The Complete Paladin Oathkeeper Healing Build – Neverwinter Mod 29 Mountain of Flame
Welcome to our Paladin Oathkeeper Guide, updated for Mod 29: Mountain of Flame
The Paladin is one of the most popular of classic D&D classes, in addition to being holy warriors, they’re also protectors and healers, capable of healing and shielding their allies from harm. If you’re looking for Neverwinter Oathkeeper Paladin healing tips, you’ve come to the right place. In this guide, we’ll teach you how to heal like a pro and keep your party alive in any situation.
The purpose of our class guides is not just to show you a build that you can copy and use on your character, but to show you a base build and teach you the mechanics and stats of the game, so you can understand and play your class to its fullest capabilities.
Try different gear, feats, and powers, and learn to tailor your own build for your playstyle. See our guide to making your own build for more info.
Basic Paladin Oathkeeper Info
Below is all the basic information for the Oathkeeper, from race choices to stats.
Other Paladin Builds
Race
What race you play doesn’t play a huge role, but will give you a small boost. Generally, I would advise you to play a race that you enjoy.
- Aasimar – 2% bonus Power, Outgoing Healing, Defense and Hit Points. – +2 to any two stats – 2% bonus Hit Points to party members.
- Wood Elf – 5% Critical Strike – +2 Dex and +2 Int or Wis – 20% Resistance to Slow
- Menzoberanzan Renegade – Reduce Defense and Damage of mobs by 3% – +2 Dex and Cha or Wis – 5% Deflect Severity
- Human – 1% Bonus to all ratings – +3 to any Ability Score
- Metallic Ancestry Dragonborn – Recieve 5% more healing – +2 to Any two stats – 3% Critical Strike – 3% Power
- Dragonborn – Recieve 5% more healing – +2 to Any two stats – 3% Critical Strike – 3% Power
Ability Score Priority
Put all your available Ability Scores into Charisma and Wisdom. Alternatively, put a few points into Dexterity instead of Charisma depending on what you need.
Stat / Rating Priority
Your cap for each stat is based on your item level. To cap a stat, the numbers of the stat need to be equal to or higher than your item level.
If your stat number is higher than your item level, you are wasting stats and should try to allocate stats differently.
For every 1000 points, a stat is lower than your item level you lose 1% in that stat.
As a healer Outgoing Healing is your most important stat.
Offensive Stats
- Power (90%)
- Combat Advantage (90%)
- Critical Strike (90%)
- Critical Severity (90%)
- Accuracy (90%)
Defensive Stats
- Defense (90%)
- Awareness (90%)
- Critical Avoidance (90%)
- Deflection (90%)
- Deflect Severity (90%)
Paragon Path Feats, Powers & Rotation
This part is all about optimizing the Oathkeeper with the best feats, powers, and boons.
Combat Powers
At-Will Powers:
- Cure Wounds
- Divine Fulmination
Encounter Powers:
- Divine Shelter
- Sacred Weapon
- Circle of Divinity
Daily Powers:
- Sanctuary
- Lay on Hands
Class Features:
- Composure
- Aura of Restoration or Aura of Life
Feats
- Sheltered Healing
- Prayer of Opportunity or Battle Focus
- Enduring Spirit
- Divine Intervention
- Emissary of Warding
Rotation
- Cure Wounds (Standard Heal)
- Spam Divine Shelter (Group Heal)
- Sacred Weapon and Circle of Divinity to restore Divinity
- Use dailies to emergency heal/shelter
- Use Channel Divinity and Hand of Divinity to shield tank
Boons
You should always choose boons based on what stats you currently need. Therefore a selection of several viable boons is available to you for each tier.
Tier 1 Boons
- Recruit’s Training – 0.2% Power Per Rank
- Critical Strike – 0.2% Critical Strike Per Rank
- Lingering Medicine – 1% Increase effectiveness of healing potions.
- Critical Avoidance – 0.2% Critical Avoidance Per Rank
- Cultist Bulwark – 0.2% HP Per Rank
- Cultist Power – 1% Increased damage and damage resistance vs. Cultists.
Tier 2 Boons
- Squire’s Training – 0.2% Power Per Rank
- Armor Penetration – 0.2% Critical Severity Per Rank
- Lingering Fortification – 1% Increase effectiveness of healing potions.
- Defense – 0.2% Defense Per Rank
- Demonic Bulwark – 0.2% HP Per Rank
- Demonic Mastery – 1% Increased damage and damage resistance vs. demons.
Tier 3 Boons
- Knight’s Training – 0.2% Power Per Rank
- Combat Advantage – 0.2% Combat Advantage Per Rank
- Lingering Power – 1% Increase effectiveness of healing potions.
- Awareness – 0.2% Awareness Per Rank
- Dino Bulwark – 0.2 HP Per Rank
- Dino Power – 1% Increased damage and damage resistance vs. dinos.
Tier 4 Boons
- Captain’s Training – 0.2% Power Per Rank
- Accuracy – 0.2% Accuracy Per Rank
- Deflect – 0.2% Deflect Per Rank
- Necrotic Bulwark – 0.2% HP Per Rank
- Necrotic Mastery – 1% Increased damage and damage resistance vs. undead.
Advanced Boons
- Blessed Touch – 1% Outgoing Healing Per Rank
- Masterclass – 1% Forte per rank
- Quick Turnaround – 1% Recharge Speed per Rank
- Call of Power – 1% Action Point Gain
Master Boons
- Blessed Advantage – 3/3
- Blessed Resilience – 3/3
Guild Boons
- Offense – Power or Critical Strike Bonus
- Defense – Defence or Hit Point Bonus
- Utility – Group Heal Potion Bonus
Weapons & Gear
If you are new to Neverwinter and need to know how to get better gear and increase your item level, check out our Gearing Up Guide.
Note that the best-in-slot for your build might vary depending on what stats you have.
The best way to gear up in Neverwinter is by making a lot of Astral Diamonds, check out our Astral Diamond Guide to learn all the secrets of AD farming.
Head
- Best-in-Slot Exalted Maiden’s Restoration Cover
- The Dark Maiden’s Restoration Cover
- Rain-Catcher
- Petrified Bark Crown
- Serene Hood of the Dragon Hunter
Armor
- Best-in-Slot Abyss Conqueror’s Healing Raiment
- Tactful Leathers of the Dragon Hunter
- Superior Plate of the Dragon Hunter
- Raindrop Raiment
Arms
- Best-in-Slot Enchanted Depthforged Gloves
- Ultraviolet Elven Gloves
- Starforged Mitts
- Superior Crushers of the Dragon Hunter
- Sharp Reachers of the Dragon Hunter
Feet
- Best-in-Slot Enchanted Depthforged Sollerets
- Ultraviolet Elven Sollerets
- Starforged Spikes
- Abyss Conquerer’s Healing Sollerets
- Serene Boots of the Dragon Hunter
Weapons
- Peer Into the Void / Voidtouched Set (The Imperial Citadel Master)
- Living Magma Set / Encased Magma (Master of Flame Campaign Store)
- Demonweb Empowerment / Perfect Set (Northdark Campaign)
- Dark Matter / Solarium & Starcore Set (Adventures in Wildspace Campaign Store)
- Scalebreaker’s Wrath / Duergar Set (Dragonbone Vale Campaign)
Main Hand Modification:
- Cure Wounds
Offhand Modifications:
- AP Gain
Rings
- Eilistraee’s Grace
- Opal Abyssal Loop
- Phlogiston Band of Dominance
- Soothsayer’s Ring of Absolution
- Scintilliant Restoration Ring
- Glowing Restoration Ring
Neck & Waist
- Spelljammer Set: Detector’s Girlde and Detector’s Amulet
- Vistani Set: Vistani Pendant and Vistani Raiment
Shirt
- Magma Burned Shirt (Lair of the Mad Dragon)
- Vivid Flarefiber Shirt
- Endless Void Shirt (The Imperial Citadel)
- Vibrant Dwarven Body Pattern
Pants
- Ember Stiched Pants (Lair of the Mad Dragon)
- Covert Branche Restoration Breeches
- Defiant Dwarven Body Pattern
Artifacts
Primary Artifact
- Xeleth’s Blast Scepter
- Mythallar Fragment
- Demogorgon’s Reach
- Wyvern-Venom Coated Knives
- Crystal of Soul’s Flight
Secondary Artifacts
Choose secondary artifacts based on the stats you are lacking.
- Jewel of Caldera
- Searing Conduit of Magma
- Astral Seed Tendril
- Portable Spelljammer Detector
- Macro’s Mystic Marker
- Xeleth’s Blast Scepter
- Scintillating Symbol of Water
- Rod of Pain
- Wand of Domination
- Marilith Mask
- Mystic Bolt
- Eye of Odran
- Assassin’s Dice
Enchantments
When getting enchantments, always get the ones with the stats you are lacking in with your gear, boons, etc in mind.
Offense Enchantments
- Cobalt Enchantment
- Garnet Enchantment
- Citrine Enchantment
- Amethyst Enchantment
- Jade Enchantment
Defense Enchantments
- Garnet Enchantment
Utility Enchantments
- Jade Enchantment
Bonus Enchantments
- Recharge Bonus
Combat Enchantments
- Divine Aegis
Overload Enchantments
- Rage of Flames or Devilβs Precision
- White Dragon Glyph or Ward
Armor Reinforcement Kits
- Accuracy, Power, or Critical Strike Kit +1, Depending on what stat you need.
Jewelry Reinforcement Kits
- Combat Advantage Jewel
Consumables & Buffs
Consider getting VIP for the Power of VIP HP buff if you aren’t already. Also always stand in campfires to get the +1 ability campfire buff.
Pick one from each of the categories below depending on the stats you are lacking.
- Invocation Blessing: Grace of Battle / Gift of Awareness / Righteous Boon / Gamber’s Fortune
- Stronghold Food: Zurek
- Event Food: Squash Soup
- Elixir: Wild Storm Elixir
- Potion: Superior Flask of Potency +1
- Belt: Stone of Health – Wondrous Dragon – Forger’s Box
Companions
Summoned Companion
For your summoned companion you have the choice between using Augmented companions which will make it easier to cap stats or an active combat companion which will do damage. At the moment Active/Striker companions are usually better than augment companions.
Active Companion Choices
- Drizzt Do’Urden (DPS)
- Portobello Davinchi (DPS)
- Tutor (DPS)
- Harper Bard (DPS)
- Spined Devil (DPS)
- Stalwart Golden Lion (DPS)
- Black Death Scorpion (DPS)
- Linu La’neral (Healing)
- Apprentice Healer (Healing)
- Celeste (Healing)
- Dedicated Squire (Healing)
Enchantment Power
- Dulled Senses
- Reinvigorate
- Armor Break
- Vulnerability
- Slowed Reactions
- Advanced Nullification
- Weapon Break
- Any stat you might need
Companion Powers
Below is a selection of viable companion powers.
Offense Powers
- Golden Bulette Pup (Golden Bulette Pup’s Presence) – 7,5% Outgoing Healing
- Baby Deep Crow (Baby Deep Crow’s Presence) – 7,5% Power
- Deepcrow Hatchling – 7.5% Power
- Kenku Archer – 3.8% Power and Critical Severity
- Dog (Dog’s Insights) – 3.8% Power and Critical Severity
- Gromph (Gromph’s Confidence) – 7,5% Critical Strike
- Tamed Valociraptor (Raptor’s Instincts) – Part of the Pack (Good in Groups)
- Quickling – 10% Outgoing Healing and 2000 Critical Strike
- Neverember Guard – 10% Outgoing Healing and 2000 Awareness
- Siege Master (Siege Master’s Discipline) – Combined Rating – Increases the power of your At-Will powers by 11% (Doubled on Stronghold Map)
- Black Dragon Ioun Stone (Black Dragon’s Insight) – 7.5% Critical Chance
- Staldorf (Staldorf’s Presence) – 7.5% Combat Advantage
- Razorwood (Twigblight’s Insight) – 3.8% Critical Severity & Accuracy
- Hawk (Hawk’s Insight’s) – 3.8% Critical Severity & Critical Chance
- Armored Orc Wolf (Orc Wolf’s Instincts) – 3.8% Critical Chance & Accuracy
- Batiri (Batiri’s Wisdom) – 11% Damage Versus Bosses
- Dancing Blade (Dancing Blade’s Insight) – 3.8% Critical Severity & Combat Advantage
- Flame Sprite (Flamesprite’s Insight) – 3.8% Critical Chance & Accuracy
Defense Powers
- Zariel (Divine Judgement – 3.8% Critical Strike and Severity
- Polar Bear Cub – 3.8% Outgoing Healing and Defense
- Rebel Mercenary – 3.8% Outgoing Healing and Accuracy
- Ioun Stone of Radiance – 3.8% Outgoing Healing and Deflection
- Minstrel – 3.8% Power and 3.8% Awareness
- Phasespider (Phasespider’s Presence) – 3.8% Critical Chance & Combat Advantage
- Fire Archon (Fire Archon’s Insight) – 10% on At-Will use to increase Combat Advantage for 10 seconds
Utility Powers
- Proud Pink Yeti (Proud Pink Yeti’s Presence) – 7.5% Outgoing Healing
- Alpha Compy (Compy’s Insights) – 7.5% Power
- Ghost (Ghost’s Wisdom) – 3.8% Critical Chance & Power
- Wolf (Wolf’s Instincts) – 7.5% Critical Strike
- Fawn (Fawn’s Instincts – 3.8% Critical Chance & Power
- Alchemist Experimenter (Alchemist’s Discipline) – 3.8% Critical Chance & Combat Advantage
Mounts
Mount Insignia Bonuses
All classes and specs should consider using Wandererβs Fortune and or Traveler’s Treasures before you have refined all your gear and enchantments, for extra refinement every day.
Insignia bonuses are mostly down to preference. Some boost damage a bit, and some boost survivability, while others add utility.
DPS
- Magistrate’s Patience
- Mender’s Covenant
- Gladiatorβs Guile
- Shepherd’s Devotion
- Lionheart’s Perseverance
- Assassinβs Covenant
- Warlord’s Inspiration
- Calvaryβs Warning
- Artificers Persuasion
Self Healing
- Barbarian’s Revelry
- Survivor’s Blessing
- Survivor’s Gift
- Knightβs Rebuke
- Oppressorβs Reprieve
Utility
- Wandererβs Fortune
- Traveler’s Treasures
Insignia Type
- Insignia of Brutality or Dominance
- Insignia of Aggression
- Insignia of Skill
Mount Collars
- Supportive Regal Collar
- Wayfaring Crescent Collar
- Wayfaring Regal Collar
- Unified Regal Collar
- Supportive Crescent Collar
Mount Powers
Mount Equip Power:
- Mystic Aura (Power & Accuracy)
- Runic Aura (Power & Defense Party Buff)
- Pack Tactics (Combat Advantage & Awareness)
- Armor Breaker (Critical Severity)
- Ferocious Predator (Power & Critical Severity)
- Rapid Accuracy (Accuracy)
- Precision (Critical Strike & Severity)
- Ruthless Efficiency (Critical Strike
- Dominant Force (Power)
- Opportunistic (Combat Advantage)
Mount Combat Power:
- Eclipse Armament (Eclipse Lion)
- Tyrannosaurus Rex’em (Tyrannosaur or King of Spies)
- Magnificent Inspiration (Pegasus)
- Hell’s Impact (Balgora)
- Cauldron (Cauldron)
- Aureal Armament
- Swarm (Bat Swarm)
If you have any questions or suggestions about our Neverwinter Paladin Oathkeeper guide, please leave a comment below!
I have an Ebony Stained Hide but it says it’s not usable by paladin, was this changed recently?
Not that I’m aware of, IIRC the Ebony Stained Hide is only useable by Hunters and Rogues.
Hi, thanks for taking the time to write such a straight forward guide π
I was wondering why you chose CHA instead of Dex (for crit sev) or Con (AP gain)?
Hello there,
If it were me personally I would go WIS+DEX. Our cooldowns are pretty short already on the Paladin. π
Hey, I had heard that you need 25% more Critical Strike than Power. With the formula “Power*1,25=50% Critikal Strike for heals. :s
Yes that’s correct as a healer try to maintain a 1.25:1 crit:power ratio in order to ensure that your critical strike chance is capped at 50%. π
Rebel Mercenary at Rank 1 does not have a Defensive Slot. Listed as a Sellswordβs Distinct Discipline
Equipment: 4% Outgoing
+500 Accuracy
Wouldn’t a wood elf be a good one for a healer? They get a bonus 1500 crit and you can get the 2+ on dex and did at start.
I’m just a wood elf, yes, it’s very good.
Update this for mod 19 please
Please update for the new combat system π
For Mod 20:
β Put all your attribute points into WIS and CHA for maximum healing and forte
β Your most important stats are attack, critical strike and critical severity
β Get gear with high item levels, especially the Vault of Stars healer breastplate with item level 1500 which gives you 1000 forte and 1500 awareness per group member!
β Some people prefer the Tiamat set for the healing bonus, other people grab the more affordable fairy emblem set from New Sharandar
β Try to get the healer rings from New Sharandar’s Vault of Stars
β Strength/critical armour kits and combat advantage jewels
– Enchantments: mostly radiant and azure, dark enchantments for support slot
β Free: the basic attack and the weak healing spell
β At-wills: sacred weapon, the AoE healing spell and bane (which paralyzes enemies for 6 seconds).
Dailies: lay on hands, shield of faith
Companion gear: the icons which increase critical strike/severity
Runestones: strenght, critical strike/severity
β Recommended passive Companions: icebear cub, deep crow hatchling, alpha compsognathus, quickling, falcon and one supporter
Recommended active companions: the squire!
β Recommended Mounts: take your pick
β dominance insignias for strenth and forte
β Insignia powers: 1 Guile of the Gladiator and stuff that supports your or buffes you and your comrades
@Frumon Silverkin
– Armour enchantment: Elven Battle enchantment (you have a shield after all!)
– Weapon enchantment: Holy Avenger, Vorpal
The sections for artifacts, at wills, encounters, and suggested armor the info is mimissing in those sections for the mod 21 oathbound Paladin build. I’ve tried opening the site in Chrome and the info is still missing.
whats mount have that powers Aureal Armament plz ty