Mod 9 Devotion/DPS Paladin build Neverwinter
Hey, it’s RunzWthScizzors here bringing you my Healadin build for Neverwinter. I know it says Devotion/DPS build but I will warn you, this is NOT a heavy DPS build. This build will make you do decent damage while also keeping your group alive. It will help burn down mobs faster so you will be more of an asset to your group. You can also find this build on YouTube atIf you like my video hit the like button and subscribe for any updates with the class 🙂
First we will start with class races. Of course you are always welcome to pick whatever class you choose, but these classes are the top recommended for this build.
I personally use the human race. Human race gives you +2 to any ability score. Your racial abilities are Versatile Defense, adding 3% defense and Heroic Effort, giving you an addition Heroic Feat Point at levels 10, 15, and 20.
Sun Elf gives +2 Intellect which gives you additional Recharge Speed and +2 Dex (Deflection Chance/AoE Damage Resist) or Charisma (Stamina Regen, Action Point Gain, Companion Stat Bonus, Combat Advantage Bonus). If choosing this race, I’d choose the +2 in Charisma. Class features include Inner Calm, giving you +2% Action Point Gain and Sun Elf Grace, which gives you 10% Crowd Control Resist.
Dragonborn Race gives you +2 Any Stats and class features are Dragonborn Fury, which increases Power and Critical by 3%. (If you are wanting to do more damage, this would be a good race to pick.) Draconic Heritage, which allows you to receive 5% more healing from spells and abilities.
Moon Elf gives +2 Intellect (Additional Recharge Speed) and +2 Dexterity or Charisma. (Again, I would go with Charisma here) Class features include Wanderlust, which gives an additional 1% AP gain and Moon Elf Resilience, which gives 10% control resist.
My Paladin was once Protection Pally so my stats are rolled to work for both Devotion or Protection. When I first rolled her she started off with these stats.
12 STR (DoT Damage Resist)
17 CON (Maximum Hit Points, Damage Resist) Extra defense is always nice, even on a Devotion Pally
12 DEX (Deflection Chance, AoE Damage Resist)
12 INT (Recharge Speed Increase)
12 WIS (Bonus Healing, Critical Chance, Control Bonus, Control Resist) Putting more into this stat would not be a bad thing.
19 CHA (Stamina Regeneration, Action Point Gain, Companion Stat Bonus, Combat Advantage Damage) With the recent nerf, I would recommend getting this as high as you can so you can pop your main Daily Power as much as possible.
As I leveled I personally dumped all my points in WIS and CHA bringing them up to 19 WIS and 26 CHA.
The gear is pretty self explanatory. I went with a 2 piece Dusk Restoration set and 2 piece Dragonflight Restoration Set. The restoration set gives you more Recovery, allowing you to use your Daily more often. On the rings, I chose +4 Ring of Brutality and +4 Rising Focus (more Recovery). Again, you can mix this up for whatever suits you best.
Shirt and Pants, I run the Defender’s Gemmed Exquisite Elemental set.
My weapons are the twisted set you get from Epic Demogorgon. On the main hand, I’m running Oath Strike for the artifact power, which increases the damage and healing done by Oath Strike by 6% and on the off hand, I’m running Aura of Life, which places a Heal Over Time on the target for a total of 35% of the target’s Hit Points. You could also run Aura of Wisdom, which adds 1% of total Action Points ever 3 seconds in combat. It would depend on which of the two you are currently running.
In my utility slots, I’m running Dragon Hoard Enchantments, which gives X% chance to find a Refining Stone at your feet after killing a foe. You will be killing enemies, so these aren’t bad to run. The alternative would be Dark Enchantments for extra movement speed.
In my defense slots, I’m running Azure for the extra defense.
In my offense slots, I’m currently running Dark Enchantments for Armor Penetration, for the extra damage. Recently, I noticed my Armor Pen was pretty low so I switched to these, but you could also run Silvery for more recovery. The Devotion class seems to naturally have more Recovery, so that’s up to you.
For my Armor Enhancement Slot, I am running the soulforged just in case of that “Oh Crap” moment. It’s always nice to have that so you can immediately come back up after falling.. I’ve noticed on several occasions that once I go down, the team has wiped trying to pick me up. The Soulforged Enchantment resurrects you after falling and heals you for X amount and an additional X amount every second for 3 seconds. This effect can only trigger once every X seconds. Again, play around with what you prefer, I personally like this one.
For my Weapon Enchantment, I’m running the Dread Enchantment, which states, Your Encounter powers strike with an additional X% Critical Severity. Your attacks cause Dread in your target for 4 seconds, dealing X% of weapon damage as Necrotic Damage every second and reducing their Defense by X% for players and decreasing their damage resistance by X% for monsters. At Transcendent your critical strike now reduce your target’s Damage Resistance by 4% for 4 seconds. This effect can trigger every 5 seconds.
Another alternative for the Weapon Enchantment would by the Holy Avenger Enchantment. At transcendent you deal 30% weapon damage as Radiant Damage with your powers and have a 20% chance: on each swing to improve your allies damage resistance by 20% while healing them for 15 seconds. Any blow you land during this time will do 7.5% more Radiant damage. The amount of damage and healing is scaled to your weapon. This effect can only activate every 45 seconds.
Sigil of the Oathbound Paladin (Main, Great for boss fights for the extra barrier of protection) – Your Oathbound Paladin spirit will erect a temporary zone of safety where you, and your allies gain X% increased damage resistance and are rapidly healed. You gain Maximum Hit Points, Power, AoE Resist
Sigil of the Devoted (Considering switching this to Wheel of Elements to maximize DPS) – Your Devoted Cleric spirit fills you with divine power, granting you X% of your total Action Points over 15 seconds. In addition, while this buff is active you Heal yourself for X amount whenever you use an Encounter Power. You gain Power, Defense, Incoming Healing Bonus
Symbol of Fire (Optional) – Applies a spreading fire to a single enemy when activated. Activating again deals X amount fire damage to all enemies to which the fire spread. Failing to activate withing X seconds will cause a fizzle dealing only X amount fire damage. You gain Power, Recovery, Defense
Black Ice Beholder (3 Piece Set) – Summons an illusory Beholder that moves forward in the direction you are looking. This Beholder will attack enemies in range for X damage every second. After 10 seconds or when it collides with an object the Beholder will explode for X damage. You gain Recovery, Armor Penetration, Combat Advantage Bonus (3 Piece Set Bonus – Your powers have a chance to deal additional unresistable damage equal to 10% of your weapon damage.
I’m only going to tell you the powers I use, any other points you can put wherever you see fit.
At Wills (Green)
Radiant Strike – You lunge at a foe, unleashing a burst of light. You are also granted “Radiance”. Radiance – Your Armor Penetration and Damage are increased by 5% for 15 seconds. Does not stack. Damage increases +15% per rank [This is a great ability to get in the fight quicker. The Pally is inherently slower, so this will help speed up the process just a bit. I try to time this and switch between this in Oath Strike as close to 15 seconds as possible.]
Oath Strike – You strike your foe with a quick flurry of blows. The final strike of this power changes based on your Oath. No Oath: Bonus Radiant Damage. Oath of Devotion: Your healing is improved by 10% for 15 seconds. You also unleash a burst of healing. Damage increases +15% per rank [When you aren’t using your encounter powers this will help keep your team members healed, not to mention the 10% improvement on the heals is a nice thing to have.]
Burning Light – You emit a blinding light for up to 4 seconds based on how long the power is charged, damaging and disorienting foes who are caught in it’s light. (You will want to charge this before releasing it) Oath of Devotion: Burning Light now heals allies as well. Damage increases +15% per rank [The great thing about this power is if an enemy is casting an attack and there is red on the ground, casting this will stop the attack if you time it right. It doesn’t work on boss fights though :/ ]
Bond of Virtue – All allies within 60′ become bonded. Allies who are bonded gain 20% increased healing from all sources. Additionally, any time you heal a bonded ally, all bonded allies receive 15% of that healing. Gain addition +5% healing and +5% shared heal per rank [We call this the pulse. As long as your pulse is going, any attack you cast will heal all allies within the pulsing area. Using Divine Call (right bumper) unleashes a burst of healing within the area.]
Vow of Enmity – You select a target for your Vow for 60 seconds. You cannot recast this power while you have a Vow established. You deal 20% more damage to the target of your vow. Oath of Devotion: Allies who strike your Vow target are healed. Gain +10% Damage per rank [As long as you always have a target marked, your team members will have no problem keeping their selves healed just from attacking. Unless you get one shot by Orcus… In that case, sorry about your bad luck.]
For soloing, you could switch out Bond of Virtue for Smite. (See smite for details)
Class Feature (Yellow)
Aura of Courage (Main) – You and allies within 30′ of you deal 1% of your Maximum Hit Points as bonus Radiant Damage. Gain +10% damage per rank [This feature is the main reason Maximum Hit Points are important. The more Max HP you have the more damage your group does as a whole.]
Aura of Life – Allies within 30′ of you who are in near death state are revived and healed for 15% their HP. This ally receives resurrection sickness. Gain +5% of Hit Points per rank. [This is good if you are having survivability issues in your group. I ran the next one post nerf, but have been running this one more as of late.]
Aura of Wisdom – You and allies within 30′ of you gain 10% increased recharge speed. Gain +5% recharge speed per rank. [Make sure to switch your offhand power if you plan to be switching between these. Personally, I feel this would be more ideal as it increases everyone’s encounter power recharge speed which in turn will build more AP. But if DPS is lacking, dungeons can get more taxing and the rate of survivability goes down, which would require Aura of Life.]
Aura of Vengeance has also been recommended but the effect doesn’t stack if you are running with another Paladin, so it’s really a waste. Plus it has been known to make your encounter powers hang up on the reload speed if doubled up. Most Protection Pallies run it so I personally wouldn’t.
Shield of Faith (Main) – You summon divine shields to protect you and your allies for 6 seconds. Any damage taken by allies is reduced by 30% and they receive 30% more healing. Gain +2s per rank [This is a great way to mitigate damage while healing your teammates. It will be your go-to ability. It’s almost like the bubble for the Devotion Pally, except no one can kill you and it’s still very much possible to get one shot by a powerful attack.]
Your second daily power is really optional, I personally run Divine Judgement for times when I’m soloing or when DPS is lacking and I don’t care if my teammates die.. Sometimes it’s just a little amusing dropping a giant knife on a boss while everyone around you is dropping like flies…
Divine action (5/5) Activating Divine Call now generates 1/2/3/4/5% of your max AP [I really feel like this is a no-brainer. You are going to be activating Divine call to activate judgement and heal your teammates, so in the process it builds AP allowing you to pop Shield of Faith more often.]
Toughness (3/3) Increase your maximum Hit Points by 3/6/9% [Running Aura of Courage, the more Max HP you have the more DPS your group does as a whole, so this is definitely important to put max points in.]
Exemplar’s Haste (3/3) Your Encounter Powers recharge 2/4/6% faster. [The more your encounter powers are up, the more you are healing, the more AP you are building.]
Wrathful Strikes (3/3) Your At Will powers deal 2/4/6% more damage [Seeing that this is a DPS/heal build, the more damage you are outputting, the better.]
Divine Attunement (1/3) You receive 2/4/6% more healing from spells [I only put 1 into this because you are already going to be doing a lot of healing and I needed to max out the last two feats.]
Steadfast (5/5) Each point of Constitution now grants an additional .5/1/1.5/2/2.5% Maximum Hit Points [Whoa, here we are again with Max HP. Hopefully, I don’t have to keep explaining this.]
Divine Wisdom (3/3) Each Point of Wisdom now increases healing by an additional .33/.66/1% [With my 19 points of Wisdom, that’s 19% increased healing. As before, you can split WIS and CHA more evenly to allow for an even higher healing.]
Swift Flash (5/5) When you are struck by a foe you have a chance to trigger a Flash, granting you increased movement speed of 6/12/18/24/30% for 4 seconds. This can only happen once every ten seconds. [The alternative to this is increased control strength and you won’t really need control strength for a Devotion Pally, you don’t want to try and steal aggro, you will die.]
Flash of Light (5/5) Your encounter powers have a 5/10/15/20/25% chance to reduce the cooldown of your nearby allies’ encounter powers by 10% [This is really helpful for you and your teammates. When running this with another pally, it’s nothing short of amazing. Very useful feat. The alternative does’t proc quite as quick, making it less appealing.]
Radiant Champion (5/5) Your very presence inspires your allies. When you have at least 2 other allies within 30′ of you, all of you gain 5/10/15/20/25% more movement speed and 1/2/3/4/5% Cooldown Reduction. [Movement speed is always nice, and the other choice is really kind of useless as you will usually be within 30′ of allies.]
Echoes of Light (5/5) Your At-Will powers have a 2/4/6/8/10% chance to trigger Echo on you. Echo makes your next encounter power instantly recharge all of your encounter powers. This effect can only occur once every 15 seconds. [Echoes is really nice to have, allowing your encounter powers to come up much more frequently.]
Beacon of Hope (5/5) Activating a Daily power causes you to become a beacon of hope for 6 seconds. Randomly 3 allies within 30′ who have taken damage will be healed for 50/100/150/200/250% of your weapon damage every 2 seconds. [If your AP gain is decent, this will proc frequently keeping your teammates healed nicely.]
Vengeful Judge (1/1) Your Divine Call now also applies “Judge” to yourself for 10 seconds. “Judge increases your damage dealt by 35% as well as reducing the cooldown on your currently recharging powers by 35%. Your encounter powers have a chance to immediately grant you a charge of Divine Call. [This is the reason you will want to activate your Divine Call as often as possible. 35% increase in damage plus the reduced cooldown on your powers is very helpful, plus your powers have a chance to grant you more Divine Call. This is the reason you spec into Justice. Justice is the only path that gives you the opportunity to get more Divine Call, allowing you to heal your teammates, build AP, and help your powers recharge. If you aren’t running this, the only other way to get more Divine Call is when you aren’t in battle.]
Gifts of Light (5/5) You heal for 2/4/6/8/10% more [In order to get to the end of the Justice path, it only allows you to put 15 points into light. It doesn’t seem like much, but it really is enough to keep your team alive. Seraphim is pretty useless if you’re running with a good tank, you shouldn’t be taking a lot of damage, so there’s no point in wasting points on it.]
Light Touched (5/5) Healing spells now generate 2/4/6/8/10% more AP [You will be healing almost constantly, so it will build AP very quickly.]
Share The Light (5/5) Allies you heal receive 3/6/9/12/15% more healing from you for 4 seconds. [I chose this over giving my teammates extra power, mostly because I wanted more healing, but also with my Max HP is going to give them bonus damage anyways.]
- Dark Fey Hunter [400 power] I’m stacking power on this build, so you will want to choose power over crit or defense.
- Fey Elusiveness [400 Deflect] This is a low crit build, so you will want to put minimal crit. You will build a little of crit through WIS and your armor, but other than that, try to steer clear.
- Elven Haste [3% AP gain] The other option is Max HP, which I know is also important, but with the nerf you will want to stack as much AP gain as possible as well.. Overall, this is more important in my opinion.
- Elven Ferocity [chance to deal 20000 Arcane Damage] The alternative to this one is to heal yourself for 20000, but you will already be healing yourself for massive amounts, so you might as well bring some damage to the board.
- Elvish Fury [Stack of 135 Power per kill up to 30] Again, you will want to stack as much power as you can in this build, and you will definitely be able to kill with this spec, so run this..
- Reliquary Keeper’s Strength [250 Power and 250 Movement] Power over Critical
- Evoker’s Thirst [400 Life Steal] I always choose Life Steal over Regeneration. Regen just seems like a waste, especially if you’re a healing class… :/
- Forbidden Piercing [3% Resistance Ignored] If you don’t know already, Resistance Ignored is Armor Penetration. The cap for PVE is 60%, so if you are wanting to to DPS you will want to get as close to this as possible. My Armor Pen is naturally lower, so I stack as much as I can to raise my damage output.
- Shadowtouch [Dealing Damage has chance to deal 20000 Necrotic damage] Again, you are a healer, you don’t need boons to help heal yourself. DPS over self healing.
- Burning Guidane [Healing Spells have chance to burn enemies for up to 2000 Radiant Damage] As a healer trying to DPS, this seems like the obvious choice. It procs quite frequently, so it’s very nice to have.
- Encroaching Tactics [400 Combat Advantage Bonus] More damage over AoE resist. You will be able to heal through AoE’s anyway.
- Refreshing Chill [400 Stamina Gain] Normally I wouldn’t recommend running stamina gain because of another boon, but with the Devotion Pally, you will want more Stamina to pull up your shield, as it heals for massive amounts in those, “Crap, the bubble dropped and I’m standing in red” moments.
- Rapid Thaw [400 Recovery] Recovery is always nice, isn’t it??
- Cool Resolve [Gain up to 2000 Power based on how much Stamina you are missing] This is the other boon that I was talking about. So pull up that shield, heal your friends, and then do some damage before your stamina regens 🙂
- Rousing Warmth [Chance when Healed to gain up to 3000 damage bonus on next attack] What?? But I’m always getting healed, I’m a healer!! Oh yea.. Plenty of chances for that then…
- Primordial Might [400 Power 1600 Max HP] DPS over defense again.
- Primordial Regenesis [400 Life Steal 1600 Max HP] DON’T STACK CRITICAL, JUST DON’T… I know you’re tempted.. It will be worth it, I promise
- Drow Ambush Tactics [Combat Advantage Damage bonus increased by 10%] Why is regen even an option over this?
- Dwarven Footing [5% Shorter Duration of Control Effects] I chose this over Stamina gain even though I think it’s bull… Control effects still last hella long… -_-
- Abyssal Strikes [+10% Damage vs. Demons] This is nice seeing as they’ve added demons to pretty much every area.
Tyranny of Dragons
- Dragon’s Claws [400 Power] Stack the power… It will come together in the companions section…
- Dragon’s Shadow [400 Deflect] Avoid critical like you avoid red.
- Draconic Armorbreaker [400 Armor Pen] More Armor Pen = More Damage = A very good thing
- Dragon’s Green [400 Life Steal] I’m tired of explaining why I choose this over regen..
- Dragon’s Revival [Increased Incoming Healing 10/12.5/15%] This is the only logical choice really..
- Abyssal Siphoning [5% Life Steal Severity] I guess technically it doesn’t matter which of these two you pick, I chose life steal to keep things interesting.
- Demonic Influence [400 Combat Advantage Bonus] Like I said before, I think the control duration reduced is complete bull, so I chose damage over being stunned for the same amount of time even if it is “5%” less.
- Demonic Swiftness [AP gain 3% faster] yea…
- Engine Inspiration [Healing Spells have a chance to heal allies around you for 20000 HP] Best healer boon ever… Well, at least in this campaign
- Wave of Force [300 Power 2000 Max HP]
- Heart of Stone [4% Life Steal Severity 2000 Max HP]
- Blazing Resilience [400 Recovery 2000 Max HP]
- Wall of Wind [Taking Damage gives chance to heal up to 24000 HP over a few seconds. After this effect ends your Recovery IS increased by 1000 for 10 sec] <~~~~~ Neverwinter obviously doesn’t proof read.. For real, there’s a typo on this boon… So who doesn’t like some healing and recovery on a Devotion Pally??
- Air Archon – Increases your damage against targets not at full health by +X%. Each additional active Archon increases this bonus by .X% [This means that as soon as you attack your target you will start doing additional damage. Plus each additional archon you have active will add extra damage against your target. I use 3 in this build, so for me, my archon is at purple which gives me 1.5% extra damage. This will scale depending on the rank of your archon, so you will want to get the higher level one. Please note, that at this moment, archons are still fairly cheap on the AH compared to spending the astral diamonds to level them.]
- Earth Archon – Increases your damage against targets by +X% when you are at full health. Each additional active Archon increases this by +.X%. [For the most part, as a healer you will always be at full health. So this one is great or that.]
- Fire Archon – Increases your damage against targets with less than 50% Hit Points by +X% [The fire Archon is my summoned companion. [So as his stats aren’t preferable compared to the other to, he does attack quickly procing “Companions Gift”, which will give you bonus stats. You will want to stack him with 3 Bonding Runestones, 2 Rings, and a Talisman. I’d recommend using either the Personalized Adamant Ring of Recovery, which I’m using (You can get these through jewelcrafting), or a +4 ring. I’m using the Rising Power Ring. Please note, that you cannot stack multiple +4 rings of the same kind on your companion. Example: If you are running a Ring of Rising Power on your character and you equip one of the same kind on your companion, it will cancel one out. So instead, run the Ring of Brutality on your character and the Ring of Rising Power on your companion. As for the Talisman, I’m using the Ensorcelled, but they are getting a little pricey in the AH, so you could always find a different one with decent stats. I’d recommend one that has power and recovery at least. I do believe there is an actual companion talisman that drops in the stronghold that would be good for you.]
- Yeti – On damage taken, 10% chance, for you or your companion, to become blood thirsty, increasing your damage dealt by 5% [This one can honestly be optional if you find something you prefer, as you shouldn’t be taking a lot of damage, but you will still take some occasionally. I use him because of the times I do take damage and also when we are doing Castle Never, during the Orcus fight, I pull him out as an extra tanking body to get finger of death. He keeps aggro really well, and if he’s dying, I’m not. So overall, he is a nice addition. If you don’t plan on running him as an active companion, at least use him as an idle one that you can bring out during that fight. You can get him through a quest unlocked in the Icewind Dale campaign or on the AH]
- Owlbear Cub – On Encouounter Use if you fail to critically hit, do an additional hit for damage equal to 50% of your power. [This is the reason you stack Power in build and use minimal Crit. You want to critical hit as little as possible so that this will proc. As you build your power higher, the potential for more damage is greater. The damage done by burning light is fire DoT, which procs this consistently. These are still pretty pricey as they are very useful, but I do highly recommend saving your astral diamonds to get this as quickly as possible. Or you could try your luck on the New Life lockboxes if you are one of those really lucky people. I was not, so AH was my only chance :)]
DO NOT USE THE GOAT COMPANION, IT IS COMPLETELY USELESS!!!!!!!!!!!
Recently Neverwinter came out with the Mount Insignia Bonuses which help stack extra stats and bonuses. My personal opinion is to stack as many mounts that are offering a Regal and Barbed slot or Regal and Universal slot, as you can put the barbed insignia in the universal slot.
The Regal and Barbed slot bonus gives you Protector’s Friendship, you gain additional Power and Defense when your companion attacks. This is another reason the Fire Archon makes a good summoned companion, with the rate of attack from him, you should proc this quite frequently. I’m running 4 mounts with this bonus and the last one with Wanderer’s Fortune which gives you a chance to drop a refining stone when you defeat an enemy. You will be killing enemies frequently so this procs a lot, giving you extra refinement to build your artifacts and equipment.
As far as which regal and barbed insignias to run, I recommend the Regal Insignia of Courage and the Barbed Insignia of Aggression simply because they add Defense, Incoming Healing Bonus, Armor Penetration, and Action Point Gain.
So this is all you need to know about the Devotion Pally. Thank you for taking the time to read through this, I hope it helps for building your character. If you have any questions, please feel free to drop a comment in the box below 🙂