The Paladin puts the game's biggest melee weapon in one hand and a healing kit in the other. The Greatsword stuns, cleaves and finishes; the Wand and Tome keeps you standing while it does. It is not the highest damage build and it is not the best healer, but it is close to unkillable on its own, and for players who spend a lot of time in solo content that matters more than either.
The build that doesn't need a group to survive. Here's what it costs to get there.
What the build is
The Greatsword is Throne and Liberty's heavy melee weapon — Stunning Blow and Willbreaker for hard crowd control, Guillotine Blade and Death Blow for damage, Devastating Tornado for packs, Precision Dash to close — with Robust Constitution and Vital Force adding to an already large health pool. The Wand and Tome is the support weapon: Swift Healing and Fountain of Life to sustain, Blessed Barrier and Invincible Wall to absorb, and curses like Touch of Despair and Karmic Haze to grind targets down. Its Vampiric Contract passive suits a build that spends its time in contact. The pairing's identity is attrition — you win by still being there.
Why players run it
- Self-sufficiency — heals and barriers mean solo content stops being dangerous.
- Crowd control plus sustain — you can hold a target still and outlast it simultaneously.
- Group flexibility — you can top up allies without abandoning the frontline.
- Large health pool — Greatsword passives plus Strength make you genuinely hard to remove.
How to play it
Split Strength and Wisdom, and let the content decide the ratio: more Strength for group play where someone else is healing you, more Wisdom for solo play where you're the only source of sustain. The rhythm is attrition rather than burst — land your crowd control, deal damage in the window, and heal through what comes back rather than trying to disengage. Where players go wrong is treating it like a pure Greatsword build and ignoring the Wand until they're already low; the heals are most valuable used early and often, because Wisdom-driven cooldown speed means they come back quickly. Its honest ceiling is that it kills slowly, and against opponents who can simply leave, slow kills often mean no kills.
The honest trade-off
✓ Why to run it
- Outstanding solo survivability — very difficult to actually die on.
- Real crowd control alongside the sustain.
- Can support a group without leaving the frontline.
- Forgiving to learn; mistakes are usually recoverable.
△ Honest caveats
- Kills slowly — no burst window worth the name.
- Strength/Wisdom split means a lower ceiling than committed builds.
- Mobile opponents can disengage from you at will.
- Neither a full healer nor a full DPS — some groups will want one or the other.
Kit for an attrition bruiser
Long fights, two kits and a lot of reactive healing. Comfort over a long session is what actually matters here.
Quick answers
Is the Paladin good in Throne and Liberty?
Yes, particularly for solo play. Greatsword damage plus Wand self-healing makes it one of the hardest builds to kill, though it trades away burst to get there.
What stats should a Paladin prioritize?
Strength and Wisdom — Strength for Greatsword damage and health, Wisdom for healing output and cooldown speed. Lean Wisdom for solo content, Strength when a group is healing you.
Is it a real healer?
It can support a group but its throughput is below a dedicated healer pairing. Treat it as a bruiser that sustains itself rather than a healer that fights.
What's its main weakness?
Speed of kill. It wins by outlasting, so opponents who can simply disengage — ranged and highly mobile builds — are a persistent problem.