Greetings.
We are updating a few enhancements in the Sacred Defender tree for Paladins. These changes are designed at making the tree more desirable and allowing it to better work with the armor mitigation changes.
First, we changed some AP costs for existing enhancements:
AP cost of Saves Boost changed to 1/1/1.
AP cost of Defense Boost changed to 1/1/1.
AP cost of Reinforced Defense changed to 1/1/1 both times you can take it.
AP cost of Harbored by Light changed to 1/1/1.
Now onto the tree changes:
Innate Abilities
- 1 AP: Holy Bastion: You gain +1 Hit Point and 1 Positive Energy Spell Power for each action point you spend in this tree. Each Sacred Defender Core Ability you possess grants +2% Fortification.
- (Moved to tier 2) 5 AP, Pal3: Sacred Defense: Defensive Stance: You gain 10 Physical Resistance and Magical Resistance and a 50% bonus to threat generation. (Note: the movement penalty was removed.) (Note: the stance does not require a shield.)
- (Moved to tier 3) 10 AP, Pal6: Divine Righteousness: Channel Divinity: You gain temporary hit points equal to your Charisma score and a 100% Sacred bonus to threat generation for 60 seconds.
- 20 AP, Pal12: Redemption: The following spells are added to the Paladin spell list: Level 2: Raise Dead Level 3: Resurrection Level 4: True Resurrection. Passive: You gain 5 Physical Resist Rating and 5 Magical Resist Rating.
- 30 AP, Pal18: Glorious Stand: 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 of attacks such as 'wounding' or 'vorpal'. Passive: You gain 5 Physical Resist Rating and 5 Magical Resist Rating.
- 41 AP, Pal20: Eternal Defender: Passive: You gain +2 Charisma and +2 Constitution, and grants a Sacred bonus that increases your range of unconsciousness by your Charisma score. (This bonus updates once per minute.) Toggle: While Eternal Defender is active, if you drop below 0 hit points, two uses of Lay on Hands and Turn Undead are immediately expended and you receive a reactive heal for 250 points of Positive Energy healing. Passive: You gain 10 Physical Resist Rating and 10 Magical Resist Rating.
Tier One (0 AP Required)
- Item Defense: You have a (25/50/75)% chance to negate potential item wear.
- Extra Lay on Hands: You gain +(1/2/3) uses of Lay on Hands.
- Improved Sacred Defense: Multiselector:
- Resilient Defense: While in Sacred Defense, you gain a +(1/2/3) Sacred bonus to all Saving Throws.
- Durable Defense: While in Sacred Defense, you gain a +(5/10/15) Sacred bonus to Physical Resistance Rating and Magical Resist Rating.
- Inciting Defense: While in Sacred Defense, you gain a (25/50/75)% Sacred bonus to melee threat generation.
- Sacred Armor Mastery: +(1/2/3) Armor Class and (+1/2/3) Maximum Dexterity Bonus when wearing Armor.
- Saves Boost: Activate to gain a (+2/+4/+6) Action Boost 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 Two (5 AP Required)
- Instinctive Defense: You take 5% less extra damage when struck while helpless.
- Bulwark Aura: Your Aura now grants +(1/3/5) Armor Class.
- Improved Sacred Defense: See tier one. (Pick one you don’t have.)
- Sacred Shield Mastery: +(5%/10%/15%) Shield Armor Class and (+1/2/3) Tower Shield Maximum Dexterity Bonus.
- Defense Boost: Activate to gain a (+5/+10/+15) Action Boost bonus to Armor Class, Physical Resistance Rating and Magical Resistance Rating for 20 seconds.
Tier Three (10 AP Required)
- Resistance Aura: Your Aura now grants +(1/2/3) to Saving Throws.
- Improved Sacred Defense: See tier one. (Pick one you don’t have.)
- Greater Sacred Defense: Multiselector:
- Strong Defense: Sacred Defense: While wearing medium or heavy armor or wielding a shield you gain a +(2/4/6) Sacred bonus to Strength
- Hardy Defense: Sacred Defense: While wearing medium or heavy armor or wielding a shield you gain a +(2/4/6) Sacred bonus to Constitution
- Tenacious Defense: Sacred Defense: While wearing medium or heavy armor or wielding a shield you gain a +(10/15/20)% Sacred bonus to maximum hit points.
- +1 Con or Cha: +1 Constitution or Charisma
Tier Four (20 AP Required)
- Reinforced Defense: Improves the Armor Class bonuses you receive from shields or armor.
Choose One:
Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by 15%/30%/50%.
Reinforced Shield: The Armor Class bonus you gain from using a shield is increased by 15%/30%/50%¹.- Spellshield Aura: Your Aura now grants a +(2/4/6) Sacred bonus to Spell Resistance.
- Swift Defense: Sacred Defense grants you a 10% sacred bonus to movement speed.
- Greater Sacred Defense: See tier one. (Pick one you don’t have.)
- +1 Con or Cha: +1 Constitution or Charisma
Tier Five (30 AP Required)
- Reprisal: On Attacked: Your next attack gains +1 damage. This effect stacks (3/6/10) times.
- Reinforced Defense: Improves the Armor Class bonuses you receive from shields or armor. Choose the option you didn't choose at Tier 4.
- Harbored By Light: You gain +10/+15/+25 Physical Resist Rating and Magical Resist Rating. You gain 1/2/3 uses of Lay On Hands.* In addition, while you are actively blocking with a shield, enemies that attack you will take 3d4/4d4/5d4 Light Damage.
- Greater Sacred Defense: Further improves your Sacred Defense stance. Pick the third option left.
*Note: Harbored By Light mistakenly gives 1/2/3 Lay On Hands on live. We made it an official bonus.
Sev~