DisclaimerEverything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.
Overview: Unyielding offers great durability, a new taunt mechanic and some powerful healing tools. The playstyle has become more active rewarding attacking with only intermitted blocking. Useful for pure tanks or anyone looking to increase their survivability.
Core 1 (level 20): Unyielding: You gain the Diehard feat. Each core ability of this tree, including this one, grants +35 Hit Points, 20 Spell Points, and 5 Melee Power
Core 3 (level 23): Ward Against Darkness: You are protected by a ward against curses. This ward can absorb one curse every 60 seconds. You gain 10% Evil damage absorption.
Core 6 (level 26): Stand Against the Tide: Immune to most forms of Knockdown while wearing a shield.
Tier 1 (req level 20):
- Ever Watchful: +2/4/6 Spot & Listen. Rank 3: You are immune to blindness effects.
- Divine Energy Resistance: Cost: 15 SP This SLA grants 35 resistance to Acid, Cold, Fire, Sonic, Electric for 1 minute per character level to all allies in the standard area of effect; centered on the caster. You can apply metamagic feats to this SLA for free (extend, quicken). The effect does not stack with Resist Energy spell. Cooldown: 6 seconds.
- Epic Strike - multiselector:
- Celestial Mandate: Melee Cleave: 6W Adds 3000 Hate to target and slows their movement by 50% for 10 seconds. Grants a +1/2/3 buff to Magical and Physical Resistance Ratings for 15 seconds. Double this bonus if using a shield. Stacks 6 times. Cooldown: 6 seconds.
- Guard Up - Gain a Sacred Temporary Hit Point bonus equal to 300% of your Melee Power for 6 seconds. This can be used while stunned, or otherwise disabled. Cooldown: 12 seconds.
- Attack and Defend: +1/2/3 to hit. Triple this bonus if using combat expertise.
- Brace for Impact: +10/25/50% Fortification, rank 3: +1 to all Saving Throws.
Tier 2 (req level 22):
- Renewal: SLA: heal-over time. Heals 1d2 HP per 2 character levels every 2 seconds for 8 seconds.
- Mantle of the Sentinel: Aura of Destiny - You gain a 15 Healing Amp, Absorb 15% of all force, fire, electric, acid, cold, sonic, chaos and evil damage. Grants Immunity to Mind effects from evil creatures
- Knight's Challenge: Requires shield to use. Throws a Spiritual version of your Shield at a single target for 1d20 Law damage per character level, scales with 200% melee power. Creatures struck by the shield reset their hate and are compelled to target the player for 8 seconds. Cooldown: 20 seconds.
- Commanding Presence: +150/300/450% Threat Generation.
- Shield Prowess: Your Shield's Armor Class contribution is increased by 15/30/50%.
Tier 3 (req level 24):
- Legendary Shield Mastery: While wearing a shield, you gain +5/10/15 Physical Resistance Rating. Rank 3: You gain 6% Double Strike
- Hands of the Sentinel: Gain the Lay on Hands feat. Using Lay Hands now uses the highest of Charisma or Constitution score to determine its effect and also uses your total character level instead of paladin level.
- The Rule of Law: Your Mantle of the Sentinel now grants your melee attacks a chance to pulse a out a wave of d3/4/6 law damage per character level around the player. CD: 8s. Scales with the highest of 200% Melee Power or Spell Power.
- Spark of Life: Your armor gains Death Block, protecting you from death effects. Passive: Gain 25 Hit Points.
- Into the Fray: When you first strike a foe with a melee attack gain +2/4/6 Damage & +10/15/25 Physical & Magical Resistance Rating buff for 5 seconds. This effect will not reoccur until you are out of combat for at least 3 seconds.
Tier 4 (req level 26):
- Endless Vigil: Requires Lay Hands or Hands of the Sentinel. Passive Bonus: +1/2/3 Lay On Hands use per rest. Lay On Hands regenerate one use every 180/160/145 seconds.
- Hardened Purpose: +5/10/15 Armor Class. Rank 3: Increase the Mantle of the Sentinel damage absorption by another 5%.
- Throw the Boom: (req Knight's Challenge) Knight's Challenge now affects small area around the target and applies a Stun, DC: 20 + Stun Bonuses + STR/DEX/CON/INT/WIS/CHA for 6 seconds.
- Divine Bulwark: +5 Physical Resistance Rating. If you have the Bulwark of Defense feat, gain an additional +10 Physical Resistance Rating
- The Best Defense: Blocking a melee attack now grants a +1/2/4 bonus to Damage, Hit and Crit damage for 12 seconds. This can only occur once every 12 seconds. Passive: Gain +20/40/60 to Max Hit Points
Tier 5 (req level 30):
- Resurrection: Cost: 15 SP. Can now cast Resurrection as a spell-like ability. Cooldown: 6 seconds.
- Strength of Vitality: Gain 3/6/10% Insight bonus to Max Hit Points. Rank 3: Increase Insight bonus to 20% if Mantel of the Sentinel is active.
- Undying Vanguard: Activate Your body becomes a fortified fortress. Completely heal yourself and gain 10,000 Temporary Hit Points & +5 Weapon Dice for 30 seconds. You can use this while Crowd Controlled. Cooldown: 5 minutes
- Deific Resilience: You gain the Deific Warding feat. If you already have it, you gain +5% Quality bonus to Maximum Hit Points
- Light the Dark: (requires Lay Hands) Using Lay on Hands is now an AoE, healing friends and damaging undead near the selected target. This effect scales with the highest of 200% melee power or 50% of spell power.
Change from previous preview
Cores now grant 35 hit points up from 20.
Mantle of the Unyielding Sentinel changed to a single rank 2 AP buy
Celestial Mandate Defense now lasts 15 seconds up from 8.
Celestial Mandate now cleaves, but it's cool down has been increased to 6 seconds from 4.5
Reborn in Light replaced by Undying Vanguard in tier 5
Into the Fray now resets after 3 seconds of no combat.
Guard Up's duration increased to 6 seconds from 4 and cooldown reduced to 12 seconds from 15.
Spark of Life now also adds 25 max Hit Points in addition to the death block effect.
Reduced Melee Power in the cores to 5 (the melee power in the epic level feats was increased to off set this)
Known Issues:
Undying Vanguard incorrectly says it's once a rest in the tool tip