Post by noname on Jul 23, 2017 3:17:45 GMT -5
OP Buff/dps
Oathbound Paladin Guide
Table of Contents:
Oathbound Paladin Guide
Table of Contents:
1. General notes on paladin-specific mechanics:
How to mitigate damage (if necessary)
2. Race and Ability Score
3. Most important feats
Feat Suggestion
4. Most important powers
At-Wills
Class features
Dailies
Encounter Powers
5. Boons
6. Enchantments
7. Equipment and Companions
8. Mounts, Mount Powers and Insignias
9. Rotations
1. General notes on paladin-specific mechanics:
The following notes apply to the protection paragon only:
Oath of Protection (HP = Power):
You gain up to 10% of your maximum hitpoints in power when taking damage, this caps at 10% damage taken and the effect lasts 15 seconds.
- Power gained via this mechanic counts as base-power.
- Also increases your damage-resistance by 10%.
Divine Call:
You perform a mass-taunt along with receiving a buff of 10% damage-resistance for 10 seconds. In addition you reflect 5% of incoming damage back to the attacker, caps at 5% of your HP.
Sanctuary:
You gain immunity to control-effects and your damage-resistance is increased by 80%. You also perform a small Heal over time while shifting and increase your allies damage resistance by 20%.
How to mitigate damage (if necessary)
Damage resistance cap:
The damage-resistance-cap is at 80%. Most enemies have 15% resistance ignored on top, that means you need to reach 95%. This, however, is pretty easy to reach as paladin:
- +10% passive
- +10% tab
- +25% Circle of Power
(- +50% Absolution, not recommended)
→ +45% from self buffs, so you only have to reach 50% damage resistance, you can either push your stats via bonding pet or rely on cleric-buffs to obtain the 50%.Stacking defense in the defense-slots of the character is not an option because you want HP to gain more power in combat.
Building temporary Hit-points (if necessary):
The encounter-power Templar's Wrath generates temporary hit points equal to 300% of your damage dealt, it is an aoe-power with a target-cap of 5.
It can crit and nearby allies count as targets as long as you don't hit 5 enemies. With that being said, in order to generate high amounts of temporary hit-points, you need to hit hard.
2. Race and Ability Score
Dragonborn (Metalic):
Dragonborn Fury: Your Power and Critical strike are increased by 3%.
The Power bonus applies to your base Power, that includes the HP->Power mechanic.
Draconic Heritage: You receive 5% more healing from all spells and abilities.
Metallic Ancestry: You receive 3% more healing from all spells and abilities. Your Hit Points are increased by 3%.
Best for maximum Power share.
Tiefling:
Bloodhunt: You deal an additional 5% damage to targets below half health.
Infernal Wrath: Whenever you are hit, you have a 10% chance to lower the Power of the attacker by 5% for 5 seconds.
Best for personal dps.
Human:
Versatile Defense: Increase your Defense by 3%.
Heroic Effort: You gain an additional Heroic Feat point at levels 10, 15, and 20. These three extra feat points cannot be used on the paragon feat table.
Good substitute due to the extra heroic feats for more HP, good if you do not have dragonborn.
Drow:
Darkfire: You have 5% chance when attacking a foe to apply Darkfire for 4 seconds, reducing its Defense by 10%. This debuff does stack.
Trance: You recover at campfires twice as quickly.
The debuff is only 5%, not the best race however worth mentioning.
If you choose Dragonborn or Tiefling put +2 into Constitution and +2 into Charisma.
When you can allocate your ability scores you should put all points into Constitution and Charisma. If you want extra crit you can allocate your points into Wisdom over Constitution however this is not advised.
3. Most important feats
Vengeful judge:
Your encounter powers have a chance to immediately grant a stack of divine call
it adds the following effects to your tab:
+35% outgoing dmg for 10 sec
reducing the recharge-time of your encounter powers by 35%
Aura Gifts:
Grants 25% of your base-power to allies within 30', this includes companions.
This is the reason why you will want to stack as much Power and HP on your character as you can.
Force of Will:
Each point of charisma (above 10) will increase your critical strike chance by 1%. This is your main source for critical strike.
Toughness:
This feat gives you 9.89% more HP, this results in more power via Oath of Protection, so more power share via Aura Gifts..
Divine Action:
Every time you use DIvine Call you gain 5% of you Action Points, this is effected by your AP gain, this is a very strong source of AP generation.
Steadfast:
Each point of constitution gives you 1.5% (2.5% as human) additional HP. Once again, more HP, same reason as Toughness.
Feat Suggestion
If you are human put the 3 extra points into Steadfast.
Another Option is Prism, you can remove 3 feats from Purifying Fire and add them into Prism for the extra healing, as you should be able to use your daily every 12 seconds.4. Most important powers
At-Wills
Shielding Strike:
Best At-Will for dps. The last hit of the combo applies a shield that absorbs damage, stacks 3 times, lasts 8 seconds.
This will be the Mainhand feature for your Artifact Weapon as this At-will is used 99% of the time.
Radiant Strike:
Low dps and slow animation, however applies a +5% damage buff to you and gives you 5% Resistance Ignored that lasts 15 seconds, refreshes on every cast.
- Good for closing the gap or Initiating combat.
Class features
Aura of Courage:
Applies to you and allies in range. Adds an additional hit for radiant damage proportional to 1% of the user's HP for allies (a common misconception is that the HP is based from only the OPs HP, however it's based on the person who has the buff). This scales with buffs and debuffs and cannot crit, but does benefit from combat advantage. Ranking this aura up will only increase your personal damage and not the damage for allies.
Aura of Wisdom:
Applies to you and allies in range. Adds +25% Recharge speed.
This will be the Offhand Feature for your Artifact Weapon. It’s not amazing but it's the best of the 2 options.
Dailies
Divine Judgement:
One of your main sources for dps, this daily should be used 99% of the time, the damage is single target however it has a small aoe splash.
Works with Sacred Weapon.
Lay on Hands:
Heals your target to full HP and removes a DoT. The AP used is proportional to the percentage of health missing when used.
Useful on Hati to remove the poison, or to proc the survivors wraps when someone is very close to max HP.
Shield of Faith:
Causes all affected allies take 30% less damage and heal for 30% more.
Duration: 12 seconds
Good for initiating combat when bondings are not procd, also useful for mSP for providing extra mitigation.
Divine Protector:
Redirects 60% of the damage taken by allies to you, and any damage you take is reduced by 60%.
Duration: 6 seconds
The 60% damage is actually 40%, making this skill worse than Shield of Faith as it doesn't last as long, and the damage is redirected to you, however still worth mentioning.
Encounter Powers
Paladins have a lot of encounter powers that are useful depending on the situation.
Smite:
Deals huge damage, and reduces the target's outgoing damage by 15%.
This skill deals a lot of damage and should always be slotted when fighting against bosses.
Sacred Weapon:
Applies a buff to yourself that adds bonus radiant damage to your next 3 single target attacks.
This skill stacks, and re-applying a stack does not refresh the duration.
Duration: 8 Seconds.
This skill is very effective when being heavily buffed, some players may not like this skill, however it does take some time to understand how to use it.
Circle of Power:
Buffs your outgoing damage by 30%.
Buffs you and your allies damage-resistance by 25%.
Duration: 16 Seconds
30% damage buff against targets, must use on bosses.
Bane:
Places a soft mark onto the target, making the target deal 10% less damage and take 10% more damage, stacking 3 times.
Duration: 16 Seconds
30% debuff, would only recommend using when running with 1 DC, and you do not reach the debuff cap. Also this skill can be used as a buff when playing a Devotion Paladin, where Bane turns into a 10% damage buff to a ally, stacking 3 times.
Vow of Enmity:
Another soft mark, causes allies who attack the target build threat for the Paladin, also applies a debuff to the target, making the Paladin deal 50% more damage to the target.
Duration: 10 Seconds
This skill can be used to help with tanking mobs / bosses, also if you are trying to do solo content, this will give you a significant damage boost.
Burning Light:
Deals low aoe damage, fully charging this skill will deal 9 hits over 4 seconds, each hit proccing Aura of Courage. This skill also stuns targets and has a target cap of 5.
Duration: 4 Seconds
Very useful for killing lots of mobs with low health.
Relentless Avenger:
Deals decent damage, generates bonus AP for each target hit beyond the first one, alongside knocking them away and generating threat. If you are devotion, hitting allies counts for AP generation.
Has an annoying knockback, would only recommend against Control Immune targets, very powerful in FBI.
Templar's Wrath:
Deals decent damage, generating temporary hit points equal to 300% of your damage dealt. It is an aoe-power with a target-cap of 5.
It can crit and nearby allies count as targets as long as you don't hit 5 enemies.
This is the main skill when it comes down to tanking, have seen over 5 million temporary HP from using this skill.
Absolution:
Applies a shield equal to 50% of the target's maximum hp, increases the damage resistance of the target by 50% for the duration of the shield.
The shield does not fade away after you leave combat.
5. Boons
Sharandar:
1. Dark Fey Hunter: You gain 400 Power.
2. Fey Precision: You gain 400 Critical Strike.
3. Both are good. If you have enough Action Point Generation go for 1600 HP.
Feywilds Fortitude: Your Max HP is increased by 1600.
Elven Haste: You now gain Action Point 3% faster.
4. Elven Ferocity: When striking a foe you have a chance to deal up to 20000 Arcane damage.
5. Elvish Fury: When you kill a foe you gain 135 Power for 45 seconds. This buff stacks up to 30 times.
Dread Ring:
1. Reliquary Keeper's Strength: You gain 250 Power and 250 Movement.
2. Evoker's Thirst: You gain 400 Lifesteal.
3. Depending on Gear. After reaching ~60% Armor Penetration you take 3% Deflection.
Illusion Shimmer: You gain 3% Deflection Chance.
Forbidden Piercing: You gain 3% Resistance Ignored.
4. Shadowtouch: When dealing damage you have a chance to deal 20000 Necrotic damage over a few seconds. After this effect ends the target receives 25% less healing from spells for 10 seconds.
5. Rampaging Madness: When you deal damage you gain a stack of "Madness". When you reach 50 stacks of "Madness" you gain 4000 Power, 4000 Life Steal, and 4000 Regeneration. 10 seconds after gaining this bonus your stacks are reset. You may only gain one stack of "Madness" per second.
Icewind Dale:
1. Encroaching Tactics: You gain 400 Combat Advantage Bonus.
2. Appreciation of Warmth: You gain 400 Incoming Healing Bonus.
3. Both are pretty good choices but 2% Crit Severity is a bit better:
Rapid Thaw: You gain 400 Recovery.
Sleet Skills: You gain 2% Crit Severity.
4. Even if you almost never will run out of Stamina the other option is just bad.
Cool Resolve: You gain up to 2000 Power based on how much Stamina or Guard you are missing.
5. Winter's Bounty: Chance to gain bonus 10% Action Points when killing a target.
Tyranny of Dragons:
1. Dragon's Claws: Grants 400 Power.
2. Dragon's Gaze: Grants 400 Critical Strike.
3. Depending on Gear. If you have enough Armor Penetration go for Defense. The Defense also helps if you use the Assassin's Covenant Insignia Bonus.
Dragon's Defense: Grants 400 Defense.
Draconic Armorbreaker: Grants 400 Armor Penetration.
4. Dragon’s Greed: Grants 400 Lifesteal
5. Dragon's Fury: Grants 5/6.5/8% increased Critical Severity.
Underdark:
1. Primordial Might: You gain 400 Power and 1600 Maximum Hit Points.
2. Primordial Focus: You gain 400 Critical Strike and 1600 Maximum Hit Points.
3. Drow Ambush Tactics: Combat Advantage damage bonus is increased by 10%.
4. Dwarven Footing: Control Effects will now have a 5% shorter duration when applied to you.
5. Abyssal Strikes: Gain +10% Damage versus Demons.
Maze Engine:
1. Abyssal Regeneration: You gain 400 Incoming Healing Bonus.
2. Demonic Influence: You gain 400 Combat Advantage Bonus.
3. Demonic Swiftness: You now gain action points 3% faster.
4. Baphomet's Might: When striking a foe you have a chance to gain 2000 Critical Strike bonus for 6 seconds.
Elemental Evil:
1. Wave of Force: You gain 300 Power and 2000 Maximum HP.
2. Earth’s Renewal: You gain 400 Regeneration and 2000 Maximum HP.
3. Searing Aggression: You gain 400 Critical Strike and 2000 Maximum HP.
4. Both are pretty unreliable. If you are already have 100% crit, go for Wall of Wind.
Gale of Retribution: When taking damage you have a chance to heal up to 24000 HP over a few seconds. After this effect ends your Critical Strike is increased by 1000 for 10 seconds.
Wall of Wind: When taking damage you have a chance to heal up to 24000 HP over a few seconds. After this effect ends your Recovery is increased by 1000 for 10 seconds.
Storm King’s Thunder:
1. Frosty Demeanor: You gain 2% Control Resistance and 1000 Maximum HP.
2. Survival Instincts: You gain 400 Incoming Healing and 2% Everfrost Damage Resistance.
3. Icy Wrath: Chance when taking damage to gain up to 2000 bonus damage on next attack.
4. Glacial Strength: Your Max HP is increased by 3200 and 2% Everfrost resistance.
5. Chill of Winter: When striking a foe, you have chance to gain a stack of Icy Chill. At 50 stacks your next attacks clears all stacks and releases a burst that deals up to 10000/12500/15000 damage to targets close to you. Damage Over Time effects will not trigger this ability.
The Cloaked Ascendency:
1. Aura of Hope: When you kill an enemy, you have a chance to emit an aura of hope that boosts AP gain for all allies within 25 feet for 10 seconds
2. Fiery Frenzy: You gain 2% critical strike severity and 1000 maximum hit points
3. Soothing Zephry: You gain 500 recovery and 2000 maximum hit points
4. Abberant Power: When damaged by a foe, chance to gain a stack of Aberrant Power. At 10 stacks, taking damage will clear the stacks and deal up to 10000 damage to nearby targets. Aberrant creatures take double damage. Damage over time effects will not trigger this ability.
Stronghold Boons:
• Offensive: Power
• Defensive: Hit Points (If not available Defense / Lifesteal if you have Prism feated)
• Utility: Up to you but normally Mount Movement Speed
6. Enchantments
Offense enchantments:
Radiant on your Character for more Power that will be shared via Aura Gifts.
Azure / Brutal / Black Ice on your pet to reach 100% crit.
If you are BiS and use potions and reach 100% crit, you can also use Black Ice enchantments for the increased recovery.
Defense enchantments:
Radiant on your Character for more HP → Power.
If you do not have double offence gear on your pet either Azures to get closer to the damage-resistance-cap or if using Prism, you can use Darks for the increased Lifesteal.
Weapon enchantments:
Both, Vorpal and Feytouched, provide a similar damage bonus, pick the one you like more. Fey needs to be Transcendent to reach a good uptime.
The revamped enchantments that hit for X% weapon damage, like Holy Avenger don't work well.
Armor enchantments:
Personal preference however you can pick from Soulforged (Lesser is fine), Negation (Transcendent gives a little bit of recovery and a lot of damage-resistance) or anything you like the look of.
Armor Reinforcements:
Power on Armor and Action Point gain on Neck, Belt and Rings.
7. Equipment and Companions
Armor:
3 Pieces of Relic-gear to acquire the +10% dmg bonus in FBI and mSVA.
+ Jarl's Gaze for more power or:
+ Survivor's Wraps to trigger the Oath of Protection mechanic before a Boss-fight (only recommended if your team kills so fast that the bosses don't have a chance to touch you)
You can achieve 100% crit chance without using potions while using Ward Armet and Ward Cuirass, to maintain maximum power share on character, however this requires a bis character.
While trying to get BiS gear, you should use whatever gives you most power. Recommended are Picaroon’s Tricorne, Deepknight’s Brigandine, Survivors Wraps and Fadeless Walkers, or adding the Dusk gear for the 2 set bonus if you cannot find these pieces.
Rings:
2 legendary Dod > 2 legendary Hellig > 2 legendary Rings with 2 offense slots > 2 epic Dod.
Weapons:
Stronghold-set > Relic-set > Fey-set.
Artifact-equipment:
Orcus-set.
Artifacts:
Main Slotted:
• Wheel of Elements
• DC Sigil
Secondary Artifacts should be ones with HP and Power:
• Siege Master's War Horn
• Vanguard’s Banner
• OP Sigil
• Eye of the Giant
• GWF Sigil
• Shard of Orcus' Wand (for the set)
Summoned Companion:
Sellsword with Bondings and a combination of Loyal Avenger/ IG-gear
Active Companions:
• Earth Archon
• Air Archon
• Siege-master
• Erinyes of Belial ( If using a Feytouched ) OR Fire Archon ( If using a Vorpal )
• or Energon ( for lower geared chars or those who aim for max HP)
8. Mounts, Mount Powers and Insignias
Mounts:
Arcane Whirlwind: 4k Power.
Best for maximum Power share.
Coastal Flail Snail /(Legacy): Using a Daily Power grants 25% of your total Action Points over 10 seconds.
Good to use dailies more frequently.
Swift Golden Lion for Combat Power: Summon your Celestial Lion to knock back nearby foes and grant nearby party members a Shield for 10 seconds. After 10 seconds, affected party members gain up to 3 stacks of Radiant Weapon based on the amount shield remaining.
The damage buff from this will outweigh the additional stats from the Tensers Transformation
List of Mount Powers:
• Protector's Camaraderie: Whenever your summoned Companion attacks, you gain 3% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.
• Artificer's Persuasion: Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds.
• Shepherd's Devotion: Whenever you use a Daily power, your teammates Defense, Deflection, and Movement are increased by 5% of your Power for 10 seconds.
• Gladiator's Guile: When your Stamina is above 75%, you move 15% faster. When your Stamina is below 25%, gain 15% of your Power as Stamina Gain.
• Cavalry's Warning (if you have a legendary mount): Whenever you activate a Mount Combat Power, you gain an increase of 10% to your Power, Recovery, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal.
Alternatives:
○ Assassin's Covenant: You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power. This power counts as base power. Best for maximum Power share.
○ Protector's Friendship: Whenever your summoned Companion attacks, you gain 1% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.
Insignias:
Most Insignia should be Dominance (Power) or Prosperity (HP). If needed either Aggression (Arm Pen) or Skill (Crit) can be used however will will take away from Power share.
9. Rotations
Boss-Fights:
Circle of Power, Smite, Sacred Weapon.
Make sure you always benefit from the tab-buff and Circle of Power is up.
For timed nuke-scenarios where you melt a boss in 5-10sec the following rotation is recommended:
CoP, Radiant Strike, SW, tab, tab, SW, Smite, DJ, Shielding Strike.
This rotation is very efficient in fast paced boss fights and less efficient in longer fights where you don't generate enough Divine Call to do that every 3 attacks.
Trash:
• Templar's Wrath, Smite, Burning Light:
○ This is the most versatile loadout to use at trash, Templar's Wrath should almost always be slotted.
• Templar's Wrath, Smite, Relentless Avenger:
○ Works well at the Up-Climb in FBI.
• Templar's Wrath, CoP, Relentless Avenger/ Smite/ Burning Light
○ Works well at the Up-Climb in FBI.
Loadouts:
It’s worth to mention that a Devo-loadout for boss-fights can’t hurt. for Devo-OPs bane can be used as single-target buff on an ally. If you run a Buff-group, built around 1 dps, then this can work. However, choosing Devo will be at an expense of a lot of dps because you lose Shielding Strike and Sacred Weapon. Sacred Weapon is hard to use as Devo, because your heals eat up the stacks. As Devo OP you also lose the mechanic that translates HP into power, resulting in a weaker power-sharing. On top of all that: Bless has a fairly long animation and applying the 3 stacks will drain a lot of time where you could be dealing damage.
That being said, as a rule of thumb you can choose devo-op over protection if you A can keep up bane on the correct target and B this target deals at least 3-4 times your dmg.
A convenient Devo-OP-build that relies on multi-procing Healing Warmth and Burning Guidance will never be as effective in a 4buffed environment as Prot-OP. That’s simply because these 2 procs don’t scale with buffs and sacred weapons is hard to utilize efficiently as Devo-OP.
Also something else worth noting, however not always practical. When going into a public queue with a Tank and Healer you can make a loadout which is not either Oath of Protection or Oath of Devotion and you can queue as a Dps.
Oathbound Paladin Guide
Table of Contents:
Oathbound Paladin Guide
Table of Contents:
1. General notes on paladin-specific mechanics:
How to mitigate damage (if necessary)
2. Race and Ability Score
3. Most important feats
Feat Suggestion
4. Most important powers
At-Wills
Class features
Dailies
Encounter Powers
5. Boons
6. Enchantments
7. Equipment and Companions
8. Mounts, Mount Powers and Insignias
9. Rotations
1. General notes on paladin-specific mechanics:
The following notes apply to the protection paragon only:
Oath of Protection (HP = Power):
You gain up to 10% of your maximum hitpoints in power when taking damage, this caps at 10% damage taken and the effect lasts 15 seconds.
- Power gained via this mechanic counts as base-power.
- Also increases your damage-resistance by 10%.
Divine Call:
You perform a mass-taunt along with receiving a buff of 10% damage-resistance for 10 seconds. In addition you reflect 5% of incoming damage back to the attacker, caps at 5% of your HP.
Sanctuary:
You gain immunity to control-effects and your damage-resistance is increased by 80%. You also perform a small Heal over time while shifting and increase your allies damage resistance by 20%.
How to mitigate damage (if necessary)
Damage resistance cap:
The damage-resistance-cap is at 80%. Most enemies have 15% resistance ignored on top, that means you need to reach 95%. This, however, is pretty easy to reach as paladin:
- +10% passive
- +10% tab
- +25% Circle of Power
(- +50% Absolution, not recommended)
→ +45% from self buffs, so you only have to reach 50% damage resistance, you can either push your stats via bonding pet or rely on cleric-buffs to obtain the 50%.Stacking defense in the defense-slots of the character is not an option because you want HP to gain more power in combat.
Building temporary Hit-points (if necessary):
The encounter-power Templar's Wrath generates temporary hit points equal to 300% of your damage dealt, it is an aoe-power with a target-cap of 5.
It can crit and nearby allies count as targets as long as you don't hit 5 enemies. With that being said, in order to generate high amounts of temporary hit-points, you need to hit hard.
2. Race and Ability Score
Dragonborn (Metalic):
Dragonborn Fury: Your Power and Critical strike are increased by 3%.
The Power bonus applies to your base Power, that includes the HP->Power mechanic.
Draconic Heritage: You receive 5% more healing from all spells and abilities.
Metallic Ancestry: You receive 3% more healing from all spells and abilities. Your Hit Points are increased by 3%.
Best for maximum Power share.
Tiefling:
Bloodhunt: You deal an additional 5% damage to targets below half health.
Infernal Wrath: Whenever you are hit, you have a 10% chance to lower the Power of the attacker by 5% for 5 seconds.
Best for personal dps.
Human:
Versatile Defense: Increase your Defense by 3%.
Heroic Effort: You gain an additional Heroic Feat point at levels 10, 15, and 20. These three extra feat points cannot be used on the paragon feat table.
Good substitute due to the extra heroic feats for more HP, good if you do not have dragonborn.
Drow:
Darkfire: You have 5% chance when attacking a foe to apply Darkfire for 4 seconds, reducing its Defense by 10%. This debuff does stack.
Trance: You recover at campfires twice as quickly.
The debuff is only 5%, not the best race however worth mentioning.
If you choose Dragonborn or Tiefling put +2 into Constitution and +2 into Charisma.
When you can allocate your ability scores you should put all points into Constitution and Charisma. If you want extra crit you can allocate your points into Wisdom over Constitution however this is not advised.
3. Most important feats
Vengeful judge:
Your encounter powers have a chance to immediately grant a stack of divine call
it adds the following effects to your tab:
+35% outgoing dmg for 10 sec
reducing the recharge-time of your encounter powers by 35%
Aura Gifts:
Grants 25% of your base-power to allies within 30', this includes companions.
This is the reason why you will want to stack as much Power and HP on your character as you can.
Force of Will:
Each point of charisma (above 10) will increase your critical strike chance by 1%. This is your main source for critical strike.
Toughness:
This feat gives you 9.89% more HP, this results in more power via Oath of Protection, so more power share via Aura Gifts..
Divine Action:
Every time you use DIvine Call you gain 5% of you Action Points, this is effected by your AP gain, this is a very strong source of AP generation.
Steadfast:
Each point of constitution gives you 1.5% (2.5% as human) additional HP. Once again, more HP, same reason as Toughness.
Feat Suggestion
If you are human put the 3 extra points into Steadfast.
Another Option is Prism, you can remove 3 feats from Purifying Fire and add them into Prism for the extra healing, as you should be able to use your daily every 12 seconds.4. Most important powers
At-Wills
Shielding Strike:
Best At-Will for dps. The last hit of the combo applies a shield that absorbs damage, stacks 3 times, lasts 8 seconds.
This will be the Mainhand feature for your Artifact Weapon as this At-will is used 99% of the time.
Radiant Strike:
Low dps and slow animation, however applies a +5% damage buff to you and gives you 5% Resistance Ignored that lasts 15 seconds, refreshes on every cast.
- Good for closing the gap or Initiating combat.
Class features
Aura of Courage:
Applies to you and allies in range. Adds an additional hit for radiant damage proportional to 1% of the user's HP for allies (a common misconception is that the HP is based from only the OPs HP, however it's based on the person who has the buff). This scales with buffs and debuffs and cannot crit, but does benefit from combat advantage. Ranking this aura up will only increase your personal damage and not the damage for allies.
Aura of Wisdom:
Applies to you and allies in range. Adds +25% Recharge speed.
This will be the Offhand Feature for your Artifact Weapon. It’s not amazing but it's the best of the 2 options.
Dailies
Divine Judgement:
One of your main sources for dps, this daily should be used 99% of the time, the damage is single target however it has a small aoe splash.
Works with Sacred Weapon.
Lay on Hands:
Heals your target to full HP and removes a DoT. The AP used is proportional to the percentage of health missing when used.
Useful on Hati to remove the poison, or to proc the survivors wraps when someone is very close to max HP.
Shield of Faith:
Causes all affected allies take 30% less damage and heal for 30% more.
Duration: 12 seconds
Good for initiating combat when bondings are not procd, also useful for mSP for providing extra mitigation.
Divine Protector:
Redirects 60% of the damage taken by allies to you, and any damage you take is reduced by 60%.
Duration: 6 seconds
The 60% damage is actually 40%, making this skill worse than Shield of Faith as it doesn't last as long, and the damage is redirected to you, however still worth mentioning.
Encounter Powers
Paladins have a lot of encounter powers that are useful depending on the situation.
Smite:
Deals huge damage, and reduces the target's outgoing damage by 15%.
This skill deals a lot of damage and should always be slotted when fighting against bosses.
Sacred Weapon:
Applies a buff to yourself that adds bonus radiant damage to your next 3 single target attacks.
This skill stacks, and re-applying a stack does not refresh the duration.
Duration: 8 Seconds.
This skill is very effective when being heavily buffed, some players may not like this skill, however it does take some time to understand how to use it.
Circle of Power:
Buffs your outgoing damage by 30%.
Buffs you and your allies damage-resistance by 25%.
Duration: 16 Seconds
30% damage buff against targets, must use on bosses.
Bane:
Places a soft mark onto the target, making the target deal 10% less damage and take 10% more damage, stacking 3 times.
Duration: 16 Seconds
30% debuff, would only recommend using when running with 1 DC, and you do not reach the debuff cap. Also this skill can be used as a buff when playing a Devotion Paladin, where Bane turns into a 10% damage buff to a ally, stacking 3 times.
Vow of Enmity:
Another soft mark, causes allies who attack the target build threat for the Paladin, also applies a debuff to the target, making the Paladin deal 50% more damage to the target.
Duration: 10 Seconds
This skill can be used to help with tanking mobs / bosses, also if you are trying to do solo content, this will give you a significant damage boost.
Burning Light:
Deals low aoe damage, fully charging this skill will deal 9 hits over 4 seconds, each hit proccing Aura of Courage. This skill also stuns targets and has a target cap of 5.
Duration: 4 Seconds
Very useful for killing lots of mobs with low health.
Relentless Avenger:
Deals decent damage, generates bonus AP for each target hit beyond the first one, alongside knocking them away and generating threat. If you are devotion, hitting allies counts for AP generation.
Has an annoying knockback, would only recommend against Control Immune targets, very powerful in FBI.
Templar's Wrath:
Deals decent damage, generating temporary hit points equal to 300% of your damage dealt. It is an aoe-power with a target-cap of 5.
It can crit and nearby allies count as targets as long as you don't hit 5 enemies.
This is the main skill when it comes down to tanking, have seen over 5 million temporary HP from using this skill.
Absolution:
Applies a shield equal to 50% of the target's maximum hp, increases the damage resistance of the target by 50% for the duration of the shield.
The shield does not fade away after you leave combat.
5. Boons
Sharandar:
1. Dark Fey Hunter: You gain 400 Power.
2. Fey Precision: You gain 400 Critical Strike.
3. Both are good. If you have enough Action Point Generation go for 1600 HP.
Feywilds Fortitude: Your Max HP is increased by 1600.
Elven Haste: You now gain Action Point 3% faster.
4. Elven Ferocity: When striking a foe you have a chance to deal up to 20000 Arcane damage.
5. Elvish Fury: When you kill a foe you gain 135 Power for 45 seconds. This buff stacks up to 30 times.
Dread Ring:
1. Reliquary Keeper's Strength: You gain 250 Power and 250 Movement.
2. Evoker's Thirst: You gain 400 Lifesteal.
3. Depending on Gear. After reaching ~60% Armor Penetration you take 3% Deflection.
Illusion Shimmer: You gain 3% Deflection Chance.
Forbidden Piercing: You gain 3% Resistance Ignored.
4. Shadowtouch: When dealing damage you have a chance to deal 20000 Necrotic damage over a few seconds. After this effect ends the target receives 25% less healing from spells for 10 seconds.
5. Rampaging Madness: When you deal damage you gain a stack of "Madness". When you reach 50 stacks of "Madness" you gain 4000 Power, 4000 Life Steal, and 4000 Regeneration. 10 seconds after gaining this bonus your stacks are reset. You may only gain one stack of "Madness" per second.
Icewind Dale:
1. Encroaching Tactics: You gain 400 Combat Advantage Bonus.
2. Appreciation of Warmth: You gain 400 Incoming Healing Bonus.
3. Both are pretty good choices but 2% Crit Severity is a bit better:
Rapid Thaw: You gain 400 Recovery.
Sleet Skills: You gain 2% Crit Severity.
4. Even if you almost never will run out of Stamina the other option is just bad.
Cool Resolve: You gain up to 2000 Power based on how much Stamina or Guard you are missing.
5. Winter's Bounty: Chance to gain bonus 10% Action Points when killing a target.
Tyranny of Dragons:
1. Dragon's Claws: Grants 400 Power.
2. Dragon's Gaze: Grants 400 Critical Strike.
3. Depending on Gear. If you have enough Armor Penetration go for Defense. The Defense also helps if you use the Assassin's Covenant Insignia Bonus.
Dragon's Defense: Grants 400 Defense.
Draconic Armorbreaker: Grants 400 Armor Penetration.
4. Dragon’s Greed: Grants 400 Lifesteal
5. Dragon's Fury: Grants 5/6.5/8% increased Critical Severity.
Underdark:
1. Primordial Might: You gain 400 Power and 1600 Maximum Hit Points.
2. Primordial Focus: You gain 400 Critical Strike and 1600 Maximum Hit Points.
3. Drow Ambush Tactics: Combat Advantage damage bonus is increased by 10%.
4. Dwarven Footing: Control Effects will now have a 5% shorter duration when applied to you.
5. Abyssal Strikes: Gain +10% Damage versus Demons.
Maze Engine:
1. Abyssal Regeneration: You gain 400 Incoming Healing Bonus.
2. Demonic Influence: You gain 400 Combat Advantage Bonus.
3. Demonic Swiftness: You now gain action points 3% faster.
4. Baphomet's Might: When striking a foe you have a chance to gain 2000 Critical Strike bonus for 6 seconds.
Elemental Evil:
1. Wave of Force: You gain 300 Power and 2000 Maximum HP.
2. Earth’s Renewal: You gain 400 Regeneration and 2000 Maximum HP.
3. Searing Aggression: You gain 400 Critical Strike and 2000 Maximum HP.
4. Both are pretty unreliable. If you are already have 100% crit, go for Wall of Wind.
Gale of Retribution: When taking damage you have a chance to heal up to 24000 HP over a few seconds. After this effect ends your Critical Strike is increased by 1000 for 10 seconds.
Wall of Wind: When taking damage you have a chance to heal up to 24000 HP over a few seconds. After this effect ends your Recovery is increased by 1000 for 10 seconds.
Storm King’s Thunder:
1. Frosty Demeanor: You gain 2% Control Resistance and 1000 Maximum HP.
2. Survival Instincts: You gain 400 Incoming Healing and 2% Everfrost Damage Resistance.
3. Icy Wrath: Chance when taking damage to gain up to 2000 bonus damage on next attack.
4. Glacial Strength: Your Max HP is increased by 3200 and 2% Everfrost resistance.
5. Chill of Winter: When striking a foe, you have chance to gain a stack of Icy Chill. At 50 stacks your next attacks clears all stacks and releases a burst that deals up to 10000/12500/15000 damage to targets close to you. Damage Over Time effects will not trigger this ability.
The Cloaked Ascendency:
1. Aura of Hope: When you kill an enemy, you have a chance to emit an aura of hope that boosts AP gain for all allies within 25 feet for 10 seconds
2. Fiery Frenzy: You gain 2% critical strike severity and 1000 maximum hit points
3. Soothing Zephry: You gain 500 recovery and 2000 maximum hit points
4. Abberant Power: When damaged by a foe, chance to gain a stack of Aberrant Power. At 10 stacks, taking damage will clear the stacks and deal up to 10000 damage to nearby targets. Aberrant creatures take double damage. Damage over time effects will not trigger this ability.
Stronghold Boons:
• Offensive: Power
• Defensive: Hit Points (If not available Defense / Lifesteal if you have Prism feated)
• Utility: Up to you but normally Mount Movement Speed
6. Enchantments
Offense enchantments:
Radiant on your Character for more Power that will be shared via Aura Gifts.
Azure / Brutal / Black Ice on your pet to reach 100% crit.
If you are BiS and use potions and reach 100% crit, you can also use Black Ice enchantments for the increased recovery.
Defense enchantments:
Radiant on your Character for more HP → Power.
If you do not have double offence gear on your pet either Azures to get closer to the damage-resistance-cap or if using Prism, you can use Darks for the increased Lifesteal.
Weapon enchantments:
Both, Vorpal and Feytouched, provide a similar damage bonus, pick the one you like more. Fey needs to be Transcendent to reach a good uptime.
The revamped enchantments that hit for X% weapon damage, like Holy Avenger don't work well.
Armor enchantments:
Personal preference however you can pick from Soulforged (Lesser is fine), Negation (Transcendent gives a little bit of recovery and a lot of damage-resistance) or anything you like the look of.
Armor Reinforcements:
Power on Armor and Action Point gain on Neck, Belt and Rings.
7. Equipment and Companions
Armor:
3 Pieces of Relic-gear to acquire the +10% dmg bonus in FBI and mSVA.
+ Jarl's Gaze for more power or:
+ Survivor's Wraps to trigger the Oath of Protection mechanic before a Boss-fight (only recommended if your team kills so fast that the bosses don't have a chance to touch you)
You can achieve 100% crit chance without using potions while using Ward Armet and Ward Cuirass, to maintain maximum power share on character, however this requires a bis character.
While trying to get BiS gear, you should use whatever gives you most power. Recommended are Picaroon’s Tricorne, Deepknight’s Brigandine, Survivors Wraps and Fadeless Walkers, or adding the Dusk gear for the 2 set bonus if you cannot find these pieces.
Rings:
2 legendary Dod > 2 legendary Hellig > 2 legendary Rings with 2 offense slots > 2 epic Dod.
Weapons:
Stronghold-set > Relic-set > Fey-set.
Artifact-equipment:
Orcus-set.
Artifacts:
Main Slotted:
• Wheel of Elements
• DC Sigil
Secondary Artifacts should be ones with HP and Power:
• Siege Master's War Horn
• Vanguard’s Banner
• OP Sigil
• Eye of the Giant
• GWF Sigil
• Shard of Orcus' Wand (for the set)
Summoned Companion:
Sellsword with Bondings and a combination of Loyal Avenger/ IG-gear
Active Companions:
• Earth Archon
• Air Archon
• Siege-master
• Erinyes of Belial ( If using a Feytouched ) OR Fire Archon ( If using a Vorpal )
• or Energon ( for lower geared chars or those who aim for max HP)
8. Mounts, Mount Powers and Insignias
Mounts:
Arcane Whirlwind: 4k Power.
Best for maximum Power share.
Coastal Flail Snail /(Legacy): Using a Daily Power grants 25% of your total Action Points over 10 seconds.
Good to use dailies more frequently.
Swift Golden Lion for Combat Power: Summon your Celestial Lion to knock back nearby foes and grant nearby party members a Shield for 10 seconds. After 10 seconds, affected party members gain up to 3 stacks of Radiant Weapon based on the amount shield remaining.
The damage buff from this will outweigh the additional stats from the Tensers Transformation
List of Mount Powers:
• Protector's Camaraderie: Whenever your summoned Companion attacks, you gain 3% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.
• Artificer's Persuasion: Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds.
• Shepherd's Devotion: Whenever you use a Daily power, your teammates Defense, Deflection, and Movement are increased by 5% of your Power for 10 seconds.
• Gladiator's Guile: When your Stamina is above 75%, you move 15% faster. When your Stamina is below 25%, gain 15% of your Power as Stamina Gain.
• Cavalry's Warning (if you have a legendary mount): Whenever you activate a Mount Combat Power, you gain an increase of 10% to your Power, Recovery, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal.
Alternatives:
○ Assassin's Covenant: You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power. This power counts as base power. Best for maximum Power share.
○ Protector's Friendship: Whenever your summoned Companion attacks, you gain 1% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.
Insignias:
Most Insignia should be Dominance (Power) or Prosperity (HP). If needed either Aggression (Arm Pen) or Skill (Crit) can be used however will will take away from Power share.
9. Rotations
Boss-Fights:
Circle of Power, Smite, Sacred Weapon.
Make sure you always benefit from the tab-buff and Circle of Power is up.
For timed nuke-scenarios where you melt a boss in 5-10sec the following rotation is recommended:
CoP, Radiant Strike, SW, tab, tab, SW, Smite, DJ, Shielding Strike.
This rotation is very efficient in fast paced boss fights and less efficient in longer fights where you don't generate enough Divine Call to do that every 3 attacks.
Trash:
• Templar's Wrath, Smite, Burning Light:
○ This is the most versatile loadout to use at trash, Templar's Wrath should almost always be slotted.
• Templar's Wrath, Smite, Relentless Avenger:
○ Works well at the Up-Climb in FBI.
• Templar's Wrath, CoP, Relentless Avenger/ Smite/ Burning Light
○ Works well at the Up-Climb in FBI.
Loadouts:
It’s worth to mention that a Devo-loadout for boss-fights can’t hurt. for Devo-OPs bane can be used as single-target buff on an ally. If you run a Buff-group, built around 1 dps, then this can work. However, choosing Devo will be at an expense of a lot of dps because you lose Shielding Strike and Sacred Weapon. Sacred Weapon is hard to use as Devo, because your heals eat up the stacks. As Devo OP you also lose the mechanic that translates HP into power, resulting in a weaker power-sharing. On top of all that: Bless has a fairly long animation and applying the 3 stacks will drain a lot of time where you could be dealing damage.
That being said, as a rule of thumb you can choose devo-op over protection if you A can keep up bane on the correct target and B this target deals at least 3-4 times your dmg.
A convenient Devo-OP-build that relies on multi-procing Healing Warmth and Burning Guidance will never be as effective in a 4buffed environment as Prot-OP. That’s simply because these 2 procs don’t scale with buffs and sacred weapons is hard to utilize efficiently as Devo-OP.
Also something else worth noting, however not always practical. When going into a public queue with a Tank and Healer you can make a loadout which is not either Oath of Protection or Oath of Devotion and you can queue as a Dps.