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Help me understand the paladin.
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<blockquote data-quote="FrozenChrono" data-source="post: 4629404" data-attributes="member: 70738"><p>I'm really tired of this misconception of fighters being "better" defenders. They each do their job differently, get over it. Fighters are more "sticky" but Paladins make up for it in plenty of other areas.</p><p></p><p>In response to divine challenge vs. combat challenge let's take a look.</p><p></p><p>Here's the punishment side of things. If someone attacks your buddy this is what happens</p><p></p><p>Paladin</p><p>3-8 damage</p><p></p><p>Fighter</p><p>Assuming an average level 1 AC of 14</p><p>(a few feats/race combo's might be able to optimize the high end of this a bit more but I'm assuming not everyone has a +2 str and a racial feat that gives a +2 feat bonus to weapon damage as well as superior weapon training at level 1)</p><p>+6 (65%) 1d8+4= 8.5*.65= 5.525 damage</p><p>+9 (80%) 2d6+6= 13*.80= 10.4 damage</p><p></p><p>Adding in crits that's around</p><p>5.4 - 10.65 damage on average</p><p></p><p>At first glance this seems completely in the fighters favor, but that's very deceiving. Here are a few little bonuses only to the Paladin side.</p><p></p><p>-Paladin punishment works at a distance. (if a guy gets away from you, or was only marked from a ranged attack, you don't get to hit him)</p><p></p><p>-Paladin punishment is radiant so you get bonus damage against certain monsters. There are very few (none?) monsters with resistance against radiant damage.</p><p></p><p>Fighters do get there attacks when enemies move away, but to be fair most enemies are going to move away to attack an ally of yours, so your damage just kicks in a little later as a pali.</p><p></p><p>Now think about these</p><p></p><p>-Paladins get 1 more healing surge than fighters</p><p>-Paladins have naturally higher armor and better all around defenses than fighters</p><p>-When there allies do get attacked, you can just give them hp out of your hp pool</p><p>-you have healing that is not healing surge dependent in the recipient</p><p>-Cha Paladins have an at will that reduces an enemies to hit by -2. That means they have a -4 against your allies.</p><p>-Str Paladins have better OA's to make up for their lackluster Divine Challange damage.</p><p>-Paladins don't have to attack their mark. They can stay adjacent to them then focus fire on another target making your party more effective.</p></blockquote><p></p>
[QUOTE="FrozenChrono, post: 4629404, member: 70738"] I'm really tired of this misconception of fighters being "better" defenders. They each do their job differently, get over it. Fighters are more "sticky" but Paladins make up for it in plenty of other areas. In response to divine challenge vs. combat challenge let's take a look. Here's the punishment side of things. If someone attacks your buddy this is what happens Paladin 3-8 damage Fighter Assuming an average level 1 AC of 14 (a few feats/race combo's might be able to optimize the high end of this a bit more but I'm assuming not everyone has a +2 str and a racial feat that gives a +2 feat bonus to weapon damage as well as superior weapon training at level 1) +6 (65%) 1d8+4= 8.5*.65= 5.525 damage +9 (80%) 2d6+6= 13*.80= 10.4 damage Adding in crits that's around 5.4 - 10.65 damage on average At first glance this seems completely in the fighters favor, but that's very deceiving. Here are a few little bonuses only to the Paladin side. -Paladin punishment works at a distance. (if a guy gets away from you, or was only marked from a ranged attack, you don't get to hit him) -Paladin punishment is radiant so you get bonus damage against certain monsters. There are very few (none?) monsters with resistance against radiant damage. Fighters do get there attacks when enemies move away, but to be fair most enemies are going to move away to attack an ally of yours, so your damage just kicks in a little later as a pali. Now think about these -Paladins get 1 more healing surge than fighters -Paladins have naturally higher armor and better all around defenses than fighters -When there allies do get attacked, you can just give them hp out of your hp pool -you have healing that is not healing surge dependent in the recipient -Cha Paladins have an at will that reduces an enemies to hit by -2. That means they have a -4 against your allies. -Str Paladins have better OA's to make up for their lackluster Divine Challange damage. -Paladins don't have to attack their mark. They can stay adjacent to them then focus fire on another target making your party more effective. [/QUOTE]
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