I got them into the 60's and my main to 80's. Like I said, I did not get them to the end game so I'm sure there is some synergy I missed out on. But Paladins had so many passive heal, damage reduction, group heal and buffs that stacked well with each other. One paladin goes down the wisdom line and picks up a ton of group buffs, fear reduction, damage and spell buffs and a passive always on regenerating shield. Other AA talents gave you so much haste, multi strikes and aoe strikes, it was silly because there are not any real cast times on the paladin attacks.

Crusader's faith turned group damage into heals. They all had heals, rezes, plate, healing attacks for themselves and healing aoe attacks. The battle hardening was the best with it's flat damage reduction. The tooltip isn't right on it. When I picked it up, it reduced like 250 points of damage and it scaled up with level/gear. Nothing did that much damage in a single hit where I was playing.

A lot of buffs that were cool from other players are just meh now. You get a horse at level 10 so no need for any movement buffs. Food/drink give mega buffs now and the regen out of combat is huge. I'll repeat I did not get to any endgame content. I believe there are some things that you will want other classes for to over come. There wasn't any real crowd control with paladins. Curing some of the debuffs were not possible. In the end, Paladins were just simply over powered and easy to play.