Exciting changes are coming to paladin in Neverwinter: Undermountain. If you haven’t already, take a look at the introduction to classes developer blog which discusses the class changes overall as well as high level adjustments to healing and tanking. This post will discuss the upcoming changes to paladin in detail.
With the release of the next expansion various changes throughout the game will make healing more significant than ever and change tanking dramatically. Paladin will retain the ability to play as either a tank or a healer depending on their paragon path.
Paladins now share a heavily reworked divinity resource with their fellow divine magic user, the cleric. Divine Call as it existed before is gone and divinity represents a straightforward pool of divine magic which you will rely on to cast many of your encounter powers.
Encounter powers that are straightforward healing and damaging spells like Divine Touch and Smite will now cost divinity to cast. Encounter powers which cost divinity will have no cooldown and can be cast consecutively, but cannot be cast if you have run out of divinity. Divinity regenerates naturally over time, regenerating more quickly out of combat. Healer paladins can use the reworked class mechanic Channel Divinity to pray to their deity while tank paladins can use their shield to block attacks and regain divinity based on damage blocked.
With healing spells linked to divinity instead of relying on simple cooldowns, healing will become more flexible and more active. Dungeons and trials have been rebalanced so that enemy attacks will be less deadly, meaning there’s more of an opportunity to mitigate damage as a tank or react and heal as a healer. You can make up for mistakes by spending extra divinity to heal more, but be careful not to run out.
As before paladins can select one of their two reworked paragon paths to specialize in tanking and play as the Justicar. The justicar is the quintessential knight in shining armor. A champion of all that is good and just, the justicar focuses on impenetrable defense and uses their divine magic to smite foes and can even heal allies in a pinch.
Of course, paladins can continue to play as healers as well by selecting to play as the Oathkeeper. Having taken a vow to care for those in need the noble oathkeeper rescues their friends from the jaws of death with healing magic and powerful mitigative spells that shield their allies from harm.
Many of paladin’s divine spells have been heavily reworked. Divine touch provides a powerful targeted healing effect, while smite deals concentrated radiant damage to enemies from afar. New spells like the daily power Radiant Charge summon divine cavalry to trample the enemy while the new encounter power Divine Shelter heals nearby allies and provides a shield equal to the heal.
Hopefully you’re as excited as I am for you to try out the big changes coming to paladin! Neverwinter: Undermountain will be coming to our preview shard on March 1, so look forward to more information in the coming weeks, and preview the changes yourself if you have the time. See you on the Sword Coast!