Mod 9 Protection Paladin Build

by CaptnSpicyPants on June 21, 2016
Oathbound Paladin
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Mod 9 Protection Paladin Build

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What’s up everybody and if you are stopping by today it’s hopefully because you’re looking to see if the Paladin is still viable after the nerfs. Short answer is yes (spoiler alert). Before we get into this let me give you a short introduction of myself and experience with the Paladin class. I have been playing Neverwinter for about 2.5 years, give or take, I started a little late into the game on the PC side with a Guardian Fighter being that I came from a MMO background, Everquest, WoW, DAoC this game felt very familiar , however, my time on PC wasn’t very eventful simply because I didn’t know anyone and at the time I wasn’t really looking to meet new friends so like any hermit I disappear only to come back on the Xbox One version about 6 months later..this time with friends (Fanfare!) So fast forward ahead to mod 6 the Paladin class is introduced and I jump on board the god mode bandwagon knowing that immediately this class is over powered and with any MMO it will get nerfed. It has happened and surprisingly..I welcome it.

So without further ado let’s break this down with my build for mod 9 while giving you options, because everyone likes choice, for along the way. This will be text based, no screen shots, and if you need any visual aide I will have my Mod 9 Paladin Build video posted below.



Right out the gate I will list viable races for the Oathbound Paladin

  1. Human- This is for those wanting to utilize more heroic points and 3% more defense over other races
  2. Sun Elf- This is for those wanting 2% more action point gain and 10% resistance to crowd control effects
  3. Dragonborn – On initial stat roll you can place +2 on two different stats of your choice (In my case I chose this race and went with Con and Charisma) you also have 3% higher power and critical than that of other races.
  4. Drow- Debuff Defenses (Note you will have to roll for a decent con and charisma as this is not a race inherit roll)
  5. Half Elf- Con, Charisma and one other stat attributed on roll also higher deflect and money gains.
  6. Tiefling- Stat rolls for this build also an option for more DPS

Either of these three races works for this particular build of protection I will simply say choose what you think you want to play this is your character.



As a protection paladin our primary focus is tanking and survival you should upon initial roll focus heavily on Constitution (Attributes to health and defense) and secondary Charisma (This attributes to Action Point Gain and Stamina Regeneration or in game terms the time it takes for your Shield to recharge and how quick you can use your daily power.)

As a Human I would focus your +2 roll into Constitution

As a Sun Elf you cannot choose Constitution in this case Charisma is the viable choice

Dragonborn take both stats.

Whichever race you choose your primary stat roll should be your highest, if not balance with secondary, try to go for 18 to 20 upon your rolls.

STAT Priority:

  1. Defense- The in game defense cap is 80% I recommend through gear and enchantments you achieve 50% defense at minimal and rely on boons, mount insignias, and companion stats to achieve the other 30% (this is easily done we’ll get to that)
  2. Hit Points- Surviving a big hit takes a considerable amount of hit points a comfortable range of HP on a paladin should be about 120K HP + don’t fret too hard on this literally everything gear wise and boon related is HP based. Also one of your Auras is HP related (Courage)
  3. Deflect- Through gear only and a couple boons i’d recommend around 3500 deflect I will touch up more on this stat as we go along
  4. Power- This stat is an easy stat to obtain anything above 10K power is viable of course increase this based on not hurting the above three stats
  5. Armor Penetration- the in game PVE cap is 60% keep in mind Paladin threat in it’s current state is broken, abilities like binding oath or our initial 500% threat bonus do not work, the work around to this is doing damage so aim for at the minimal 60% and if you’re building for PvP there is no cap.
  6. Recovery- This is a very important stat this determines your cool downs on your encounter powers through gear and boons target 8000+ in this stat
  7. Critical chance- For this particular build I choose not to focus heavily on Critical Chance while you want some to trigger a certain enchantment you really want less in tangent with a companion (Owlbear) for maximum damage output. 25% is about idea for this.

Gear and Enchantments:

To simplify this Paladin gear is a mix of Restoration and Ward based on the stats listed above you may find yourself swapping upon building up. At my current state I run 2 piece Dusk Restoration for the set bonus of being in group I gain 1000 Power and Defense and 2 Piece Dragonflight Ward for 2000 Maximum Hit Points bonus. Do not panic if you’re running 135 gear and mixing to 140+ gear stats are overall greater than Item level and i’ll clarify that just because a piece of crafted 145 gear states it’ll boost your item level this doesn’t necessarily mean statistically, taking into consideration set bonuses, that it’s better. Gear to your stat strengths.

  1. Offense enchantments- In this build I mix Silvery and Dark Enchantments to help with Armor Penetration and Recovery I do not focus the power stat ,or Radiant, as you can easily obtain this stat through gear.
  2. Defense enchantments- Primarily Azure Enchantments for Defense you can take a defense slot for Silvery (deflect) or Radiant (for HP) but I would stack Azure overall.
  3. Weapon enchantment- For this particular build I have found the dread enchantment seems to fit best. While this typically is a DPS enchantment and relies on Critical Hits to trigger its damage reduction added bonus your encounter powers, regardless of critical hits, do cause dread to proc X% of your weapon damage as necrotic damage every second while reducing their defense by X% for players and decreasing their damage resistance  by X% for monsters. This is very group friendly while allowing you to overall do some decent damage. Note- I placed X in front of the percentage base because this number changes depending on quality you have obviously the idea is Transcendent but you may not have that immediately 
  4. Armor enchantment- Shadowclad aka the savior enchantment and of course it’s runner up counterpart would be negation (If you’re having troubles stacking defense or lower Item levels can consider this) but in the end I found the Shadowclad seemed to be the clear winner simply because every time and I mean EVERY TIME you get hit this adds X% to your deflect rating upon deflecting an attack, which you deflect A LOT, the enchantment resets the stacking and continues building up this is great for anything in game that hits ridiculously hard such as Demogorgon or Orcus that a single swing shows up as 400k+ but in reality you either completely shrugged it off or at least reduced it significantly and i’ll explain the complete shrug off damage portion here soon.
  5. Rings- Rising Power and Defense (If RNG is good to you +5s here for double offense and defense slots if not +4s will be fine) simply because you can maintain a constant 1350 power and defense while in combat as opposed to a sudden ring which gives a burst stat of 4000 with a cool down on activation.


Keeping in mind that our primary goal is to tank while doing damage to hold aggro better. The following is what I have found to work best with this build the only substitute options would be Wheel of Elements and Thayan Book of the Dead if you want and i’ll show where they can be an option.

  1. Sigil of the Devoted- This is your main go to artifact in order to obtain this you must have a cleric level 60+ and complete the Artifacts of Legend quest on the cleric. This artifact I highly recommend getting to Mythic first and fast as it will be your main slotted artifact ability allowing you to regain Action Points really fast with a 1 minute cool down.
  2. Sigil of the Great Weapon- Once again this requires a level 60+ Great Weapon Fighter class with the Artifacts of Legend quest completed. This gives Max Hit Points, Power and Armor Penetration a great substitute would be Wheel of Elements.
  3. Black Ice Beholder- This can be obtained via Kessels Retreat skirmish and various artifact pacts or the auction house. I recommend the entire 3 piece set. The belt itself (Greater Belt of Black Ice) at Legendary will give a +2 Con and +2 Charisma stat increase our two primary attributes. The necklace (Greater Cloak of Black Ice) gives X% action point gain based on quality and power, critical and armor penetration. Lastly the artifact (Black Ice Beholder)  gives Recovery, Armor Penetration, and Combat Advantage Bonus and all 3 pieces cause your powers to have a chance -unstated to deal additional unresistable damage equal to 10% of your weapon damage –extra damage = better aggro holding
  4. Heart of the Black Dragon- Obtainable via Trade Bars or Auction House. This gives Recovery, Armor Penetration, and Action Point Gain a good substitute for this would be Thayan Book of the Dead
  5. Weapons- Will be the twisted set as its crazy for stacking power and even defense when getting hit honorable mention would be the burning set but honestly the 25% chance for AP gain doesn’t proc much. Also artifact powers will be Oath Strike (PVE) Valorous for PvP and Whatever Aura you choose to run, mine mainly stays on Vengeance, in whatever situation you are in.


After the nerf somethings definitely changed here but are still very viable in terms of surviving and doing damage

  1. At wills- Radiant Strike and Oath Strike are by far your best options here in both terms of holding threat and doing additional damage. Radiant will be your  2nd opener this will allow you to charge into enemies from a distance and increasing your damage and armor penetration. Following up with strikes Oath Strike this will, on the third swing, make any target focus on you this is actually one ability that works as intended ignore the less damage portion from allies as this only seems to apply in PvP in that case Valorous Strike is a substitute.
  2. Auras- Train all Auras with a minimal of three points except for Wrath and Valor, one Wrath isn’t all that great because you’re goal is to stay alive not allow hit points to diminish so you will be healed or full HP more often than not, and secondly Valor doesn’t seem to work in terms of holding threat one of our broken abilities and one could make the argument if allies get hit you want to hold threat but why are your allies playing in red? Primarily you’ll run Aura of Courage almost 24/7 this is HP based and added damage for you and allies. Now why the other Auras? You’re a situational tank whether you’re struggling with recovery times, secondary aura would be wisdom,  or having issues with damage resistance, Protection and Truth are great options here, you need to be able to swap the auras based on what you’re doing. PvPers, solo plate stealers, Aura of Solitude FTW.
  3. Daily Powers- While the bubble(Divine Protector) has been nerfed to 6 seconds and dropped from 80% to 50% reduction it still overall is something in the case of a protection Paladin you do not want to dismiss and will be the very first power you place 4 points into you will be using this still as often as possible and timing it especially for those oh **** moments. Secondly if you’re clearing trash and or soloing around the only viable daily to use, if you know you wont die, is Divine Judgement really cool animation and does significant damage.
  4. Encounter Powers- Binding oath. Dare I say this is still very overpowered if used properly in the right hands? Sure they nerfed this in terms of overall damage output but in terms of absorbing damage and survival you can literally god mode yourself this should always be your main opener.  Templar’s Wrath if for nothing else temporary hit points all day and even in PvP this can be a nuisance to enemy players as the stun is a great interrupt –stuns trash mobs as well. Burning Light another great, heavy hitter, AOE encounter power that once again immobilize/interrupt enemies. To utilize this power properly you must charge this ability by holding down the corresponding button or key and once the meter is full releasing. This power maybe a bit difficult to use in PvP often times I switch to Relentless Avenger for knocking people off plates –note do not use this in PVE you will make enemies and often times be booted knockbacks are no bueno.

So how does a rotation work generally.

Usually you will open with Binding Oath, Charge in with Radiant Strike, Pop Divine Protector if needed here, follow up Templar’s Wrath, Charge Burning Light-release, and use your class feature to activate Judge reducing cool down powers/increasing damage (Justice Path Feature which is coming up next) ending with a few Oath Strikes as needed, rinse and repeat.


If I haven’t melted you with a wall of text yet hey thank you for making it this far we’re almost done so let’s get through this process quickly.

Heroic- Toughness 3/3 ,Divine Action 5/5, Wrathful Strikes 3/3, Exemplar’s Haste 3/3, Light’s Shield 1/5, and Steadfast 5/5

I reiterate this a lot but anything for survival and damage is what is trained here notice there’s no Critical trained here for this particular build and humans your 3 additional points can raise Light’s shield.

Justice ParagonBound by Light 5/5 Control Strength over movement speed (Swift Flash) because what threat we do have Control Strength applies you won’t miss the movement bonus unless you’re a PvPer swap these.

Flash of Light 5/5 Encounter Powers have a 25% chance to reduce cool downs of allies powers by 10% this pretty much explains itself Furious Reversal could be an option in PvP as a solo player but the timer/reuse doesn’t shout “train me!”

Radiant Champion 5/5 You and at least two allies near each other have shorter cool downs and 25% more movement hence why you won’t miss swift flash. Again for PvP soloers Stem the Tide is amazing coupled with Aura of Solitude you may consider this.

Echoes of Light 5/5 At will powers have a chance to reset your encounter cool downs, usable every 15 seconds thank you nerfs, still viable and procs quite often also beacon isn’t viable as protection because we’re not healers.

Purifying Fire 5/5 At will powers do additional fire damage resets upon use of an encounter prism is an ok alternative if you find yourself running with players needed to bounce a heal off you onto them but overall Purifying Fire is better in terms of damage

Vengeful Judge 1/1 Divine Call (Aka your class feature this is RB by default on Xbox I want to say Tab on PC??) applies judge to you when activated increasing your overall damage dealt by 35% and reducing your cool downs significantly and even a chance to grant a charge of Divine Call. If not the single most important reason to go Justice is this right here. If you time this right in your rotation you can literally god mode yourself (Not your group RIP bubble reliants)  with high recovery while using Binding Oath.

Bulwark Paragon- Unflinching Resolve 5/5 Control Resistance is increased by 10% I.E. Stuns, Knock backs, Roots

Stand Fast 5/5 Don’t move gain 5% defense and deflect not only great for PvP and plate holding but thing when you’re casting a bubble or holding out your shield..remember 80% cap is easy to obtain

 Sanctity 5/5 Think of this as an added Sudden Ring of Defense or Deflect or Regen either way you get healed often even when using your shield it counts as heal, running with a cleric or healiden, you get the idea even though it alternates those three stats it’s 3 stats worth alternating in terms of surviving.

Final note on this after the bubble nerf Light path no longer seemed viable in those moments where the bubble is down even if Warriors Bastion states you gain 10% more defense from equipment overall one feat does not increase the survival rate of the bulwark path.


Delving into boons can be a wall of text in itself so as I stated in my video any chance you can train Defense over power take it any chance you can train any stat over critical take it this is generally deflect and sometimes life steal but survival. Lastly two boons from Sharandar and Dread Ring are optional I will explain in those respected areas but below are the boons I use


  1. Dark Fey Warder- 400 Defense
  2. Fey Elusiveness- 400 Deflect
  3. Elven Haste – 3% Action Point Gain
  4. Elven Ferocity- chance when striking a foe deal up to 20000 additional damage triggers a lot with burning light now this can be swapped for Elven Tranquility for those of you lower item levels, having a harder time surviving, as the heal proc is really nice but once you build yourself up I recommend doing more damage.
  5. Fey Thistle- You will deflect a lot with this build why not do an extra 3000 damage. Note Elvish Fury sounds good but in all honesty does you no good in both PvP and Boss fights this is generally for trash clearing if you can kill the mobs before your group mates or you’re soloing quest thats about it.

Dread Ring

  1. Reliquary Keeper’s Strength- 250 Power and Movement over critical
  2. Evoker’s Thirst- 400 Life Steal over Regen (Regen only works out of combat)
  3. Illusion Shimmer- 3% Deflect Chance. I don’t need added Armor Pen PvPers can consider this if they want to swap
  4. Shadowtouched- Chance when dealing damage additional 20000 Damage again like Sharandar Enraged Regrowth is a viable option for those lacking in terms of defense.
  5. Rampaging Madness- Dealing damage builds stacks once you hit 50 gain 4K power, Life Steal, and Regen this is like having another Brutality ring or lifesteal ring easy to achieve and proc quite often an option for those lacking in defense or surviving would be  Augmented Thayan Bastion

Icewind Dale

  1. Encroaching Tactics- 400 Combat Advantage Damage because you’ll be in CA quite abit placing yourself in front of an enemy your allies behind the enemy will do extra damage and honestly AoE resist well you can block most AoE attacks what’s the point?
  2. Appreciation of Warmth- 400 Incoming Healing Bonus. I choose this only because I don’t have an issue with Stamina gain and if I need heal ill take a big heal please.
  3. Rapid Thaw- 400 Recovery , yes please no crit severity needed here.
  4. Cool Resolve- Added Power the more your stamina drains. You may think Cold Shoulder sounds nice but let’s be realistic if Orcus hits you for 400,000 damage do you honestly think 398,000 damage is going to make a difference?
  5. Rousing Warmth- Seeing as you get healed from many sources this gives you 3000 extra damage quite often and damage= better aggro holder


  1. Primordial Vitality- 400 Defense and 1600 Hit Points (As I stated at the beginning anytime you can train Defense over power do it)
  2. Primordial Regenesis- 400 Life Steal and 1600 Hit Points (Cutting out Critical as much as possible)
  3. Drow Ambush Tactics- Combat Advantage Bonus 10%
  4. Dwarven Footing- Control Effects 5% shorter duration (Don’t really have an issue with stamina gain)
  5. Abyssal Strikes- 10% damage versus demons only time I took damage over control because I have so much control bonus this one you won’t notice if trained or untrained may as well do additional damage to keep that threat on you.

Tyranny of Dragons

  1. Dragon’s Claws- 400 Power. Only time I take power over hit points simply due to having 140K HP at this point and needing to get my power slightly up not a big deal.
  2. Dragon’s Shadow- 400 Deflect
  3. Dragonscale Defense- 400 Defense this one again for PVE if you hit 60% Armor Pen Cap you’re good if you want for PvP swap them
  4. Dragon’s Greed- 400 Life Steal
  5. Dragon’s Grip- Increased Control Strength I only recommend doing 1 or 2 in here and putting your last into Dragon’s Thirst by this time you should have no problem holding aggro as best the Paladin class can with it’s broken threat threshold this is about as good as it gets.

The Maze Engine

  1. Abyssal Regeneration- 400 Incoming Healing Bonus- Yes please
  2. Demonic Resilience- 5% shorter duration in control effects. Combat Advantage is nice but not needed at this time get out of stuns quicker
  3. Demonic Swiftness- 3% Action Point Gain
  4. Baleful Clutch- 10% Increased Control Strength. The only viable tanking option here

Elemental Evil

  1. Unassailable Tide- 300 Defense and 2000 Hit Points
  2. Either of the two in this case because they both suck for a Paladin and honestly you just want the 2000 hit points they offer you
  3. Blazing Resilience- 400 Recovery and 2000 Hit Points
  4. Wall of Wind- Best damn boon in this whole thing great for surviving and gaining 1000 recovery  for ten seconds triggers often.


The following is relatively expensive but in the end worth it. Two exceptions, cheaper, can be made and that is both the Air Archon and Earth Archon both allowing you to deal additional damage when at full health and additional damage when enemies are not at full health.

  1. Shadow Demon- Chance when deflecting damage you take no damage once every 30 seconds this is your main augmented companion stack with 3X Bonding Runestones for Companions Gift he procs it often and fast as well he hit’s like a truck.
  2. Owlbear- Mainly the reason we have very little critical in this build you simply do 50% additional damage based on your power every time you fail to crit. It is night and day with taking this companion off doing damage then re equip him and watch those numbers climb.
  3. Blacksmith- Damage Taken 25% chance to reflect 10% of that damage back this happens a lot stacks well with Aura of Vengeance
  4. Galeb Duhr- Deal up to 10% more damage based on the percentage of damage you have taken through internal testing removing him and being smacked by a large enemy and following up with burning light this can be the difference of 1000+ extra damage with him equipped every tick.
  5. Yeti- Damage Taken 10% chance for you or your companion to increase damage dealt by 10%. One this procs alot you’ll know because your character grows in animation and two he’s a great off tank to call out in one particular fight *Cough* Orcus.


I will not dig too much into this only because I have covered this in the video below.

That being said – Your mount equip power either needs to be from the Flail Snail Mount (Super Rare and Expensive) 25% action power gain after you cast a daily power or the Gorgon Mount (Not as rare or expensive can get with trade bars.) 15% action point gain after you cast a daily power.

Insignias-  Regal of Courage and Barbed Insignia of Aggression in every mount giving you Defense, AP Gain, Armor Pen, and Incoming Healing Bonus and you want to stack your mounts for Protectors Camaraderie / Friendship these do in fact stack see video below



Final Thoughts:

The Paladin is a versatile tank and it is arguably harder to play now after the nerf. By harder I mean requires patience and brain because we no longer are the gods of easy mode and a good paladin will know his strengths and weakness and when to dip in and out of a fight. Many are changing to healiden after this patch and that’s fine but for those of you who don’t want to throw in the towel just yet stick with it you’ll find a much more rewarding experience as you grow. Thank you for taking the time to read through this wall of text and if you need a quick rundown of everything without the need of explaining things here’s the video of it in quick format. Enjoy and see ya around!


PS4 Players some things may change I recommend checking this out as I know you don’t have quite everything listed here

Leave a reply
  • 2Real
    June 22, 2016 at 4:05 pm

    How important is the owlbear cub for boosting this builds overall dps? Ive been unkocking an unhealthy amount of newlife lockboxes looking for one and feel a little sick when i check the prices on AH. I’m lvl 70 with 2.3 GS and I find my stacks a little underwhelming, especially in T2 dungeons. My cha and con are both at 26, do you think it would be worthwhile boosting crit chance/ severity a bit more before i get my hands on the owlbear cub?

    • CaptnSpicyPants
      June 23, 2016 at 12:55 am

      If you were to go the route of boosting crit chance I would leave that call in your hands simply because, overall testing, I have found along with others that you cannot match the DPS provided with the owlbear with abilities such as Burning light. Even if it were to crit you’d be lucky to see a 10K hit repeating. IF you were to go the route of not using owlbear I would say be very careful boosting crit and severity because it may hurt your overall training certain boons with crit severity over others. While I know how painful this build can be in terms of pockets it is unfortunately expensive and the market is very unforgiving sometimes. You can obtain decent crit with force of will and maybe swapping the Warlock companion out for 10% crit severity and get by for now but this by your own discretion. I wish I had a more uplifting answer for you but this is the realest answer I can provide comfortably at this time.

  • 2Real
    June 23, 2016 at 3:41 pm

    Thanks for your prompt and honest response. I guess I’ll keep the grind up for that lil guy and hope for the best. Great work on the guide btw. While I’m not scoring mid-high on the damage dealt charts atm, I have yet to die in any PvE content I’ve done with this build.

    • CaptnSpicyPants
      June 24, 2016 at 6:23 am

      I am glad I can help any way I can and sometimes even if the answer we want isn’t always the answer heard I find being honest is a lot less painful lol. I am glad to hear your survivability is working well and as frustrating obtaining certain companions/items can be I believe in the end you will be satisfied with the payout..maybe not the deep pockets hurting but definitely the reward lol.

  • Shaystifer
    June 24, 2016 at 2:10 pm

    captainspicypants I’m a new player to neverwinter. I’ve been playing for a little over a week now and I have my first level 70. I chose the paladin as my first main character and I’ve had no trouble tanking up until recently in these harder dungeons. Is there any way you could join a party with me on the X1 sometime to help me learn some more about the game and how to become a better tank?

    • CaptnSpicyPants
      June 25, 2016 at 11:16 am

      Yes we can get together sometime this weekend send me an inbox message on XBL GT CaptnSpicyPants and I will get with you when I can.

  • Charlie
    June 24, 2016 at 6:54 pm

    What runestones would you run in your yeti when using him on orcus? Thanks for such a good guide I’m enjoying testing this

    • CaptnSpicyPants
      June 25, 2016 at 11:19 am

      Thank you I am glad to hear, rather read, that lol. As for the Yeti seeing as you only switch him out for the one fight and he dies a lot I honestly wouldn’t worry about runestones but if you wanted a quick burst of stats while he is alive then maybe a few bondings would be ok but I wouldn’t go crazy with them seeing as he is consistently up and down during the fight.

  • Emma
    June 25, 2016 at 5:40 pm

    An interesting ask, what rings have you chosen? Had my pally for about 8 months and have been level 70 for about 6 of those months. Since the nerf hit, I was clueless until I found your guide! Thank you man 🙂 -Azazel

    • CaptnSpicyPants
      June 26, 2016 at 12:00 am

      I knew I forgot something good eye lol I’ll update this in a second but I went with Rising Power + 5 and Rising Defense +5 for consistency maintaining power and defense in combat over the suddens with a 20 second cool down in between procs

  • Belthor
    June 27, 2016 at 12:31 pm

    Hi CaptnSpicyPants, i ask me why u have so much Control Strenght? My Guild tell me as OP Control Strenght is useless, only for two skills (Burning Light, Templar’s Wrath) or for pvp, but not in pve. Thanks

    • CaptnSpicyPants
      June 28, 2016 at 6:24 am

      Well seeing as I aim this build to comfortably work for both PvE and PvP, giving options to switch, I think you kind of answered your own question by what you typed lol. Honestly Control Bonus does in fact effect the stun for Templar wrath and the interrupt effect for burning light but speculation, though no real to confirm, is with what threat we do have working control bonus seems to attribute to this. Again we have no concrete way of testing this, however, I have noticed before running without I just had even a harder time holding onto aggro than running with it. So until Paladin threat is fixed all together I choose to keep it they really don’t have to many viable options to train otherwise something that can be looked further into and probably should by the development team.

      • Belthor
        June 28, 2016 at 2:26 pm

        Ty, yes i know i answer myself but why i ask is i do not PvP, and when u have only train Control Strenght for PvP than is Control Strenght nothing for me…but and here is the point: “I have noticed before running without I just had even a harder time holding onto aggro than running with it”….than is this a great argument for Control Bonus.

        • CaptnSpicyPants
          June 28, 2016 at 11:30 pm

          I would have to say, honestly, aside from the justice path training of control strength, the boons as followed- Baleful Clutch (Maze Engine) if you wanted to replace this you could be more group friendly with Engine Inspiration sanctuary will trigger this off and in Tyranny of Dragons instead of Dragon’s Grip you can either increase your healing income with Dragon’s Revival or up your Life Steal with Dragon’s Thirst. Other than that you can look at it as they really don’t have viable options in the boon path to train otherwise which is why in Underdark I had trained 10% damage verse demons over control bonus it was worth it in those terms. I would also say in my own experience, whether or not this is confirmed because we have no way of confirming it, that yes holding onto aggro with what I have in control bonus seems to work better than without it. I also think Sanctuary , holding your shield out, is partially based on control bonus / threat as well seeing as once I pull out my shield I seem to have better aggro over which enemy i’m holding. Sadly I don’t have a concrete answer for this because with paladin threat being very broken and every bit we do to try and hold aggro is by testing what works for us and doesn’t I won’t know until Cryptic actually focuses on our threat threshold.

  • Graunarim
    June 27, 2016 at 9:25 pm

    Thanks a lot for this great build. My Paladins survivability increased a lot and the damage stayed almost the same. The 15 points I spent now into bullwark is very effective, before I had them on the light path. Keep up the good work.

    • CaptnSpicyPants
      June 28, 2016 at 6:25 am

      I am glad to hear, rather read, that! Keep on tanking on and living and thank you!

  • timothy
    June 30, 2016 at 7:47 pm

    Thoughts on the demon lord set?

    • CaptnSpicyPants
      July 1, 2016 at 2:49 pm

      I wouldn’t dismiss this set in full but you will gain a lot of critical using this set, plus deflect not bad, as well as replacing wisdom with strength, not necessarily a needed stat after the nerf, but as for obtaining this full set i’d say may RNG be with you and if you choose this option I would address the stats you swap appropriately.

  • ttomaszko
    July 4, 2016 at 11:37 am

    why shadow demon as main?? he doesnt have any ring slots.

    • CaptnSpicyPants
      July 5, 2016 at 7:55 am

      The Shadow Demon is a great 6th man so to speak. Think of him as a 6th DPS in your group especially at legendary he does well over 120K damage every 4 hits or so. With the current changes on bonding runestones and even the bugs with them on the PC side he still procs companions gift almost faster than any other companion if not the same speed as the mercenary or Zhentarim warlock. You can honestly build without rings because of this. In time it may change but at this current time I find him more optimal than any other companion currently but as the state of the game changes so can the companions.

  • Kamikazi
    July 6, 2016 at 9:55 am

    Do you ever use vow or circle of power for boss fights?

    • CaptnSpicyPants
      July 7, 2016 at 9:04 am

      Vow yes if your group is struggling switch that over burning light. Circle no it only effects you.

  • GBlaze
    July 8, 2016 at 3:25 pm


    For those of us new to the game, will you please video powers 25 and up. No explanation needed, just scroll through them.


  • Newtops4
    July 23, 2016 at 12:53 am

    Can you post a screenshot of your powers? Thanks!

  • Graunarim
    July 24, 2016 at 7:30 am

    I heard from a lot of GF´s that defense isn´t working quite well anymore in mod 10, especially concerning the new content. They recommend stacking hp´s with level 12 radiants…well besides I will never afford level 12´s, my questions is do OP of protection will need changes too in deflection and defense?

    • CaptnSpicyPants
      July 24, 2016 at 10:34 am

      Ok so the reason GFs are stating they are lowering Defense is because of the buffs they can dish out are defense based. That being said you still want to keep defense and deflection in your build regardless but you do not want to go over the 80% DR cap so whether you have the Defense guild boons and gear maxing out your Defense at or around 80% then at that point yes you can consider HP as the next viable step.

  • BestPwnz
    July 26, 2016 at 10:09 am

    Hey man what are ur comments on switching out Oath strike for Valorous strike? And what is so bad about Relentless Avenger it gives u a hell lot of AP and taunts the monsters.

    • CitoMors
      August 1, 2016 at 5:27 pm

      @BestPwnz, while I have my own question for the captn, I hope he wont mind if I answer the relentless strike question. It’s a good hard hitting move and yes the tool tip says it taunts so it makes it look good on paper but one thing makes it beyond terrible for add control. Knock back, in most if not all mmo’s nothing will drive a tank nuts like scattering the enemies to high heaven where they end up outside the rest of your aggro building tools.

      @captnspicypants I have started up again on ps4 and we don’t have access to the new life boxes for the owl bear cub. What would you advise for others in my situation?

      • CaptnSpicyPants
        August 4, 2016 at 11:05 am

        I absolutely have no problem with you answering that I a a firm believer in players helping out each other and that information is not wrong not and to add to it BestPwnz Oath Strike is one of our only working threat generators so it’s your call on that as well as relentless avenger will piss your group off. I apologize for not replying here sooner as you may know youtube is my best response platform but regardless I do need to check this more often. So CitoMors I hope you don’t mind that this should answer some questions and i’ll be updating this build in just a moment

        • matthew purdham
          August 8, 2016 at 10:58 am

          if i may interject i have been working on my own theory crafted op build, as far as feats and powers i am right with you but i am nearly a perma bubble again – through meticulous calculations. I prioritize my stats in this order AP gain / Recovery / deflect HP the reason being is to simply counter the nerf.. i havae benn very successful with this , as i tank orcus with no healer just me and 4 dps to run cn and im under 3k gs. i use the shadow demon and blacksmith for the deflect advantages.. but toss in the sprites for the ap gain, i slot templars wrath – binding oath or smite ( BO for stronger dungeons / smite for waker ones) and relentless avenger.. yes the knockbaack can be cancelled through animation cancelling with practice, but this tool is not only your largest ap generator to keep ur bubble up.. but it also is useful in knocking mobs off the map if used correctly the knockback should not interfere too bad with ppls aoe .. i plan on making my own guide in the near future.. great work on this one 🙂 perhaps we can hang out and theory craft a little some day.. until then be well 🙂

  • Saites
    August 4, 2016 at 10:41 pm

    Which pants and shirt are you using? The warrior’s or the defender’s one? I’m a lvl 25 platesmith and I don’t know what to do :(. But I think that the Warrior’s is slightly better. Thank you for your amazing guide.

  • Pallyman
    August 6, 2016 at 4:19 pm

    I was wondering if the Black Ice Beholder drops from Kessel himself? Or the free chest? Ooor (hopefully not) the key chest?

    August 13, 2016 at 2:37 pm

    What do you think about plague fire? It’s cheaper than dread, also have dot and reduce defense and power too.

  • GallowsGhost
    August 14, 2016 at 5:57 pm

    Thank you for the guide.

    I have a question regarding some artifacts. I don’t think I will ever have the time to get a cleric and a GWF to lvl 60 for the associated artifacts. Is there any suitable replacments for Sigil of the Devoted? Thank you

  • DwarvenPally
    August 15, 2016 at 1:48 am

    Great guide. Very easy to follow. I do have one question. Did you discuss paragon levels? Thanks again for the great guide.

  • mrurns
    August 15, 2016 at 10:52 am

    Hi. Awesome Guide. I felt quite lost befire reading this. 🙂

    Question about the Artifacts:
    I don’t really wanna roll a DC to get the Artifact. Is there any alternative or is the Spec broken without it?
    Also, I don’t quite ubderstand how this helps me. It says I gain 100% AP every Minute but the AP are replenished within a Minute anyway. Or does it work in a way that increases the speed that I generate AP by 100%?
    (Sorry, newb here… )

  • Bastian Zippel
    August 20, 2016 at 11:59 am

    Hi Captn, which boons from new Storm Kings Thunder you recommend?

  • LeonLeonhart
    September 11, 2016 at 2:15 am

    I love You ahah.
    This guide is perfect for a ps4 newby like me , the my op is 2.3k for now and i can easily tank all i can do , just the problem is the owl bear cub mancance 🙁 , i hope to have it a day on ps.
    So can you help me for find the faster way to improve the gear level?? I’m just doing maze engine and farming heroic event… but i’m feel stucked :/
    Thx so much! Your fun!

  • Brianna@mro1978 on pc
    October 1, 2016 at 3:57 am

    even though I use this as an alt, when CTA events come up it’s clear that this build (and class) is still pretty op unless you are trying to take a beholder death ray to the face. I honestly don’t think I’ve ever died once I got access to templar’s wrath, or even gotten below half health for that matter.

  • swapilot
    October 4, 2016 at 6:35 pm

    I love this build! This is my third OP build and, in my opinion, this is by far the best build out there. As far as neck items, Lathander’s Cloak or Greater Cloak of Black Ice? At epic level is the 3% extra damage resistance (AC 36 LC vs AC 32 GCoBI) worth it or not?

  • swapilot
    October 4, 2016 at 7:59 pm

    Sorry typo. Should say AC 38 LC not AC 36 LC.

  • Rozen Zwei
    October 26, 2016 at 1:58 am

    Hey any update for Mod 10 changes cap’n?

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