I am a 15pal/3monk/2ftr on live,
Around 1k hp when TWF; 110~ac ,123PRR and 84Inti when tank mode.
Cure serious wound heals myself for 180+ without Maximize/ED.
Here is my feedback to the new pally enha.
Kight of the Chalice
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Core:
this line is a buff to me, took first 4(for Improved Courage of heaven )Slayer of Evil 1: +1 to-hit, +1d6 damage, +2 to saves vs. either undead or evil outsiders.
Courage of Heaven: Your aura of courage grants an additional +2 sacred bonus to saves against fear and now grants +2 sacred bonus to saves against enchantment. You also gain +1d6 damage to attacks against all evil enemies.
Slayer of Evil 2: You choice in slayer of evil 1 gets improved to +2, +2d6, +3
Improved Courage of heaven: Saves improved by an additional +2. Damage bonus increased to 2d6
Slayer of evil 3: Your choice in slayer of evil 1 gets improved to +4, +4d6, +3
2cha is ok but i'd like use+2str since this is dps tree.Champion of Good: +2 Cha, courage of heaven improved by an additional +2, weapons considered good aligned, and +1d6 against evil, and an additional +2d6 against evil outsiders and undead.
However, to pure paladin tanks , put this in kotc is a nerf.
Tier 1:
how about combine this with Improve Turn undead and put another useful skill in T1or2 ?Extra turning (3 ranks): +1/2/3 turn attempts
This is ok at low levels but garbage at end game.Divine Light (3 ranks): Your Undead now also deals +6d6/+12d6/+18d6 to nearby undead.
Is there still anyone care about Remove Disease?Extra remove disease (3 ranks): +2/4/6 uses of remove disease
Suggestion:combine Improved Restoration to it with Level requirement for higher ranks.
Its good to see they combined but "+1 Smite evil" part is unfunctional.Exalted Smite (2 AP): +1 Smite evil, and +1 crit multiplier on smite evil
The visual effect(white splash) is back , and must trigger twice if youre twf,nice.
As the pre-req of Damage Boost ,its way too expansive, should be 1AP each rank.Attack Boost (3 ranks)(2 AP): +4/6/8 to hit for 20 seconds
Tier 2:
See "Extra turning".Improved Turning (requires extra turning)(3 ranks): +1/2/3 levels when turning, and +2/4/6 HD turned.
Cha/level requirement is gone, awsome.Divine Might (3 ranks)(2 AP): You gain your charisma modifier to strength as a sacred bonus for 30/60/120 seconds (20 seconds CD)
On live, I have 30cha unbuff and never use rank4(+8dmg) so its just -1 dmg to me,
but I gain more STR mod for tactic skills and versus knock down type effects.
The animation is gone but it STILL break my Swing for 2~3 secs, and dosent stack with STR bonus(compentence bonus) from Sacred Defence tree, please fix it.
How about change it to something like : "Remove fear from target.Target gets +4/6/8 morale to will saves for 30/60/90 seconds"? People needs Will save in EE.
Rally (3 ranks): Channel divinity remove fear from target. Target gets +0/4/4 morale to will saves vs. fear and +0/0/2 to attack for 60 seconds.
See above.Exalted Smite (Requires Exalted Smite rank 1)(2 AP): +1 Smite evil and +1 crit range and multiplier on smites
See above.Damage boost (Requires Attack Boost)(3 ranks)(2 AP): +10/20/30% damage for 20 seconds.
Tier 3:
See above.Improved Restoration (3 ranks): Remove disease also gives lesser restoration (not sure what happens on rank 2/3)
Nomore level requirement, awsome.Divine Sacrifice (3 ranks)(2 AP): +1 Crit multiplier on attack, and 5/7/9d6 light damage, but costs 5 HP and 1 SP.
Love it.Vigor of life (2 AP): +10% healing amp
See above.Exalted Smite (requires exalted smite rank 2)(2 AP): +1 Smite evil, gives +2 multiplier and +1 threat on smites
Fine.Str or Cha (2 AP): +1 Str or Cha
Tier 4:
Sounds ok but not interested.May be more useful in future.Censure Demons (2 AP): Vorpals stun chaotic outsiders for 3 seconds
Passion (requires divine sacrifice)(3 ranks): Divine Sacrifice gains: On damage: Gain 1/?/? temp SP if used on EO/Undead
See above.Vigor of life (requires Vigor of life rank 1)(2 AP): +10% Healing Amp
Sweet.
Exalted Smite: +1 Smite evil use. +2 Crit multiplier and threat range on smites
Str or Cha (requires Str or Cha rank 1)(2 AP): +1 Str or Cha
Tier 5:
See above.Censure Outsiders (2 AP): Censure Demons now also works on evil outsiders
Vigor of Life (requires vigor of life rank 2)(2 AP): +10% Healing Amp
Why should i use this to a mob that I can kill in 10 swings?Holy Retribution (3 ranks)(2 AP): CD 6 seconds. Channel Divinity: Executes a powerful strike against the target that deals +1/2/3W damage.
On damage: Undead/EO with less than 1k hp have a 50/75/100% chance of having to make a will save (DC 10+1/2 paladin level+cha modifier) or be destroyed. On a successful save it deals 100 holy damage.
Simply change it to "Deal 50/100/150 holy dmg.When target EO/UD's HP is lower than 50% , lower their Will save by 4/6/8(or more)"
Yay! .Sealed Life (2 AP): Immunity to energy drain
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Sacred Defender
Compare to Live, my hp slightly increased but pos power(devotion) is 23 points lower than Paladin Devotion III (60),and to the players who dont want to use defencer line, its a nerf.Holy bastion (passive): You gain +1 hit point and 1 positive energy spell power for each action point you spend in this tree. Eache sacred defender core ability you possess grants +2% fortification
Classes that abel to heal should have another way to increase postive energy.
Same as Divine Might.Instant casting but still interrupt attack animation.Divine righteousness (active - 2ap): Channel divinity: You gain temporary hit points equal to your charisma score and a 100% sacred bonus to threat generation for 60 seconds
Dont need a shield to active.Sacred defense (stance - 2ap): Shield defensive stance: You gain 10 PRR and a 50% bonus to threat generation. While in this stance, you move 10% slowe
Its expansive to make it equal to the old version. So I dropped all ac stuff which is the most useless element to me in EE.
What I get is +2str +5%hp(about 50, but i also drop 2con for other sweets.) than Live.
I use resurrection scroll with 90% cast chance , so not interested.Redemption (passive - 2ap): Added spells - raise dead - resurrection - true resurrection
Same as Live, **** long CD.Glorious stand (active - 2ap,5 Mins cooldown): Channel divinity: For a short duration you gain DR 20/epic, take reduced damage from elemental and negative energy, receive double healing from positive energy, and are immune to secondary effects such as 'wounding' or 'vorpal'
Not interested , no comment.Eternal defender (passive and stance - 2 ap): passive: You gain +2 charisma and your range of unconsciousness extends by 40 hit points.
Toggle: While eternal defender is active, if you drop below 0 hit points but are not killed, two uses of turn undead are immediately expended and you receive a reactive heal for 250 points of positive energy healing
TIER 1
See above.Improved sacred defense stance (passive - 1ap):
- durable defense: while in sacred defense, you gain +5/10/15 competence bonus to prr
- inciting defense: while in sacred defense, you gain 25/50/75% bonus to melee threat generation
- resilient defense: while in sacred defense, you gain a +1/2/3 competence bonus to all saving throws
Please remove this **** from the game, forever.Item defend (passive - 1ap): You have 25/50/75% chance to negate potential item wear
Takes 1 ap higher if I only take 2 ranks than Live.Extra lay on hands (passive - 2ap): +1/2/3 lay on hands use per rest
Seriously , Devs should reconsider all AC involved enha,they are all low contribute but high cost.Sacred armor mastery (passive - 1ap) : +1/2/3 armor class and armor maximum dexterity bonus
Lower the ap cost to 1/rank please.Oh wait nobody gonna take this.Saves boost (active - 2ap): activate to gain a +2/4/6 action boos bonus to all saving throws for 20 seconds. While under this effect you do not automatically fail saving throws on a roll of a natural 1
TIER 2
The Aura line is disappointing ,I suggest combine them into one or cut the connection between them.Bulwark aura (passive - 1ap): your aura now grants an additional +1/3/5 armor class
AC again , see above.Sacred shield mastery (passive - 1ap): +5/10/15% shield armor class and +1/2/3 tower shield maximum dexterity bonus
Expansive.Defense boost: (active - 2ap) (needs save boost): Activate to gain +5/10/15 action boost bonus to armor class and prr for 20 seconds
TIER 3
See above.Resistance aura (passive - 1ap) (needs bulwark aura, same rank): Your aura now grants an additional +1/2/3 to saving throws
See above.Greater sacred defense (passive - 2ap) (needs a previous greater sacred defense):
- hardy defense: while in sacred defense, you gain +2/4/6 competence bonus to constitution
- strong defence: while in sacred defense, you gain +2/4/6 competence bonus to strenght
- tenacious defense: while in sacred defense, you gain +10/15/20% competence bonus to maximum hit points
Fine.Charisma or constitution (2 ap)
TIER 4
Its OK but not interested.Swift defense: sacred defense no longer reduce your movement speed
See above.Spellshield aura (passive - 1ap) (needs both previous auras, same rank): Your aura now also grant a +1/2/3 sacred bonus to spell resistance
Its OK but not interested.Instinctive defense (passive - 1ap): you take 5/10/15% less extra damage when struck while helpless
Blahblah .Charisma or constitution (2 ap)
TIER 5
What?6ap for 50 temp HP??Defensive smiting (passive - 2ap): you gain 10/25/50 sacred temporary hit points for one minute when you use the smite evil or exalted smite abilities
Is it the best you can get for Pally T5 tank tree?
How about move Eternal defender to T5 to replace Defensive smiting ,and put another Champion of Good to Core line?
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I am bad at ending
In Short ,I know pally is stronger than Live.
Its good to know Dev actually hear the advices and made improve,but compare to other classes , its a ? mark.
Really like to see UnyieldingSovereignty back in another form , maybe a bonus feat.
At last , here is my enha FYI :