This is intended to be an introduction to paladin powers – if you’re looking for a build, this isn’t it.
I have attempted to explain the powers such that anyone starting a paladin might be able to decide where to spend those precious power points while levelling up, early post-70, and before getting high iLevel gear. It’s a mostly objective view of all the paladin powers, how they work, and how they interact with each other. There is some math in here, but I tried to keep it simple enough that anyone could grasp the “this is better for me” side of things.
Googledocs fubar'd the formatting, so it's posted as a .pdf. There’s still a couple items I’d like to test (highlighted); so if you have the answers, please let me know and I can update.
Thanks to
@veywiil#8685 for DevOP insight and testing.
https://drive.google.com/file/d/0B15_HrH2TLB1LWlrN0wxNXZQNXc/view?usp=sharingEDIT: fixed link
Comments
Bane and Vow of Enmity
Both do zero damage themselves
Both will proc Aura of Courage
Bane will proc Holy Avenger, Vow will not
Neither will draw initial agro (from range) when no damage is done.
Link to forum post with full explanation of how debuffs stack, including Bane and Vow of Enmity:
https://www.arcgames.com/en/forums/neverwinter#/discussion/1226436/pve-damage-resistance-debuffs-effectiveness/p1?sso=eyJuYW1lIjoiIiwicGhvdG91cmwiOiIiLCJjbGllbnRfaWQiOiIxNDQzOTY4OTgxIn0=+4f1dc0eb4bebc1ee203360d586c8ffddded8119f+1497905107+hmacsha1
Bane:
-Zero Damage
-Procs Holy Avenger (and presumably the other enchants)
-Procs Aura of Courage
-Damage multiplier is applied before the damage
-Does not draw initial agro if no damage done
Vow of Enmity:
-Zero Damage
-Does not proc Holy Avenger (nor the others presumably)
-Procs Aura of Courage
-Damage multiplier is applied before the damage
-Does not draw initial agro if no damage done
Thank you for noticing the error. I'll add this to the second post and update the main doc as more are found.
Vow of Enmity is DR debuff, 50%.
This is not damage multiplier, it's just like any other DR debuff and they cap at 200% effectiveness.
I'll add a link (above) to the full explaination for those who are interested in the details.
Also, what's important, reaching 100% effectiveness can be done by having enough RI as enemy has DR (RI = eDR), but DR debuffs can work towards getting to that number when RI < eDR meaning e.g. Dev OP who always use Vow can get away with just 5% RI (+5% from Radiant Strike) when fighting single target boss with 60% DR as Vow provides 50% personal DR debuff that covers the difference, and in the end OP ends up with the same effectiveness as others (who don't use any personal DR debuffs, like e.g. GWF's Weapon Master Strike - 30% or Mark 20% for GWF but 8% for everyone else). But having capped RI is always better, in case group only can reach 150% effectiveness from capped debuffs, with 5 Sellswords/Con Artists it would be 225% effectiveness. But for OP who uses Vow he'd be at 200% and 5 Con Artists would push total effectiveness to 300%.