Defendi’s Mod 16 Starter Paladin Builds

by Robert Defendi on May 8, 2019
Paladin
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Defendi’s Mod 16 Starter Paladin Builds

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–Last Updated June 10th–

Introduction

Hello. Let me start by telling you what this is and what this isn’t. This is meant to be a guide for people who have been playing Neverwinter a while and are looking to adapt their existing character to the changes on Mod 16. I haven’t spent a lot of time going into subjects like the best race. I’ve always felt you should play a race you want to identify with anyway, and most players reading this guide are probably locked into a former decision unless they have a race reroll token sitting around.

I built this guide on the shoulders, as they say, of giants. Unlike Isaac Newton, however, I’m not insulting a third party with a short joke. I’m just acknowledging a lot of people did a lot of work on the test servers so I wouldn’t have to. I’ve linked to them on the thanks page.

To give you just a little starting background: to prepare, I made sure I had 1200 Seals of the Brave and I exchanged them at the Yawning Portal for Seals of the Crown. I took those to Barovia, ran a Demogorgon and a Shores of Tuern and managed to get a breastplate, arms, and legs from the Barovian seals vendor. Other than that, I’m started with the bonding runestones I worked hard to grind up to 13 and 12 before the mod drop, some 13 lvl runestones in the companion gear, and the gear given to me during the questline or things I earned from Seals of the Brave during Mod 15. I’m not sure how useful that path is for someone jumping straight from level 70 into post 70 content…

I run 3 loadouts (now 4, but the Tank Loadout doesn’t get used much).

Solo: Solo is for adventuring alone. It likely isn’t a highly efficient tanking build, as it isn’t focused on pulling a lot of agro. I built it for DPS and fun, and also to play with one or two keys on my Razer Orbweaver without thinking about it too much. I blast through story content with this gear.

Tank: I built this for dungeons. It works well, but it doesn’t make for the most dynamic playstyle. Eventually, I had to add a fourth build.

Hybrid: This build combines everything I love about Solo with the ability to tank.

Healer: This should be sound, but I don’t have a lot of experience with healing. Unlike when I first put this up, it’s been fairly tested, though. I’m developing a fondness for healing.

Races

I’m definitely in the “Play what you love” camp. You’re going to have to stare at this character for hundreds of hours. You have better like what you see, and the more you identify with the character, the more you will love them. Honestly, you can make any race work. On top of that, Mod 16 has shaken things up in the middle of the game, so likely your racial decision has already been made.

That said, let’s take a moment and look at the races, for the sake of new players.

Dragonborn (Purchased Race): +2 bonus to any two stats is nice, it allows you to make sure you aren’t wasting your stat points. Draconic Heritage increases incoming healing, giving a good bonus for tank builds. Draconic Fury helps with criticals, and DPS isn’t our focus, but it’s always nice when soloing. All in all, it’s easy to see why the Dragonborn has been the optimal paladin choice in the pen and paper game since 4th edition.

Human: If you are of a certain age, the human is the paladin race in your head, for reasons going back to 1st edition D&D when they were the only valid choice. With a +3 to any one stat and +250 to all offensive and defensive ratings, they are still an iconic choice, especially with the new combat system.

Half-Orc: Not the most optimal choice. They can get a +2 to Constitution, which is good, but the Dex bonus isn’t that useful to us. The other two racial abilities, Furious Assault and Swift Charge, are about DPS and mobility. Not huge boons for a class whose primary mechanics limit mobility.

Wood Elf: The wood elf is probably slightly better than the half-orc. It has the same problems on the surface, with one relevant stat bonus and one DPS racial ability and one movement racial ability, but the movement ability helps resist slow effects, which can be annoying even to a tank.

Sun Elf: All the sun elf abilities are at least useful to a paladin. The stats are both relevant. Inner Calm helps action point gain, which is good for any class, and Sun Elf Grace increases resistance to control effects, which is better than the wood elf version in pretty much every way.

Dwarf: The dwarf isn’t a bad choice. One of the stats will be useful for a tank, both of them for a healer. Stand Your Ground, while not necessary, helps defend against annoying knockback while tanking. Cast Iron increases defense. That seems great, but you’ll probably hit your defense from items and wish this was something else eventually.

Halfling: The halfling is another good middle of the pack choice. They get one relevant stat bonus for sure, either charisma or constitution. Nimble Reaction gives a bonus to Deflect, which has the same issue as Cast Iron, above. Bold gives resistance to Control Effects, which is always useful.

Half-Elf: The half-elf is a fairly strong choice, as the middle of the pack races go. All the stat bonuses are relevant, plus they get an additional +1. Critical Severity is increased and they Gain a bonus to Deflect, which we’ve discussed previously, so mainly this choice is about the stats.

Tiefling: I’d place the tiefling up in the top tier races. All the stat bonuses are relevant. They gain a DPS bonus on bloodied targets, which isn’t bad, but they also can reduce the damage a target deals when they take damage, which is great for a tank. Or a healer. Really it’s great for anyone who doesn’t like pain.

Drow: The drow might be at the low end of the choices here. They only have one relevant stat. Their debuff is only really useful for DPS. It’s not bad, but it doesn’t help your primary roles. Trance only helps HP regeneration out of combat, which is already pretty high.

Metallic Ancestry Dragonborn (lockbox only): The metallic dragonborn is much like the normal dragonborn, except the healing and DPS are reduced for more HP. All in all still a great choice. Mostly, you probably choose this because you CAN.

Moon Elf (Purchase Only): The moon elf is much the same as the sun elf, except they gain a smaller bonus to AP, but a bonus to Stamina regeneration as well. Top tier.

Menzoberranzan Renegade (Purchase Only): The same problems as the drow, except you had to pay for the privilege of making this sub-optimal choice.

Optimal Ratings

There are many good guides and tutorials on the optimal offensive and defensive ratings. Rainer has at least one good video on the matter, with supporting google docs. You can see the link to his youtube page on Thanks!

But here it is in a nutshell.

Each foe has a rating. This determines the minimum rating you need to overcome their defense or to defend against their attack.

It also has a maximum effective value. Meaning that at a certain enemy rating, having offensive and defensive ratings above a certain level is useless.

There is no maximum optimal value for Power or HIP.

I’ll list here the optimum high value for each of the ratings at level 70, again at 80, and for Lair of the Mad Mage. Going above these values gives you no benefit.

All the supporting math stuff, for those of you who don’t have families and friends to love you, is below the table. The table is for those that need to get stuff done. And even it, you can just look at the Lvl 70, 80, and Lair of the Mad Mage numbers.

Remember, going above these optimal numbers give you no additional advantage.

Stat Rating (70/80/LotMM) Lvl 70 Lvl 80 Lair of the Mad Mage Base Cap
Armor Penetration 7000/10000/18000 57000 60000 68000 50%
Accuracy 7000/10000/18000 57000 60000 68000
Critical Strike 7000/10000/18000 52000 60000 68000 5% 50%
Combat Advantage 7000/10000/18000 97000 100000 118000 10% 100%
Defense 7000/10000/18000 57000 60000 68000
Deflection 7000/10000/18000 57000 60000 68000 50%
Critical Avoidance 7000/10000/18000 62000 65000 73000
Awareness 7000/10000/18000 67000 70000 78000

The stats above are listed in what most people consider the order of priority. Armor Penetration, the Accuracy, then Critical Strike or Advantage. That is probably still technically true for tanks, but once those stats are high enough they aren’t actively holding you back, it’s probably best to reprioritize Defense, Deflection, Crit Avoidance, and Awareness until those are optimized, then go back and finish optimizing your attack stats. You just can’t afford to be dying every 30 seconds as a tank and as long as you’re hitting enough to grab aggro, you’re doing most of your job, offensively. Let the DPS pull their weight.

The stats are paired in opposition. The pairs are these:

Stat Counterstat
Critical Strike Critical Avoidance
Combat Advantage Awareness
Deflect Accuracy
Armor Penetration Defense

The basic math works like this:

  • Your effective stat is your rating minus the rating of your opponent’s counterstat.
  • Divide that by 1000 to get your percentage.
  • Add any base number (Crit Chance gets a base of 5%, for instance).
  • Cap the number at its maximum percentage.

So if you have a Deflect of 40,000 at 70th level, your foes have an Accuracy rating of 7,000.

  • Your effective stat is 33,000 (40,000 – 7,000).
  • That makes the percentage 33% (33,000 / 1,000)
  • There’s no base number to add to this. It’s below the cap.

You have a 33% Deflect chance.

Gear and My Numbers, Scaled in Stronghold

Defendi's Paladin Character Sheet

Character Sheet

This is me with mostly seal gear from Barovia, a few quest pieces from the quest line, and a decent (but not fully upgraded) set of bonding runestones on my companion. Companion’s Gift has activated. As you can see, I have some tuning to do, but I’m scaled up to 80 in the stronghold, so these aren’t final numbers and I haven’t done much tuning.

Prime Stats

Your stats changed considerably for this mod. They now do the same thing for every class, which is a bit more in line with classic D&D. The important things are the bonuses each stat give. They are ½ bonuses and ¼ bonuses based on the stat value, expressed as a percentage. Here is a list of the stats:

  • Str  – ½ stat Stamina Regeneration, ¼ stat Physical Damage Boost
  • Con – ½ stat Hit Points, ¼ stat AP Gain.
  • Dex – ½ stat Crt Severity, ¼ stat Movement Speed
  • Int – ½ stat Control Bonus, ¼ stat Magical Damage Boost
  • Wis – ½ stat Control Resist, ¼ stat Outgoing Healing
  • Cha – ½ stat Companion Influence, ¼ stat Recharge Speed

So if you have a 20 strength, you would have a 10% Stamina Regeneration, and a 5% Physical Damage Boost.

All of our attacks deal magical damage. Only three of our at-wills deal physical damage. So our most important stats are Con, Int, and Cha. I recommend a 20 Con, a 20 Int, and the rest into Cha. For a healer build, Wis is more important than Int.

Companions

Up until just a bit before going live, augments were far superior than fighting companions. They corrected that just an update or two before launch, giving all companions the same set of bonuses and bringing them on an equal footing. So now, play what you like but be conscious of two things:

  1. Bolster bonus. This is determined by adding up the percentages of your top five companions of the same type as you have summoned. So if you have a Beast summoned, it adds up your top five beasts. The bonus is determined by their rarity, so try to have five Legendary companions. Having five epic would be nice, but that’s a LOT of AD for that last 2.5%. More than 5 million. Five legendary should be enough for all but the hardest core players.
  2. Runestones. Bonding runestones, all the way. I’ll talk about enchants on another tab, but honestly, your enchants are secondary to everything happening here. You’ll gain most of those stats on that optimization page from the interaction of these numbers here, with your bonding runestones, and your Cha and the gear and powers you’ve chosen for your companion.

Getting Companion Gear

Don’t stress right now about gaining companion gear, even though they changed the requirements in Mod 16 so that they can only use actual companion gear and not your cast offs. The first chest you get when you accept the Undermountain quest gives you a three companion gear pieces. These pieces are better than the level gear you get while running the campaign, so you’ll use them quite a while. This only downside is that they only have offense slot. They take runestones.

You get better companion gear at the end of the campaign, so just run the campaign.

As for the companion powers, you essentially want to choose abilities to bolster those rating on the optimization page. Go to your stronghold or somewhere you can attack and set off your comp. When they give you their boosts, see the effects of the ratings, but be aware of any scaling in that zone. Use that to tweak which companion abilities you select and which runestones you slot in the companion gear. Remember, Power and (when you get defensive slots) HP have no optimum value. When you have the others optimized stack as much HP and Power as you can.

Companion Gear and Abilities (Same for All Builds)

Defendi’s Paladin Companions

Solo Build

Update: They have patched the bug that places you in an unending charge state. I still like this build for soloing, but it’s not broken-good anymore. You need to block now. They also fixed a bug where Shielding Strike was generating too many AP.

This is the build I use for running around and consuming story content. It is fun. Not fun like, “Hey, I’m playing D&D in a video game” fun. It’s funner than that. It’s fun like when you got your first protective sports cup and ran around the high school locker room, wearing nothing but high-tech ultra plastic and three elastic straps screaming “Kick me in the jimmies!” to everyone who would listen.

For the sake of joke symmetry, I wrote several versions of that analogy for the female paladins as well, but they all sounded like I was punching down. The first rule of good joke writing is to never punch down. Unless you are testing a high-tech ultra plastic protective sports cup. Obviously.

Anyway. That’s what it’s like playing this solo tank build. But with fewer trips to the school counselor.

As mentioned in the stats tab, we’re shooting for a 20 con for 10% HP Boost and 5% AP Gain, a 20 Int for the 5% Magical Damage Boost and all the charisma we can get for the Companion Influence and Recharge Speed. Here’s how that worked out for me with my human paladin.

Stats for Solo

Note that I have at least one item giving me a stat bonus, in this case to STR and Con. I’ve already had to retrain on to keep my Con at 20. YMMV. Go for the 20/20 goals and don’t stress if your distribution doesn’t match mine.

Solo Powers

At-Wills

At-will selection is simple. At level 70 use Valorous Stike and Radiant Strike. When you get Shielding Strike at level 71, swap it in instead.

I like to put Radiant Strike on the right mouse for the lunge as an opener.

When you get Shielding Strike, it will be your primary method of regenerating stamina, so use it as often as possible.

Encounters

Levels 70-76, Burning Light, Sacred Weapon, and Smite.

Levels 77+ Burning Light, Relentless Avenger, and Smite.

Burning Light

This is the bread and butter of this build, coupled with shielding strike. By default, this power takes two seconds to charge and while it’s charging it puts up an automatic block ahead of you that acts much like the temporary HP in Mod 15. This only works for frontal attacks and it uses your stamina. With the feat below, it can be charged as long as you want, but it stops blocking if you run out of stamina. You stop regenerating stamina while charging.

Sacred Weapon

We mainly take this for the stamina restoration. It has a long recharge, though, so we’ll ditch it later.

Smite

Bam! You want some of this? Oh, how about you? Bam! Oh, you want some too… Bam!!!

While smite does more damage when fully charged, I’ve found its not usually worth it. It’s more fun just to lay about, and it probably does more damage overall. I don’t have hard numbers to back that up, because it’s so much more fun just to use it as much as possible. And seriously, this is your solo build. Who are you trying to impress? Your pets? Your cat is never going to be impressed, and your dog already worships you unconditionally. So… Bam!

Update: I did a statistical analysis of Smite, both using it as often as possible and trying to wait until the optimum time to strike. Using it as often as possible is fairly simple, you can do that with simple button mashing. Timing for the moment your divinity hits maximum is trickier. In a relaxed battle, I saw an improvement in DPS of 21%. I could see that reaching even higher with perfect execution, maybe as high as 25%. However I wanted a frantic, real-world situation, so I also attempted it while running Demogorgon. During Demogorgon, trying to wait for the bar to fill, my DPS with smite dropped to 62%. I just couldn’t stay on top of that bar while managing everything else during the fight. So I’ll keep probably keep using it as often as possible. While someone with better skill at managing multiple systems might get more out of it, I’ll likely continue only seeing increased DPS on the battles where I don’t need it.

Relentless Avenger

Good damage, short cooldown and it has a lunge with a range of 60′. Yes, please.

Dailies

Divine Judgement and Radiant Charge get the job done. One for single foes and one for groups of mobs.

(Bam!)

Class Features

Blessed Warrior

Increases damage when your soloing. See the name of this build.

Composure

Increases divinity gain. (Say it with me… Bam!)

Feats

Our Feats are straight-forward.

Sacred Shield

Sacred Shield gives us our extra stamina gain from Sacred Weapon through 76th. Since we don’t use heal on this build and don’t care much about threat if we did, it’s an easy choice.

Burning Vengeance

This ups the effectiveness of Burning Light. After patching the bug, this build no longer generates ridiculous amounts of AP because you are no longer in perma-block.

Divine Pursuit

More Divinity. (Bam!)

Shield of the Gods

Turns you from a team player to a loner.

Unyielding Champion

Reduces Divine Champion cost and ups the damage blocked to 75%.


Solo Boons

As you can see, I selected Power and HP at every possible opportunity. I get most of my optimizable stats from my companion, as I’ve mentioned. The rest I get from gear. There should be no need to spend boons on things like deflect, but if you need and you have retrain tokens to put them back later, that’s a valid band-aid.

When I topped out my HP and Power, I spent on Control Resistance on Tier 4 and AP Gain and Recovery Speed on Tier 5. For my Master Boon on this build I have Enhanced Application. This gives us Self Healing, a Heal Over Time, then a Reduction to Enemy attacks on successive ranks, and helps with making you independent in a game without Life Steal.

I get most of my healing from Redemption (the Companion Ability) and that My Master Boon.

Guild Boons

These are self-explanatory. I selected Power, HP, and XP until I hit 80. Then I swapped XP for Mount speed so my sparkle pony has jets.

Defendi’s Paladin Guild Boons

Tank Build

This is our straight-up tank build. It’s not as fun as playing the solo build. What’s the old saying? Healing is an art, DPS is a science, tanking is a job. Playing this build is a little bit more of the job.

This build emphasizes blocking, technique, and passive mitigation. Whereas the solo build is about everything working as passively as possible as long as you mash your encounters and dailies as soon as they pop, the tank build is about positioning and using your tab and shift key wisely. And also mashing your encounters and dailies as soon as they pop. Does the Neverwinter EULA allow for simple keystroke macros? They mention using third party software to alter gameplay, but I’ve never known a company to consider the basic software functionality of your keyboard to qualify for that. At any rate, you could accomplish the same with three heavy marbles and turning down the error sound in your audio settings.

The disadvantage of this build? The AP recharge speed. The AP recharge speed on my solo build is so good that I researched the bug. I put the question to discord and at least one person saw a similar speed on a GF build, so it’s not unique to the Paladin. At the very least, it’s a bug, not an exploit, because we’re certainly using it as intended. Nothing hinky is going on to get that speed. You have to not use a Burning Vengeance/Burning Light build at all to avoid it, and they can’t ask us to do that.

Which means…shoot. I need to add another build. <Furiously begins to test Hybrid Tank.>

Stats for Tank

As with the solo version, various gear can affect this. Your mileage may vary. Shoot for the 20/20 Con and Int for the HP and Magical Damage. All your attacks do magical damage. Dump the rest into Cha.

Tank Powers

Defendi’s Paladin Tank Powers

At-Wills

At will selection is simple. At level 70 use Valorous Stike and Radiant Strike. When you get Shielding Strike at level 71, swap it in instead.

I like to put Radiant Strike on the right mouse for the lunge as an opener.

When you get Shielding Strike, it will nicely supplement your stamina regeneration, so use it as often as possible. Remember, your stamina equals your temporary HP, but only when you’re blocking.

Encounters

Levels 70-76, Vow of Enmity, Sacred Weapon, and Absolution.

Levels 77+ Vow of Enmity, Relentless Avenger, and Absolution.

Vow of Enmity

Welcome to threat generation. Vow of Enmity is an area attack. It doesn’t do a lot of damage, but it puts you at the top of the threat ranking for everyone it hits. This handles the lion’s share of your aggro generation.

Sacred Weapon

We mainly take this for the stamina restoration and increased threat. It has a long recharge, though, so we’ll ditch it later and rely on shielding strike.

Absolution

Reduce damage taken by 20%? Putting the tank in tanking.

Relentless Avenger

What’s better than a tank? A flying tank. Like, a tank with force leap. A jedi tank. So be it.

Dailies

Technically, you should have Shield of Faith and Probably Divine Protector as your Dailies. Maybe switch divine protector for Heroism at 80th (I did). But here’s the thing. I don’t know how many instances I’ve tested this build on where DPS just wasn’t bringing the thunder. You notice how I say Shield of Faith and Divine Protector but in my screenshot I have Diving Judgement slotted? DPS wasn’t bringing the thunder and the tank had to lay down the law Tuesday. So don’t be afraid to swap in a big hitting daily if you prop into a dungeon and realize that all the DPS are 800 iLevel less than you. <Sigh>

Class Features

Composure

Increases divinity gain. You’ll need this for your Tabbing pleasure.

Aura of Valor

Because no matter how often we try to teach DPS to mitigate their own threat, it’s always us saving their damned bacon.

Seriously. You know the other old saying: If the tank dies, it’s the healer’s fault. If the healer dies, it’s the tank’s fault. If DPS dies, it’s their own damned fault. Back in my SWTOR days, I ran a tank in one group for three years or more. My main, however, was DPS, and I was good at him. One day I was playing with a buddy from my tanking group and he had an inferiority complex about tanking for me. “I’m just not good at tanking,” he said.

“No, man. Get that out of your head. You only think that because you notice every time I take aggro from you. You don’t realize. I’m a well-built, experienced DPS. I can take aggro from you at will. There’s nothing you can do to generate as much threat as I generate if I go nova. Your job isn’t to keep threat off me. Your job is to generate threat and to protect the healer. My job is to generate barely less threat than you, and I ride that ragged line every battle. I pull aggro. I back off. I pull aggro. I back off. None of that’s on you. You’re doing great.” Actual conversation.

But make it easier for them. Take Aura of Valor. Even in a group of experienced DPS, it just means they can DPS that much harder and you can burn down the bad guys faster.

Feats

Our Feats are straight-forward.

Sacred Shield

Sacred Shield gives us our extra stamina gain from sacred weapon through 76th. Since we don’t use heal on this build, it’s an easy choice.

Baneful Strikes

It really doesn’t do anything for us, but neither does the other.

Justicar’s Bulwark

Another way to increase Divinity.

Sheltering Light

Plus 50% to incoming heals when your daily is up.

Unyielding Champion

Reduces Divine Champion cost and ups the damage blocked to 75%.

Tank Boons

Defendi’s Paladin Tank Boons

As you can see, I selected Power and HP at every possible opportunity. I get most of my optimizable stats from my companion, as I’ve mentioned. The rest I get from gear. There should be no need to spend boons on things like deflect, but if you need and you have retrain tokens to put them back later, that’s a valid band-aid.

When I topped out my HP and Power, I spent on Control Resistance on Tier 4 and AP Gain and Recovery Speed on Tier 5. For my Master Boon on this build I have Focused Retaliation. This reduces the enemy’s Armor Penetration and Accuracy, hindering their ability to do us harm. At the highest tier, it’s a damage shield.

Guild Boons

These are self-explanatory. I selected Power, HP, and XP until I hit 80. Then I swapped XP for Mount speed so my sparkle pony has jets.

Hybrid Build

Update: They have patched the bug that places you in an unending charge state. I still like this build for soloing, but it’s not broken-good anymore. You need to block now. They also fixed a bug where Shielding Strike was generating too many AP.

Let me start by explaining how this build came about. I noticed on my solo build that my AP regeneration was super fast. Like, 3 seconds between dailies. My tank build received nothing like that, so there were big instances where I’d switch to my solo build because it made more sense, even though I really needed to be tanking better than it allowed. Also, the solo build is easier to play.

As soon as I switched to my first version of this build, he started with the fast AP regeneration as well. So I broke out ACT and discovered, assuming it can track this correctly, that I’m getting most of my AP regeneration from block. Now I’m a little hesitant there still because I don’t know for sure that ACT can track Divinity Regeneration or if it’s ignoring that or putting it in the wrong bucket, but that does jive with what I’m seeing. My build that blocks constantly skyrockets the AP regen. My build that has to stop fighting whenever he wants to block regenerates very slowly.

I can’t tell you for sure if this is working as intended. If so, this is my favorite tanking build at the moment. The pure Tank build might technically be more efficient, but this one is far more forgiving of little mistakes and misteps. Plus, it’s funner to play. I spent my first night running MEs screaming “Kick me in the jimmies!” at every monster. Not sure what my group thought of that, especially since I don’t think they were native English speakers.

But if want to run around with groups, tanking and fighting at the same time with wild abandon while screaming, “Kick me in the jimmies!” at every monster you see, this is the build for you. This joke needs no other version. It’s way funnier if our sister paladins to exactly that as well.

Stats for Hybrid

You are probably sick of this same image by now.

Hybrid Powers

Defendi’s Paladin Hybrid Powers

At-Wills

At will selection is simple. At level 70 use Valorous Stike and Radiant Strike. When you get Shielding Strike at level 71, swap it in instead.

I like to put Radiant Strike on the right mouse for the lunge as an opener.

When you get Shielding Strike, it will be your primary method of supplementing your stamina regen, so use it as often as possible. Basically, all this is the same as the Solo Build.

Encounters

Levels 70-76, Burning Light, Sacred Weapon, and Vow of Enmity.

Levels 77+ Burning Light, Relentless Avenger, and Vow of Enmity.

Burning Light

This is, again, the bread and butter of this build, coupled with shielding strike. So by default, this power takes two seconds to charge and while it’s charging it puts up an automatic block ahead of you that acts much like the temporary HP in Mod 15. This only works for frontal attacks and it uses your stamina. With the feat below, it can be charged as long as you want, but it stops blocking if you run out of stamina. You stop regenerating stamina while charging.

This might be our new Burnadin. Am I allowed to make that call?

Sacred Weapon

We mainly take this for the extra stamina restoration. It has a long recharge, though, so we’ll ditch it later and rely on shielding strike.

Relentless Avenger

What’s better than a tank? A flying tank. Like, a tank with force leap. A jedi tank. Screaming, “Kick me in the jimmies!” So be it.

Vow of Enmity

Welcome to threat generation. Vow of Enmity is an area attack. It doesn’t do a lot of damage, but it puts you at the top of the threat ranking for everyone it hits. This handles the lion’s share of your aggro generation.

Dailies

Now, you might think I’m going to say you should have Shield of Faith and Divine Protector as your Dailies. But here’s the thing. I don’t think you can survive that way. You’re tanky, yeah, but if you alternate Shield of Faith and Divine Protector and your allies are moving around and every 6 seconds you’re getting a new ally and taking all their damage? I don’t know if anyone is that tanky. Maybe if you have the world’s best healer. I suggest this:

70-79: Shield of Faith and Divine Judgement or Radiant Charge. Maybe just Divine Judgment. Radiant Charge, every 6 seconds, might be a legit epilepsy risk for other players. I wish I were making a joke with that. At the very least, it clutters the battlefield and makes it hard to pick targets.

80: Shield of Faith and Heroism. Then you’ll alternately get really big and everyone will wonder if your multi-classed into Barbarian. (Do they still do that, I haven’t played mine yet?)

Class Features

Composure

Increases divinity gain. You’ll need this for your Tabbing pleasure.

Aura of Valor

Because no matter how often we try to teach DPS to mitigate their own threat, it’s always us saving their damned bacon.

I told my Yoda-like tank story on the other tab.

Feats

Our Feats are straight-forward.

Sacred Shield

Sacred Shield gives us our extra stamina gain from Sacred Weapon through 76th. Since we don’t use heal on this build, it’s an easy choice.

Burning Vengeance

This ups the effectiveness of Burning Light. This ups the effectiveness of Burning Light. After patching the bug, this build no longer generates ridiculous amounts of AP because you are no longer in perma-block.

Justicar’s Bulwark

Another way to increase Divinity.

Sheltering Light

Plus 50% to incoming heals when your daily is up. And your daily should always be up. Always. Until they decide we’re broke and patch it.

Unyielding Champion

Reduces Divine Champion cost and ups the damage blocked to 75%.

Defendi’s Paladin Hybrid Feats

Hybrid Boons

Defendi’s Paladin Hybrid Boons

As you can see, I selected Power and HP at every possible opportunity. I get most of my optimizable stats from my companion, as I’ve mentioned. The rest I get from gear. There should be no need to spend boons on things like deflect, but if you need and you have retrain tokens to put them back later, that’s a valid band-aid.

When I topped out my HP and Power, I spent on Control Resistance on Tier 4 and AP Gain and Recovery Speed on Tier 5. For my Master Boon on this build I have Focused Retaliation. This reduces the enemy’s Armor Penetration and Accuracy, hindering their ability to do us harm. At the highest tier, it’s a damage shield.

I mean, the only thing interesting here, if you already read the other two builds, is that I’ve completed Undermountain and one more level of Icewind Dale since I took the other screenshots, so I’ve finished those Tier 5 boons and dropped back down to 3 and started work on Companion Influence. I’ve done that on all the builds.

Guild Boons

These are self-explanatory. I selected Power, HP, and XP until I hit 80. Then I swapped XP for Mount speed so my sparkle pony has jets.

Defendi’s Paladin Guild Boons

Healer Build

Update: If you’ve been using this build, I posted the original based on other people’s work without having a chance to test or understand it. Any boneheaded mistakes in the original set of screenshots were almost certainly mine. I’ve had a chance to run several dungeons about five Demogorgons, Epic and Normal, and a few Merchant Prince’s Follies with this build now and I feel I have the hang of it. It’s been updated, especially in at will and feat selection, accordingly.

This is our straight-up healing build. It took the longest to post because I’ve never run a healer in Neverwinter before, and I needed some time to test. I feel like it’s come together since then, though, and I’ve started enjoying healing. I might take that up as a character trend.

There are two ways to play this build, presumably. Up close and personal, which seemed to be the build most people went for and I believe fell more in line with some old paladin healing…and distant and withdrawn. I prefer the second as it makes it easier to keep an eye on both the battlefield and everyone’s health bars, but it’s really just about the two at-wills you select. See below.

Healer Stats

Defendi’s Paladin Healer Stats

This uses the same philosophy as the solo/tank stats, however, we swap Wis for Int.

Healer Powers

Defendi’s Paladin Healer Powers

At-Wills

At will selection is simple, but it will depend on whether you intend to mix it up close in or fight from a distance. I prefer fighting from a distance.

If you are fighting close up, you probably just want to go straight for Radiant Strike and Valorous Strike. I’ve seen some people suggest radiant strike in the left mouse. Maybe that’s because a healer the fights in close gets swarmed. You’ve been warned.

I prefer to fight from a distance. This means that we probably put Cure Wounds and Radiant Strike as our at will until we get Divine Fulmination. Then swap that for Radiant Strike. At that point, you can heal friends or attack foes at a distance whenever you’re not healing or hitting Tab to regenerate Divinity so you can heal some more.

Encounters

Levels 70-76, Sacred Weapon, Divine Touch, and Circle of Power.

Levels 77+ Divine Touch, Circle of Power. and Bond of Virtue.

Sacred Weapon

We mainly take this for the divinity regeneration. It doesn’t allow for a flexible playstyle, though, so we’ll ditch it later. You could take another healing power, but there aren’t many use cases for two divinity drains on your bar.

Divine Touch

This is your bread and butter healing power. You will cast it a lot. At 80 when I started testing this build, I didn’t have to regen Divinity with Tab very often. I could almost spam this.

Circle of Power

Increased Divinity Regen and Outgoing Healing. Basically, I cast this away from the fight where I won’t have to move much and just stand in it until mobs notice me.

Bond of Virtue

Bond with your tank. Heal your tank for more. Because this is your tank. There are many like it, but this one is yours. Your tank is your best friend. They are your life. You must protect them as you must protect your own life. Your tank, without you, is useless. Without your tank, you are useless. You must shield your tank true. Your tank is a person, even as you, because it is your life. Thus, you will bolster them as you would lift up a brother. You will learn their weaknesses, their strengths, their limitations, their gear, their cries, and their weapons. You will ever guard them against the ravages of dungeons and damage as you will ever guard your legs, your arms, your eyes and your heart against damage. You will keep your tank healed and ready. You will become part of each other. Your tank and yourself are the defenders of Faerun. You are the masters of your enemy. You are the saviors of your life. So be it, until victory is Neverwinter’s and there is no enemy, but peace!

Dailies

Shield fo Faith and Lay on Hands. This one is easy. You could swap Sheild fo Faith for Sanctuary at 80. Only reason I haven’t is I’m usually too far away.

Class Features

Composure

Increases divinity gain. You’ll need this so you can spam heal.

Aura of Life

There are a couple different ways to go here. I went with Aura of Life for the self heal so I didn’t need to worry about that very often and most of the skirmishes I’ve been in, it’s probably panned out well to have it. However there’s a good case for Guarded Prayers if you fight up close a lot or Timely Intervention for distance healing.

Feats

We take five feats, but in the end, only two really matter. The first and the last.

Critical Touch

At-wills have a chance of turning your next Divine Touch into an auto crit. Nice, but remember this for later.

Prayer of Opportunity

Basically, you build stacks that let you Channel Divinity faster. Sure.

Enduring Spirit

Mainly we take this to gain Divinity from Sacred weapon until we ditch it. And because the other means nothing to us.

Divine Intervention

Adds a Divine Barrier to Lay on Hands.

Emissary of Warding

Whenever you cast a heal that erects a Divine Barrier crit, the barrier is double strength. Only our at-will doesn’t erect a barrier when we heal, and if we keep those at-wills going, our Divine Touch will auto-crit. That’s why it’s vitally important to have at-wills you can use constantly in this build.

Healer Boons

Defendi’s Paladin Healer Boons

As you can see, I selected Power and HP at every possible opportunity. I get most of my optimizable stats from my companion, as I’ve mentioned. The rest I get from gear. There should be no need to spend boons on things like deflect, but if you need and you have retrain tokens to put them back later, that’s a valid band-aid.

When I topped out my HP and Power, I spent on Control Resistance on Tier 4 and AP Gain and Recovery Speed on Tier 5. For my Master Boon on this build I have Blessed Advantage. This can add a heal over time to your targets, increases your power, and eventually reduces recharge rates.

Guild Boons

These are self-explanatory. I selected Power, HP, and XP until I hit 80. Then I swapped XP for Mount speed so my sparkle pony has jets.

Defendi’s Paladin Guild Boons

Enchantments

Enchantments, overall, are a fairly easy topic in Mod 16, because so many stats are capped. Essentially, for everything but utility slots, the rule is simple. Fill the slots with whatever you need the most to get to your optimized rating. When you’ve maxed all offensive or all defensive, start stacking Power and HP instead, since they don’t have a cap.

For utility, I like dark enchantments for the companion influence, but I can see XP while leveling or gold if you had a specific need.

Your only real question is do you want enchantments with one stats, two stats, or three stats? That’s not an easy answer. The more stats they buff, the higher the total bonus they give you, so it’s most efficient to have three-stat enchantments…in theory. I’ve found that the more they have the harder it is to fine-tune what you’re looking for, as whatever stat you need most is going to be paired with other stats, and there’s a decent chance you don’t need those stats very much, or at all.

So it all depends on how much effort your willing to put into tuning for the perfect stat. Right now I’ve been mostly working with single stat enchantments and a couple legacy double stats. It’s just more manageable that way. A mix might be the best way to go, at least as long as we have the enchant vendor to easily swap them out.

Weapon Enchantments

The changes to Weapon Enchantments kinda throw things up in the air in Mod 16, and I don’t know if we can tell yet how all will pan out in play, but here’s my take:

Justicars: Likely Feytouched, especially if you’re generating AP like a lunatic.

Healers: Holy Avenger is looking mighty nice.

As a side note, unrelated to this guide, squishy DPS might look at Lifedrinker. I’m going to see if I can find one to test on my mage.

Gear

Hmm. You see, unless we have pieces I don’t know about, and so many random drops are out there, that this is inevitable, it’s hard to have a good discussion of BIS from the information we have. Let’s give you an example.

The Armor of the Successor, as far as I know, is BIS by rating alone. However, most of the abilities affect your stats. The breastplate gives Gladiator’s Guard, which has your Defense go up 250 every five seconds, turning off after two minutes. That MIGHT be the BIS item for you. Defense is the most critical of the defensive stats by the evaluations I’ve seen. However, if you’ve maxed defense, it’s worthless. Only the gloves give a non-stat-related kicker, and that means only their kicker can’t be made obsolete through optimization. And we don’t know how good it is until we see it on the field because it just summons helpers. The helpers might be terrible.

Let’s talk about what’s not Best In Slot, because the game is feeding it to you hard, like an ex on facebook that keeps on sending you little conversation openers in messenger hoping you’ll bite. Or an amateur card magician flubbing as he tries to feed you a pre-selected card. If that amateur magician was also an ex, and they just can’t get enough of your paladin-goodness. Lay on Hands. AmIright?

The culprit is Runed Apprentice Armor. It takes 600 of two types of resonance to restore this stuff, not to mention a lot of MEs and some AD, and I likely already have items in slots I like better.

My Hard Rock Kickers, for instance. 950 iL. Bonuses to Defense, Power, HP, Critical Strike, and Accuracy, which are all things I need, but the bonuses to the ones that have caps are relatively low, so I’m unlikely to grow out of it I stack bonding, Crit, and Accuracy on my Comp. (Still don’t have a great way to stack defense.) The kicker pumps my power for the first 10 seconds of every fight, which is always welcome.

The Apprentice gear is 965 (15 better), it has basically the same stats, except swap Accuracy with Crit Avoidance. They are just slightly higher numbers. And the kicker is to raise my combat advantage by 250 for each foe I’m fighting. I suspect if you’re reading this, you know how group dynamics work. You give me a bump to Awareness that gets better the more enemies swarm me, and I’m listening. Combat Advantage? Sure, I mean technically I might be getting that with my comp or a DPS partymember, but the more foes I’m fighting, the less tactically sound it is to seek combat advantage by putting one person in a place ready to be swarmed, and that’s increasingly what you’d have to do.

So might well be a better 1000 iL tasteful shoe out there I haven’t seen and that doesn’t belong to a collection, so I can’t easily look it up. It might even be BIS. But from what I’ve seen in the game currently, Hard Rock Kickers are my BIS. Same for my Thieve’s Stollen Gauntlets. All stats I personally need, with power and HP to boot, of course. And a kicker that gives me an undisclosed increase in damage for an undisclosed reduction in riches. (Gold I’m guessing?) I love them. Though I might start taking them off before opening ME chests or turning in the reward at the end, just in case.

For weapons? The Alabaster Set (which I only have half grrrrrr) seems it for the moment. When we can get Burnished, that will likely become BIS. Like alabaster, but it’s Power and Defense instead of power and Crit Strike…crit stike being one of the lowest ratings we need to hit so probably easy, and Defense being arguably the most important Tank stat to optimize, and so far harder to fine tune since the gear for doing that on the companion end seems rare.

For belt and neck, I’m currently looking at the Wyvern or Reflective Armaments set for tanks. The Int from the Wyvern might be marginally better than Con, but I think it comes down to the kicker: Whether you want to make your allies better defended or more aggressive, and my instinct is the Wyvern set, giving DPS a little boost, will be the winner there. It’s Enchanted Thumb for healers. The stats line up perfectly and the kicker gives a rune that you can strategically feed to either the Tank or DPS, depending on the situation.

Best item anyone in my Alliance has found so far was just a random drop from that shifty merchant under the stairs in the Yawning portal, though, so right now, keep running those MEs. You needed an Etched runestone to get it, and you only get those from MEs with at least one rune attuned for extra difficulty.

Artifacts

I feel like this might be our first draft of the artifact section, not just as we learn more about what artifacts are useful, but as the realities of the game change with upcoming dev updates. At any rate, here are my current thoughts on artifacts. I’ll update as I find better combination.

Tank

Active: 

I’m still hooked on my old Wheel of Elements, if only for the temp HP. Man, do I miss the temp HP from mod 15.

The rest of the artifacts I’ve either chose for stats or set bonuses (the Wyvern set). The stats selections will likely change as I optimize and you shouldn’t feel bound to them for the same reason.

Healer

The same goes for the Healer build.

Active:

Nothing makes my day like being insta-killed with no timer in FBI, then somehow I’m back up and fighting again.

For the others, these are also chosen based on set bonus and stats, with all that implies.

Mounts

You have a lot of options when it comes to mounts. I personally don’t have a legendary mount yet. I’m not sure if I’ve actually earned that many AD in the game, total, since I’ve been playing, and I certainly haven’t received one with any of my VIP keys. Legendary mounts are one of the most expensive investments you can make, and if I did have one, I certainly wouldn’t be able to have bonding runestone for my companion.

However, I hear through the grapevine that an Arcane Whirlwind or Black Ice Warhorse might be a good starter legendary mount. Of course, the market changes every day.

Below are a list of insignia bonuses I find particularly useful.

Artificer’s Persuasion: Whenever you use an Artifact power, your cooldown are reduced by 2 seconds.

Barbarian’s Delight: Whenever you perform a critical strike, you are healed for 1% of your maximum Hit Points.

Barbarian’s Revelry: Whenever you perform a critical strike, you are healed for 1% of your maximum Hit Points.

Champion’s Return: Whenever you are reduced to 50% Hit Points, you instantly recover 10% of your stamina and are healed for 10% of your maximum Hit Points over 10 seconds.

Champion’s Struggle: Whenever you are reduced to 50% Hit Points, you instantly recover 5% of your stamina and are healed for 5% of your maximum Hit Points over 10 seconds.

Knight’s Defense: Whenever you receive Combat Advantage damage from an attack, you are healed for 1.5% of your maximum Hit Points over 5 seconds.

Knight’s Rebuke: Whenever you receive Combat Advantage damage from an attack, you are healed for 1.5% of your maximum Hit Points over 5 seconds.

Oppressor’s Reprieve: Whenever you are Stunned, Knocked, or Rooted, you are healed for 5% of your maximum Hit Points over 5 seconds.

Oppressor’s Respite: Whenever you are Stunned, Knocked, or Rooted, you are healed for 1.5% of your maximum Hit Points over 5 seconds.

Protector’s Camaraderie: Whenever your summoned companion attacks, you gain 200 Armor Penetration and Defense for 10 seconds. This effect can stack up to 5 times.

Protector’s Friendship: Whenever your summoned companion attacks, you gain 50 Armor Penetration and Defense for 10 seconds. This effect can stack up to 5 times.

Shepard’s Devotion: Whenever you use a daily power, you and your teammate’s defense is increased by 1500, their movement speed is increased by 10%.

Survivor’s Blessing: Whenever you Deflect an attack, you are healed for 1% of your maximum Hit Points over 5 seconds.

Survivor’s Gift: Whenever you Deflect an attack, you are healed for 1.5% of your maximum Hit Points over 5 seconds.

Stable

Defendi’s Paladin Stable

This is my current stable. I don’t think anything in here is too difficult to come by. I’ve never tried to get a really exotic stable. I’ve just happened on everything in here when trying to get other stuff.

The following people helped build this guide. Unknowningly.

Rainer’s youtube videos have been invaluable. You can find him here.

Obsidiancran3 wrote a good primer I read that helped me with many, many of my initial choices. You can find it here.

I also mined this video by Swart Lodewyk for ideas for power and feat selection.

Thanks to all who helped!

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  • Tobias wasielewski
    April 27, 2019 at 11:49 pm

    Bam

  • Lya
    April 29, 2019 at 9:12 am

    I really don’t know how did you cap both offense and defense stats. You’re missing only a bit of Deflection. Let me know what is your strategy O.O

    • April 30, 2019 at 11:17 pm

      Hey, Lya, I really haven’t. I mentioned in the text on one of them I was suspicious of those numbers because they came when I was in my guild stronghold and the scaling was notoriously wonky there? Well when I actually hit 80, they normalized. Now I have several sub-par and I’m working on them just like everyone else. My main issue now is the lack of companion gear with defensive slots, since so much rating comes from my bonding runestones. I will look into companions a lot more in depth when I get to that tab. I might need to get some that just have better powers to select on that screen in the meantime.

  • DEROX
    April 29, 2019 at 4:02 pm

    You need maximize HP so as companion use all with HP, armor pene, and accuracy. More HP more agro. Best stat formula is armor pene, accuracy, crit ressist, HP, power.

    • April 30, 2019 at 7:09 pm

      I think you’re talking about companion ability selection? Could you take another run at what you’re trying to say, I couldn’t quite parse the text. That’s an area I’m still playing with myself.

  • rob
    April 29, 2019 at 8:53 pm

    Str – ½ stat Stamina Regeneration, ¼ stat Physical Damage Boost
    Con – ½ stat Hit Points, ¼ stat AP Gain.
    Dex – ½ stat Crt Severity, ¼ stat Movement Speed
    Int – ½ stat Control Bonus, ¼ stat Magical Damage Boost
    Wis – ½ stat Control Resist, ¼ stat Outgoing Healing
    Cha – ½ stat Companion Influence, ¼ stat Recharge Speed

    So if you have a 20 constitution, you would have a 10% Stamina Regeneration, and a 5% Physical Damage Boost.

    Wouldnt that be 20% HP and 5% AP gain ? for con ….. jsut a thought

    • April 30, 2019 at 7:07 pm

      It would be 10% HP and 5% AP gain, but although you spotted the typo, you guessed wrong on what direction I was editing when I left that editing shrapnel. 🙂 It was supposed to read strength, not con. I started con, decided that was too obvious an example since you’d get that data elsewhere (and so the example didn’t substantively add info to the overall piece), then changed it, but missed the stat in the change.

  • FrilliKing
    April 30, 2019 at 8:55 pm

    Hey Robert
    When is that Hybrid build gonna drop and what enchantments do you use for Utility slots ?

  • FrilliKing
    April 30, 2019 at 8:57 pm

    And yeah thanks for the builds , currently using both of em 😀

  • Blairos75
    May 1, 2019 at 3:09 am

    Hey man, no love for Bane in your build? I had read comments from testers on Preview suggesting that Bane is a Pally’s best friend in mod 16 (haven’t tested for myself as I am a console player).

    • May 1, 2019 at 8:33 am

      I’ll look at bane again tomorrow, see what I see.

      • FrilliKing
        May 1, 2019 at 11:11 am

        Bane consumes too much divinity and half way trough fight im all out of it

        • May 1, 2019 at 5:09 pm

          Yeah, I just looked at it myself. Bane has the same use case as smite. However is costs more, does less damage, and is AOE. Around bunched-up smaller mobs, that might be worth it, but places like FBI, I’d rather smite for more damage, less divinity, with the same range. Also, you need to take time to aim bane. However, you pointed out something that I need to add to my tanking builds at least.

          Pulling. I don’t have a pulling power. That’s exactly what people use smite or bane for.

  • Sai
    May 3, 2019 at 9:52 am

    Can you explain the choice for the healer build Power and feats ?
    I know Healer isn’t your speciality and not your objective, but you take the first blue feat without the linked at-will, why ?
    (And sorry for my bad grammar, i’m not an english-language native)

  • Zakro
    May 5, 2019 at 3:38 am

    I noticed that you mentioned in the “Companions” tab that it would be helpful to look up what companions have what. A couple of days ago I was linked this Mod 16 Pocket Wiki that has been a great help recently. I hope that it can help you as well.
    https://docs.google.com/spreadsheets/d/1fP_cUugHdsObvQDzLFijGA-mVm_qLmSy0MI62aTLkDM/htmlview#

    • May 6, 2019 at 6:45 am

      Is that page new? I’ve checked the pocket wiki for this before. It’s awesome that he’s added it. Maybe I just missed it for the other companions page every time I looked. That would be weird.

      Great to have it, though. Thanks for pointing it out. I’d stopped checking there.

  • Lee
    May 7, 2019 at 6:01 pm

    I see you switched intelligence for wisdom. Could you go half and half and still do some damage with healing or perhaps still keep it intelligence with decent healing?

  • Bharash
    May 8, 2019 at 3:29 am

    Any news on the right artifact set?

  • Lorkeon
    May 9, 2019 at 5:17 pm

    I appreciate someone posting a M16 Paladin guide, so don’t take the following observations as complaints. Just sharing my experiences, as both Justicar and Oathkeeper:

    Justicar At-Wills. The best combination in my opinion is Shielding Strike & Oath Strike. While the lunge is useful, with multiple ranged means of getting aggro, it’s not as useful as it was pre-M16. Shielding Strike does more damage than Valorous (and regens Stamina) so it’s a no brainer. Oath Strike attacks much faster than Radiant though, and thus kicks out almost 3x the damage. If you can hit 2 targets with Oath, it matches the DPS of Shielding. Radiant must hit 5+ targets to compete.

    Justicar Encounters. My preferred loadout is Smite, Vow, Burning Light. Both Smite and Burning LIght have the applicable feats of course. Smite is an 80 range taunt that hits harder than anything we have, and is relatively cheap on Divinity. Vow is an 80′ AOE taunt and great for starting fights as well. Burning Light does full damage without being charged, and can be held as long as you like for blocking just the same. The lower your stamina gets the more damage BL does as well. It’s just amazing. When I’m not worried about aggro I’ll use Relentless over Vow, as it’s a 10 second cooldown for a nice hard hit.

    Oathkeeper At-Wills. Valorous Strike + Divine Fulmination. When you can afford to pay attention to red stuff (or there isn’t any) Valorous is our best damage output, and more importantly the most likely to trigger Critical Touch. Otherwise stand back and use Divine Fulmination to apply damage up to 80 range and proc Critical Touch.

    Oathkeeper Encounters. Bane (with the feat), Cleansing Touch, Divine Touch. With the feats that make At-Wills proc Critical Touch, and double shields on a critical heal, Divine Touch will cover pretty much all of your healing needs. Use At-Wills till to proc Critical Touch then drop huge shields on the party (up to 2/3 of their health bar). Cleansing Touch is a ridiculously cheap single target heal, but more importantly in Expeditions, cleanses rune curses. Bane (with the feat) is 1/3 of the normal Divinity cost for 1/2 the damage, so it’s a very efficient way to help soften up packs. If you know you won’t need Cleansing Touch, you can swap in either Smite for more help on bosses, Circle of Power for burst healing potential, Sacred Weapon for a small damage boost, etc.

    • May 10, 2019 at 4:00 pm

      Well, note, I ONLY use radiant for the charge. It’s shielding strike ALL the way aside from that.

      I personally would never taunt at 80′ with an AOE, but maybe I have too much PTSD from the hill of FBI. Whenever I taunt at range, I always want it to be very precise. 🙂 That could be a very personal hangup.

      • Lorkeon
        May 18, 2019 at 1:52 pm

        I was really turned off by Smite being a ranged taunt at first, but having cleared LoMM several times now, it’s a godsend. Being able to fight one big baddie while periodically smacking another big baddie with Smite and keep aggro on both is wonderful. And often you’ll just have a scattered pack all around you, and it’s not like the party will calmly wait for you to gather them up. Vow of Enmity aggros them all with a click and you then drop back to get them in front of you and use Oath Strike to hold aggro.

        I had a very hard time moving away from Radiant Strike, but life has been much easier since I did.

        You might want to note that there is a bug with the Burning Vengeance feat–that causes your Stamina to drain and never regen. I don’t know how to fix it, but it’s really crippling when it happens. Happened to me 4 times in a LoMM run and it was horrible.

    • May 10, 2019 at 4:02 pm

      This all sounds like great advice, BTW. I don’t know it it’s better than mine, but it all sounds like a solid alternate build. I’ll run it through ACS when I have a chance. Might be a week or two, though. I was just planning on taking a little break from the heavy work.

  • Werenor
    May 14, 2019 at 7:10 pm

    Hi, thanks a lot for your build. Maybe you show how your rotations with powers and tab mechanic look like?

  • Dunkiper
    May 18, 2019 at 7:15 pm

    Thanks for that great Justicar builds. I’ve followed your advice. The only change I’ve made is going more on Constitution rather than Intelligence for maximize the Hit Points. Constitution, Charisma and a bit on Strength I think is great on solo builds.

    I’ll keep an eye on more updates from you. thanks! 🙂

  • Padre
    May 19, 2019 at 8:40 pm

    Just an FYI…..currently the Hit Points boons do not work. no extra HP is added.

  • May 21, 2019 at 10:02 am

    Lotmm ratings are 18k btw, check things by yourself instead of believing everyone, that helps

    • May 22, 2019 at 7:28 pm

      Thanks for pointing that out. I didn’t notice they changed that. I’ve taken a little break since I finished the guide and I’ve only been hitting the game an hour or so a day.

  • Tobias Wasielewski
    May 23, 2019 at 3:59 pm

    Thanks for your great work

  • Matt Hull
    June 4, 2019 at 4:24 am

    Based on your comment had a Life Drinker 8… upgraded it to 10 on my Wizard…. seems to be a pretty effective enhancement.

  • Drystin
    June 15, 2019 at 7:15 am

    Hey Robert,

    Mod drops in 3 days on Xbox, waiting to trade in my Brave seals for Crownsince I’ve yet to find a suitable queue that can finish CR. Too much trouble to ask for some updated pics of where your pally stands now equipment and stat-wise?

  • SaintVasia
    June 17, 2019 at 2:17 pm

    heart of the red dragon or heart of the black dragon?

  • Selçuk Keskin
    June 19, 2019 at 3:38 pm

    Solo paladin Can you update? Robert Ty dude 🙂

  • Drystin
    June 21, 2019 at 9:19 pm

    To anyone with an opinion. If the new Wyvern Set becomes the new BiS for Justicar pally for the damage boost and set power bonus, how do you make up the loss of CON to maintain the suggested 20 minimum? Retrain ability scores and -2 INT (Lvls 70 & 80) for +2 CON to make it up? This apparently keeps them as they initially were, CON 20 and INT 21, rather than CON 18 and INT 23.

    At what point is INT not worth investing in? Further research is implying anything past 20 is too small a difference noticed and doesn’t matter. Anyone else have any thoughts? I’m debating if I want to maintain a solid 20 INT and round out WIS to 18 as well for some assist healing when needed, invest in more CON, or keep aiming for more INT if the damage is in fact beneficial.

  • BubbaDawg
    July 30, 2019 at 6:24 am

    Hey sorry o ask but could you break the stats down dummy style for me. Im going for a straight heal paladin build but ive never played a healer before so i dont really understand what i need my points into.

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