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4th Edition made a great Paladin...
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<blockquote data-quote="Gothmog" data-source="post: 4421194" data-attributes="member: 317"><p>Actually, its 14 out of 80 powers that are ranged, or 17.5% of them. I didn't count the ones that were close burst, since they don't provoke OAs.</p><p></p><p>I've played a human paladin through 6 levels so far, and I have to say, I've found your assessments to be completely wrong. My stats are (the DM used 25 point buy):</p><p></p><p>Str 18 Dex 10 Con 12 Int 10 Wis 14 Cha 16</p><p></p><p>HP 57 AC 24 (22 w/o shield) Fort 20 Reflex 18 Will 19</p><p></p><p>Feats: Raven Queen's Blessing, WF: Longsword, Powerful Charge, Improved Initiative, Action Surge, Human Perseverance</p><p></p><p>Powers:</p><p>At Will: Valiant Strike +11 vs AC (+1 per surrounding enemy), d8+5 (this one is mandatory for a paladin- you basically don't miss using it)</p><p>Holy Strike +11 vs AC, d8+5</p><p>Bolstering Strike +10 vs AC, d8+5</p><p></p><p>Encounter: Fearsome Strike +10 vs AC, 2d8+5</p><p>Staggering Smite +11 vs AC, 2d8+5</p><p></p><p>Daily: On Pain of Death +7 vs Will, 3d8+4</p><p>Sign of Vulnerability +7 vs Will, 3d8+4 and vulnerable 5 radiant for rest of encounter</p><p></p><p>Utility: Sacred Circle</p><p>Wrath of the Gods (this one is AWESOME)</p><p></p><p>Dwarven Plate +1, +1 Longsword, +1 Amulet of Health, +1 Holy Symbol, Heavy Shield</p><p></p><p>Your main stats don't have to be 18s for you to be effective. My paladin soaks up a lot of damage even with the mediocre Con because his AC and defenses are high. Most of my encounter and daily powers are melee, with the exception of On Pain of Death and Sign of Vulnerability, and I use them pretty often. Provoking AOs isn't really a concern for me, because I can always shift out of melee, use the ranged power, and be right back in the thick of it again easily next round. Plus, I can use Divine Challenge on the guy I used the ranged power on, or a different target I will attack next round, increasing my "stickiness". Being the defender, I opted not to go for a two-handed weapon in preference of defense, but I still do good damage, and I hit very often.</p><p></p><p>Yes, there is more of an attribute spread than most of the other classes, but that doesn't mean the class is badly designed. I haven't found I've been gimped at all- if anything, the paladin seems a little too good in some aspects (hard to hit and decent damage dealer), and I have a good range of powers for a variety of situations. Plus, since we have a Warlord in the group, and I have Action Surge, I usually use my Daily powers with the action point, giving me an additional +5 to the attack roll! Weak or gimped? Hardly. This is the first time I've EVER enjoyed playing a paladin, because they are actually playable and well-designed now, rather than being the extreme one-trick ponies they used to be.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 4421194, member: 317"] Actually, its 14 out of 80 powers that are ranged, or 17.5% of them. I didn't count the ones that were close burst, since they don't provoke OAs. I've played a human paladin through 6 levels so far, and I have to say, I've found your assessments to be completely wrong. My stats are (the DM used 25 point buy): Str 18 Dex 10 Con 12 Int 10 Wis 14 Cha 16 HP 57 AC 24 (22 w/o shield) Fort 20 Reflex 18 Will 19 Feats: Raven Queen's Blessing, WF: Longsword, Powerful Charge, Improved Initiative, Action Surge, Human Perseverance Powers: At Will: Valiant Strike +11 vs AC (+1 per surrounding enemy), d8+5 (this one is mandatory for a paladin- you basically don't miss using it) Holy Strike +11 vs AC, d8+5 Bolstering Strike +10 vs AC, d8+5 Encounter: Fearsome Strike +10 vs AC, 2d8+5 Staggering Smite +11 vs AC, 2d8+5 Daily: On Pain of Death +7 vs Will, 3d8+4 Sign of Vulnerability +7 vs Will, 3d8+4 and vulnerable 5 radiant for rest of encounter Utility: Sacred Circle Wrath of the Gods (this one is AWESOME) Dwarven Plate +1, +1 Longsword, +1 Amulet of Health, +1 Holy Symbol, Heavy Shield Your main stats don't have to be 18s for you to be effective. My paladin soaks up a lot of damage even with the mediocre Con because his AC and defenses are high. Most of my encounter and daily powers are melee, with the exception of On Pain of Death and Sign of Vulnerability, and I use them pretty often. Provoking AOs isn't really a concern for me, because I can always shift out of melee, use the ranged power, and be right back in the thick of it again easily next round. Plus, I can use Divine Challenge on the guy I used the ranged power on, or a different target I will attack next round, increasing my "stickiness". Being the defender, I opted not to go for a two-handed weapon in preference of defense, but I still do good damage, and I hit very often. Yes, there is more of an attribute spread than most of the other classes, but that doesn't mean the class is badly designed. I haven't found I've been gimped at all- if anything, the paladin seems a little too good in some aspects (hard to hit and decent damage dealer), and I have a good range of powers for a variety of situations. Plus, since we have a Warlord in the group, and I have Action Surge, I usually use my Daily powers with the action point, giving me an additional +5 to the attack roll! Weak or gimped? Hardly. This is the first time I've EVER enjoyed playing a paladin, because they are actually playable and well-designed now, rather than being the extreme one-trick ponies they used to be. [/QUOTE]
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