Paladin feedback season 15 PR

I have mainly tested disciple oath based builds so far, but here is my feedback:

General feedback:

  • Runes don’t feel impactful on paladin versus something like druid. Druid can constantly spam earthen bulwark and get unstoppable with a lot of defensive value.

Arbiter wing strikes:

  • Sanctis of Kethamar rolls with a default affix of attack speed, but wing strikes doesn’t scale with attack speed, so this is not very useful. Can this default affix be changed or attack speed fixed? This makes rolling a good mythic amulet quite hard.

  • This build is hard to scale late into end game as it lacks scaling with uniques and skill ranks. A good change might be to tie the damage to rank of arbiter of justice?

  • Maintaining defensive layers like fortify or barrier are difficult. Especially now that embattled aspect is nerfed, this makes this build feel quite squishy

  • Doesn’t get much scaling from the new gems as attack speed doesn’t scale wing strikes, and there is no real way to counter the 100% crit chance loss.

Arbiter hammerdin

  • Feels a bit squishy with the nerf to the embattled aspect. Maintaining fortify or barrier is very difficult.
  • Argent veil scaling is very low at 20%. It makes the build more fluid to play, but it’s a huge loss of a damage modifier on the ring.
  • Resource and damage against single targets is quite clunky, and using something like tibalts will is difficult because maintaining unstoppable is hard.

Overall these builds were already on the weaker sides last season, and they don’t get as much benefit from the new splinters, the new uniques don’t really work with them, and they didn’t receive many changes.

11 Likes

it s depressing how they obliterated this class. it was so fun to play a paladin in s11, now it s painful

8 Likes

I thought Paladins were supposed to be THE tank class with plate and shield. They are far from it now.

3 Likes

even when they were powerful they were squishier than a sorc that is a glass cannon type of class. now they re not even powerful anymore

3 Likes

Yea, been mostly a Druid main since launch but love paladin and been looking for an excuse to play it. But in typical blizzard fashion they nerfed paladin into the ground after it released and will now spend 3 years giving it 20% damage increases until its middle of the pack. Obviously judgement is their attempt this season with a lot of buffs but after testing it the last 2 days its gonna need 3x more of what they just did to really do much. T12 white mobs it can clear with ease but blue/yellow packs are rough sometimes and forget any T12 bosses at all, the single target even with the 100% oath buff is horrendous.

Can Paladin just get half of what the warlock just got?

Judgement damage itself needs to get buffed probably 2 or 3x along with the aspect and oath buffs. Then the oath likely needs to get buffed from 100% to probably 300 or 400% single target.

Pretty much everything besides afew Zealot builds and the Clash build needs a 2 or 3x damage increase to start being competitive.

Personally now that All storm/Wolf druid builds and all Bear druid builds got nerfed into the ground and Paladins only changes amounted to nothing in the end game im really not excited to play anything currently which sucks…

6 Likes

I was hoping the main stat buff would be enough to get my divine lance build over the hump, but it hasn’t worked out. Maybe changing the Zealot charm buff from 200% to 500% ???

1 Like

I mean holy bolt I’m doing 3Trillion killing easy in T12 but it’s being hella squishy is the issue.

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Paladin needs to come back to S11 damage levels across ALL builds !!!

Buff paragon boards

- Castle should be 250-300%

- shield bearer 250%

- fervent 50% and 5%

- preacher 100%

- diviníty 125%

- beacon 125%

- endure 125%

also buff all the paladin uniques

1 Like

What about buffing and changing some oath and aet with some buff here and their.

Zealot set:

Need to chance the after image from moving to something like this.

Exemple; after image boost the after image dmg by 3% for each feror and grant a addational fervor.

5 piece bonus: increase 200 fo 250.

Rework completly judgement set and the oath.

Aura set need help too because not utilising the whole set bonus to be a auradin is weird.

Thx for this..I was hoping judgement would be atleast B tier and playable…

1 Like

Really wanna be a hammerdin, a staple of a paladin along with zeal.

Doodoo damage and survivability. All this class is even with the slight buffs. It just needs an overhaul man.

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I am by no means a paladin expert. T12 with the dr splinter in leorics crown I felt sturdy. I just threw together a holy bolt build. I just wanted to try it. I feel a little clunky and again I don’t know the class as well as I know sorc. I can post a video but single target is a struggle at higher pits. The class definitely needs some help from what I can see.

Here is a pit 110 of a holy bolt build I threw together. Glyphs are 150 so take that into account as well as the gearing. I was just checking to see how paladins feel for torment 12+. I am not very good with Paladin, so I apologize for poor game play. Other notes:

Leoric’s crown and splinters slotted, same ones are slotted in the rings to get the effect (known issue) DR and toughness is high because of that splinter. Crit chance and attack speed capped because of the other splinter in the crown.

I used stone of Jordan, Paladins as noted do not benefit from the damage because fire doesn’t translate to holy dmg. However, I see SOJ as a good item for toughness and all skill that is innate to the ring.

https://youtu.be/WiIlp7gloEc

Note I just realized I forgot to choose an oath. I’m not at home to test so with judicator oath it should perform better. I’m a paladin noob. I might play this build ssf in season 15. I know it isn’t top tier but it felt fun. All I’m really looking for is a build to have fun and do seasonal content. I pushed leader with spiritborn last season and got a title and halo

I prefer to just have fun this season. I think a lot of the items on this build will be aspirational and a reach. So it does give me something to chase. I tend to hoard materials until I hit a wall and I transfigure very very late. I look forward to any input from paladin veterans. I will probably have to change to a bossing build for challenge rifts. I think holy bolt can get the rest accomplished. I’m not sure how it will perform if ambushed. I wasn’t able to get an ambush yet.

Here is my final feedback based on testing. I didn’t not extensively test all builds just wanted to highlight some problems I see with the paladin right now.

Overall

  • Paladin lacks synergies of other classes I have played (mainly druid).
    • An example is a druid can Poc-Que rune word, and 3pc storm set to maintain cyclone armor and earthen bulwark and not even have them on their bar. This is a huge defensive boost. They can also use this maintain almost permanent uptime on unstoppable props for tibaults will, basically solving all resource issues. Paladin doesn’t really have any synergies like this.
    • Aegis can kind of be like this but doesn’t proc nearly enough.
    • Block seems to be the main defensive layer for paladin, but this requires compromises for non-fortress/resolve builds.
  • Fortress/resolve builds will dominate the paladin builds again.
    • Fortress outscales any other ultimate in the true endgame with resolve scaling. Even some auradin judgement builds run fortress because of the scaling.
    • Resolve is the main synergy for paladins, and fortress gives a huge buff in damage for stacking resolve that other ultimates don’t give.
    • It would be nice to see other play styles adjusted to have some more variety.
  • Arbiter form can’t use teleport rune to get unstoppable
    • This would be nice to be able to maintain unstoppable and use tibault’s will for resource issues.

Fist of the heavens

  • This is one of the most fun paladin skills in my opinion but maintaining judgements and the high resource costs are clunky.
  • Playing with argent veil is fun, but this requires arbiter form without using the arbiter set which is kind of clunky.
  • Maybe make this a disciple skill so it doesn’t require judgement and can work better with arbiter set?

Honestly, I’ve even been losing the motivation to keep testing anything on the PTR. It feels like they simply threw the class in there and left it as it is.

They could use this period to make some changes so we can test them before the end of the testing phase, but it doesn’t seem to make any difference to them.

They could test the Dauntless Faith combo with 500% instead of 200%, so we wouldn’t have to keep mixing two different combos like we currently do with Righteous Will.

They could increase Red Sermon’s damage bonus from 120% to 200%, and even then it still might not be enough to do half of what other classes can do.

Paladin has so many items that I’ve never even seen anyone seriously consider using, not even in fun off-meta builds. And how long is that going to continue?

Why not make at least one change every day during these tests? I guarantee I’d be there, along with many others, testing something different every day to try to solve this miserable situation for Paladins.

But I highly doubt that will happen during the testing periods. We get no response at all, even when we provide feedback.

1 Like

I’ve dedicated the entire PTR to the Justice Paladin.

I managed to push it to Pit level 128, and I could probably stretch it to 130. That’s an improvement over Season 14, but it still lags behind the Zealot and Juggernaut builds—and is miles away from what other classes can achieve.

All meta Paladin builds rely on Fortify and scaling with Resolve; the other Ultimates really need a significant boost.

For starters, I’d double the damage of all Legendary nodes on the Paragon board so they all hover around 200% [x], and I’d rework some of the conditions.

•For the Relentless node, I’d change the duration from 2 seconds to about 6 seconds.

•As for the Endure node: that board is based on Holy damage, so it makes no sense to require Fortify—a mechanic tied to the Zealot (which deals Physical damage). I’d drop the Fortify requirement and shift it toward something that synergizes better with Holy damage skills.

Doubling the Legendary node damage would solve part of the problem—we’d get roughly 4x damage—but to even think about approaching Pit 150, the Paladin needs a 10x to 15x multiplier.

I’d bring over the Templar mechanic from Diablo 3. I’d allow the Paladin to equip two-handed weapons in a single slot (while keeping the 100% damage bonus from shields, of course).

And if you’re using a one-handed weapon, the weapon damage should double (on top of the shield bonus), and the affixes, Unique/Legendary Aspect, and gem potency should all double as well.

That would give the Paladin another 3x to 4x damage boost.

With those two changes and some tweaks to certain Aspects, the character would be in great shape.

6 Likes

Do you have a build link? I tried doing a pure judgement dmg build and had much more difficulty then it sounds you did.

I based this on a somewhat unusual interaction.

I haven’t uploaded the build to any website yet. If you’d like, I can upload it in a few hours when I get home.

The build relies on Purify, but not the ring that triggers it via Lucky Hit with Holy Bolt; instead, you need to reach a cooldown reduction of around 70% and use the cooldown reduction modifier along with the Echo modifier.

The only essential piece of gear is the Judicant’s Glaivehelm.

The spears summoned by the helm are hit by Purify, ensuring the cooldown is always reset to zero, even against a single target.

Considering we paid money for the paladin, the least they could do is make it comparable to good classes

1 Like

I’ve uploaded a video to YouTube; here’s the link in case you want to take a look.

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Great work on the build! Thanks for sharing. This kind of proves my point a bit, you are running resolve and fortress. Basically any build past 120 needs to run that synergy. I think the other ultimates and play styles need some attention.

1 Like