Kraydak said:Divine challenge does enough damage that a paladin makes a good striker on his own merits. The fact that he will also be protecting the tanks (by marking), can heal *and* grant healing surges (LoH) and, if needed, can tank is just gravy.
I do suggest thrown weapons, as they allow for shields. i expect that the returning enhancement on magical thrown weapons will either be extremely cheap, or, even more likely, come free.
The real question is does the paladin make a good *defender*. I posit that the challenge restrictions mean that, if the paladin doesn't get a full suite of movement restriction abilities (and at DDXP time, he *didn't*), the paladin will not cut it in the highly mobile, large fight participant number world of 4e.
You can take thrown (simple) weapons with the paladin, but it's never the best option, since your weapon powers are almost always melee, and your ranged powers are almost always implement powers. If you use this "throw build" you'll end up doing basic attacks with ranged (meaning you'll have to build in a higher Dex than you normally would) and trying not tanking your Cha (since you want to get the most damage you can out of your divine challenge ability) even then I don't think it’ll work very well. You are better off, using your challenge, marking foes, and keeping them on you, and then attacking with powers that grant allies bonuses to AC, grant temporary hit points, or that move your opponent away from you or your allies (making your target work to come get you or take your radiant damage, all of which is fine defending if you ask me).
Playing a paladin pretty regularly for the past few months, I can say they make great defenders. I have consistently been able to protect my allies and get monsters to attack me. Now I also taunt my DM a lot, so he attacks me more. Knowing how to roleplay a defender is key, I must admit.
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