My group was saying the exact same thing about the paladin as you do now...until the paladin levelled above the small levels. End heroic tier the paladin gets much more powerful, especially if combined with a controller like a frost wizard.
The reason for this is, that the paladin gets a few Daze powers. These combined with a wizards slows, dazes, immobilisation effects makes it VERY hard on the mobs to work their way around the paladin without suffering OAs (our paladin hasnt gimped himself by min-maxing cha) and IF they hit something else, they will get a small handful of holy damage chucked up their arse as well.
Also you must remember that as everyone (except poorly built charracters or warlocks) seem to have almost identical defences from level 5 on or so, the -2/4 to hit is a serious debuff for a mob.
Furthermore, the paladin has healpowers and/or shielding powers, so it isnt the end of the world if a mob decides not to hit him a round or 2, as it is easy mend that. Dont be afraid to loose the mob for a round or 2...the strikers can handle it. And if the mob insists on ignoring you, Hey presto...your role from now on is striker with healabilities, adapt.
So my advice is: Build your paladin with both Str and Cha (dragonborn are the perfect paladin race), get yourself some Bracers of Mighty Striking and a Bastard sword so that your OAs pack a punch. Level beyond level 5...thats where the tactical fun REALLY begins. And teach your GM a little bit of statistic math
The reason for this is, that the paladin gets a few Daze powers. These combined with a wizards slows, dazes, immobilisation effects makes it VERY hard on the mobs to work their way around the paladin without suffering OAs (our paladin hasnt gimped himself by min-maxing cha) and IF they hit something else, they will get a small handful of holy damage chucked up their arse as well.
Also you must remember that as everyone (except poorly built charracters or warlocks) seem to have almost identical defences from level 5 on or so, the -2/4 to hit is a serious debuff for a mob.
Furthermore, the paladin has healpowers and/or shielding powers, so it isnt the end of the world if a mob decides not to hit him a round or 2, as it is easy mend that. Dont be afraid to loose the mob for a round or 2...the strikers can handle it. And if the mob insists on ignoring you, Hey presto...your role from now on is striker with healabilities, adapt.
So my advice is: Build your paladin with both Str and Cha (dragonborn are the perfect paladin race), get yourself some Bracers of Mighty Striking and a Bastard sword so that your OAs pack a punch. Level beyond level 5...thats where the tactical fun REALLY begins. And teach your GM a little bit of statistic math
