing with since he was going to eventually reflect himself to death and I was gaining Temp HP and Healing forever.
Cleansing Touch: Heal yourself and remove a CC while in CC (CC removal is not working correctly). Heal team member and remove CC they are affected by. Target an enemy and heal ALL allies around that enemy. Gain 300% of that healing as temporary healing.
Low CD heal/cleanse that if you can use effectively you can heal multiple allies while targeting an enemy that's stacked on them (GWF/GF/Paladin/TR/HR in rotation) or heal multiple of your melee friendlies that are stacked on top of an enemy. With the added bonus of getting 300% of that healing as Temp HP for yourself. GG.
Banishment: Aoe stun. It makes all targets invulnerable so you can stun them, but they cannot be damaged. If you're fighting a perma stealth TR and any enemy and you hit the other enemy with the Banish and it catches the TR, that messed up the TR's stealth and game plan.
Absolution: Puts a small shield on yourself and an ally. It's too small to matter. When double refinement comes I'll see if something in the gear makes it better.
Circle of Power: 20 second 30' zone where you gain 30% damage and 25% more damage resistance. The zone is about double the size of the DC's zone. This is a great skill to use, especially when you're starting off and have low tenacity and gear. It has a long animation which is a bummer.
Aura of Courage: You and allies deal 1% of your Hit Points as bonus radiant damage.
Will be using this one instead of Aura of Protection once geared enough to be able to take extra damage.
Aura of Truth: Enemies deal 12.5% less damage.
Aura of Wisdom You and allies gain % recharge seed.
I use this one since it's like having a large amount of free recovery.
Aura of Protection: You and allies gain 20% damage reduction.
Currently I'm using this one while I'm waiting to get the 27 seals for the pvp gear.
Dailies:
Divine Judgment: You do moderate to high amount of damage to many targets around the initial target you hit.
Heroism: Gain 100% of your HP as temporary hit points, gain damage reduction and CC immunity for 5 seconds.
Lay on Hands: Heal your teammate for 100% of their HP and remove any dot damage on them. AP consumed in proportion to HP healed.
If you have a lot of AP coming in you can use this a good amount during fights if your defensive buffs and cleanses aren't keeping your teammates up.
Divine Protection: You take 100% of the damage for your allies and you take 20% of that damage at the end of the daily.
For me it seems to be the best daily for this type of game play. Your teammates are immortal for _ seconds and you just take 20% of the damage. The faster you gain HP the more this comes up and the more you and your allies are immortal. Bottom line on that one.
Shield of Faith: Allies take 50% less damage and receive 20% more healing.
Basic Tactics:
Blocking:
Divine Call:
Advanced Tactics:
1v1:
HR:
GF:
TR:
OP:
SW:
GWF:
CW:
HR:
1vGroup:
HR/HR:
HR/TR:
1vZerg:
Potions/Elixirs:
Pros and Cons
Cons
- Not going to kill a damn thing.
- Heavily reliant on gear, knowledge of your class, knowledge of the enemy class, knowledge of the combinations of multiple classes synergy at once.
- Heavily reliant on team composition.
- Reliant on competent teammates.
- Pretty slow getting around the map.
Pros
- Once geared there is no such thing as being solo'd if you know how to play.
- Will hold off 2+ for an extremely large amount of time.
- Good aeo stuns, control of others.
- Great team supporter with largely OP dailies.
- Flexibility in Encounters that can be ran depending on composition of your team and enemy team.
- Highly Flexible.
- Solo you're a CCing wall.
- Team Play, you're a CCing wall who buffs the pants off of the friendly team.
- Cleanse on demand. It's like having an ogmas every 9 seconds for you or your teammates. The one for you is a bit broken though unfortunately.
- High CC ignorance (shield/cleanse).
Gauntlgrym
Pros
-Rarely will you come up against a 10 man premade. So, most games it's a lot of zerging. You can go catch a zerg and make them waste time on you since 99% of the time the Zerg will stop for that "easy" kill. People will say that they will walk past you, but that happens in the minority of the cases and even if it's just two enemies verses 1 of you, you've already given your team the +1 advantage on caps which, the way nodes are set up, numbers(bodies) way heavily.
-You can also hold a large group at a node, Line of Sighting the team around that gear on each node, and hold them as your team wipes the other enemy members, gets the other nodes and collapse on you. It's the usual plan when I premade this with my team and it works.
- If you are ignored you can just go around capping nodes.
- The more friendlies that are around you the more you are buffing your team defensive and offensive abilities and the more killing and living potential you bring to your team.
Cons
-You can end up with fewer points than DPS classes since you're there to waste the time of the other team members who are bloodthirsty and want kills kills kiiiiilllllssssszzzz!
-If you get ignored you're usefulness gets dropped, but then you can put on more of the CC and support abilities and change your roll any time during a game.
Domination
Cons
- Can't walk up to a node with 1 enemy on it and contest it.
- Cannot kill 1 person to take a node from them.
- If you and a DPS are going to take a node from the enemy team, the Paladin is heavily reliant on the burst dps of that DPSer since the pally can only buff damage, buff defense, keep the dpser alive and spam stuns.
- Have to be highly mobile
- Pugging will make you hate yourself
Pros
- 1 Person can't walk onto your node and contest it with you not being able to kill them.
- Mandatory that the enemy team brings 2 to take the node from you since you will not be killed by 1 and you will just tick away at points as they try.
- When more than 1 enemy is sent to your node it opens up "One Body Window" on the match floor for your team to get another node and come reinforce you to keep or recover the node you are on.
- If you and a DPS are going to take a node from the enemy team and they have 1 enemy on the node and you cannot kill the enemy within the time frame of your team taking the node, the DPSer or Paladin can leave the node once capped and move onto another part of the map.
- If highly mobile you can outsmart the enemy team in the points game since it's not a kill game.
- After much suffering you will join think about joining a PvP guild to be in premades.
I am asking because, let's say I can hit close to 60% DR with all my class features enchantments, and etc.
The GWF unstoppable grants me 80% DR whereas the other paragons unstoppable grants 40% Max. However, It evident that the sentinel version takes much lower hits when compared to the other paragons. I am considering an instance where a GWF is playing negation feytouched and all the other stuff increases DR.
So clearly, the unstoppable is not playing an additive role in that equation.
DENIAL
Id also switch divine attunement for impassioned pleas. Anything that increases your incoming healing is going to be "meh" for a tanky HAMSTER pally.
I agree with the person above regarding the paragon path you've chosen.. If you really want to be a "node troll" than you'd try reallllly hard to unlock 5 in "stem the tide"
You said yourself that your goal is to distract multiple people solo, (which is a good move for your class) so why are you contradicting yourself with "aura gifts" ?
just my opinions of course.
We just haven't found an easy way to be at 80% DR. We get closer in Mod 7 with the 8k Defense Boon, but that is not our reality yet.
Thanks.
Also, we're having a Paladin Justice being built to prove which build strives better at various tasks against various amount of people. If you have a Paladin of a certain build please contact me so we can use your Paladin as data so we can come to a conclusions and reject or fail to reject the hypothesis or null hypothesis with fact and not with what is basically fantasy.
No exploiting builds.
Thank You
My bad I wasn't clear on what we were testing on cleansing. Using cleansing to break out of CC while CCd worked underwhelmingly inconsistently. So if a mage had you choked in the air, it wouldn't unchoke you.
Thanks.
Just a few observations from a PC PvP Paly, 4k ILv.
1: The armor boon from SH is a additive boon, it will be 1k when you first get it, and as you build your SH up, the boon gets stronger, and that goes for them all.
2: Around 3.5 Negation for Paly especially a BW, will be close to wasted as you will be at or very near DR cap, so Elven is the better choice, as after 3.5 you will not be dieing unless you get chain CCed down.
3: Also you wont be able to troll the Node if they have 3 or more people there, they will simply take it with you standing there there.
4: As the player base gets smarter about the new class, they will simply ignore you and kill your team, and then either move on/ or attempt to chain cc you down "see #2".
Otherwise really solid post,
Character:
7thS1n---Trickster Rouge LV 70(perma-Stun build)
7ThH3AL3R-- Devoted Cleric LV 70 (Divine Oracle Haste/DPS build)
7ThM4G3-- Control Wizard
7ThW4rL0CK-- Scrooge Warlock
7THW4R--Great Weapon Fighter
1. Yea, I'm waiting for the SH defense boon to come, but I don't see that coming to us for a while.
2. I'm not sure what you mean by 3.5k. Item Level?
2. & 4. I keep hearing that Elven Battle kills the wearer when interacting with the hunter root, it's the only reason I'm avoiding it, but I want it to work without killing me due to a malfunction in an interaction with HR root.
3. Yea, the contesting has changed, but if I'm tanking 3 on a node that the enemy is getting points from, my team better have the other 2 points. The change to contesting is a positive and negative for tanky build toons, we can't hold a node against multiple people and contest it, but we can capture a node with an ally(ies) without having to put out any dps. It just changes the focus to rotations which is actually nice.
Again, super appreciated.
DENIAL
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Trans Elven can bug on HR Crushing Roots, but it is not a guarantee to occur, just does happen at times.
Same thing can happen with Warlock Dots with Aura of Courage.
I use Bloodtheft, heals are nice, and will often kill players in combination with Avalanche boon.