Oathbouned Paladin Introduction and Quick Overview
Hello Every One Volt here Bringing you yet another 3 part new class review and this time were gonna light up the joint with holy fire when we take a Look at the Oathbound Paladin. This part is a quick look at the paladin Path passives and powers. I will also have a quick write up on the class paths as well. The class Mechanics for the paladin are very unique for a Neverwinter class this time depending on what path you take you will get a unique passive ability best suited to assist you in playing your roll each path will also Augment your Encounters and At-Wills giving them Unique Secondary effects.
Devotion Paladin
Step into my Healing Network
The Devotion Paladin play style revolves being versatile and adapting to the situation at hand to do this DP's use a network of sustained healing given to them by Bond of virtue used in Tandem with Auras of divinity/life Cure Wounds/Oath strike and lay on hands. This frees up the remaining two encounter slots for CC Or Utility depending on what the DP is facing at the time. They make strong front and back line healers and there sheer versatility makes them capable of handling any type of situation. Weather you want them to Help CC mobs or provide dmg boosting buffs the devotion paladin is capable of handling any thing thrown at it all while maintaining a steady strong stream of heals for the party.
Oath Of Devotion:Your healing is increased by 100%. When you heal an ally you also increase their stats by 5% for 8 seconds. This effect does not stack and only works if you actually restore HP to the target.
Sanctuary of Devotion:You erect a zone of safety where you gain 30% increased damage resistance and alies gain 10% increased damage resistance and are rapidly healed. You are immune to control effects while maintaining this zone. Healing of Sanctuary is increased by 500%.
Divine Call of Devotion:You unleash a burst of healing in an 30' area. Subsequent casts of this within 10 seconds heal for 50% more.
Protection Paladin
Tanking In the forms of Redirection and Control
The protection path has a verity of hard taunts and CC skills and its tanking type revolves around out right controlling the mobs your fighting forcing them to face you while Simultaneously locking them down in fact the skill called banishment is one such skill its good for If a person Pulls a few extra adds you can banish them for 20 seconds and continue to deal with the adds your already fighting and when the banishment ends the adds are hard taunted and forced to fight you instead of running after the person who pulled them. One more hard taunt is Oath strike it's a At-Will that can permanently lock down a single target on you best used for controlling out of control bosses that may have agroed on to your party members by accident. The protection paladin can also redirect all Incoming dmg to himself to give his party members a fighting chance to get the situation in check.
Oath Of Protection:Your Damage Resistance is increased by 10%, you generate 500% more threat. When you take damage you gain power proportional to the amount of damage you took. This bonus caps at 10% of your Max HP in power.
Divine Call of Protection:You taunt all foes in a 30' area and gain 10% increased Damage Resistance for 10 seconds. You reflect 5% of incoming damage back to the attackers while this effect is active. (Max 5% of your Max HP).
Sanctuary of Protection:You gain 60% damage resistance and allies gain 20% damage resistance and are rapidly healed. You are immune to control effects while maintaining this zone.
Powers
The paladin Come with a wide verity of powers and due to the Oath feature they basically have double the amount of powers a normal class would have lets go over them shale we.
Encounters
Absolution: 60' Range, 16s cooldown You place a shield on yourself or target ally. You may have a shield active on yourself and one other ally at any given time. The shield persists until it breaks.Additional Ranks: Shield +15%. ATM this skill is Useless for both protection and Devotion several other skills dose what this can do better so don't bother.
Absolution of Devotion:Allies under the effect of the shield receive 20% more healing.
Absolution of Protection:The shield absorbs substantially more.
Bane 60' Range, 12s charge refill You place a holy mark on the target. This target deals 10% less damage and takes 10% more damage for 10 seconds. This effect can be stacked up to 3 times. 3 Charges. If you Run this as a healer try keeping it up as much as you can on your tank its both and Dps Buff and DMG Mitigation. Also atm it is bugged so it can stack more then three time if used by multiple paladins.
Paladins who have taken an Oath of Devotion can apply this effect to allies to Bless them instead, increasing their damage dealt and reducing damage taken for 10 seconds. Additional Ranks: Duration +2 seconds
Banishment: 60' Range, 15'Blast, 40s cooldown You banish all targets in an AoE for 20 seconds. These foes are stunned and become invulnerable until the stun ends. This stun lasts 4 seconds on players. Additional Ranks: Cooldown -3s. If you Run banish Regardless of what Oath you have you have a Obligation to use this to erase some ones **** up or miss step in a group CW pull a second group banish it for 20 seconds Simple as that and depending on what oath you took you get one of the added bonuses listed below
Banishment of Devotion: Allies in the affected area gain 20% increased damage resistance for 20 seconds.
Banishment of Protection:Foes are taunted for 6 seconds after the banishment ends.
Burning Light:Personal, 20s cooldown You emit a blinding light for up to 4 seconds based on how long the power is charged, damaging and disorienting foes who are caught in its light. Additional Ranks: Damage +15%. This is a bread and Butter skill used in any type of build and is a key lvling tool its is a very good CC/HoT for devotion Paladins and a great CC/Incoming heal Buff for Prot Paladins so much so its almost staple for the class and there signature encounter.
Burning Light of Devotion:Burning Light now heals allies as well.
Burning Light of Protection:You receive 100% more healing while emitting light.
Circle of Power: You generate a zone of control 30' wide. This zone improves all damage you deal by 30% and lasts 20 seconds. 45s Colldown. This is a Ok skill for boosting your auras Encounters and At-wills its a nich skill and serves limited use.
Circle of Devotion: You gain 30% more healing.
Circle of Protection: You also gain 25% Damage Resistance.
Cleansing Touch:60' Range, 10s Cooldown You heal target ally and remove any CC effects from them. You may activate this power while controlled. If you have an enemy targeted while casting this power you instead heal and cleanse all allies in melee range. Additional Ranks: Heal +15%. For Prot Paladins This is a self cleanse and Temp HP buff be sure to toss a touch your healers way should they get stuck in CC. For Dev Paladins Its a party wide Burst heal and cleanse no reason you should not be running this its just that good.
Cleansing Touch of Devotion:Always affects allies in a 15 foot radius around the target, even when targeting an ally.
Cleansing Touch of Protection:Gain Temp HP equal to 300% of the healing done.
Relentless Avenger: You rush to the target, dealing damage driving back all other foes within 15' of the target. Best encounter ever for PvP and PvE its a mass AoE KB at the push of a button
Relentless Avenger of Devotion: You can now rush to allies, pushing away any foes within 30' of them.
Relentless Avenger of Protection: All targets are Taunted.
Divine Touch:Melee, 15' Blast, 10s cooldown Deal heavy Radiant damage to all foes in an area around the target.Additional Ranks: Damage +15%. This skill is a one sided skill and what i mean is this skill dose not serve much use on a prot paladins bar there other better AoE and Shielding skills to use over it one is in at-will form. For Dev Paladins This is a burst heal and a Incredibly powerful one use this and combine it with Bond Of Virtue for amazing Crit heal numbers.
Divine Touch of Devotion:Allies near the target are healed as well.
Divine Touch of Protection:Gain a shield that absorbs damage for 8 seconds.
Sacred Weapon:Your next 5 single target attacks deal bonus Radiant damage to your target.Additional Ranks: Damage +15%. This skill is amazing now cause it can combo with smite and it makes shielding strike hit even harder. For prot paladins its a dmg Buffer for at-wills and single target encounters as well as a hard taunt. For Dev Paladins Its a heal Boost and Dmg Buff it works particular well with cure wounds combine the two with Bond Of Virtue and you have some amazing single target/AoE heals going out.
Sacred Weapon of Devotion:Your healing is improved by 15% for 8 seconds. Your next 5 heals also heal the target for additional bonus healing.
Sacred Weapon of Protection:Forces the target to attack you for 3 seconds.
Smite:Smash a target, igniting them with holy fire for 15 seconds. They burn so hot that enemies within 15' of them are also damaged by this effect.Additional Ranks: Damage +15%. Smite is starting to Become one of my fave skills its AoE DoT could use a boost in dmg But the skill can do some serious dmg when it crits and what i mean is when it crits the initial dmg will be High and the DoT will crit as well. For Dev Paladins just keep it off your bar the HoT is slow and weak not worth the slot this skill now has a very noticeable animation so be sure to put it on a hard to kill target for max benefit.
Smite Of Devotion:Allies near the target are healed as well.
Smite of Protection:Foes who are affected by the burn deal 15% less damage for 3 seconds.
Templar's Wrath:Personal, 30' Burst, 15s cooldown You unleash a storm of holy energy, dealing heavy damage to all nearby foes and stunning them.Additional Ranks: Damage +15%. This skill is staple for Prot paladins atm it gives you temp HP based on how much dmg you did to all targets caught in the blast perfect for group content and solo lvling. For Dev Paladins Don't Bother The Temp HP it gives is pitiful no were neer its prot counterpart Dev Paladins have better skills to buff allies with this is not one ATM.
Templar's Wrath of Devotion:Gain Temp HP equal to 300% of the damage dealt.
Templar's Wrath of Protection:Allies in the affected area gain Temp HP in addition to damaging foes.
Vow of Enmity:80' Range You select a target for your Vow for 60 seconds. You cannot recast this power while you have a Vow established. You deal 20% more damage to the target of your vow. Additional Ranks: Damage +10%. This is a threat Generator for the prot paladin as well as a party wide dmg Buff put it on boss monsters and let your party go wild on DPS because all the dmg they do will build threat for you. For heal paladins any ally that attacks the marked target will be healed its very good for fast attacking classes and classes that have DoT's.
Vow of Enmity Devotion:Allies who strike your Vow target are healed.
Vow of Enmity Protection:Allies who strike your Vow target build threat for the Paladin.
Bond of Virtue: Oath of Devotion: Personal, 60' Burst, 10s cooldown All allies within 60' become bonded. Allies who are bonded gain 20% increased healing from all sources. Additionally, any time you heal a bonded ally, all bonded allies receive 15% of that healing. This skills animation is now a very noticeable large circle around the OP so your allies will know if there bonded or not.This encounter is staple for Dev Paladins you can toggle it on and off and on top of that it turns all of your heals into AoE heals. Say you use Lay On hand on your tank bonded allies will get healed for 15% of what you healed him for so basically they get healed for 15% of his max HP. So if your not using this i don't know what wrong with you.
Binding Oath: Oath of Protection:Personal, 60' Burst, 22s cooldown All targets near the Paladin are forced to attack him for 2 seconds. During this time he absorbs all damage against him. When this effect expires he takes 50% of that damage and deals 50% of it to all foes in a 30' area. Players affected by this power deal 75% less damage to targets who are not the Paladin. What can i say its a hard taunt that forces mobs to attack you and then it turns around and redirects 50% of the dmg you took back at them its a fantastic skill for helping to dps down mobs faster be careful you can kill yourself with this though so yeah its a double edges sword.
Dailys
Divine Judgement:40' Range, 10' Burst You summon deific vengeance on your foes, causing incredible damage to be divided equally among all targets hit. This is a rehashed Ice knife plain and simple it can hit single targets for over 20k with 2k power But with the stats curve at 61 to 69 and then 70 you will barley have enough crit to make it hit super super hard but at early lvl its staple for dealing with certain annoying hard to kill mobs.
Heroism:You gain 100% of your Maximum Hit Points as Temporary Hit Points, gain 15% increased Damage Resistance, and gain immunity to CC for 5/10/15 seconds. This is a Rehashed Villain's Menace but instead of boosting your over all dps it makes you hard as hell to kill your immune to CC and gain temporary hit points equal to 100% of your max HP.
Lay on Hands:60' Range, 25s cooldown You immediately heal the target for 100% of their Max HP and removes all damage over time effects from the target. This power consumes AP proportional to the amount of HP the target is missing. (Additional Ranks: -10% AP Cost). This is your emergency Oh **** heal as a tank or healer for your Tank or your healer should one of them come close to biting the dust not much more to say here.
Shield of Faith:Personal, 300' Burst You summon divine shields to protect you and your allies for 15 seconds. Any damage taken by allies is reduced by 50% and they receive 20% more healing. (Additional Ranks: +3s Duration). You can use this on a healer or a tank But preferably a healer its a great daily to boost the healing from HoT skills like cure wound and Aura Of Divinity cause it last for a very long time it also stacks with other healing boost encounters and class feats.
Healing Font (Devotion)|:40' Range, 20=5' Blast, 22s cooldown You place a healing font for 40 seconds that will attempt to heal any wounded ally within 60' of it. This heal chains to nearby damaged allies, and can chain up to 5 times. This skill sticks a healing Turret down in target location that will slowly heal any target in its range thats not at full health the heal will also chain to other allies if you combine this with Bond of virtue Amazing things happen. The heal will heal for about 4k and up and can crit heal for 8k and up and hell it last 40 seconds and dose the work for you why not use it.
Divine Protector (Protection)|:Personal, 150' Burst For 5 seconds you shield all your allies from harm. You redirect 100% of the damage they would take to yourself. All damage you would take while this effect is active is reduced by 80%. If you find your party is tanking to much dmg use this and Combine it with Binding Oath it last up to 15 seconds and can ease up the pain if some one pulled something they should not have pulled not much to say about it other then its another amazing Utility Daily that can help make life easier.
At-Wills
Oath Strike:You strike your foe with a quick flurry of blows. The final strike of this power changes based on your Oath. This is a very Good At will for both Healers and Tanks its a hard taunt for tanks that can pretty much lock a boss down on you. For healers its a good way to Buff your healing even more as well as provide a self heal and once the combo has finished it can net you about 1.5k heal and if it crits can heal for 2 to 3k its staple in healer builds well for me it is.
Oath Strike No Oath: Bonus Radiant Damage.
Oath Strike of Devotion:Your healing is improved by 10% for 15 seconds. You also unleash a burst of healing.
Oath Strike of Protection:Forces the target to attack you for 3 seconds. Players deal 75% less damage to other targets for 3 seconds.
Radiant Strike:Melee, 20' Blast You lunge at a foe, unleashing a burst of light. You are also granted "Radiance".
Radiance: Your Armor Penetration and Damage are increased by 5% for 15 seconds. Does not stack. This is a gap close as well as a way to get 5% cheap armor pen its spammable and has a 20m blast AoE that can rake up the dmg is you a AoE dmg focused Tank very good for the early game for clearing out packs of mobs.
Valorous Strike:Melee, 5' Cylinder You strike your foe with your weapon, channeling the forces of Justice to destroy the target. The final hit of this combo grants you "Valor."
Valor: Damage Resistance is increased by 5% for 15 seconds. Does not stack. This at Will is Ok but you have enough DR already once you get Shielding strike you will never look back.
Cure Wounds (Devotion)|:60' Range You heal an ally you can see. If you have no ally targeted, you are healed instead. Staple in a devotion build you can spam and combined it with bond of virtue to heal you party for a reasonable amount
Shielding Strike (Protection)|:Melee, 5' Cylinder You strike your foe with brutal swings, on the final strike of this combo, you gain a shield that absorbs damage. The shield stacks up to 3 times and lasts 8 seconds. The buff this puts on you will fully negate miner Mob attacks bigger attacks will get reduced by a good bit. So far this skill has ben a life saver on my protector spec paladin its also are hardest hitting at will can can clock a target for 2k a hit.
Class Features
Aura of Courage:Personal, 30' Burst You and allies within 30' of you deal 1/1.10/1.2/1.3% of your Maximum Hit Points as bonus damage. This is staple in solo play as it gives bonus dmg based on you max HP and sense this class can have high amounts of HP its a great boost in DPS for every one in the party. Currently this stacks with other courage Auras its a bug and don't get use to it.
Aura of Truth:Personal, 30' Burst) Foes within 30' of you deal 5/7.5/10% less damage. This is a OK aura nothing to write home about though.
Aura of Vengeance:Personal, 30' Burst When you or allies within 30' of you take damage, they deal 15/25/35% of your weapon damage to their attacker as Radiant damage. This is a reflecting Aura for you and party members if you run a mass deflection build using Binding Oath and the daily that transfers all incoming dmg to you this is pretty good.
Aura of Wisdom:Personal, 30' Burst You and allies within 30' of you gain 10/15/20% recharge speed. I Ran this occasionally on my heal spec paladin when ever i used banishment to offset banishment's already long recharge. so once mobs were about to come off of it i would pop them right back into banishment if my party was still fighting with current mobs.
Aura of Divinity:Personal, 30' Burst Up to 3 wounded allies within 30' of you are healed every 3 seconds. This is staple no questioned asked for a devotion paladin its ridiculously good sustain and can heal for an amazing amounts when combined with Bond of virtue and oath strike. This Aura also goes hand in hand with the Life aura as it will passively heal them once they res up speeding up there recovery time.
Aura of Life:Personal, 30' Burst Allies within 30' of you who are in a near-death state are revived and healed for 15% of their HP. This ally received resurrection sickness. This aura allows every one in you party to **** up once except for you it will auto res them and restore up to 25% of there max HP this is good to combo this with divinity aura.
Aura of Restoration:Personal, 30' Burst You and allies within 30' gain 10% increased healing from spells. This is a OK aura to boost you healing a bit more But oath of devotion already dose the same thing buy better and oath strike is there so this aura is kinda redundant in a sense but its there if you wanna use it and give you heals the added oomph.
Aura of Protection:Personal, 30' Burst You and allies within 30' gain 5% increased damage resistance. Like with restoration aura this one is also redundant Gives you party extra DR the only use i would have for this aura is for PvP its already effortless to get 30% DR on a paladin thanks to oath of protection and Constitution giving you DR getting another easy 10% DR quite fine with me in pvp not even counting the defense state you get for having better armor.
Aura of Radiance:Personal, 30' Burst Foes within 30' of you take damage ever 3 seconds. This damage builds bonus threat. This is a AoE and threat generator all in one it helps hold agro on you better as well as provide you with consistent dmg.
Aura of Wrath:Personal, 30' Burst You and allies within 30' gain 20% increased damage as your hit points diminish. This is another fantastic aura For PvP and PvE if your good at juggling your Current HP with temp hp you can keep your current HP at half then use Templar wrath to have get 6k in temporary HP this will net you health to fall back on and your current HP will be low enough to provide a nice party wide dmg buff.
Aura Of Valor:Allies within 30 of you who are below 50% health cuase you to generate 100% more threat. This effect stacks.: This along side radiance can help protection paladins hold agro even better stacks to 400% not bad at all.
Aura Of Solitude: When no allies are within 30 of you you deal 21% more dmg and healing.:This is a fantastic paired with Aura of courage to boost are soloing DPS when questing.
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
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Part 2 Feats Builds Ability Rolls and Race Choices
Lets get back to were we left off ok guys lets talk about Feats Builds Ability rolls and Race Choices all important thing to decide when starting your OP lets get it started.
Oathbouned Paladin Heroic and Paragon Path Feats
Heroic Feats T1
0/5: Divine Action: Activating Divine Call Now Generates 5% of your Max AP
0/3: Weapon Mastery: Increase your crit chance by 3%
0/3: Toughness: increase your max hp by 9% T2
0/5: Light's shield : Your damage resistance is increased by 2.5%
0/3: Exemplar's Hast: Your Encounters Recharge 6% Faster
0/3: Wrathful Strikes: You At-wills do 6% more dmg T3
0/5: Dominating Presence :Your auras have 10 increased Radius
0/3: Impassioned Pleas : Your Divine Call Energy Generates 6% faster
0/3: Divine Attunement: You receive 6% more healing from spells. T4
0/5: Steadfast:Each Point of Constitution now grants an additional 2.5 maximum hit points
0/3: Divine Wisdom:Each Point In wisdom Now Increases healing by an additional 1%
0/3: Force of will:Each Point of Charisma Now increases your critical chance by an additional 1%
Bulwark Path Feats T1
0/5: Holy Resurgence :While your stamina is below 20% it regenerates 30% faster.
0/5: Unflinching Resolve:Your Control resist is increased by 10% T2
0/5: To My Side:Allies within 150 of you but farther than 30 from you move 15% faster.
0/5: (Devotion)Divine Innervate:Your Oathbound buff now also increases damage resistance of effected targets by 2.5% for 8 seconds.
0/5: (Protecter)Stand Fast:While you are not moving you gain 5% damage resistance and deflection chance. T3
0/5: Sanctity :When you are healed you gain a burst of deflect defense and regeneration for 15 seconds.This value is equal to 60 times your level. After you have benefited from a burst of stat you cannot benefit from this feat for 30 seconds.
0/5: Martyr's Blood:When you take damage from a foe you have 10% to apply martyrs blood upon them. Martys blood causes them to deal 10% damage for 8 seconds. T4
0/5: Exemplar Of Light:your daily powers place a shield on you that absorbs 1500% of your weapon damage before breaking.The shield expires when out of combat
0/5: Vigilance:When your Encounter powers come off of cooldown you gain a stack of vigilant. When Vigilant reaches 5 stacks you may consume them by activating divine call.Consuming vigilant grants you a shield for 8 seconds that absorbs 25% of all incoming damage. T5
0/5: Head Unbowed:As you hit points are reduced you gain up to 50% more divine call energy generation.
0/5: Avenger's presence :When an Allie is damaged by a foe you have a chance to gain avenger for 8 seconds.Avenger causes your at-will attacks to reduce the cooldown on your currently cooling down encounter powers by 2.5%. T6
0/1: Holy Barrier:As you take damage you will slowly gain stacks of barrier. When you activate your divine call all stacks of barrier are consumed to give you a shield equal to .5% of you max HP per stack of barrier consumed. After activating barrier you cannot gain barrier again for 10 seconds.
Light Path Feats T1
0/5: Gifts Of Light:You Heal for 10% More
0/5: Seraphim:When you take dmg you have a chance to gain seraphim for 8 seconds seraphim increases the strength of your next healing by 15% T2
0/5: Light Touched:Your healing spells generate 10% more AP
0/5: Devotion:Restorative Hast:You Gain 10% More Recovery From equipment
0/5: Protection:Warrior's Bastion:You Gain 10% More Defense From Equipment T3
0/5: Aura Gifts:Allies within 30 of you gain 25% of you power:They muust remain within 30 of you for 6 seconds to gain this buff.
0/5: Share The Light:Allies gain 15% more healing from you for 4 seconds. T4
0/5: Healer's Touch:You heal up to 50% more depending on how cose to the target you are. this feat only works when healing allies.
0/5: Echoing Heal:Healing an allie places an echoing heal on them. afters 2 seconds Healing them for 200% of your weapon dmg before jumping to a nearby ally.If there are no nearby damaged allies this heal dose not jump. Can only jump a maximum of three times every 10 seconds you gain a charge while in combat. T5
0/5: Deific Intervention:If you are downed all allies nearby are fully healed and gain maximum dmg resistance for 4 Seconds. can only trigger ever 180 seconds
0/5: Holy Bonds:Your Recovery Is Increased By 20% for every ally within 30 on you maximum 5 allies T6
0/1: Redemption:Every 10 seconds in combat you gain redemption.Activating Divine call will consume redemption and cuase you to pulse out a heal every second for 3 seconds. This heal restores 500% of your weapon dmg divided equally among damaged allies with in 100.You can have a maximum of 3 stack of redemption.
Ability Score Rolling
When creating a character, starting ability scores (prior to racial adjustment) are randomly determined by choosing from among several predetermined sets of values.
It is possible to reroll until desirable scores result. Each reroll randomly selects from the same pool of available combinations as the initial roll.
Ability scores are not rolled individually. Instead, all six values are selected simultaneously, by randomly picking a row from the following table:
I color Coded the primary secondary and None Class Attribute rolls Primary Secondary None Class Attribute
The table above gives all possible ability score combinations for a generic character. Depending on a character's class, the values selected will be automatically reordered as follows:
The primary ability score is always the highest.
The secondary ability scores are the second and third highest, in no particular order.
The remaining three scores (A B and C) will be placed in a specific ability, according to the character's class:
Oathbound Paladin:ConWis ChaInt Dex Str
Constitution
.5% Damage Resistance
2% Maximum Hit Points For every Even Number and 3% Bonus for every Odd Number
Charisma
1% Companion Stat Bonus
1% Combat Advantage Damage
1% Stamina Regeneration
1% Action Point Gain
Wisdom
1% Control Bonus
1% Control Resist
1% Critical Chance
1% Heal Boost
With the Said The Highest a Primary Stat can go is 27 thats with the racial trait and with campfire thats 28 With a Max belt Thats 32 . The Highest A Secondary Attribute can go is 25 with racial Trait and with campfire 26 with a max Belt thats 30. The Highest a None Class Attribute can go is 21 and thats with Racial Trait with campfire Buff Thats 22 with a max belt thats 26.
Racial Traits TY bazgc For the sexy new chart
Are characteristics of given races that reflect the most innate strengths of members of those races. Racial Traits come in three typical varieties:
A +2 bonus to a predefined Ability Score. Most races have one such bonus.
A +2 bonus to a choice of Ability Score. For most races, it is a choice between two options, but Humans can apply this to any Ability Score.
[th]
Race
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[th]
Main Stat
[/th]
[th]
Secondary Stat
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Passives
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Dragonborn
+2 Any
+2 Any
Dragon Heritage (You receive 5% more healing from all sources) Dragonborn Fury (You have a 5% chance when attacking a foe to apply Dragonborn Fury to yourself for 6 seconds, increasing your Power and Critical Strike by 3%)
Drow
+2 Dex
+2 Cha / +2 Wis
Darkfire (5% chance to debuff target's Defense by 10%) Trance (extra recovery at camp fires)
Dwarf
+2 Con
+2 Str / +2 Wis
Stand Your Ground (knock/repel resist) Cast Iron Stomach (DoT resist)
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
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Part 3 Paladin Builds Ability Rolls Item sets Stats and Race Choices
This part Is going to Focus on several things like stats item sets race choices ECT Theirs really no wrong race choice for paladin thanks to the addition to ability stat Belts and as long as the race in question can roll a stats into Wis Con and Cha that race can make a good paladin because i always encourage people to roll what race they love the most and i can always see the bright side of any race so here we go.
Races for Paladins
I hope you took a quick look at part 2 going over the Many races and racial bonuses along with the ability stats bonuses paladins receive.If so then you have picked a race to make your paladin i will go over each race below in different tiers.
God Tier
This tier is the absolute best races for paladins stats wise and there only 2 races in this pool due to there sheer versatility. I don't have a particular set roll for them together but i do individually.
Humans
I consider Humans a top Tier race ONLY because of there three extra feat points and the ability's to roll into any stats they desire. for humans the best roll would be IMHO 18 Con 13 Wis/Cha 15 Wis/Cha and 11 Int and use black ice belt and your Good.
Dragonborn
Are also a top races do to the sheer fact that there racial ability's are fantastic for paladins and they can roll into any stats they desire as well. Roll what ever you wanna roll its all good with dragonborn. The Only race that can hit 31% to 40% crit chance with the paladin with out crit heavy gear.
Average Tier
Standard races choices This Includes all races that can roll on 2 of the key stats a paragon has Best starting roll for the races listed would be 20 Con 13 Char and 15 Wis But it depends on what secondary stats they roll into and you mite have to roll 15 Cha Instead But tbh it will not make a deference thanks to force of will. Or you could forgo 2 Con and Roll 18 con 18 Wis/Cha 12 Wis/Cha that will net you 33 Crit chance off that bat But more CON is more dmg and DR for paladin just remember that.
Half Elf
This race is OK and can Roll 2 points into the paladins main 2 ability rolls its racial traits aren't all that and a bag of chips though Unless It adds that bonus to INT.
Dwarf
I don't have much to say for dwarfs same thing for the half elf just a standard Ok race nothing really stands out for them if there racial abilitys are working then there CC resist kings. Roll Of of the listed Combinations above or spice it up how ever you desire
Dual Stat Tier
This is the special spot for races that can be fine Tuned Into specializing in a none class ability stat Via Racials ability's dual stat ability score Belts and proper ability score rolling.
Halflings
Halflings are just straight up better at deflection based Builds make use of that deflection chance racial and roll 18 con 12 Dex 16 Wis and 12 Cha and make use of the lathander belts Dex and Con bonus that will net you 17 Dex and 28 Con that nets you 6.5% deflection chance right off the bat and you still have high enough Cha and Wis to hit a 27% crit chance.
Tiefling
This races makes Good DPS or just overall good paladins in general there racial gives you 5% more dps against foes below 50%. They can do one of the T2 rolls i listed but they can also be fine tuned for INT to use the Black ice belt Just Roll 18 Con 12 Int 13 Wis and 15 Cha. This is only if you plan on using the black ice belt set and plan to take advantage of that extra 2 Int And Cha it gives you will have 17 Int =7% recharge speed thanks to that belt 2 free points and campfire buff and still have 18 Con to boot. This is a Charisma based paladin and you will need to focus on force of will for the needed crit
Sun and Moon Elves
Sun and Moon elves Can always add some fun to the table i would have made a whole different tier for the two alone. Both are CC resistance and both have action point bonuses and both can dip Into Int for shorter CD on encounters. Just like Tiefling there Charisma based DPS paladin to take full advantage of INT for recharge and Charisma for AP gain and Crit all while still having acceptable CON. There own racial AP Boost ability will work together with the black ice belt and they will have the 7% recharge reduction thanks to all the free points in INT. Roll the same as i described in the tiefling section
Meh Tier
Bottom of the barrel races that make decent paladins but in the end don't bring any unique flavor to the class or just have points in a useless ability rolls they cant make use of not even with Dual stat Belts and racials.
Wood Elf and Drow
Wood Elves have the 1% crit chance and movement impairment resistance there racials Give that make them 1 up there dark step siblings the drow in both cases just roll 18 con 15 wis and 13 Cha but if i had to pick go Wood Elf they have better racials.
Half Orc
Nothing really all that about this race but dat crit severity looks mighty good just roll a 18 con 16 Wis/Cha and 12 Wis/Cha
Stats With the New stat Curve the only 5 stats you will every have to worry about on a paladin are the Following. CritArmor PenPower and HP and Recovery the rest who cares seriously if your armor has it great But other then that the 5 i just mentioned are the major ones.
Power
Power Boost your dmg/healing Bonuses having more off its is a good thing for both devotion and Protection Paladins it has ben nerfed But having at least 12 k will do you good as a protection paladin and you mite want to stack more as a devotion paladin if you can. You can get alot of it from gear alone and even more from artifacts boons companions and If your a prot paladin your Oath.
Hit Points
HP is a must have for both Devotion and Paladins for Tanks it directly Ties In with how much dmg you do and how much power is given to you with Oath of Protection it also effects the Bonus dmg your Aura Of Courage Puts out. Stack this it only makes you dish out more dmg.
Armor Pen
If your a Tank this stats is a must have its Important for you do do more dmg Power Alone can only take you so far you need to be able to go tough a mobs dmg resistance and for PvP probably the most important offensive stat we need. For Devotion Paladins dont bother you hit Like a wet Noddle already why bother and you should be able to reach the cap with artifacts gear rings and augments pets
Recovery
This stat is important because it reduces the skill recharge on are skill and its responsible for AP gain if you reached power crit and Armor pen caps slot this it not only will have you Off CD faster but it will allow you to spam dailys like lay on hands and Divine judgment it basicaly helps you output more dps and healing if your a devotion spec.
Crit Chance
Now Crit Is Interesting but very Important your heals can crit as well as criting helps build more agro for tank paladins. I know crit Is getting hit with a stats Curve But for paladins Who cares all you need is enough of it to hit 10 Or 20% and your golden why that much well i will go over it for you. Paladins get Crit chance Natural from two sorces Charisma and Wisdom I am gonna go into details below but it all revolves around the heroic feat Force of will.
Generic Ability Score Rolls and Force Of will
Now as you can see i always use the generic Ability roll Of 18 Con 15 Wis/Cha and 13 Cha/Wis this is because of force of will turning Charisma Into crit chance so having one higher than the other dose not make any difference you will still get the same crit chance the only reason you mite want more then the other is due to you liking the bonuses provided by 1 stat more then the other. Ok now so you have a base crit chance of 5% weapon master gives you 3% more for a total of 8% crit chance.
Now at 70 you will have all your points into Con and another stat either Wisdom or Charisma. If you picked wisdom your Wisdom stat with all 7 points and the CF Buff in it will be 23 thats 13% crit added to the 8% from WM and your base for 21% Crit chance. Now your Charisma will be 16 thanks to the 2 free points and the campfire buff that's 6% crit. Now Add your base crit weapon master and Wisdom and Charisma together for 27% Crit chance. I am gonna List the three Highest crit chances each race can get thanks to there ability roll limitations.
27%Is the highest Crit chance the races below will get with force of will and without Crit gear and Sacrificing Constitution Half Orc
Drow
Wood Elves:28% with there racial Humans
Sun/Moon Elves
Halflings
29% Crit chance is the Highest The races Listed Below will get with force of will and without Crit gear and Sacrificing Constitution Tiefling
Half Elf
Dwarfs
Dragonborn
31% Crit chance is the highest this particular race will get with force of will and without Crit gear But will sacrifices Constitution Dragonborn: can be boosted to 40% if you sacrifice CON all together and put every thing in Wis and Cha with a Wis/Cha Belt
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Part 4 PvP Theory Crafting
This is the PvP theory crafting section sense it one of the many things i like to do In game why not talk about it. Nothing will be written here untill the justice and Light paths Are released so stay tuned
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Ok guys i am filling in the rest of my guide so look forward to new information and notes one each ability soon
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Are you sure about the HP bonus? My level 4 paladin with a constitution of 19 has a 23% HP bonus, which is very strange.
Yes it starts off and 2% for the very first point it goes from 2% to 3% back to 2% then back to 3% it repeats this pattern. I belive for every Odd Number It gives you the 3% Bonus and for ever Even number It gives a 2% bonus to health. any way you guys can go ahead and post and discuss now. I am almost done finishing my Notes on The skills and Class feats.
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I finally Finished the first part and i cleaned it all up Joy Now to talk about stats
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0/5: Light's shield : Shadow Slip Consumes 10% less stamina
This is a typo (Dev place-holder description) - The description is a Scourge Warlock Feat, not for any other class. Shadow Slip is their Shift ability (when they go floaty) - this feat allows SW to go farther on the same Stamina charge. I expect the Devs will be correcting the description of this one to what it will actually be.
This is a typo (Dev place-holder description) - The description is a Scourge Warlock Feat, not for any other class. Shadow Slip is their Shift ability (when they go floaty) - this feat allows SW to go farther on the same Stamina charge. I expect the Devs will be correcting the description of this one to what it will actually be.
Yup i wil fix this now i had to use part of the skeleton from my warlock guide
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The stats section is almost done and will be up today
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icyphishMember, NW M9 PlaytestPosts: 1,255Arc User
edited February 2015
Lay of Hand is on 25 sec CD... with DC's sigil that's 2 full heals in 50 second, and the Tab blocks attacks from all angles plus dmg mitigation... looks like Pally is gonna be super **** tanky in PvP... with the current design they look way too OP @_@;
Maybe I should retire my 25k GWF and start rolling a Pally when it's offically out...
Lay of Hand is on 25 sec CD... with DC's sigil that's 2 full heals in 50 second, and the Tab blocks attacks from all angles plus dmg mitigation... looks like Pally is gonna be super **** tanky in PvP... with the current design they look way too OP @_@;
Maybe I should retire my 25k GWF and start rolling a Pally when it's offically out...
Got a lv 34 pally on test right now. You get okay DPS out of it going Protection, but it actually doesn't have near the survivability of the Devotion pally who hits like a wet noodle. Honestly the best bet for a pally in PvP is to hold a node like no tomorrow, and hope his/her allies show up really quick to assist because the pally won't be killing anyone with any speed. Not to mention the slow nature coupled with a lack of any ranged ability means that you're going to be SoL if you run into a competent HR/CW/DC.
Got a lv 34 pally on test right now. You get okay DPS out of it going Protection, but it actually doesn't have near the survivability of the Devotion pally who hits like a wet noodle. Honestly the best bet for a pally in PvP is to hold a node like no tomorrow, and hope his/her allies show up really quick to assist because the pally won't be killing anyone with any speed. Not to mention the slow nature coupled with a lack of any ranged ability means that you're going to be SoL if you run into a competent HR/CW/DC.
Pally have a Gap close at will like the gf threatning rush
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yup unfortunately but it also has a 20m AoE tacked on it hopefully a paragon feat will give it more range
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You might want to place an asterisk on Aura of Radiance. "You're not gonna sneak around mobs with this on."
I seem to be attrating mobs that should be outside the radius. Yay, more foes to Smite!!!
that's true it would be bothersome in instances pulling things you wouldn't want but i don't use the range increased feat so....
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Dragon Born paladins mite be the paladins you get hard DPS out of you can git a 40% crit chance with them with out even having to slot any crit at all
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Dragon Born paladins mite be the paladins you get hard DPS out of you can git a 40% crit chance with them with out even having to slot any crit at all
Even with the +2 Wisdom and the feat turning Charisma into raw crit% I dont see Dragonborn Palas having 40 crit without crit gear. Human is the way imo since he can take the HP feat along with the crit feat and for a Pala, HP = damage
Initially I was gonna make a Dragonborn OP indeed, but after I saw the feats my choice is clear. Also I gotta say Im tired of not being able to wear any of the cool helmets on that fat lizard's head
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
Even with the +2 Wisdom and the feat turning Charisma into raw crit% I dont see Dragonborn Palas having 40 crit without crit gear. Human is the way imo since he can take the HP feat along with the crit feat and for a Pala, HP = damage
Even with the +2 Wisdom and the feat turning Charisma into raw crit% I dont see Dragonborn Palas having 40 crit without crit gear. Human is the way imo since he can take the HP feat along with the crit feat and for a Pala, HP = damage
Initially I was gonna make a Dragonborn OP indeed, but after I saw the feats my choice is clear. Also I gotta say Im tired of not being able to wear any of the cool helmets on that fat lizard's head
My Paladin now has 31% crit with out any gear on and it all comes from the force of will feat and Wisdom dragonborn can put both points into Wis and Cha and can reach 40% with out any effort i am not saying one is better then the other just saying dragonborn can hit high crit values with force of will.
I i don't think you read my guide because i explained it already in the guide how its done but i will explain it to you make a dragonborn paladin roll that stats 16 con 16 wis and 12 cha put the two dragonborn points in to Wis and Cha you will have 18 wis and 14 Char 16 con put all 7 points you get from lvling up into the 2 secondary's you will have 25 wis and 21 Cha with campfire that's 26 wis and 22 Char. you will also need the wisdom belt for 4% more crit chance.
26 wis = 16% Crit chance
22 Char = 12% crit chance due take note that force of will has a miner bug and puts 1% of your crit chance into the wroung box it add that 1% to the base crit Box were weapon master 3% and your characters base 5% crit chance go that base box should have the number 8 in it but with force of will it has the number 9 that 1% is the charisma being added there dont ask me why.
Any way 12+16=28 + 8 = 36 + 4 = 40% Crit chance
the base 5% and weapon master 3%=8
add the max rank wisdom belt for 4% more crit
You basically sacrificing Con for crit chance witch is a no no imho but tbh you can do no wrong even if you go this route.
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My Paladin now has 31% crit with out any gear on and it all comes from the force of will feat and Wisdom dragonborn can put both points into Wis and Cha and can reach 40% with out any effort i am not saying one is better then the other just saying dragonborn can hit high crit values with force of will.
I i don't think you read my guide because i explained it already in the guide how its done but i will explain it to you make a dragonborn paladin roll that stats 16 con 16 wis and 12 cha put the two dragonborn points in to Wis and Cha you will have 18 wis and 14 Char 16 con put all 7 points you get from lvling up into the 2 secondary's you will have 25 wis and 21 Cha with campfire that's 26 wis and 22 Char. you will also need the wisdom belt for 4% more crit chance.
26 wis = 16% Crit chance
22 Char = 12% crit chance due take note that force of will has a miner bug and puts 1% of your crit chance into the wroung box it add that 1% to the base crit Box were weapon master 3% and your characters base 5% crit chance go that base box should have the number 8 in it but with force of will it has the number 9 that 1% is the charisma being added there dont ask me why.
Any way 12+16=28 + 8 = 36 + 4 = 40% Crit chance
the base 5% and weapon master 3%=8
add the max rank wisdom belt for 4% more crit
You basically sacrificing Con for crit chance witch is a no no imho but tbh you can do no wrong even if you go this route.
Hey man, I appreciate the time you took to repeat yourself however I didnt address the lower Con roll because I dont consider it an option. I always try to max con/hp on anything I play ( this habit remains from my old tanking days ) and the Pala especially benefits alot more from Con thru that last tier feat so yeah, Con gonna be at max
Also the visual part is very important, like I said Im tired of not being able to use helmets (my main is a Dragonborn Sentinel)
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
Hey man, I appreciate the time you took to repeat yourself however I didnt address the lower Con roll because I dont consider it an option. I always try to max con/hp on anything I play ( this habit remains from my old tanking days ) and the Pala especially benefits alot more from Con thru that last tier feat so yeah, Con gonna be at max
Also the visual part is very important, like I said Im tired of not being able to use helmets (my main is a Dragonborn Sentinel)
Oh yes visual are key that's one reason i rolled a tiefling cuas i like the race but i will roll human on live
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I am going to need to revamp a bit of the information here I will add a few pictures also to show you what i mean
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darkstarcrashMember, NW M9 PlaytestPosts: 1,382Arc User
edited February 2015
Hey Voltomey, thanks so much for doing this!
Just wanted to point out that you reversed the info on Templar's Wrath on the effects for Devoted vs. Protection paladins.
Just wanted to point out that you reversed the info on Templar's Wrath on the effects for Devoted vs. Protection paladins.
oh tyvm i am gonna go back and edite the skill notes
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Comments
Lets get back to were we left off ok guys lets talk about Feats Builds Ability rolls and Race Choices all important thing to decide when starting your OP lets get it started.
Oathbouned Paladin Heroic and Paragon Path Feats
Heroic Feats
T1
0/5: Divine Action: Activating Divine Call Now Generates 5% of your Max AP
0/3: Weapon Mastery: Increase your crit chance by 3%
0/3: Toughness: increase your max hp by 9%
T2
0/5: Light's shield : Your damage resistance is increased by 2.5%
0/3: Exemplar's Hast: Your Encounters Recharge 6% Faster
0/3: Wrathful Strikes: You At-wills do 6% more dmg
T3
0/5: Dominating Presence :Your auras have 10 increased Radius
0/3: Impassioned Pleas : Your Divine Call Energy Generates 6% faster
0/3: Divine Attunement: You receive 6% more healing from spells.
T4
0/5: Steadfast:Each Point of Constitution now grants an additional 2.5 maximum hit points
0/3: Divine Wisdom:Each Point In wisdom Now Increases healing by an additional 1%
0/3: Force of will:Each Point of Charisma Now increases your critical chance by an additional 1%
Justice Path Feats
T1
0/5: ?:
0/5: ?:
T2
0/5: ?:
0/5: ?:
T3
0/5: ?:
0/5: ?:
T4
0/5: ?:
0/5: ?:
T5
0/5: ?:
0/5: ?:
T6
0/1: ?:
Bulwark Path Feats
T1
0/5: Holy Resurgence :While your stamina is below 20% it regenerates 30% faster.
0/5: Unflinching Resolve:Your Control resist is increased by 10%
T2
0/5: To My Side:Allies within 150 of you but farther than 30 from you move 15% faster.
0/5: (Devotion)Divine Innervate:Your Oathbound buff now also increases damage resistance of effected targets by 2.5% for 8 seconds.
0/5: (Protecter)Stand Fast:While you are not moving you gain 5% damage resistance and deflection chance.
T3
0/5: Sanctity :When you are healed you gain a burst of deflect defense and regeneration for 15 seconds.This value is equal to 60 times your level. After you have benefited from a burst of stat you cannot benefit from this feat for 30 seconds.
0/5: Martyr's Blood:When you take damage from a foe you have 10% to apply martyrs blood upon them. Martys blood causes them to deal 10% damage for 8 seconds.
T4
0/5: Exemplar Of Light:your daily powers place a shield on you that absorbs 1500% of your weapon damage before breaking.The shield expires when out of combat
0/5: Vigilance:When your Encounter powers come off of cooldown you gain a stack of vigilant. When Vigilant reaches 5 stacks you may consume them by activating divine call.Consuming vigilant grants you a shield for 8 seconds that absorbs 25% of all incoming damage.
T5
0/5: Head Unbowed:As you hit points are reduced you gain up to 50% more divine call energy generation.
0/5: Avenger's presence :When an Allie is damaged by a foe you have a chance to gain avenger for 8 seconds.Avenger causes your at-will attacks to reduce the cooldown on your currently cooling down encounter powers by 2.5%.
T6
0/1: Holy Barrier:As you take damage you will slowly gain stacks of barrier. When you activate your divine call all stacks of barrier are consumed to give you a shield equal to .5% of you max HP per stack of barrier consumed. After activating barrier you cannot gain barrier again for 10 seconds.
Light Path Feats
T1
0/5: Gifts Of Light:You Heal for 10% More
0/5: Seraphim:When you take dmg you have a chance to gain seraphim for 8 seconds seraphim increases the strength of your next healing by 15%
T2
0/5: Light Touched:Your healing spells generate 10% more AP
0/5: Devotion:Restorative Hast:You Gain 10% More Recovery From equipment
0/5: Protection:Warrior's Bastion:You Gain 10% More Defense From Equipment
T3
0/5: Aura Gifts:Allies within 30 of you gain 25% of you power:They muust remain within 30 of you for 6 seconds to gain this buff.
0/5: Share The Light:Allies gain 15% more healing from you for 4 seconds.
T4
0/5: Healer's Touch:You heal up to 50% more depending on how cose to the target you are. this feat only works when healing allies.
0/5: Echoing Heal:Healing an allie places an echoing heal on them. afters 2 seconds Healing them for 200% of your weapon dmg before jumping to a nearby ally.If there are no nearby damaged allies this heal dose not jump. Can only jump a maximum of three times every 10 seconds you gain a charge while in combat.
T5
0/5: Deific Intervention:If you are downed all allies nearby are fully healed and gain maximum dmg resistance for 4 Seconds. can only trigger ever 180 seconds
0/5: Holy Bonds:Your Recovery Is Increased By 20% for every ally within 30 on you maximum 5 allies
T6
0/1: Redemption:Every 10 seconds in combat you gain redemption.Activating Divine call will consume redemption and cuase you to pulse out a heal every second for 3 seconds. This heal restores 500% of your weapon dmg divided equally among damaged allies with in 100.You can have a maximum of 3 stack of redemption.
Ability Score Rolling
When creating a character, starting ability scores (prior to racial adjustment) are randomly determined by choosing from among several predetermined sets of values.
It is possible to reroll until desirable scores result. Each reroll randomly selects from the same pool of available combinations as the initial roll.
Ability scores are not rolled individually. Instead, all six values are selected simultaneously, by randomly picking a row from the following table:
I color Coded the primary secondary and None Class Attribute rolls
Primary
Secondary
None Class Attribute
18 13 13 10 10 8
18 13 13 10 8 10
18 13 13 8 10 10
17 14 13 10 10 10
17 13 14 10 10 10
17 13 13 11 11 10
17 13 13 11 10 11
16 16 12 10 10 10
16 15 13 11 11 9
16 14 14 11 10 10
16 13 15 11 11 9
16 12 16 10 10 10
15 15 13 12 11 10
15 15 13 11 10 12
15 14 13 12 12 11
15 13 15 12 11 10
15 13 15 11 10 12
15 13 14 12 12 11
Order of the Oathbouned Paladin Ability Scores
The table above gives all possible ability score combinations for a generic character. Depending on a character's class, the values selected will be automatically reordered as follows:
The primary ability score is always the highest.
The secondary ability scores are the second and third highest, in no particular order.
The remaining three scores (A B and C) will be placed in a specific ability, according to the character's class:
Oathbound Paladin:Con Wis Cha Int Dex Str
Constitution
.5% Damage Resistance
2% Maximum Hit Points For every Even Number and 3% Bonus for every Odd Number
Charisma
1% Companion Stat Bonus
1% Combat Advantage Damage
1% Stamina Regeneration
1% Action Point Gain
Wisdom
1% Control Bonus
1% Control Resist
1% Critical Chance
1% Heal Boost
Intelligence
1% Recharge Speed Increase
Dexterity
1% AoE Damage Resist
0.5% Deflection Chance
Strength
1% DoT Damage Resist
With the Said The Highest a Primary Stat can go is 27 thats with the racial trait and with campfire thats 28 With a Max belt Thats 32 . The Highest A Secondary Attribute can go is 25 with racial Trait and with campfire 26 with a max Belt thats 30. The Highest a None Class Attribute can go is 21 and thats with Racial Trait with campfire Buff Thats 22 with a max belt thats 26.
Racial Traits TY bazgc For the sexy new chart
Are characteristics of given races that reflect the most innate strengths of members of those races. Racial Traits come in three typical varieties:
A +2 bonus to a predefined Ability Score. Most races have one such bonus.
A +2 bonus to a choice of Ability Score. For most races, it is a choice between two options, but Humans can apply this to any Ability Score.
[th]
[th]
[th]
[th]
Dragonborn
Dragon Heritage (You receive 5% more healing from all sources)
Dragonborn Fury (You have a 5% chance when attacking a foe to apply Dragonborn Fury to yourself for 6 seconds, increasing your Power and Critical Strike by 3%)
Drow
Darkfire (5% chance to debuff target's Defense by 10%)
Trance (extra recovery at camp fires)
Dwarf
Stand Your Ground (knock/repel resist)
Cast Iron Stomach (DoT resist)
Half-Elf
Dilettante (broken atm)
Knack for Success (+1% Deflect, +1% Crit Sev, +1% Gold Find)
Half-Orc
Furious Assault (+5% crit sev)
Swift Charge (+10% run speed at start of combat)
Halfling
Nimble Reactions (+3% Deflect chance)
Bold (+10% CC resist)
Human
Versatile Defense (+3% Defense)
Heroic Effort (3 extra feat points)
Menzo
Faerie Fire (5% chance to debuff target's Attack and Defense by 6% each)
Trance (extra recovery at camp fires)
Moon Elf
Wanderlust (+1% Stamina gain, +1% Action Point Gain)
Moon Elf Resilience (+10% CC Resist)
Sun Elf
Inner Calm (+2% Action Point Gain)
Sun Elf Grace (+10% CC Resist)
Tiefling
Bloodhunt (+5% Damage to targets below half health)
Infernal Wrath (When you are hit, 10% chance to lower Power of attacker by 5% for 5 seconds)
Wood Elf
Elven Accuracy (+1% Crit Chance)
Wild Step (10% resist to slow effects)
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This part Is going to Focus on several things like stats item sets race choices ECT Theirs really no wrong race choice for paladin thanks to the addition to ability stat Belts and as long as the race in question can roll a stats into Wis Con and Cha that race can make a good paladin because i always encourage people to roll what race they love the most and i can always see the bright side of any race so here we go.
Races for Paladins
I hope you took a quick look at part 2 going over the Many races and racial bonuses along with the ability stats bonuses paladins receive.If so then you have picked a race to make your paladin i will go over each race below in different tiers.
God Tier
This tier is the absolute best races for paladins stats wise and there only 2 races in this pool due to there sheer versatility. I don't have a particular set roll for them together but i do individually.
Humans
I consider Humans a top Tier race ONLY because of there three extra feat points and the ability's to roll into any stats they desire. for humans the best roll would be IMHO 18 Con 13 Wis/Cha 15 Wis/Cha and 11 Int and use black ice belt and your Good.
Dragonborn
Are also a top races do to the sheer fact that there racial ability's are fantastic for paladins and they can roll into any stats they desire as well. Roll what ever you wanna roll its all good with dragonborn. The Only race that can hit 31% to 40% crit chance with the paladin with out crit heavy gear.
Average Tier
Standard races choices This Includes all races that can roll on 2 of the key stats a paragon has Best starting roll for the races listed would be 20 Con 13 Char and 15 Wis But it depends on what secondary stats they roll into and you mite have to roll 15 Cha Instead But tbh it will not make a deference thanks to force of will. Or you could forgo 2 Con and Roll 18 con 18 Wis/Cha 12 Wis/Cha that will net you 33 Crit chance off that bat But more CON is more dmg and DR for paladin just remember that.
Half Elf
This race is OK and can Roll 2 points into the paladins main 2 ability rolls its racial traits aren't all that and a bag of chips though Unless It adds that bonus to INT.
Dwarf
I don't have much to say for dwarfs same thing for the half elf just a standard Ok race nothing really stands out for them if there racial abilitys are working then there CC resist kings. Roll Of of the listed Combinations above or spice it up how ever you desire
Dual Stat Tier
This is the special spot for races that can be fine Tuned Into specializing in a none class ability stat Via Racials ability's dual stat ability score Belts and proper ability score rolling.
Halflings
Halflings are just straight up better at deflection based Builds make use of that deflection chance racial and roll 18 con 12 Dex 16 Wis and 12 Cha and make use of the lathander belts Dex and Con bonus that will net you 17 Dex and 28 Con that nets you 6.5% deflection chance right off the bat and you still have high enough Cha and Wis to hit a 27% crit chance.
Tiefling
This races makes Good DPS or just overall good paladins in general there racial gives you 5% more dps against foes below 50%. They can do one of the T2 rolls i listed but they can also be fine tuned for INT to use the Black ice belt Just Roll 18 Con 12 Int 13 Wis and 15 Cha. This is only if you plan on using the black ice belt set and plan to take advantage of that extra 2 Int And Cha it gives you will have 17 Int =7% recharge speed thanks to that belt 2 free points and campfire buff and still have 18 Con to boot. This is a Charisma based paladin and you will need to focus on force of will for the needed crit
Sun and Moon Elves
Sun and Moon elves Can always add some fun to the table i would have made a whole different tier for the two alone. Both are CC resistance and both have action point bonuses and both can dip Into Int for shorter CD on encounters. Just like Tiefling there Charisma based DPS paladin to take full advantage of INT for recharge and Charisma for AP gain and Crit all while still having acceptable CON. There own racial AP Boost ability will work together with the black ice belt and they will have the 7% recharge reduction thanks to all the free points in INT. Roll the same as i described in the tiefling section
Meh Tier
Bottom of the barrel races that make decent paladins but in the end don't bring any unique flavor to the class or just have points in a useless ability rolls they cant make use of not even with Dual stat Belts and racials.
Wood Elf and Drow
Wood Elves have the 1% crit chance and movement impairment resistance there racials Give that make them 1 up there dark step siblings the drow in both cases just roll 18 con 15 wis and 13 Cha but if i had to pick go Wood Elf they have better racials.
Half Orc
Nothing really all that about this race but dat crit severity looks mighty good just roll a 18 con 16 Wis/Cha and 12 Wis/Cha
Stats
With the New stat Curve the only 5 stats you will every have to worry about on a paladin are the Following. Crit Armor Pen Power and HP and Recovery the rest who cares seriously if your armor has it great But other then that the 5 i just mentioned are the major ones.
Power
Power Boost your dmg/healing Bonuses having more off its is a good thing for both devotion and Protection Paladins it has ben nerfed But having at least 12 k will do you good as a protection paladin and you mite want to stack more as a devotion paladin if you can. You can get alot of it from gear alone and even more from artifacts boons companions and If your a prot paladin your Oath.
Hit Points
HP is a must have for both Devotion and Paladins for Tanks it directly Ties In with how much dmg you do and how much power is given to you with Oath of Protection it also effects the Bonus dmg your Aura Of Courage Puts out. Stack this it only makes you dish out more dmg.
Armor Pen
If your a Tank this stats is a must have its Important for you do do more dmg Power Alone can only take you so far you need to be able to go tough a mobs dmg resistance and for PvP probably the most important offensive stat we need. For Devotion Paladins dont bother you hit Like a wet Noddle already why bother and you should be able to reach the cap with artifacts gear rings and augments pets
Recovery
This stat is important because it reduces the skill recharge on are skill and its responsible for AP gain if you reached power crit and Armor pen caps slot this it not only will have you Off CD faster but it will allow you to spam dailys like lay on hands and Divine judgment it basicaly helps you output more dps and healing if your a devotion spec.
Crit Chance
Now Crit Is Interesting but very Important your heals can crit as well as criting helps build more agro for tank paladins. I know crit Is getting hit with a stats Curve But for paladins Who cares all you need is enough of it to hit 10 Or 20% and your golden why that much well i will go over it for you. Paladins get Crit chance Natural from two sorces Charisma and Wisdom I am gonna go into details below but it all revolves around the heroic feat Force of will.
Generic Ability Score Rolls and Force Of will
Now as you can see i always use the generic Ability roll Of 18 Con 15 Wis/Cha and 13 Cha/Wis this is because of force of will turning Charisma Into crit chance so having one higher than the other dose not make any difference you will still get the same crit chance the only reason you mite want more then the other is due to you liking the bonuses provided by 1 stat more then the other. Ok now so you have a base crit chance of 5% weapon master gives you 3% more for a total of 8% crit chance.
Now at 70 you will have all your points into Con and another stat either Wisdom or Charisma. If you picked wisdom your Wisdom stat with all 7 points and the CF Buff in it will be 23 thats 13% crit added to the 8% from WM and your base for 21% Crit chance. Now your Charisma will be 16 thanks to the 2 free points and the campfire buff that's 6% crit. Now Add your base crit weapon master and Wisdom and Charisma together for 27% Crit chance. I am gonna List the three Highest crit chances each race can get thanks to there ability roll limitations.
27%Is the highest Crit chance the races below will get with force of will and without Crit gear and Sacrificing Constitution
Half Orc
Drow
Wood Elves:28% with there racial
Humans
Sun/Moon Elves
Halflings
29% Crit chance is the Highest The races Listed Below will get with force of will and without Crit gear and Sacrificing Constitution
Tiefling
Half Elf
Dwarfs
Dragonborn
31% Crit chance is the highest this particular race will get with force of will and without Crit gear But will sacrifices Constitution
Dragonborn: can be boosted to 40% if you sacrifice CON all together and put every thing in Wis and Cha with a Wis/Cha Belt
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This is the PvP theory crafting section sense it one of the many things i like to do In game why not talk about it. Nothing will be written here untill the justice and Light paths Are released so stay tuned
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Are you sure about the HP bonus? My level 4 paladin with a constitution of 19 has a 23% HP bonus, which is very strange.
Yes it starts off and 2% for the very first point it goes from 2% to 3% back to 2% then back to 3% it repeats this pattern. I belive for every Odd Number It gives you the 3% Bonus and for ever Even number It gives a 2% bonus to health. any way you guys can go ahead and post and discuss now. I am almost done finishing my Notes on The skills and Class feats.
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NOTE: in Feats section: This is a typo (Dev place-holder description) - The description is a Scourge Warlock Feat, not for any other class. Shadow Slip is their Shift ability (when they go floaty) - this feat allows SW to go farther on the same Stamina charge. I expect the Devs will be correcting the description of this one to what it will actually be.
Yup i wil fix this now i had to use part of the skeleton from my warlock guide
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Maybe I should retire my 25k GWF and start rolling a Pally when it's offically out...
Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
Got a lv 34 pally on test right now. You get okay DPS out of it going Protection, but it actually doesn't have near the survivability of the Devotion pally who hits like a wet noodle. Honestly the best bet for a pally in PvP is to hold a node like no tomorrow, and hope his/her allies show up really quick to assist because the pally won't be killing anyone with any speed. Not to mention the slow nature coupled with a lack of any ranged ability means that you're going to be SoL if you run into a competent HR/CW/DC.
Pally have a Gap close at will like the gf threatning rush
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yup unfortunately but it also has a 20m AoE tacked on it hopefully a paragon feat will give it more range
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I seem to be attrating mobs that should be outside the radius. Yay, more foes to Smite!!!
Neverwinter Wonderland
Neverwinter Wet & Wild
Neverwinter 2nd Anniversary Montage
Neverwinter Anniversary Montage
Protector's Jubilee Speech
Oh the Carnage
If you're running that, just go full on Inquisition mode and kill every evil thing that you come across lol.
that's true it would be bothersome in instances pulling things you wouldn't want but i don't use the range increased feat so....
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Even with the +2 Wisdom and the feat turning Charisma into raw crit% I dont see Dragonborn Palas having 40 crit without crit gear. Human is the way imo since he can take the HP feat along with the crit feat and for a Pala, HP = damage
Initially I was gonna make a Dragonborn OP indeed, but after I saw the feats my choice is clear. Also I gotta say Im tired of not being able to wear any of the cool helmets on that fat lizard's head
Merrily, merrily, merrily, merrily, Life is but a dream.
Yup, the math on human is just higher.
My Paladin now has 31% crit with out any gear on and it all comes from the force of will feat and Wisdom dragonborn can put both points into Wis and Cha and can reach 40% with out any effort i am not saying one is better then the other just saying dragonborn can hit high crit values with force of will.
I i don't think you read my guide because i explained it already in the guide how its done but i will explain it to you make a dragonborn paladin roll that stats 16 con 16 wis and 12 cha put the two dragonborn points in to Wis and Cha you will have 18 wis and 14 Char 16 con put all 7 points you get from lvling up into the 2 secondary's you will have 25 wis and 21 Cha with campfire that's 26 wis and 22 Char. you will also need the wisdom belt for 4% more crit chance.
26 wis = 16% Crit chance
22 Char = 12% crit chance due take note that force of will has a miner bug and puts 1% of your crit chance into the wroung box it add that 1% to the base crit Box were weapon master 3% and your characters base 5% crit chance go that base box should have the number 8 in it but with force of will it has the number 9 that 1% is the charisma being added there dont ask me why.
Any way 12+16=28 + 8 = 36 + 4 = 40% Crit chance
the base 5% and weapon master 3%=8
add the max rank wisdom belt for 4% more crit
You basically sacrificing Con for crit chance witch is a no no imho but tbh you can do no wrong even if you go this route.
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Hey man, I appreciate the time you took to repeat yourself however I didnt address the lower Con roll because I dont consider it an option. I always try to max con/hp on anything I play ( this habit remains from my old tanking days ) and the Pala especially benefits alot more from Con thru that last tier feat so yeah, Con gonna be at max
Also the visual part is very important, like I said Im tired of not being able to use helmets (my main is a Dragonborn Sentinel)
Merrily, merrily, merrily, merrily, Life is but a dream.
Oh yes visual are key that's one reason i rolled a tiefling cuas i like the race but i will roll human on live
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Just wanted to point out that you reversed the info on Templar's Wrath on the effects for Devoted vs. Protection paladins.
oh tyvm i am gonna go back and edite the skill notes
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