Stalwart Paladin Mod 11 Oathbound Paladin (Xbox One)
Greetings my fellow Neverwinter gamers! I am EoG Ariovistus and I have been playing Neverwinter on Xbox One for a while now and have dabbled in every character class possible, starting with the Oathbound Paladin. I found it to be the most newbie-friendly class and very fun to learn the basic game mechanics with. I would like to take a moment to state this build was modified from CaptnSpicyPants Mod 9 Protection Oathbound Paladin build on his Youtube channel.
The purpose of this guide is to build what I call the “Stalwart Paladin” designed around tanking in group content, provide minor debuffs, and dealing mediocre damage. Pretty much, you’re built to survive and soften up the enemies a little bit for the heavier damage dealers. Rarely will you ever finish at the top of the damage dealt charts. In fact, you’ll probably rate dead last in damage dealt. If you play correctly, you’ll dominate the damage taken charts and keep your allies alive and well. Unfortunately, this build has very poor PVP performance, so if you’re a PVP style player this build will not work well for you.
With no further ado, let’s get to the build!
Though it doesn’t make any significant difference about which race you pick, some really are better than others for the purpose of this build. Here is a short list of the ones I would recommend, starting with the one I personally use.
- +2 to any one Ability Score
- +3% increased Defense
- +3 bonus Heroic Feats
Humans are the true all-purpose base race. Their strengths lay in their versatility, being capable of working well with just about any class. The added defense the Human race offers is more appealing for overall survivability, and the three extra feats at levels 10, 15, and 20 allow for a bit more versatility for customizing builds. If you choose this race, put the +2 scores into CON or CHA.
- +2 CON
- +2 STR or WIS
- Increased resistance to Knockback and Repel effects
- Increased resistance to Damage Over Time effects
Dwarves are an interesting choice for the Oathbound Paladin class. Their bonus to CON is great as it adds to damage resistance and maximum health, and their bonuses to STR and WIS help a little bit with damage output and healing bonuses, but that’s really about it for Dwarves. Their “Stand Your Ground” and “Cast Iron Stomach” racial bonus skills are bugged, either working in PVP only or not at all.
- +2 to any two Ability Scores
- +3% Power and Critical Strike
- +5% Increased Healing
This is a very strong and viable race selection for the Oathbound Paladin. Plus they just look awesome! Like Humans, Dragonborns have the +2 to any Ability Score. The increase in Power and bonus to Increased Healing are also very nice for damage output and survivability. If you choose this race, put the +2 scores into CON and CHA.
Now you may be asking yourself, why choose Human over Dragonborn if the latter gives a bonus to a damage/heal build? The short answer is because when I made my Oathbound Paladin, I didn’t have Dragonborn as an option until I purchased the pack from the Zen Market. The longer answer would be that the added defense contributes to more damage resistance which is vital to any kind of tanking, and the Dragonborn’s healing bonus is only at its maximum effectiveness if there is a good healer in the party. Also, the Dragonborn’s +3% bonus to Critical Strike is not vital to the build. The bonus feat points were icing on the cake at that point.
You’re going to want CON and CHA to be your highest stats. CON determines several key factors for an Oathbound Paladin. Each point gives +2.5% maximum health and +0.5% damage resistance. It also determines maximum stamina which determines how long you can keep Sanctuary active. CHA determines other key factors for an Oathbound Paladin. Each point gives +1% Combat Advantage damage, +1% stamina regeneration, +1% Action Point gain, and +1% Companion stat bonus. The Action Point gain and Companion stat bonus are most important.
Paragon Paths and Feats
Oath of Protection – Justice and Light
Since the purpose of this build is to absorb damage, soften up enemies, and do some damage, you’re going to want to choose Oath of Protection and use the Justice and Light paths. Justice will give you the best opportunity for dealing damage and activating additional passive skills that will greatly enhance and benefit your party. Light will give you perks that increase your durability which are always nice to have. If you’re wanting to become an unstoppable tank capable of laughing at the most lethal of attacks, this build will walk through most solo content and be a major contender in a lot of end-game content.
The Oathbound Paladin has several interesting Feats available that allow for a variety of effects. For the purpose of this build, here are the Feats I recommend investing into and how many points to invest for each Feat. Since Human was the race of choice, this will reflect the +3 bonus points. For non-Human Oathbound Paladins, remove Wrathful Strikes.
- Toughness (3/3) – Increased maximum health
- Divine Action (5/5) – Activating Divine Call increases maximum Action Point gain
- Light’s Shield (4/5) – Increased damage resistance
- Exemplar’s Haste (3/3) – Encounter powers recharge faster
- Wrathful Strikes (3/3) – At-Will powers deal more damage
- Steadfast (5/5) – Each point of CON grants additional maximum health
- Bound by Light (5/5) – Increased control strength.
- Flash of Light (5/5) – Encounter powers have a chance to reduce the cooldown of nearby allies’ Encounter powers by 10%.
- Radiant Champion (5/5) – Increases movement speed and cooldown reduction with two or more allies within 30’ of you. This effect is extended to allies as well.
- Echoes of Light (5/5) – Encounter powers have a chance to trigger “Echo”. Echo makes your next Encounter power instantly recharge all of your Encounter powers on cooldown.
- Purifying Fire (5/5) – At-Will powers apply “Purifying Fire” to enemies, dealing increased damage over time. Using an Encounter power cancels this effect.
- Vengeful Judge (1/1) – Divine Call also triggers “Judge” for 10 seconds. Judge increases your damage by 35% and reduces all Encounter powers currently on cooldown by 35%. Your Encounter powers also have a chance to immediately grant one charge of Divine Call.
- Gifts of Light (5/5) – Increased healing
- Warrior’s Bastion (5/5) – Increased defense from equipment
- Aura Gifts (5/5) – Allies within 30′ gain a percentage of the Paladin’s total Power
Although the Oathbound Paladin has several awesome powers at their disposal, only a handful are actually needed for either solo content or group content. Here are the powers I recommend most, followed by an explanation as to why.
- Radiant Strike (4/4) – This is going to be your “get into battle faster” At-Will. Using it will give you a Radiance effect. Radiance increases Armor Penetration and Damage by 5% for 15 seconds.
- Oath Strike (4/4) – This is your primary attack and essentially your bread and butter. It is going to be your primary source of generating and holding threat so the enemy stays focused on you instead of your allies. There are other ways to generate threat, but for the moment this is your best chance due to Oathbound Paladin threat being broken (for now).
- Burning Light (4/4) – This is a power that requires charging, but it is well worth the short power-up time. When used, all targets are stunned and are given a burning effect that continues to inflict damage over time.
- Smite (4/4) – This is the quintessential Paladin power and the Oathbound Paladin’s strongest single-target attack power. Enemies get slammed with your weapon for massive damage, set on fire, and nearby enemies will also catch fire. Affected enemies will also deal 15% less damage.
- Templar’s Wrath (4/4) – This power is very similar to Burning Light, but does not require a charging up time. Its use stuns nearby enemies, inflicts respectable damage, and is instant use, but does not inflict any added damage over time. Instead, it gives you and all nearby allies temporary health which is great for making tanking easier.
- Binding Oath (4/4) – This is a very interesting power and useful for reflecting damage. This power forces all enemies to attack the Paladin, and when the effect ends 50% of the total damage will be used to reflect 20% damage back at all nearby enemies within 30′ of the Paladin.
- Vow of Enmity (4/4) – This power is very similar to Bane. A target is inflicted with a curse-like Vow, making the target receive an additional 20% damage from your attacks. With Oath of Protection, all allies who attack the marked target generate additional threat for the Paladin. This increases your likelihood of holding threat.
- Bane (4/4) – This power places a mark on the target, resulting in the target dealing 10% less damage and taking 10% increased damage from all sources for 10 seconds. This power can be stacked three times and is great for softening bosses and increasing the damage output for yourself and your allies.
- Relentless Avenger (4/4) – This power is another “get into battle quickly” option. You rush to the target and release a burst of power, damaging everything within 20’ and knocking back all affected enemies while refilling 30% to 50% of your Action Points. With Oath of Protection, all affected targets become taunted and focus on you. In solo content, this power is pretty good to keep around. However, it can become extremely annoying to Control Wizards, Hunter Rangers, and Scourge Warlocks trying to AoE-attack groups of enemies as Relentless Avenger knocks most enemies outside AoE range. For that reason, I recommend using something else during end-game content.
- Divine Protector (4/4) – This is the most powerful defensive power in the game. Period. For a few seconds, 60% of damage all allies would receive is directed to the Paladin. All damage received during this time is given at 60% reduction (this reduction is before the Paladin’s damage resistance, further mitigating the damage received).
- Divine Judgement (4/4) – This power is pretty much your only effective damage healing Daily available. Although it is single-target only, the damage spills over from the primary target and inflicts nearby enemies as well. It’s useful in solo content and group content where you have a chance to dish out more damage instead of keeping others alive.
When it comes to the different auras, it’s generally recommended to train all but Aura of Wrath and use the auras you need at the time. Here are the auras I use most often.
- Aura of Vengeance (4/4) – This aura gives you and all allies within 30’ a damage reflection quality. When taking damage, 15% of your weapon damage will be reflected to the attacker as Radiant damage. Since your job is to take hits, you will be reflecting damage back at your attacker (as will your allies) with every hit.
- Aura of Courage (4/4) – This aura gives you and all allies within 30’ added Radiant bonus damage based on your maximum health. Since Paladins have a huge health pool, this increases overall damage output.
- Aura of Wisdom (4/4) – This aura gives you and all allies within 30’ a +10% increase in recharging speed. This allows for the entire group to use Encounter powers much faster and increase overall damage output.
Depending on what type of content you’re playing, your power sets will vary slightly. Here is what I recommend for content sets.
- Radiant Strike // Oath Strike
- Templar’s Wrath // Burning Light // Smite or Relentless Avenger
- Divine Judgement // Divine Protector
- Aura of Vengeance // Whatever you want
- Radiant Strike // Oath Strike
- Templar’s Wrath // Binding Oath // Vow of Enmity
- Divine Judgement // Divine Protector
- Aura of Vengeance // Aura of Courage
Boons are rewards acquired from playing through the various campaign chapters. These rewards are bonus stats and other powers that augment your character’s combat strength and survivability. Following is a list of each campaign and the boons I felt were most effective for the build. These are also subjective depending on your stat needs. If you see something that works better, choose the boon that will provide the most benefit.
- Dark Fey Warden – +400 Defense
- Fey Elusiveness – +400 Deflect
- Elven Haste – +3% Action Point gain
- Elven Tranquility – Chance to heal 20,000 health when taking damage
- Fey Thistle – When you deflect an attack you deal up to 3000 damage to your attacker (will proc on every deflected attack)
- Reliquary Keeper’s Strength – +250 Power and +250 Movement
- Evoker’s Thirst – +400 Life Steal
- Illusion Shimmer – 3% increased Deflect
- Enraged Regrowth – Chance to heal 20,000 health over 4 seconds when taking damage. After this effect ends you have 4000 more Defense for 10 seconds.
- Augmented Thayan Bastion – Chance to generate a shield that absorbs 10,000 damage and redirects that damage to a nearby enemy.
- Encroaching Tactics – +400 Combat Advantage
- Refreshing Chill – +400 Stamina/Guard Gain
- Rapid Thaw – +400 Recovery
- Cool Resolve – +2000 Power based on amount of missing Stamina
- Rousing Warmth – Chance when healed to gain up to 3000 bonus damage on next attack
Tyranny of Dragons
- Dragonheart – +1600 health
- Dragon’s Shadow – +400 Deflect
- Dragon’s Defense – +400 Defense
- Dragon’s Greed – +400 Life Steal
- Dragon’s Grip (3/3) – +15% increased control strength
- Unassailable Tide – +300 Defense and +2000 health
- Earth’s Renewal – +400 Regeneration and +2000 health
- Blazing Resilience – +400 Recovery and +2000 health
- Wall of Wind – Chance to heal for 24,000 health when taking damage. After this effect ends Recovery is increased by 1000 for 10 seconds
- Primordial Vitality – +400 Defense and +1600 health
- Primordial Regenesis – +400 Life Steal and +1600 health
- Drow Ambush Tactics – +10% Combat Advantage
- Dwarven Footing – Control effects have a 5% shorter duration
- Abyssal Strikes – +10% damage versus Demons
- Abyssal Regeneration – +400 incoming healing bonus
- Demonic Resilience – Control effects have a 5% shorter duration
- Demonic Swiftness – +3% Action Point gain
- Baleful Clutch – +10% increased control strength
Storm King’s Thunder
- Frosty Demeanor – +2% Control Resistance and +1000 health
- Hardy Constitution – +400 Stamina Gain and +2% Everfrost Damage Resistance
- Icy Wrath – Chance when taking damage to gain up to 2000 bonus damage on next attack
- Glacial Strength – +3200 health and +2% Everfrost Damage Resistance
- Chill of Winter (1/3) – Chance to gain a stack of Icy Chill when striking. 10 stacks clears to do 10,000 damage to nearby enemies.
- Frozen Reflection (2/3) – When you Deflect an attack you deal up to 6000 damage to attacker
The Cloaked Ascendancy
- Aura of Hope – When killing an enemy, chance to emit an Aura that increases AP gain for all allies within 25’ for 10 seconds
- Fiery Frenzy – +2% Critical Severity and +1000 health
- Soothing Zephyr – +500 recovery and +2000 health
- Aberrant Power – When taking damage, chance to gain a stack of Aberrant Power. 10 stacks clears and deals up to 10,000 damage to nearby enemies. Aberrant creatures take double damage.
Player versus Player (PVP)
As I mentioned in my introduction, this build has very poor PVP performance. However, if you work with a team in PVP, this build has some limited viability as a tank. Although I currently have no active PVP Boons, here is what I would choose.
- Living Wall – +250 Defense and +250 Deflect
- Inspiring Defense – Nearby allies gain up to 10% additional damage resistance as health decreases
- Unbroken Line – +400 Defense for each teammate with 20’ of you
- Glory Seeker – +5 Glory when killing a player on a Domination map
Stronghold boons are very special bonuses acquired through a guild. As guilds become stronger and increase the rank of their guildhall, four additional types of boons become available. These are Offense, Defense, Utility, and PVP bonuses. The Offense boons offer offensive bonuses such as Power, Critical Severity, and Armor Penetration. The Defense boons offer defensive bonuses to Defense, Life Steal, and Maximum Health. The Utility boons offer supplementary bonuses such as increased experience, increased gold, and mount speed. The PVP boons offer overload bonuses that give special abilities during PVP content.
For these boons, choose whichever boons help increase stats your character may be lacking. If you are lacking in Armor Penetration, choose that boon. If you want to increase your Defense instead of Max Health, choose that boon. This gives you more flexibility to increase any of your weaker stats.
Equipment is going to be relatively easy for an Oathbound Paladin as it doesn’t require extreme amounts of game currencies. Most of what you will need can be acquired through campaign quests and vendors. This makes the Oathbound Paladin one of the easiest classes to equip and a very nice class for new players to begin learning the game without investing tons of money into the game for good items.
Here is the recommended equipment sets to use until you’re able to get the Oathkeeper’s Relic set from the Storm King’s Thunder campaign. For some of the slots, I have multiple items listed since some items are great to use until better replacements can be acquired. For example, the Earthen Set is great to use until you’re able to farm the Twisted Ichors necessary to purchase the Twisted Set. Also, the Personalized Adamant Rings are great until you’re able to get the Underdark Rings and Fang Breaker Island Rings. When it comes to your enchantment slots, use the highest quality for the recommended type you can afford and continue refining from there.
- Head – Elemental Dragonflight Ward Armet
- Body – Dusk Restoration Cuirass
- Arms – Dusk Restoration Couters
- Main Hand – Earthen Broadsword // Twisted Ropalo
- Off Hand – Earthen Kite Shield // Twisted Hoplon
- Feet – Elemental Dragonflight Ward Poleyns
- Neck – Greater Cloak of Black Ice
- Ring – Personalized Adamant Ring of Recovery // Ring of Sudden Defense +5
- Ring – Personalized Adamant Ring of Recovery // Ring of Sudden Brutality +5
- Waist – Greater Belt of Black Ice
- Shirt – Drowcraft Chaincoat
- Pants – Drowcraft Chausses
- Weapon Enchantment – Holy Avenger
- Armor Enchantment – Negation // Shadowclad
- Offense Enchantment – Radiant // Silvery
- Defense Enchantment – Azure // Silvery
- Utility Enchantment – Dragon’s Hoard // Dark
For the purpose of this build, you’re going to want to focus primarily on Maximum Health, Defense, Recovery, and Deflect. For my Paladin, I use my guild’s Armor Penetration boon to reach the 60% resistance ignored cap which allows me to stack other stats with my equipment.
Artifacts are going to be costly, especially for the really good ones. This is going to be true for any character regardless of the class and build. Why are Artifacts so expensive? Because they’re so awesome! Not only do Artifacts give you really good equipped stats, but they also offer a wide variety of usable powers to better customize your character! You’re going to want to pick Artifacts that strengthen your primary stats (Maximum Health, Recovery, and Defense). You may also want to use Artifacts that help increase the secondary stats (Deflect and Power) you may be lacking. Here are a few suggested Artifacts.
- Apocalypse Dagger
- Symbol of Air
- Symbol of Fire
- Oghma’s Token of Free Movement
- Sigil of the Oathbound Paladin
- Sigil of the Scourge
- Sigil of the Hunter
- Sigil of the Guardian
- Sigil of the Devoted
- Tome of Ascendance
- Black Ice Beholder (needed to complete set)
Companions will vary slightly depending on finances. Fortunately, Companions can be fairly easy and not quite as expensive as Artifacts or Mounts, but this greatly depends on the quality of Companion. Any Companion of epic quality is going to cost an arm and a leg (and maybe your firstborn child) at the Auction House. Fortunately, the Oathbound Paladin has a few inexpensive alternatives.
When choosing a Companion, pay very close attention to their abilities to trigger Companion’s Gift, an effect granted from Bonding Runestones which imparts a percentage of the Companion’s stats to the Player. These percentages can become formidable at Rank 12 with associated Companion equipment. For the Oathbound Paladin, some Companions shine more than others. Here is a short list of recommended Companions.
- Shadow Demon – A Deflection does almost no damage and does 3000 damage to the source of the deflected attack once every 30 seconds. Less damage is returned if your level is less than 70.
- Blacksmith – On damage taken, 15% chance to reflect 10% of damage taken. If the same target is hit 4 times it will reflect 3 times the damage taken.
- Young Yeti – On damage taken, 10% chance, for you or your companion, to become blood thirsty, increasing damage dealt by 5%.
- Dread Warrior – On damage taken, 10% chance to become enraged, increasing threat generation by 15%
- Energon – Increases your Max Health by 5%
- Frozen Galeb Duhr – Increases damage resistance up to 10% based on the percentage of damage you have taken.
- Galeb Duhr – Deal up to 10% more damage based on the percentage of damage you have taken.
- Rust Monster – On damage taken, 25% chance to inflict a 5% damage debuff on attacker. Stacks up to 3 times.
Mounts will vary slightly depending on finances. Like Artifacts, the really good mounts are going to cost…a lot. For your mounts, you’re going to want to pick those whose Insignia Bonuses synergize with the effects that you want the most. Every mount has different Insignia combinations so look through the list provided in-game to figure out which ones you want the most.