Sharpedge’s PVE Paladin Compendium: (M8 Dev+Prot)
Anything highlighted in BLUE is recommended reading for new players
Anything highlighted in ORANGE is not recommended, but included for the sake of the guide being complete and holistic
Section 1: In depth Mechanics
1.1.1: At Wills
1.3: Further Reading
Section 2: Consistent decisions for both DEV and PROT:
2.1: Ability Scores
2.2: Feat Selection:
184.108.40.206: Justice Orientated Fork 1
220.127.116.11: Justice Orientated Fork 2
2.2.2: Bulwark Orientated
2.2.3: Light Orientated
2.5: A note on gear choices
2.6: Comparison between dev and prot
Section 3: Devotion Paladin Build
3.3: Load out
Section 4: Protection Paladin Build4.1: Premise
4.3: Load out
4.5: Theoretical Recovery build
Prot: Protection Paladin
Arp: Armour Penetration
AP: Action Points
BG: Burning Guidance
Crit: Critical Strike
PF: Plague Fire
Vorp: Vorpal Enchantment
Crit Sev: Critical Severity
FT: Feytouched Enchantment
SF: SoulForged Enchantment
DR: Damage Resistance
DP: Divine Protector
RA: Relentless Avenger
DoT: Damage over time
DPS: damage per second
SoF: Shield of Faith
HoT: Heal over Time
1.1.1: At wills
Radiant Strike: 8/10
Radiant Strike, when used, allows you to lunge at an opponent and upon use, gives you the radiant buff which increases the damage you deal by increasing your armour penetration and damage by a flat out 5%. It is important to note that this is a multiplier, so it is multiply your dr by 1.05 and not add 5% to dr. This power is an excellent tool, both for increasing the damage you deal in combat by using it to enter combat and also by allowing you to be more mobile in combat. You can use this to lunge from 1 foe to another, assuming they are not tightly packed together, making this a quick way to traverse the battlefield and escape potentially lethal red zones if you don’t think you have enough time to just waltz out.
Valorous Strike: 7/10
Valorous Strike is an attack that when used applies the Valour buff to you, which increases your damage resistance by 5% (Multiplicative) when it is up. As you are not as a heal OP actively trying to tank things, the bonus this provides is nearly irrelevant for you and so this at will is not as strong as its contenders.
Oath Strike: 9/10 or 6/10
Oath Strike synergises excellently with the Heal OP class. Upon the final strike of the flurry of blows, the power of your healing is increased by 15% for 10 seconds and a heal is unleashed. Depending on your build, the power of oath strike, your tab mechanic and your daily can be the only things you need to keep a party at full life. Added to this, it also provides a constant stream of damage and as a heal OP, this will be the ability that takes up most of what you do in combat actively. However, for the tank OP, it can be a little lackluster and so for them I would use valorous strike.
Cure Wounds: 7/10 (Dev)
Cure wounds is what I would label a build specific at will. For a light paladin, it is excellent as you don’t need to engage in combat in order to actively heal people. The issue with cure wounds and my primary dislike for it is that unlike your other options, there is no additional bonus on top of the healing it provides. It is a flat out healing tool and provides no additional benefits. That being said, it is so good at what it does that it still deserves to be ranked well, its just that depending on how you build your paladin, it may or may not be necessary.
Shielding Strike: 6/10 (Protection)
Although shielding strike is decent, once you have a half decent geared character, the defence provided by this at will becomes superfluous and ultimately, I would rather have the mobility provided by radiant strike over the defensibility provided by this skill and I would rather have the damage bonus provided by valorous strike.
Aura of Courage: 10/10
This passive is what I would term a party wide storm spell. When you or your allies (this includes companions) deal damage, they then deal an additional 1% of your HP as damage. So say you have 80k HP, they then deal an additional 800 damage, before buffs. More realistically, you will have 100k HP+, which amounts to 1k damage+. This at first does not sound like much, however, the damage dealt by aura of courage is buffed by other effects, such as buffs provided by clerics or wizards. It cannot crit and it will not proc off of itself (so cannot self loop) also, it receives no benefit from power. However, due to what this power does, it can in some groups, depending on the number of buffs, amount to the same effect as giving every single member of the party storm spell. Therefore, this is an excellent party wide damage buff and should definitely be taken. Also, it is important to note that nothing procs off of it, so you cannot apply the pf debuff via Aura of Courage and the lostmauth set bonus or burning guidance will not proc off of it either.
Aura of Truth: 4/10
Aura of Truth causes enemies within its radius to deal 5% less damage, the debuff increasing by 2.5% per increase in rank. The problem with this passive is it only seems to work some of the time and also that, this passive does not fit with what you as a heal paladin are trying to achieve. Due to this, the power is not a strong choice for a devotion OP and if it gets used, let a Protection OP be the one to use it. If you are in a party that needs that debuff which only works some of the time, the party will not succeed in the dungeon anyhow. Therefore, this passive is not worth a slot and gets a low ranking.
Aura of Vengeance: 3/10 or 8/10
Aura of Vengeance deals 15-35% of your weapon damage to anyone who attacks you or your allies (or your companions). The problem with this power is twofold. Firstly, you (or your allies) need to be able to continuously take damage in a quick set of bursts, in order to make it do anything and Secondly, the base damage of this power is so low, that its effect is almost negligible. However, if you happen to be playing the justice fork of my build and have echoes of light as well as a death slaad companion, aura of vengeance then becomes an excellent choice as it acts as an at will and procs both.
Aura of Wisdom: 9/10
Aura of Wisdom causes you and your allies to gain an extra 10% recharge speed increase. Nothing fancy here, it does what it says on the tool tip (for once).
Aura of Restoration: 5/10 (Dev)
Nothing fancy, works like the tool tip states. The problem with it though is that what it states it is doing, isn’t very much. To put this in perspective, when specced light, your lay on hands can heal for over 100k without buffs and your tab mechanic can crit for over 1M. There is no character in the game with that much life that you can heal, making this essentially useless. You do not need that extra bonus to healing, you over heal, by far, already.
Aura of Divinity: 2/10 (Dev)
This passive releases a wave of healing every 3 seconds to heal up to 3 wounded allies. So basically, it does nothing. You have so many HoTs already and so many ways of healing, this will heal maybe 3 times in an entire dungeon run if you have it up. Just….don’t use it, there is no reason to.
Aura of Life: 4/10 (Dev)
This power is like an automatic SF for the party, it revives everyone in its radius and provides them with some healing. The problem with it, is it ignores the SF, bypasses it and applies resurrection sickness. This means that it can actually contribute towards a party wiping and yet even broken, it is still better then some of the heal OP’s other passives.
Aura of Valour: 2/10
Whether Playing Devotion or Protection, you do not need that extra aggro and so this gets an all low 2.
Aura of Solitude: 4/10
This is good when alone and rubbish in a group. It causes you to deal 12% more damage and healing when there are no allies nearby. Bear in mind, your companion counts as an ally, so if you want to use this, its augment 100% of the way.
Aura of protection: 6/10 (Prot)
It is a solid ability, however, for a protection paladin, you really do not need to stack much dr due to the 80% provided by dp.
Aura of Wrath: 6/10 (Prot)
Another solid ability that does as the tooltip suggests, however, it pales in comparison to aura of courage and so it is relegated to the dog box.
Aura of Radiance: 4/10 (Prot)
There is nothing particularly impressive about this ability, the damage it deals is minor and it barely generates any threat at all, due to this, I consider it a waste.
Burning Light: 9/10 (Dev)
This power releases a wave of energy that damages and stuns enemies, applies a DoT to them and heals allies. In a group, except for boss fights, you will want to use this and alone, this never leaves your bar. It is important to note that only the first hit has a chance to proc things and the dot can’t actually proc anything at all. Furthermore, the dot never crits, so the dot will not interact with the lostmauth horn and only the initial wave of damage.
Burning Light: 7/10 (Prot)
This power releases a wave of energy that damages and stuns enemies, applies a DoT to them and healing yourself. The power us underwhelming for prot, unlike dev and due to this, it does not make the cut. It is important to note that only the first hit has a chance to proc things and the dot can’t actually proc anything at all. Furthermore, the dot never crits, so the dot will not interact with the lostmauth horn and only the initial wave of damage.
Sacred Weapon: 2/10 (Dev)
This power increases your damage and your healing. In certain situations, it can generate large amounts of lag and as of such, I do not recommend using it. The problem with it is in other situations, the strength of your healing is already excessive, no, we don’t need to heal for 3x a party members life and the bonus to damage is so small that we might as well just take another encounter power. All in all, the devotion OP has some really nice encounter power choices and this is just not one of them.
Sacred Weapon: 2/10 (Prot)
This Power increases your damage and causes the target you are currently attacking to be taunted. This power is even more lacklustre on prot then it is on dev as you are likely to have aggro without this and even if you don’t, due to DP, aggro is largely unnecessary. Due to this, this power should never touch your bar.
Smite: 7/10 (Dev)
Due to the DoT and HoT, I consider this to be like a single target version of Burning Light. That makes it really good, however, it also begs the question, why not just use burning light instead?
Smite 4/10 (Prot)
Smite for protection is similar to smite for devotion in that it is inferior to Burning light. Yes, it reduces the outgoing damage of enemies, but with binding oath and divine protector, you don’t need to reduce the outgoing damage of enemies. Furthermore, its single target, making it ineffective in large groups of enemies what are spread out.
Bane allows you to decrease the damage dealt by enemies by 10% and increases the damage you deal to them by 10% when the enemy is marked by bane. You can stack bane on a target up to 3 times and putting it on a target again refreshes all stacks. Alternatively, you can use it on multiple targets. Alternatively, if you are devotion, you can use it on an ally to make them take 10% less damage and deal 10% more damage. At the end of the day though, this tool, whilst good, pales in comparison to some of the other tools an OP has and so therefore, it does not earn a spot on the toolbar.
Templar’s Wrath: 4/10 (Dev)
Well….It does something, unlike Sacred Weapon. The temp HP it gives though is so small it might as well not exist, about 10k temp HP and the damage and stun pales in comparison to Burning light. Therefore, this power is not worth using and is ranked poorly in the heal OP arsenal.
Templar’s Wrath: 8/10 (Prot)
Whilst lacklustre for the Dev OP, this skill is amazing for the prot OP. It is your main tool for surviving crazy amounts of damage, essentially doubling your HP with a layer of temp HP and negating the need for a healer. Due to the amount of DR a prot OP has, monsters barely ever reduce the temp HP this gives you to 0, making it an excellent tool for negating the need for a healer.
Bond of Virtue: 10/10 (Dev)
So long as you are in a party, this never leaves your bar. What it does is it essentially links the HP pools and heals of everyone in the party. When 1 person gets healed, everyone gets healed, making this outright what I term to be the tyrannical threat of healing. If this was a daily power, it would still be an auto include, making this, in my opinion, the strongest supporting encounter power in the entire game.
Binding Oath: 10/10 (Prot)
Binding oath is probably one of the most unbalanced encounter powers in the game. If you can get its cooldown to less then 8 seconds, it doesn’t matter how you do it, you become immune to damage. This is because what the power does is it makes you immune to damage for 8 seconds when you cast it and at the end of the 8 seconds, you take 50% of the damage dealt to you during those 8 seconds and all enemies take the other 50%. The issue is, the power goes on cooldown the moment you activate the ability and whilst a base cooldown of 22 seconds might seem long, its very easy to reduce to less then 8 seconds, so you tend to see quite a few invulnerable OP’s.
Cleansing touch: 7/10 (Dev)
Another situational encounter power. It heals a targeted ally and removes CC effects from them and when you use it untargeted, it removes CC effects and heals you. It is important to note that you can activate this whilst you yourself are CC’d, the only exception being prones, making this a power I assume is worth using in pvp, but one that is inferior to others in pve.
Cleansing touch: 5/10 (Prot)
The heal heals for around 17k, which means that you gain around 51k temp hp from this, however, the temp HP here is far less then that of templar’s wrath, making it inferior in that department. Furthermore, the heal itself is not that amazing, considering how large life pools are in mod 8. That being said however, the ability of this encounter power to remove CC makes it worth considering for certain situations, so it is not entirely useless.
This power essentially time stops a group of enemies for a period of 20 seconds, making them invulnerable to damage whilst CC’d. It is situationally useful and has the potential to be good, however, due to it relying on heavy party co-ordination and teamwork, I do not see this being used unless you and everyone in your group do dungeons regularly and have each other on teamspeak. Furthermore, as it resets the monsters, it essentially gives them an additional chance to hit, making it a potential party killer encounter power. All in all, I advise not using this, even though the dr it gives to the party can be useful for devotion. For protection, I never advise using it because the taunt mechanic should be unnecessary, because you should firstly have the monsters aggro already and secondly, because of how it prevents the dps from killing things.
Divine Touch: 6/10 (Dev)
The damage is ok, the healing is unnecessary. Due to this, it is like an inferior smite and I would not suggest using it. It is a solid encounter power, but there are much stronger alternatives. You may consider using this when playing alone.
Divine Touch 6/10 (Prot)
The power is ok, its not bad, but its not amazing either. The shield it provides isn’t that strong relative to the incoming damage but all in all, the encounter power isn’t one to shy away from.
Vow of enmity: 10/10 (Dev)
Like bond of virtue, this power is ridiculous in a group environment. Firstly, it is important to note it is unique in that it has no CD but instead functions like a warlocks curse mechanic, only it is limited to 1 target. Once it is put on a target, any damage dealt to that target is converted to healing. Take note, I do not know how much of that damage is converted to healing, due to the absurd amount of heals the class has, it is nigh on impossible to work this fact out. This synergises extremely well with bond of virtue and like bond of virtue, in a party environment it is an auto include on your toolbar. If bond of virtue is the tool that spreads the healing like tyrannical threat, then vow of enmity is like the mark that determines where it starts. I would outright call it a mistake for a heal OP to not be using this on their toolbar in every single bit of group content.
Vow of Enmity 5/10 (Prot)
I haven’t actually ever recorded this boosting your damage to a target, on either dev or prot, that being said, it isn’t the primary function of vow anyhow. If you are in a situation where you need the aggro of a particular target (the boss for example) and you just can’t get it, its worth considering using vow as it is excellent for getting the aggro of a single target. Otherwise, it should never touch your bar.
The shield blocks almost no damage and the bonus healing is irrelevant. This power is not worth a slot. For protection, the same holds true for the shield and so its just an all around bad ability.
Relentless Avenger: 8/10 (Dev)
In all non group content, you will want this on your bar, it deals decent damage and it refills a massive amount of AP. In all boss fights in group content, you should use this instead of Burning light. The downside of this encounter power is the fact that it knockbacks enemies, the upside is that it regenerates 1 third to 1 half of your AP per use. This power allows you to permanently keep up your daily power, if it weren’t for the repel effect, it would be a 9-10/10. Also, its important to note that if you push shift while using RA and you get the timing right, you can have the animation play out but interrupt the knockback effect, giving you the AP but not knocking back foes. It requires every precise timing though and you will probably need a macro of some sort to do it reliably.
Relentless Avenger 7/10 (Prot)
This ability is still good for generating AP on prot, but it generates nowhere near as much AP as it does on dev. This is because all of the allies it hits on dev also leads it to generate AP and because it can’t hit allies on Prot it can’t generate nearly as much. It is still ok for AP generation, but not the super star it is on dev and the taunt it provides is once again, of little use. I don’t really recommend using this unless you cannot keep up perma bubble without it, in which case, put it on your bar.
Circle of Power: 3/10 (Dev)
The benefit from this encounter power only effects you. So basically, it is of no use to a party at all and therefore for a support class, is useless. This is not worth a slot.
Circle of Power 8/10 (Prot)
As a protection OP, you have rediculous amounts of power and this boosts that number even further, if you happen to be using aura gifts, this means the party benefits immensely. The DR while nice, isn’t wholely necessary but it does still help, still, if you can’t keep up AP, drop this for RA.
1.1.4: Daily Powers
It does ok damage, however, as a daily power it is only useful when playing alone. In a party, there is no reason to use this. This works as it states on the tooltip.
It keeps you alive and near the front of combat. It gives you your health in temp HP, 15% more dr and CC immunity upon activation. It is a good tool for survival and probably about as good as divine judgement for solo play. It is no shield of faith though.
Lay on hands: 2/10 (0/10 when prism is fixed)
It is important to note that you can just spam use this to keep up prism. As it only consumes fractional AP, it is easy to use this to spam prism faster then with any other daily power. The healing provided by the daily power itself though, is largely irrelevant. It is worse then cleanse, which is an encounter power and it is worse then lay on hands, which is an at will. Don’t use this, its rubbish.
Shield of Faith: 8/10
The mechanics of this party wide CW shield that never pops is quite complex. Firstly, it creates an additional layer of dr over some allies in the area (not sure how large the area is, it seems massive though, it might actually cover the entire instance, also, not sure how many, but it is not everyone as in tiamat, it will shield a large number of players but it always seems to shield the caster last, so as it exceeds its target cap, I do not get shielded) that blocks 50% of incoming damage. This is unmitigatable dr (arp has no effect on it) and it does reduce piercing damage. Secondly, because its an additional dr layer, it can reduce damage beyond the dr cap. So if a tank natively has 80% dr and is capped, then shield of faith is applied, they will then take only 10% of incoming damage and block 90%, because shield of faith is blocking 50% of that remaining 20%. Secondly, shield of faith stacks with itself, so if you have 5 paladins in a group all using shield of faith, the party will be taking 1/32 of the damage that is incoming without even having any dr whatsoever. Due to these mechanics, there is not a single method of reducing damage that is more effective then this. In Tiamat, if there were theoretically 25 OP’s using this, they would take 1/33554432 of the incoming damage….essentially just round down to 0. Of coarse, they wouldn’t kill the dragon, but that is besides the point. This daily power by itself allows me to swim in the lava in the lostmauth fight without dying. Ask those who have done dungeons with me, they know.
Healing Font: 3/10 (Dev)
This puts a fountain on the ground that heals allies who are standing near it. Its another one of the many healing mechanics the class has, but doesn’t actually need. Once again, bond of virtue and vow of enmity heal so much, that things like this become worthless.
Divine Protector: (Bubble) 10/10 (Prot)
This is the defining power of the protection OP arsenal, it is perhaps the most broken power to exist in this game. What it does is it redirects all the incoming damage of all party members within your line of sight to you, whilst giving you an extra layer of dr equal to 80%. This means you take almost no damage, just by using this and your party takes no damage at all, meaning there is no punishment for poor play. A really brokenly overpowered mechanic and the strongest daily power in the OP arsenal. There is a reason protection paladins are known as bubbledins.
This feat is a little complex, it gives you (1.03)^rank HP, which means its slightly better then it looks like on paper and actually gives you close to an 11% HP increase. Furthermore, this feat does take into account your gear and does not calculate from your base HP, making it a strong feat in general.
Like toughness, this gives you ((1.005)^rank-1)*100% DR per rank, rounded off to the nearest %. At rank 5, it therefore gives 3% DR.
This feat adds 2% recharge speed increase per rank, the equivalent of 400 recovery.
I spent about 30 minutes testing this ability and have come to the conclusion it does nothing, for either dev or prot. My methodology was to do a full respec and take off all gear except for a weapon with no weapon enchantment, then to spec feats up till impassioned pleas and then to spam divine call 3 times so it was empty and then bash dummies with the same at will and count how many hits it took to full all 3 pips. After doing this with and without impassioned pleas, I can safely say the feat does nothing. If anyone has any information to contradict me here, please say so. However, due to these results, I would recommend not using this feat.
This is one of the selling features of Justice. When you activate a daily power, prism activates, which causes all allies (people other then yourself) to be healed within a 20 second time period whenever you are healed. It has no ICD, no target cap and I suspect it is instance wide or at least has a massive area. Take note that as devotion, every single time bond of virtue or vow of enmity attempts to heal you either directly or indirectly, it will then shove these heals onto everyone else, which will subsequently get shoved back onto you by bond. All these heals have a chance to proc burning guidance, which then damages your avowed target, which then procs vow again, creating a giant loop. Something to bear in mind is that if you do have prism and you are doing any content in a group that is larger then 5 people, then please do NOT activate your daily power as it will cause significant lag. Prism may give you great power, but please use that power responsibly.
1.3: Further Reading:
Section 2: Consistent Decisions for both Dev and Prot:
2.1: Ability Scores
2.2: Feat Selections:
18.104.22.168: Justice Fork 1: (Devotion)
22.214.171.124: Justice Fork 2:
Illusory Regeneration (I always thought regen in this game was an illusion myself)
Tyranny of dragons/Rise of tiamat
Dragon’s Fury (1) Dragon’s Revival (2)
Drow Ambush Tactics
For the companions that are just there for active bonuses, I would recommend poison dot companions for devotion (death slaad is a must have), or the archons. For protection, the yeti and other on damage taken companions are all excellent choices. The archons are also a good choice.
2.5: A Note on Gear Choices:
2.6: Comparisons Between dev and prot:
Section 3: Devotion Paladin Build:
Non AP gain dungeons:
3.4: Gear Choices
Section 4: Protection Paladin Build:
Dungeons AP gain:
Dungeons non AP gain:
4.4: Gear Choices:
4.5: Theoretical Recovery Build:
The idea is to stack as much recovery as possible, you need to have at least 16.4k recovery off of gear, you need aura of wisdom, the aura of wisdom offhand bonus, the max intelligence roll (19) and an owlbear belt. The idea is to reduce the cooldown of binding oath to less then 7 seconds, so you can reliably cast binding oath forever and ever and be completely invulnerable 100% of the time. With that much recovery, you would be able to use DP and heroism, making you not only damage immune, but also CC immune as well. I don’t recommend trying this though, as you are pushing VERY far into diminishing returns on recovery this way, for a minor gain that isn’t really that necessary.
@bkt5789 For taking the time to proofread my guide and being a general help all around.
@kolatmater for providing the initial groundwork from which I experimented with protection OP
@obsidiancran3 for inspiring me to take a look into the world of bulwark.
@guiilleee for constantly questioning me and getting me to try out new things, I made quite a few discoveries after testing stuff that you questioned me on
@boatmanfall3n for questioning me and for bringing the devotion paladin alive on xbox 1
@dufisto for taking the time to read through and critique my work in my devotion guide, it is always good to have someone make you second guess yourself.