Mod 16 Paladin Compendium

by LightBringer@greyjay1

This article contains information about the general combat in Mod 16, explains how it affects the Paladin and contains information about how the paladin powers *really* work.

1. Statistics

2. Ability Scores

3. Races

4. Companions

4.1 Interesting single stat:

4.2 Interesting double stat companions:

4.3 Interesting companions with special bonuses:

4.4 Summoned Companions

5. Enchantments

5.1 Offensive slots

5.2 Defensive slots

5.3 Utility slots

5.4 Weapon Enhancement

5.5 Armor Enhancement

6. Boons

7. Mounts

7.1 Combat Power

7.2 Equip Power

7.3 Insignia Bonuses

7.4 Insignias:

8. Stamina

9. Divinity

10. Paladin Powers

11. The Oathkeeper

11.1 Feats

11.2 Stat prioritisation

11.3 Single target rotation

11.4 AoE rotation

12. The Justicar

12.1 Feats

12.2 Stat priorisations

12.3 Single target rotation

12.4 AoE rotation

13. Credits

1. Statistics

Statistics grant 1% per 1000 points.

Action Points are generated from using powers. The formula to calculate how many are generated is as follows: AP = Cast_Time * 100%/60s.

That means it doesn’t matter which powers you use, all of them will generate the same number of AP per time.

You benefit from Combat Advantage if there is a friendly entity on the opposite side of the enemy to you.

A condensed summary of how damage is calculated is displayed in the table below:

Stat

Counter Stat

Type

Formula

Maximum

Minimum

Power

 

dmg_multi

100% + 1%*Power/1000

inf

1

Armor Penetration (Arp)

Defense

dmg_multi

100%*(Defense - Arp)/1000

100%

20%

Accuracy

Deflect

hit_p

100%*(Deflect - Accuracy)/1000

100%

0%

Deflection Severity (Defl_sev)

 

dmg_multi_avg

hit_p + (1 - hit_p)*Defl_sev

100%

50%

Critical Strike (Crit)

Critical Resist

crit_p

100%*(Crit_res  - Crit)/1000

50%

0%

Combat Advantage (CA)

Awareness

CA_sev

100%*(CA  - Accuracy)/1000

100%

0%

CA-Crit-interaction (If you are not positioned for CA, your CA_sev=0)

 

dmg_multi_avg

                     crit_p*(100% + Crit_sev + CA_sev + bonuses)
+ (100% - crit_p)*(100%                      + CA_sev + bonuses)

inf

100%

For a more detailed explanation and a statistics-optimiser, please visit Janne’s page:

https://jannenw.info/pages/about

If your want to run Lair of the Mad Mage and don’t want to min/max a lot you should cap the following stats:

2. Ability Scores

Ability Scores only grant a very small bonus per point, so the distribution of your points will only have a small impact.

 

Bonus

Effect

Base

STR

0,50%

Stamina Regeneration

12

 

0,25%

Physical Damage Boost

 

CON

0,50%

Maximum Hit Points

18

 

0,25%

AP

 

DEX

0,50%

Critical Severity

8

 

0,25%

Movement Speed

 

INT

0,50%

Control Bonus

12

 

0,25%

Magical Damage Boost

 

WIS

0,50%

Control Resist

14

 

0,25%

Outgoing Healing

 

CHA

0,50%

Companion Stat Bonus

8

 

0,25%

Recharge Speed

 

I would generally recommend CON because both bonuses HP and AP-gain are useful. Paladins deal Radiant damage with all their powers, Radiant damage is considered magical, that means you want to focus on INT for more damage or WIS for more healing.

3. Races

The Metallic Ancestry Dragonborn is the best race because of its 3% damage and HP boost.

Personal
Preference

Races

Race bonus

effect

Ability Score

1

Metallic Ancestry Dragonborn

Metallic Ancestry

You recieve 3% more healing from all spells and abilitiers. Your Maximum Hit Points total is 3% higher than that of other races.

Grants you +2 to any two stats.

 

 

Dragonborn Fury

You gain a bonus 1500 Critical Strike and 3% increased damage

 

2

Dragonborn

Draconic Heritage

You recieve 5% more healing from all spells and abilities.

Grants you +2 to any two stats.

 

 

Dragonborn Fury

You gain a bonus 1500 Critical Strike and 3% increased damage

 

3

Moon Elf

Wanderlust

You cannot stay in one place long and are always roaming and seeking new oddities. Your Action Point Gain and Stamina Gain are each 2% higher than that of other races.

2 INT, 2 DEX or
2 INT, 2 CHA

 

 

Moon Elf Resilience

Your elven resilience increases your resistance to Crowd Control effects by 10%.

 

4

Sun Elf

Inner Calm

Your inner peace and serenity allow you to focus more clearly on the task at hand. Your Action Points Gain is 2% higher than that of other races.

2 INT, 2 DEX or
2 INT, 2 CHA

 

 

Sun Elf Grace

Your exemplary grace increases your resistance to Control effects by 10%.

 

5

Tiefling

Bloodhunt

You deal an additional 5% damage to targets below hald health.

2 CHA, 2 CON or
2 CHA, 2 INT

 

 

Infernal Wrath

When you recieve damage, you have a 10% chance to apply Infernal Wrath to your attacker for 5 seconds. This effect reduces the damage of the target's attacks by 2.5%.

 

 

Wood Elf

Elven Accuracy

You gain a bonus 1500 Critical Strike.

2 DEX, 2 INT or
2 DEX, 2 WIS

 

 

Wild Step

You have a 10% resistance to effects that Slow your movement.

 

 

Dwarf

Stand Your Ground

You have 20% increased resistance effects that Knock and Push you.

2 CON, 2 STR or
2 CON, 2 WIS

 

 

Cast-Iron

You gain a bonus 2000 Defense.

 

 

Human

Versatile Defense

You gaun a bonus 250 points to all of your ratings (Offense and Defense stats).

3 to Any Ability Score

 

Half Orc

Furious Assault

Your Critical Severity is 5% higher than that of other races, causing you to deal more damage when you deliver a Critical Strike.

 

 

 

Swift Charge

You gain a 10% bonus to Run Speed for 3 seconds when you enter combat. This effect can only occur every 20 seconds.

 

 

Halfling

Nimble Reaction

You gain a bonus 1500 Deflect.

2 DEX, 2 CHA or
2 DEX, 2 CON

 

 

Bold

Your fearless nature increases your resistance to Control effects by 10%.

 

 

Half Elf

Dilettante

Grants +1 Ability Score. This bonus is automatically determined by your class. (As Paladin: +1 DEX)

2 CON, 2 CHA or
2 CON, 2 WIS

 

 

Knack for Success

Your Critical Severity , and Gold Bonus are each 1% higher than that of other races. You gain 1500 Deflect.

 

 

Drow

Darkfire

When attacking a foe, you have a 5% chance to apply Darkfire for 4 seconds. This effect reduces the target's Defense by 2000.

2 DEX, 2 CHA or
2 DEX, 2 WIS

 

 

Trance

You have increased Hit Point regeneration out of combat.

 

 

Menzoberranzan Renegade

Faerie Fire

When attacking a foe, you have a 5% chance to apply Faerie Fire for 4 seconds. This effect reduces the target's Defense by 1500 and the damage of their attacks by 2.5%.

2 DEX, 2 CHA or
2 DEX, 2 WIS

 

 

Trance

You have increased Hit Point regeneration out of combat.

 

4. Companions

Simple companions that only grant stats have their stats distributed as follows:

Quality

Single Stat

Double Stat

Grey

800

400

200

Green

2k

1k

500

Blue

4k

2k

1k

Purple

6k

3k

1.5k

Orange

8k

4k

2k

(If there is HP on a companion it grants 4 times the value displayed in the table above, example:orange + single stat =8k * 4 HP = 32k HP)

Visit Rainer’s Pocket-Wiki to see all companion bonuses:

https://docs.google.com/spreadsheets/d/1fP_cUugHdsObvQDzLFijGA-mVm_qLmSy0MI62aTLkDM

4.1 Interesting single stat:

4.2 Interesting double stat companions:

4.3 Interesting companions with special bonuses:

If you take more than 20% of your Max HP in a single blow, you heal for 20% of your Max HP

over the next 5 seconds. This effect may only occur once every 60 seconds.

5% of your Max HP healed every second you are controlled.

At max rank: +10% Outgoing Healing Bonus, +2k Awareness.

At max rank: +10% Outgoing Healing Bonus, +2k Deflection.

At max rank: +10% Outgoing Healing Bonus, +2k Defense.

At max rank: +10% Outgoing Healing Bonus, +2k Critical Strike.

At max rank: +10% Outgoing Healing Bonus, +2k Accuracy.

4.4 Summoned Companions

All non-augment companions have the same amount of base stats. As non-augment I recommend the Stalwart Golden Lion because it has two decent Powers:

Intercepts 10% of the damage allies within 5‘ would take.

A sky shattering roar that grants nearby party members 2 stacks of Radiant Weapon. Radiant Weapon grants 2% additional damage as radiant damage for 12 seconds. You may have no more than 8 stacks of Radiant Weapon from any source. This buff works similar to wheel and adds an additional hit, the damage that party members deal with it counts to your damage.

All augment companions have the same base-amount of stats plus 1k bonus in three different stats. As augment I recommend Bulette Pup because its bonus stats are Power, Defense and CA.

But the difference between Bulette Pup and any other augment is small and if you need different stats to complement your build or don’t like the optics, take another one.

5. Enchantments

5.1 Offensive slots

I would generally recommend to only use Radiant Enchantments (Power) and Tenebrous Enchantments in these slots. The main reason of this approach is, that every piece of armor (except rings) have a fix amount of Power and HP dependant of its item level, furthermore these items have additional stats that are NOT Power or HP and the only way to get more Power is through enchantments.

Tenebrous Enchantment (has an icd of ~1s) (partially working 08.06.2019)

When striking a foe you have an 8% chance to deal 8% of your current Hit Points in Necrotic damage (up to a maximum of 24k damage).

Additional Tenebrous enchantments will increase the chance of the highest rank enchantment to activate. Maximum chance 30%.

Tenebrous enchantments yield a better dps-increase than Radiants (I’m currently using 1x r15, 1x r14, 1x r13, 1x r12).

Enchantments of the same rank don’t stack.

5.2 Defensive slots

I recommend to stack Radiants (HP) for several reasons:

5.3 Utility slots

Darks (Companion Influence Bonus) are very good for this slot, especially if you run a non-augment (they have more base stats than augments and this bonus calculates off this).

The Tactical enchantment (+% Incoming Healing) is not only very good for tanks, it’s also very good for everyone else. The incoming healing bonus affects the Barriers created by heal paladins (5 x r15 => +60% incoming healing).

5.4 Weapon Enhancement

Vorpal is the best choice here, it will increase your damage as tank and make your critical barriers more powerful (more to that in the Oathkeeper section).

5.5 Armor Enhancement

All of these choices will have a small impact on your gameplay, Elven Battle is a good choice for Stamina Gain. Bloodtheft may potentially be a good choice but I personally don’t like it. Barkshield is really good, but better suited for healing paladins.

6. Boons

-        For picking your T1 boons you follow a similar agenda as for enchantments. You should prioritise: Movement Speed > Power > Companion Influence > Hit Points > Rest.

        The Hit Point boons are currently not working, 16. May 2019.

-        In the T2 section you get to only select 2 different boons.

The interesting choices for tanks are: Action Point Gain > Recovery Speed > Incoming Healing.

And for healers: Outgoing Healing > Action Point Gain > Recovery Speed.

-        The best offensive one of the T3 boons is Retaliation, especially as tank it can add a nice chunk to your damage output.

        For healers Blessed Resilience can be a good alternative since it restores stamina of your healed targets (if you heal for >10% of their Max HP).

7. Mounts

7.1 Combat Power

T-Rex (10% Defense debuff) doesn’t lower the Defense, it increases damage taken by 10%.

The Lion is decent but since you will be providing a ton of shields as healing Paladin it doesn’t make much of a difference if you pick this power. For tanks it is nice.

The Whirlwind is decent to cluster mobs up.

The Triceratops deals up to 500 magnitude dmg and contributes decent chip damage.

None of these are super important, but if you are looking for a difference maker on your tank-build, then the Lion will be your best bet.

7.2 Equip Power

Triceratops (25k/50k HP) is a good choice for tanks.

Any Power mount (5k/10k Power) is nice for healers.

The Snail (5%/10% AP over 10 sec after using a Daily) is always a decent choice since Daily powers deal a lot of damage.

The Griffon deserves an honorable mention since you can combo it with Artificer’s Persuasion and Wyvern-Venom Coated Knives to reduce your cooldowns by a big margin every 15 seconds, but cds are not as important for Paladins as they are for other classes.

7.3 Insignia Bonuses

I only really like defensive insignia bonuses, the ones that I prefer are the following:

When your Stamina is above 75%, you move 10% faster. When your Stamina is below 25%,

gain 10% Stamina Gain.

Whenever you are Stunned, Knocked, or Rooted, you are healed for 5% of your Max HP over

5 seconds.

Whenever you deflect an attack, you are healed for 1% of your Max HP over 5 seconds.

Whenever you perform a Critical Strike, you are healed for 1% of your Max HP.

Whenever you are reduced to 50% HP, you instantly recover 10% of your Stamina and are

healed for 10% of your Max HP over 10 seconds. (May only occur once every 60 seconds.)

7.4 Insignias:

If you are trying to maximize your damage output you should focus on Power insignias (same reason as for Radiants in Offense slots). However, if you don’t have your Armor Penetration capped you may want to prefer Insignias with that.

If you are trying to maximize your durability, then you should use insignias with HP (same reason as for Radiants in Defense slots).

Type

Bonus

 

 

 

 

Barbed

Crescent

Regal

Enlightened

Illuminated

Aggression

Armor Penetration

140

280

560

1120

x

 

x

 

x

Critical Strike

60

140

240

480

Courage

Defense

140

280

560

1120

 

x

x

x

 

Critical Avoidance

60

140

240

480

Dominance

Power

140

280

560

1120

x

 

x

 

x

Companion Influence

0.15%

0.3%

0.6%

1.2%

Evasion

Deflection

140

280

560

1120

x

x

x

 

 

Awareness

60

140

240

480

Mastery

Accuracy

140

280

560

1120

x

 

 

x

x

Control Bonus

0.3%

0.6%

1.2%

2.4%

Prosperity

Hit Points

560

1120

2240

4480

 

x

 

x

 

Glory and Gold Gain

2%

4%

8%

16%

Refugee

Critical Avoidance

140

280

560

1120

 

 

 

x

x

Control Resist

0.3%

0.6%

1.2%

2.4%

Skill

Critical Strike

140

280

560

1120

x

x

x

x

 

Combat Advantage

60

140

240

480

Initiative

Critical Strike

140

280

560

1120

x

x

x

x

x

Deflection

60

140

240

480

Brutality

Power

140

280

560

1120

x

x

x

x

x

Armor Penetration

60

140

240

480

Fortitude

Hit Points

560

1120

2240

4480

x

x

x

x

x

Defense

60

140

240

480

Gond

Combat Advantage

140

280

560

1120

x

x

x

x

x

Hit Points

240

480

960

1920

8. Stamina

If you block an attack, it will reduce your stamina bar instead. A full stamina bar equals 50% of your Max HP.

Source

Rate

Amount

Passive (in combat) (procced every 6 frames at 60 fps)

per 1s/10

0,5

 

 

 

Shielding Strike (1,5-2 due to rounding)

per hit

1,5

Binding Oath (not affected by stamina gain)

per 3s

16,67

Sacred Shield (1,5-2 due to rounding)

per hit

1,5

Shielding Strike + Sacred Shield (stamina_multi only applies to one source)

per hit

1,5*stamina_multi + 1,5

 

9. Divinity

Divinity is the limited resource of the Paladin much like mana in similar games.

The visible Divinity bar contains 1k Divinity if completely filled.

The Justicar has an additional invisible Divinity Pool, when he blocks attacks he draws Divinity from that pool to the visible Divinity bar.

Source

Rate

Amount

Passive (out of combat)

per 3s

80

Passive (in combat)

per 3s

20

Composure (adds to passive)

per 3s

2

 

 

 

Circle of Power (adds to passive)

per 3s (5 ticks)

60 (300)

Tab (out of combat)

per 1s

40

Tab (in combat)

per 1s

13

Prayer of Opportunity

on activation

75

Divine Focus

duration: 12s

18*Cast_time

Divine Weapon

per 1s (12 ticks)

10 (120)

 

 

 

Divine Pursuit

on activation

5

block (draws from the Divinity Pool)

on activation

25

block (empty Divinity Pool)

on activation

3,4

Divinity Pool regeneration

per 1s

3,4

Divinity Pool

rough estimate

490

Divinity Pool (with Justicar's Bulwark)

rough estimate

980

Divine Champion

per 1s

-60

Divine Champion (Unyielding Champion)

per 1s

-50

10. Paladin Powers

Paragon

Power

Cast time [1s/100]

Cooldown [s]

Duration [s]

Divinity

Magnitude

Range

Radius / Arc

Effect

Description

both

Valorous Strike

62-35-35 (avg 44)

45-45-44.7

Melee

 

both

Radiant Strike

55

15 (not 25)

30'

10'

 

Justicar

Oath Strike

45-35-30 (avg 36.7)

20

Melee

200°

Increased Threat

 

Justicar

Shielding Strike

30-30-70 (avg 43,3)

45-45-44.7

Melee

Stamina Restoration

Oathkeeper

Cure Wounds

100

10

50

80'

Heal

 

Oathkeeper

Divine Fulmination

146

 

 

 

140

80'

 

 

 

both

Burning Light

charged over 2s

15

3

150-412

25'

Stuns. Always regenerates AP as if it was casted 2 seconds.

Justicar

Burning Light (Feat)

0

15

3

300

25’

 

both

Sacred Weapon

80

30

10

40

Self

 

Oathkeeper

Divine Touch

80

0.5

20

80

500

80'

20'

Heal

Rises a barrier equal to the HP healed (overheal counts into the barrier-generation).

Justicar

Divine Touch

80

0.5

220

500

80'

20'

Heal

 

Justicar

Smite

90

0.5

220

570-900

80'

 

Oathkeeper

Smite (Feat)

90

0.5

80

218-450

80'

 

Justicar

Bane

74

0.5

300

480

80'

15'

Grants Divinity as if it had 10ms cast time.

Oathkeeper

Bane (Feat)

74

0.5

100

240

 

Justicar

Templar's Wrath

100

0.5

300

300

30'

Increased Threat

 

Justicar

Vow of Enmity

50

19

100

80'

20'

Generates AP per target hit.

Justicar

Absolution

75

24

8

Decreases damage taken by 20%. Acts as a 0.8 multiplier, surpasses DR-cap.

Justicar

Binding Oath

80

24

12

50

Stamina Regeneration

Deal radiant damage to attackers whenever you take damage.

Justicar

Relentless Avenger

65

12

460

60'

 

Oathkeeper

Divine Shelter

70

0.5

20

120

350

80

Heal *not tested*

Rises a barrier equal to the HP healed (overheal counts into the barrier-generation).

Oathkeeper

Banishment

80

20

6

60'

15'

*not tested*

Reduces the primary target's damage dealt by 5%.

Oathkeeper

Cleansing Touch

80

0.5

30

200

80'

Cleanse, Heal

Removes one negative condition.

Oathkeeper

Circle of Power

150

28

16

5'

Summons a circle which restores Divinity and increases outgoing healing by 15% while you are inside of it.

Oathkeeper

Bond of Virtue

0

32

18

 

 

60'

 

 

Any time you cast a healing spell, the Bond's target is healed for 100% of the original effect.

both

Divine Judgement

90

1500

40'

 

both

Shield of Faith

0

10

80'

Decrease damage taken from self and nearby party members by 5% (surpasses DR cap) and increase healing received by 10%.

both

Radiant Charge

190

600

80'

20'

 

Justicar

Divine Protector

80

12

Redirects all damage that would be dealt to nearest ally to you.

Justicar

Heroism

90

12

Increases your Max HP by 20%, restores the amount increased, and increases damage dealt by 10%.

Oathkeeper

Lay on Hands

100

Cleanse, Heal

Heal target ally or self to their Max HP. Added effect: Remove all negative statuse effects from target.

Oathkeeper

Sanctuary

150

12

600

Heal

Tickrate: 1/3s; It heals 600 per tick and ticks a total of 5 times: Summon a divine barrier around you decreasing the damage taken by allies within by 10% (surpasses DR cap). You are immune to most control effects while channeling this spell.

 

 

 

 

 

 

 

 

 

 

both

Aura of Protection

Aura *not tested*

Increase the deflect rate of self and nearby party members by 2%.

both

Blessed Wanderer

Increase damage dealt by 5% whenever there are no PARTY members nearby.

both

Composure

Regenerates Divinity.

both

Aura of Wrath

Aura *not tested*

Increases the critical rate of self and nearby party members by 2%.

Justicar

Aura of Valor

*not tested*

Decrease the threat generated by nearby party members by 5%.

Justicar

Divine Retribution

*not tested*

Increase damage dealt by up to 5% as remaining stamina decreases.

Justicar

Divine Challenger

does no work

Grants Smite the added effect of placing you at the top of the threat list of the target.

Justicar

Aura of Vengeance

10

Aura

Deal damage to attackers whenever you or nearby party members take damage.

Oathkeeper

Aura of Restoration

Aura

Increases the healing received by self and nearby party members by 5%.

Oathkeeper

Guarded Prayers

Whenever you use Channel Divinity automatically block all attacks from the front as long as stamina remains. Stamina does not regenerate while Challe Divinity is active.

 

Oathkeeper

Timely Intervention

*not tested*

When healing allies with less than 25% of their Max HP, convert all Divine Barrier into hit point recovery, healing any targets for the added value instead of erecting barriers.

 

Oathkeeper

Aura of Life

 

 

 

 

25

 

 

Aura

Whenever you cast a healing encounter power heal self and nearby party members.

11. The Oathkeeper

11.1 Feats

The best Synergy in the Oathkeeper Feat tree is Critical Touch and Emissary of Warding, you HAVE to take them. This synergy is also what your playstyle will evolve around, you basically *only* use your heal (Divine Touch) when the T1 Feat procced or someone has a critical amount of HP, this play style is very Divinity-efficient and frees up Divinity to throw some Smite or Bane in between your heals.

As for the T2 Feat, I recommend Prayer of Opportunity since it lets you gather stacks that you can convert to Divinity at will. The counter Feat however is not bad, it has potential to generate more Divinity, but it locks you into its rotation if you want to take the biggest benefit from it.

The T3 Feat Spirit of Austerity increases the dmg/Divinity-ratio of Smite by 37.5% and Bane by 50%, the reduced cost makes it more forgiving to use them as a healer in dungeons.

The only Daily powers that I use are Divine Judgement and Radiant Charge, so the T4 Feat doesn’t find much use in my rotations, however they may be useful in a niche situation here and there. Both feats can help during LOTMM’s first boss during the cocoon phase.

11.2 Stat prioritisation

11.3 Single target rotation

(Class Features: Aura of  Restoration, Guarded Prayers)

The area where the Oathkeeper excels very well in is Divine Barriers which are blue coloured secondary HP bars. You will be creating these barriers with Divine Touch. This spell erects a barrier equal to the amount of HP healed (overhealing counts as well). The most important properties of these barriers are: They WILL be overwritten if you cast another Divine Touch on the target, even if the barrier is smaller.hey also have a duration of 20 seconds.

As the main part of your rotation you should try to proc Critical Touch with Valorous Strike and THEN you use Divine Touch. Make sure to NOT overwrite your crit barriers with non crits. If your group has big barriers just try to proc another Critical Touch and save it until their barriers go low, fall off or the proc runs out. Spam Smite and Divine Judgement as much as you can without running too low on Divinity.

CoP is mainly used for the Divinity regeneration.

From the highlighted companions in the section above you should pick 4x +10% Outgoing Healing Companion bonuses. They do make a big difference!

11.4 AoE rotation

The playstyle is the same, you can replace Burning Light with Circle of Power, if the AoE fights are longer and you can actually stand in the circle.

12. The Justicar

12.1 Feats

As a tank you usually don’t use Divine Touch, Sacred Shield will be the better choice as T1 Feat.

Both T2 Feats are good, I currently use Baneful Strikes in dungeon runs since it procs quite often and therefore adds decent damage. Burning Vengeance is a good Feat as well, however it is currently (13. May 2019) bugged and can cause your stamina bar to get stuck at zero and your AP will refill instead, this can be a blessing or a curse, depends on the point of view.

Both T3 Feats are good as well. Justicar’s Bulwark increases your hidden Divinity pool from ~500 to ~1k which is nice. Divine Pursuit adds some Divinity regen to your At Wills after you used a Divinity power, I prefer this Feat most of the time since in very fast clearing groups you barely take damage to block. Justicar’s Bulwark is good for fights of medium duration, but for very short or very long fights the other feat is slightly better.

The only Daily powers that I use are Divine Judgement and Radiant Charge, so the T4 Feat doesn’t find much use in my rotations, however they may be useful in a niche situation here and there. For example Sheltering Light during the healing phase at the second boss in LOTMM and Shield of the Gods at the last boss in LOTMM when you somehow have to tank 10 scorpions.

The Tab-mechanic of the Paladin is in my opinion too Divinity-expensive to use, aggro should not be an issue with properly balanced stats, so Unyielding Champion is the better choice here. That being said, the mechanic is still too costly to use but there may be a niche scenario where it can be useful.

12.2 Stat priorisations

bring you to ~20% HP and the Healer has to get you to 100% within a short time frame, if he

fails you will be dead-dead, more HP = more difficult.

12.3 Single target rotation

(Class Features: Aura of Vengeance, Divine Retribution)

If you have the Feat Divine Pursuit, don’t chain-spam your Smite until you run out of Divinity, use it when the Feat runs out to refresh it. Make sure your hidden Divinity pool is never at 100%, that means you have to block which should be no problem.

If you are fighting a heavy hitting boss and your healer is having trouble to heal you, then you can swap in Binding Oath for the Stamina regeneration and/ or Absolution for the damage mitigation.

12.4 AoE rotation

I recommend to start combat with Bane and immediately block damage to gain a bit of Divinity. Charge Burning Light completely if you can and use Relentless Avenger either as gap-closer or to damage stronger enemies.

13. Credits

-        Thefabricant - for proofreading and adding ideas.

-        Janne - for her awesome calculation tools at https://jannenw.info/pages/mechanics16/stats.

-        Rainer - for the Pocket-Wiki https://docs.google.com/spreadsheets/d/1fP_cUugHdsObvQDzLFijGA-mVm_qLmSy0MI62aTLkDM.

14. Changelog

  1. 17.05.2019
  1. Moved Moon elf up in the ranking.
  2. Added more defensive target stats to the tank paragon.
  3. Changed feated BL from 600m to 300m.
  1. 18.05.2019
  1. Added T-rex.
  1. 08.06.2019
  1. Bugs that got fixed with this week’s patch:
  1. Shielding Strike’s AP-gain.
  2. Tenebrous partially (proc-chances of same ranks don’t stack).
  3. Tactical enchantments can now be slotted in utility slots.
  1. Added the names of the Class Features used in the rotations for better readability.