Today I’m going to present a write-up of my Oathbound Paladin buff build for NWO:Uncensored! The German crowd might also refer to the build video on my YouTube channel. The main purpose of this build is to present a viable tank for all content with a heavy focus on buffing the party as well. Have fun reading through this!
Race and Ability Scores
First of all the Oathbound Buff Paladin works best with the Dragonborn race. Unfortunately it’s exclusively available to in the Dragonborn Legend ZEN Pack or by buying the race separately, without the bonus package items. Other viable races include Human (+defense, more feat points) and Drow (extra debuff).
- Ability Scores: Grants you +2 to any two stats.
- Dragonborn Fury: Your Power and Critical Strike are increased by 3%.
- Draconic Heritage: You receive 5% more healing from all spells and abilities.
The main ability score you want to push is Constitution for HP, where you should start with a 17-18 roll to get to 30 at lvl 70. Your second priority should be Charisma and Wisdom where you should reach 22.
Your gear should prioritize: Power (about 40-50k should be base Power for the Power sharing), Recovery (about 20,000) and Defense (80%). Also don’t forget to bring your Armor Penetration to the current cap (85%). Your HP should definitely be above 200k better 300k . Generally HP is more important than Defense for a Protection OP. First of all, the class already features pretty strong mitigation self-buffs, which makes stacking Defense less important. And your paragon additionally buffs base power based on your HP when getting hit.
A full “bis” example of all gear is set up in our Ratings Calculator. You can go from there or just min/max for yourself. If you don’t have enough Armor Penetration from your pet you can use the Guild Boon.
The guild set is “bis” as it provides a nice boost to the party. All other sets are viable in the following order: Relic -> Fey -> Chult.
There are two options as main Artifacts. The Sigil of the Devoted offers a nice AP boost for yourself while the Lantern of Revelation buffs the group’s damage. If you’re often running with the same premade, the Wheel of Elements becomes an option as well. But providing your DPS the fire buff needs coordination and most use it themselves.
Based on your stats you have a variety of options for the rest of the slots. Pick something with a combination of HP, Power, Recovery and Defense.
As artifact set you have two options. You either go with the “Great Protector”, which offer +10,000 HP…
… or “Valhalla”, which reduces incoming damage.
Both are viable and one again I’d more look towards stats I need than getting a specific set.
Four Weapon Enhancements are viable. Holy Avenger offers best protection, but is probably not needed in an endgame group. For debuffs go with Frost and Plague Fire. Note that same ranks of Frost stacks while Plague Fire does not, so if possible you definitely want to pay attention to what other support toons in the group are using. If you absolutely don’t have access to one of the two (yet), you can also go with Terror.
- Transcendent Holy Avenger Enchantment
- Transcendent Frost Enchantment
- Transcendent Plague Fire Enchantment
- Transcendent Terror Enchantment
You have three choices of Armor Enhancements. Shadowclad has some damage resistance utility. As mentioned above the OP features a heavy dose of self-buffs however. So make sure you’re not already capped. A better defensive option is Barkshield, which can soak up a nice amount of damage. You can also go with Negation, mainly because it buffs your Recovery.
- Transcendent Shadowclad Enchantment
- Transcendent Barkshield Enchantment
- Transcendent Negation Enchantment
Your choice of an active companion mainly depends on the gear you have available. The Con Artist is pretty standard. It’s easy to gear with ring slots and absolutely viable. Dancing Shield is a more defensive variant, but that one is frequently used by GFs and its debuff doesn’t stack. The Harper Bard is adds some healing, but can’t proc the Insignia Bonus “Protector’s Camaraderie” (see below).
You have a wide array of choices for the other active bonuses. Energon is standard for +HP, after that you can go with anything that debuffs enemy damage or adds healing. Since you’re not featuring too much Critical Strike, the Owlbear Cub is a nice, albeit expensive, way to boost personal DPS.
Mounts and Insignia Bonuses
On the Insignias you should prioritize the same stats as mentioned above: Power, Recovery, Defense or Deflection.
|Protector’s Camaraderie||2 Regal, 1 Barbed||Whenever your summoned Companion attacks, you gain 3% of your Power and Defense for 10 seconds. This effect can stack up to 4 times.|
|Artificer’s Persuasion||2 Barbed, 1 Illuminated||Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Gain are increased by 10% of your Power for 15 seconds.|
|Assassin’s Covenant||1 Regal, 2 Enlightened||You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power.|
|Cavalry’s Warning||1 Crescent, 1 Barbed, 1 Enlightened||Whenever you activate a Mount Combat Power, you gain an increase of 10% to your Power, Recovery, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal.|
|Shepherd’s Devotion||1 Regal, 1 Barbed, 1 Illuminated||Whenever you use a Daily power, your teammates Defense, Deflection, and Movement are increased by 5% of your Power for 10 seconds.|
As mentioned above, Protector’s Camaraderie is useless if you use the Harper Bard. Also only use Cavalry’s Warning if you have a legendary mount power. A good replacement in both cases is “Gladiator’s Guile”.
Speaking of the legendary mount. If you’re lucky enough to be able to pick one, it should be:
That’s it folks! Now that we’ve talked a little bit about gear and build philosophy, I’m going to show you the powers and feats next! In case you have any questions or remarks in the meantime, make sure to post them in the comments below and visit the corresponding thread on our message board!
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