The Paladin Class in Neverwinter

Neverwinter - Paladin review headlogo - DE


RATING:


Pro: Long-awaited playable class.
Con: Not necessarily anything new to the game.


Score: DBT




Last week, we dedicated some of our time to enter the Forgotten Realms (Baldur's Gate and Neverwinter Nights series) and check out the Oathbound Paladin, the latest playable class in Neverwinter, Perfect World's Dungeons & Dragons MMO RPG. Here are the first impressions we gathered as well as a video you may watch further below.

With the implementation of the Paladin, one of the long-standing D&D core classes, the roster of playable classes in Neverwinter now almost feels complete, although there are still another 20 popular classes in the original RPG that could be introduced to the MMORPG.

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Due to their faith and being unshakably loyal to their sworn god (of which the Forgotten Realms have a plethora to pick from), the Paladin is blessed with divine power, their own source tapping directly into the power of the gods themselves. Generally focusing on healing themselves as well as their allies, these holy warriors have similar abilities as clerics and are additionally able to deal Radiant damage, which provides them with increased amour penetration and more damage for their attacks. Wearing heavy plate armour, the paladin class is significantly better armoured for combat than cleric characters and using their shields and maces with a holy fury they are able to righteously smite their foes and eliminate the undead abominations in particular.

As the Paladin is part Cleric part Guardian Fighter, this class doesn't essentially add anything completely new to Neverwinter, still filling a niche though with suitable elements of both. When looking from a role point of view at them, the Cleric is a Controller/ Leader, the Guardian Fighter a Controller/ Defender and the Paladin a Leader/ Defender, with both roles being further expanded through the available Paragon Pacts, the Oath of Protection (which emphasises the class's focus on defences) or the Oath of Devotion (which emphasises the class’s focus on healing).

One of the Paladin's key features/ abilities is their auras which, in dependence of the type of aura that has been triggered, will provide enemies with penalties and allies with benefits as soon the aura is emitted, which becomes evident by a highlighted reticule centred upon the Paladin. Paladin characters are early on granted the Sanctuary power, which enables them to themselves as well as their allies when being within their aura which can only be cast when not in combat and rapidly uses up stamina.

As already mentioned before, Paladins don't essentially bring anything completely new to the game, but will provide those who prefer playing a support role, healing classes or a protection-granting warrior, for instance, with the opportunity to have access to the best of both worlds, sacrificing a little bit of healing for a little less squish!







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