Powers
Paladin powers are easily split into two categories: those that rely on Strength for attack and damage rolls and those that rely on Charisma for attack and damage rolls. Needless to say, if your Strength is higher than your Charisma then you should invest more in Maroon powers (signifying that it's based on Strength) and if the opposite is true then you should be looking at the Purple powers. Black powers are powers that can be used by either sort of Paladin effectively.
At-Will Powers:
Bolstering Strike: Excellent power for mitigating damage. If you are a Dragonborn, you should consider focusing on Charisma so that you can use this power well and repeatedly while Bloodied and maintain your +1 on attack rolls while still having respectable HP. If you're a Human Paladin with high Strength, then I recommend taking this as your third at-will power.
Enfeebling Strike: This power is solid. Think of it this way, as good as combat advantage is for whoever has it, this is just as bad for whoever you hit with it. If you are facing one major threat in a battle, then stacking this with Divine Challenge will keep them on you.
Holy Strike: A respectable damage power, especially the part where it's Radiant damage instead of physical damage. That's really all there is to it.
Valiant Strike: For an at-will power, this one has excellent accuracy. Minions especially love to engage in swarm tactics, and this will make picking them off easy assuming you don't just ignore them and go after beefier enemies with it until the Controller mops up the minions. If you're a Human Paladin with high Charisma, then I recommend taking this as your third at-will power.
1st-level Encounter Powers:
Fearsome Smite: Similar to Enfeebling Smite. This really would have been more useful if it was based off Strength instead of Charisma. To be completely honest, I don't think I can really justify taking this one over Shielding Smite unless you have at least 16 Wisdom at first level, which should only happen if you're an Elf or a Dwarf.
Piercing Smite: Amazing power. Applying the marked condition to multiple enemies will really take a lot of heat off your allies, and the fact that it hits Reflex instead of AC is almost as good as a +4 bonus on the attack. It's really a clear favorite over Radiant Smite.
Radiant Smite: Essentially Holy Strike with an extra 1[W] damage, totally lackluster. Take Piercing Smite instead.
Shielding Smite: If an ally is getting mobbed, this power will really help their survivability long enough for you and the Controller to clear the enemies off him.
1st-level Daily Powers:
On Pain of Death: Short-range Implement Power. Honestly this power has very high damage for a 1st-level daily, and even has a partial effect on a miss. It's really hard to go wrong here.
Paladin's Judgment: You know whether or not you're going to take this power before you even started looking at the powers. That said, it's not a bad power.
Radiant Delirium: Another short-range implement power. Respectable damage, excellent effect. After hitting something with this power, they really should be killed within a round because of the combined penalty of a -2 to AC and granting Combat Advantage. Even if you miss they're going to be crippled for a round.
2nd-level Utility Powers:
Astral Speech: Whether or not you use this power is 100% dependent on the style of campaign you're in. If you're in a heavy hack-and-slash campaign, this will be almost useless. If you're in a deep political intrigue setting, then it will likely get more use than the other powers.
Martyr's Blessing: This power depends heavily on your party composition. Basically, if you have a TWF Ranger or a Rogue in the party, then this will likely see some use. Warlords and melee Clerics will generally not be impacted negatively by just one more hit.
Sacred Circle: Unlike the other two powers, this one is never a bad pick. Also unlike the other two powers, this one is never an especially good pick either.
3rd-level Encounter Powers:
Arcing Smite: A decent minion-clearer, but generally speaking Piercing Smite would be better for Marking.
Invigorating Smite: One of two really good powers. If your party doesn't like being Bloodied, then this power can do something about it, but if you're doing your job well then they're not going to get Bloodied all that often. On the other hand, the real selling point of this power is that it's a weapon attack against Will; offering you a huge advantage.
Righteous Smite: The other of two really good powers. This one gives temporary HP to everyone instead of healing the bloodied ones. However, like most Weapon powers it targets AC. It's really your pick which one you would prefer.
Staggering Smite: Your first push power, and a decent one at that. I'd say more, but chances are you're picking this because you don't like Arcing Smite either.
5th-level Daily Powers:
Hallowed Circle: Excellent power. Wipes out Minions fairly easily and gives a solid, lasting defense bonus. That's really all there is to it.
Martyr's Retribution: How good this power is depends on how big of a sword you swing. 4[W] Radiant damage is nothing to sneeze at if you're using a two-handed weapon or a battleaxe, and chances are you're going to have trouble spending those 10+Con Healing Surges anyway. The half damage on a miss is also nice to have.
Sign of Vulnerability: This is a power that kinda bugs me. It's primary function is obviously the Vulnerability 5 Radiant, but the main sources of Radiant damage are actually coming from Strength-based Paladins. Unless there's a Cleric in the party throwing around Lance of Faith and/or Sacred Flame powers, then a Paladin that primarily uses Charisma won't get much use out of this power. On the other hand, a Strength-based Paladin will need a decent Charisma to ensure a hit with this power and then use the Vulnerability with Holy Strike to run up the damage.
6th-level Utility Powers:
Divine Bodyguard: Excellent power to use on a Cleric, Ranger, Rogue, or Warlord. They're all significantly less durable than you are and, despite that, will be on the front-lines anyway. You can't go wrong picking this power.
One Heart, One Mind: Another excellent power, but much moreso for fights against Elite or Solo monsters where the Aid Another bonus is needed to land hits with the stronger powers. Since mileage varies on how often you encounter Elite and Solo monsters, mileage varies with this power.
Wrath of the Gods: A solid power for a time when you just want to beat shit up. Rangers become especially fearsome when you fire off this one. The best time to use it would be in an encounter with a number of regular monsters, but if you're concerned about Elites and Solos then One Heart, One Mind really is the better power.
7th-level Encounter Powers:
Beckon Foe: A decent Pull power intended to forcibly remove enemies from your allies. It's Implement vs. Will with solid damage, so depending on your style it might be for you.
Benign Transposition: Unlike Beckon Foe, you bring the attack to your enemy with this one while simultaneously getting the ally out of the way. This is Weapon vs. AC, so whether you use this one or Beckon Foe is really a matter of preference.
Divine Reverence: Weak damage, but decent AoE and Dazed is definitely a favorable condition to inflict on enemies.
Thunder Smite: Again the only Strength-based power for the level, but boy is it a good one. Thunder Damage is a rare one for Paladins, and knocking enemies prone only got nastier with 4e.
9th-level Daily Powers:
Crown of Glory: Assuming you keep your allies at least 6 squares away from you, you basically make it impossible for enemies adjacent to you to attack anyone else. Because of this interesting bit, it's useful to Strength-based Paladins even if it's not at it's full potential in their hands.
One Stands Alone: Like Crown of Glory, this one is used while removed from the group. The difference is that this one is rather enforced. The idea behind this power is that you use it to help in waiting for backup as opposed to using Crown of Glory to essentially force your enemies to attack you.
Radiant Pulse: This is a strange power. If there's a member of the party casting Blood Pulse or Wall of Fire then you can really pull some shenanigans using this and Beckon Foe to just constantly throw enemies around. Granted that's more of a thing for a Striker to do, but it's still amusing and probably a worthwhile shtick for an encounter or two.
10th-level Utility Powers:
Cleansing Spirit: Solid encounter power. Strength-based Paladins will like it because it will give them more opportunities to use Divine Strength while Charisma-based Paladins will find it somewhat redundant.
Noble Shield: A potentially useful power. The problem I have with it is that Area and Close powers are not particularly common among enemies. That said, the fact that it's a rare Immediate power gives it some extra usefulness.
Turn the Tide: If a Charisma-based Paladin is looking to end effects that allow saves even more than she does already, then this is the power she wants instead of Cleansing Spirit.
13th-level Encounter Powers:
Entangling Smite: Excellent power. Weapon vs. Will gives an advantage in hitting and the immobilization effect only helps to keep your enemies away from your allies.
Radiant Charge: This power gives you a short-duration Flight, which is interesting. Basically, you'll be able to charge over small patches of difficult terrain and hit enemies that are flying low to the ground or on an elevated position. Certainly a power that is worthwhile.
Renewing Smite: As far as healing goes, this is pretty standard fare. Chances are you can do more by preventing an ally from getting attacked in the first place with Entangling Smite, but there is always the option of healing yourself with this power.
Whirlwind Smite: Good damage to all the enemies around you, and furthermore they all get Marked. Pretty good encounter power.
15th-level Daily Powers[/u]:
Bloodied Retribution: 4[W] damage is still solid at this point, especially with the half damage on a miss, and the ability to use a Healing Surge at the same time you use this power is great.
Break the Wall: This ability is... meh. To put it bluntly, Radiant Delirium is about as good as this power is 55% of the time on a hit, and absolutely better than this power on a miss. Simply unacceptable.
True Nemesis: This power, on the other hand, is actually a pretty good damaging power. Initial damage is pretty weak, so save it for a high-level Brute if not an Elite or Solo. The immediate attacks granted by this power will quickly add up to the point where you just might get 10d10 or more out of it when all is said and done.
16th-level Utility Powers:
Angelic Intercession: The first really useful taking-the-bullet power. The teleport can be mis-used to take you out of position in a fight and consequently do more harm than good, but if used properly it can be very helpful to the ally you just protected and prevent more than just the one attack.
Death Ward: Dying is likely starting to get somewhat common now, so this power will definitely go a long way towards preventing the need for expensive material components to bring allies back from the dead.
17th-level Encounter Powers[/u]:
Enervating Smite: Weapon vs. Will for a hit advantage and a very useful status condition on top of that. Solid power.
Fortifying Smite: AC is important to Paladins, and this attack is both a solid damaging attack at 3[W] and gives a significant boost to AC. The only downsides I can think of is that it's Weapon vs. AC on the attack.
Hand of the Gods: This ability has a lot of potential if the party works together. Now, the damage and marked condition is nothing new, but the power bonus on attack rolls makes this one of the Paladin's better powers. The thing is, it only affects allies also inside the burst, and most of the time that's only going to be 1 or 2 people. Strength-based Paladins can likely forego the offensive portion of the power altogether and just use it to buff his allies for the party's opening volley.
Terrifying Smite: As of now, a rare power utilizing both Strength and Charisma, but anticipate errata. If you are between the enemy and the party, then this power is going to take whatever you hit with it out of the fight for at least 1 round. Furthermore, it deals respectable damage and can be used in Blood Pulse shenanigans.
19th-level Daily Powers:
Corona of Blinding Radiance: This is a damn impressive power. Weapon vs. Reflex in an AoE dealing solid damage and inflicting a crippling status condition on everything, regardless of hit or miss. You can really tell that it's almost Epic time.
Crusader's Boon: Yet another Strength-based power that deals 4[W] damage with half on a miss. The difference with this one is that you grant a +1 bonus on yours and adjacent allies attacks for the rest of the encounter. Good, but not great honestly.
Righteous Inferno: Apparently having to compete with Corona of Blinding Radiance we get yet another awesome Charisma-based daily. This attack constantly generates damage and Combat Advantage for your allies. It has to be sustained, but that's not a big deal. If you want, you could take this as a Strength-Based Paladin and use it. That said, it's really not a worthwhile use of a 19th-level Daily Power unless you have at least respectable Charisma.
22nd-level Utility Powers:
Angelic Rescue: Honestly, this power can be useful. The problem is that in the situations where it can be useful, it's likely because someone else screwed up. The key is really not screwing up in the first place. I would give this power more of a recommendation if it didn't take a Standard Action to use.
Cleansing Burst: Insanely powerful utility spell. Excellent for turning around a battle that's been going badly. That said, if you've already got Turn the Tide then that power will likely be sufficient.
Gift of Life: You can now truly tell that it's epic when heroes can revive each other with a Standard Action. Excellent power. If you aren't interested in Cleansing Burst then this is probably the power you are going to pick.
United in Faith: This power isn't bad, but compared to Gift of Life it's tough to recommend. If your group really needs the mass healing and there isn't going to be a Warlord or Cleric providing it, then go ahead and pick it. The Raise Dead ritual is still there.
23rd-level Encounter Powers:
Here Waits Thy Doom: Simple upgrade to the Beckon Foe power.
Martyr's Smite: One of two unusually good Strength-based powers in the same tier. Taking the hit for someone else is no longer a daily thing, but an encounter thing, and you don't even have to be adjacent to them anymore. Furthermore, 4[W] is about as good as it gets in terms of an Encounter Power's damage.
Resounding Smite: A very impressive upgrade to Thunder Smite. Now instead of only knocking one enemy prone, you knock every enemy adjacent to you prone.
Sublime Transposition: An incredibly impressive upgrade to Benign Transposition. The range is now set at 5, which may or may not be a good thing, but now you're giving a power bonus to all defenses, nearly making your ally invulnerable while you yourself pummel the enemy threatening him.
25th-level Daily Powers:
Exalted Retribution: Frankly, I'm not sure about this one. It's probably more likely than not that you're going to get 7[W] out of the power, but it's very possible that theres simply not going to be any incentive for the enemy to stay within melee range of you to take the beefed up opportunity attack. The base effect of 4[W] with half on a miss really just isn't enough anymore.
To The Nine Hells With You: The saving grace of this power is that it almost doesn't matter whether you hit or miss with it to get the effects off, and because of that any Paladin can use it effectively. That said, the effects of Ongoing Damage 10 Fire with a save to end and the Marked condition are not very special at all.
27th-level Encounter Powers:
Blinding Smite: Weapon vs. Will is usually an easy hit and you get both solid damage and a crippling condition added to your attack. Excellent power.
Brand of Judgment: Implement attack with melee touch range. Against a Solo or Elite Brute, this power can really pack a significant punch. That said, I'm honestly just not a fan. There are other smites here that I feel are just plain better.
Deific Vengance: Nice power. You get an accurate Implement attack as an immediate reaction. The downside is that since it's an immediate reaction, the weakened effect tied to it is basically a wash since the only attack it can affect is the enemy's opportunity attack.
Restricting Smite: Very nice power. Weapon vs. Will again and the blocking of Line of Effect is interesting. I haven't read the 4e line of effect rules yet, but I'm thinking that the Marked condition also applied by this attack means that there are still some ways for the enemy to attack your allies. On the other hand, it might simply be there to erase other Marks, which would kinda suck.
Stunning Smite: The damage on this one is low for the level, but for damn good reason. Weapon vs. Will, horribly crippling status condition, and a secondary attack that can affect everything else next to you with the same.
29th-level Daily Powers:
Even Hand of Justice: Short-range Implement attack that always deals full damage, hit or miss. The difference is that on a hit, the target takes all the damage they dish out. Honestly, considering that theres no real choice about which power you take at this level, it's a pretty good power.
Powerful Faith: 7[W]. Need I say more? Ok, if you hit you get a burst 10 attack, Weapon vs. Fort, to cause blindness. Here's one that lives up to a 29th level power.