If you're looking for step by step guide on how to build a tank then please stop reading.
This is for paladins who want inspire other classes to do better, whether it's healing, resisting damage or dealing damage.
RACE
Normally I would say it won’t matter much which race you pick. That 1 or 2 percent difference in hit points or critical hit chance is not going to break this build. There is one thing to consider though. If you want to have as low as possible wisdom (because wisdom increases critical hit chance which is bad if you got an owlbear cub) without neglecting constitution or charisma then thiefling or half-elf would be a good choice.
If you want to be flexible choose human. There will come a point where it won’t matter if you critically hit or not. You can put the 3 bonus feats in Force of will feat.
FEATS/BOONS
Please watch video first:
https://youtu.be/sYYfWpqM6pcI won’t go too much on detail here. There are plenty of other paladin guides out there for more detailed information.
I will give some possible options to consider.
Instead of impassioned pleas you could choose weapon mastery.
Instead of Beacon of Hope you could select prism. I preferred beacon of hope since it does not rely on external heal. Beacon of Hope will occur the moment a daily has been successfully been activated. And for icing on cake if you activate Shield of Faith it actually gains that 30% heal bonus heal from the Shield of Faith effect itself since Beacon of Hope only activates AFTER a daily has been successfully casted.
While Seraphim would give you better heal bonus. I do not like the fact I need to get damaged in order to get that bonus.
GEARING/COMPANIONS
Your priority should be
1. Recovery: Until you got 8000 recovery (without bonding buff) I use less even but thats because I know this build inside and out. I rarely miss my rotation.
2. Defense: You should be able to hit around 14000 with stronghold buff AND no Azure enchantments in defense slots. (without bonding buff)
3. Hit point: as high as you can. Put radiant enchantments in defense slots. You will be using this to boost you power even more thanks to Oath of protection mechanic. Also useful for Aura of courage.
4. Armor enchant: Negation Enchantment
5. Weapon enchant: Either Feytouched or Plaguefire enchantment.
6. Power: once you reach 8000 recovery (without bonding buff) you can put the rest in power.
7. Summoned Companion gear Offence slot: Power(radiant)
8. Summoned Companion gear defense slot: Defence(Azure)
9. Summoned Companion gear: Anything with Power/Recovery or Armor penetration/Defence.
About Plaguefire: if you equip summoned companion with power/armor penetration companion gear you can actually switch guild boons offence to power rather than armor penetration.
Recommended Artifacts
Wheel of Elements (Primary slot)
Sigil of the devoted (Primary slot Alternative)
Sigil of the Oathbound Paladin
Tiamat's Orb of Magesty
Sigil of the Hunter
Waters of Elah'zad
UPDATE: My current build also works in Fangbreaker island. Only thing I switch is switch to augment companion since it will boost Recovery to 11000+ my defense with the augmet companion is 15000+
And here’s my current companion setup:
https://youtu.be/0MJWjmmJDsM
Powers/playstyle
Daily: Shield of Faith, Judgment or divine protector.
Encounter: Templar's wrath/Burning light/relentless avenger or Divine touch
Class feature: Aura of courage (ALWAYS SLOTTED)/Aura of radiance/Aura of protection/Aura of wisdom
At-will: Oath Strike/Radiant Strike
Try to keep temporary hit points up
If you don't have a healer then shield of faith will be your main heal spell/protection try to keep this up as much as you can.
It takes time to know when you can start charging burning light. choose the moment when to charge up correctly.
Do not blindly use divine call conserve otherwise you'll end up waiting for your encounters to come out of cool down.
Remember your secondary role here..... cool down reduction & power buff.
I've already received a couple of questions about adding more critical hit chance. Sure it’s possible to boost your damage with it. But you'll have to sacrifice something to achieve that (most likely power).
And my personal opinion is no it's worth it. let’s say you have to sacrifice 4000 power to gain 4000 critical hit chance. I prefer boosting other players power by 1000 than the critical hit change anytime. Since that will allow even lower geared players to do better damage/healing.
And here's me in action (Module 10.5):
https://youtu.be/UsrslTEkiPIFor those of you who thinks you really need owlbear cub to do decent damage:
https://youtu.be/uNnDD4kxTbUSeptember 2:
Updated gear/companion
Added powers/playstyle section
Added new video
October 18:
Minor corrections
Added changes since last update (including video’s)
November 11:
Updated new CN video.(Module 10.5)
Updated to current rotation so far.
Comments
My build is really close to yours. But I am using radiant on defense slots and silvery on offense...
Mmmh might try your way of doing CN then... full offensive
And updated again:
Added recommended artifacts
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
I guess that it is not the reason.
12 wisdom
16 charisma
I think you can get good results with focussing only on Constitution and Charisma.
On a side note Im glad someone out there is having fun with the Paladin. All other pally players who dont have rank 12 bondings and rank 12 anything for that matter will just have to stay in the corner for now.
Merrily, merrily, merrily, merrily, Life is but a dream.