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View Full Version : What's the more fun class between Paladin and SK?


Panzero
01-16-2025, 11:35 AM
By fun i don't necessarily mean faster and easier to play. I'm really debating which of the two i should focus on, and enjoyment is my main concern. What do you think, I'm curious to hear some experiences.

Andyman1022
01-16-2025, 12:12 PM
Both are fun and good in groups. I would say the biggest difference being that SK's are a more offensively driven class. They fear kite, use dots and lifetaps to increase DPS etc. A paladin soloing will root the mob, back up, and heal up using clickies or spells to increase their overall hp pool to win solo fights. It also comes down to flavor. SK epic is much more useful overall than Paladin.

WarpathEQ
01-16-2025, 01:13 PM
Probably SK for solo, Pally for Raid, and a tie for grouping.

Sizar
01-16-2025, 04:14 PM
Probably SK for solo, Pally for Raid, and a tie for grouping.

This is 100% correct

shovelquest
01-16-2025, 04:31 PM
I would say the major difference is, do you see yourself as a skeleton spreading blight all over the world, dawning corrupted armor and using pain and suffering to your advantage?

Or do you want to feel like a good guy and look all shiny and being the most amazing group tank that can be?

Paldins vs SK in group situations are great because nothing they have breaks mez. All of it helps CC/Healing, and yeah that's about it for my take.

Probably SK for solo, Pally for Raid, and a tie for grouping.

yeah p much, although when Im on enchanter I prefer a paly in the group to SK.

Snaggles
01-17-2025, 07:31 AM
They both are hardy classes that can easily solo to 60. Being able to root and heal has its perks as does snare/fear. Only in the more extreme geared cases does it make sense/is possible for a SK to tap-tank to solo a loot dropping named.

Raid situations they are mostly the same outside some gimmicks. Diminishing returns after a few knights hits hard and most people play other classes.

Grouping it’s a decision of if you prefer better mobility (snare, FD, invis, lev) or more control to change the course of a fight (heals, stuns, root, buffs). Stuff running at low health seems less a problem on p99 and there are a lot of Druid epics out there, so while the darkness line is great it’s less urgent for a tank to have. It’s rare to expect the SK to do that duty and cast aggro spells, especially with a broken disease cloud, when Ranger/druid/bards can do it cheaper or necros have mana regen 24/7.

Much of this will come down to the roleplay/vibe factor as they are diametrically opposed classes with different flavors.

Snaggles
01-17-2025, 08:22 AM
Sorry insomnia and lack of reading comprehension.

They are both very fun. The SK is certainly more dynamic but saving a player with a LoH or Soulfire click is rewarding.

If a solo player and fun is the road traveled as much as the final destination, your feelings about fear kiting might be the deciding factor.

Sizar
01-17-2025, 11:06 PM
I solo'd an SK to 60, then a 2nd to 46 and now on a 3rd who is 40. I barely fear kited. Just isn't really my jam. It is ideal sometimes but if you have great gear its really not necessary most of the time. When you think solo SK don't automatically go to "fear / Kite"

Vivitron
01-18-2025, 04:15 PM
Raid situations they are mostly the same outside some gimmicks.

In my experience there's just enough preference for the paladin's gimmicks that if the raid wants everyone on ideal classes a paladin gets to stay as the snap tank and the sks get asked to swap. So if I wanted to raid on the character I would easily choose paladin over sk.

Snaggles
01-18-2025, 05:44 PM
In my experience there's just enough preference for the paladin's gimmicks that if the raid wants everyone on ideal classes a paladin gets to stay as the snap tank and the sks get asked to swap. So if I wanted to raid on the character I would easily choose paladin over sk.

I’ve never seen this. A pally can cast DS though, or a soulfire. Outside those two things both fill the role just fine of aggro tank.

shovelquest
01-18-2025, 06:33 PM
I hated paladin because i was strong but weak. Like I could take and survive damage, but when it came to dishing it out I was a total joke!

So I, enjoying the distribution of damage over the mitigation of it, would say the answer to OPs question is SK.

Snaggles
01-18-2025, 08:27 PM
Given the melee thread I have to throw a curve ball in the hybrid question: If the quest is fun, how about a ranger?

Keebz
01-18-2025, 09:51 PM
Ranger is so fun. Track is rad. The spells give good utility and QoL. Great adventuring class. Until lvl 50, when you start getting absolutely shredded face tanking.

Also you're pretty ass in dungeons.

SK is my current favorite, but I haven't made it too far on my heavily twinked Pal. In theory, I should love the control. My main issue is the impending lull nerf. Without reliable lull, dungeon crawling would suck.

Gloomlord
01-28-2025, 04:29 AM
Ranger is so fun. Track is rad. The spells give good utility and QoL. Great adventuring class. Until lvl 50, when you start getting absolutely shredded face tanking.

Also you're pretty ass in dungeons.

SK is my current favorite, but I haven't made it too far on my heavily twinked Pal. In theory, I should love the control. My main issue is the impending lull nerf. Without reliable lull, dungeon crawling would suck.

What impending lull nerf? Link please.

Zuranthium
02-18-2025, 08:38 PM
What impending lull nerf? Link please.

https://www.project1999.com/forums/showthread.php?t=434049

Telin said in another thread that the Lull spells are officially considered to not be classic on p99 by the devs, so a change is coming sometime.

I hated paladin because i was strong but weak. Like I could take and survive damage, but when it came to dishing it out I was a total joke!

There's a reason why I ranked them as the overall worst class of classic EQ. Low DPS and they don't bring anything necessary to the game.

Knuckle
02-19-2025, 05:37 PM
Definitely SK. What I mean is you get Feign Death and invisibility. It is some of the utility of a monk or necro allowing for interesting pathing options and mechanics, allows you to dodge rep hits sometimes, and allows you to dive deeper into places where paladin IVU or pacify wont cut it. I do think in specific targeted leveling routes maybe playing a undead farm only paladin might be more fun but I doubt it. Most undead zones are dark and dreary and get old fast. I hate the befallen > unrest > whatever routes.

Trelaboon
02-26-2025, 07:59 AM
Totally subjective based on the player and their individual opinions. For me I can’t for the life of my get into my Shadowknight. He’s 53 and has 41% haste and ToV weapon, twinked out and I just do not enjoy it. I absolutely hate fear kiting, the aggro mechanisms after the disease cloud nerf are more annoying and just in general I don’t enjoy it half as well as my Paladin, which is my favorite character in classic EQ by a wide margin.

Sk does have some cool abilities I like. The ability to invis, feign death is super cool, having a pet is fun, skeleton illusion is always fun, plus the Call of Bones proc on Soul Defiler is really nice. In general though, the class just isn’t for me, despite wishing I had a level 60 one. I think I’d like it at 60 once geared out, but getting there is not fun.

Paladin on the other hand, I always found SO fun. I really love the clicky heal of the DW BO and Helm. Having a mini torpor at 59 is really fun, their aggro holding is way easier with blind. I love being able to soothe my way through dungeon. I love having root and being able to park a mob if I pull to many. The class just really resonates with me. I’ve mained my Paladin for most of p1999

Mostly it boils down to having to fear kite to solo; I HATE fear kiting. It may be faster than rooting and backing up to heal or click helm, but it’s an otherwise miserable experience for me.

Gloomlord
02-28-2025, 09:46 PM
https://www.project1999.com/forums/showthread.php?t=434049

Telin said in another thread that the Lull spells are officially considered to not be classic on p99 by the devs, so a change is coming sometime.



There's a reason why I ranked them as the overall worst class of classic EQ. Low DPS and they don't bring anything necessary to the game.

Are they trying to make me quit this game? The hypocrisy here is astounding. So the lull line is "not classic", but nor is disease cloud being bad aggro, yet they keep that in the game all the same.

Dundrige
03-02-2025, 04:36 PM
Are they trying to make me quit this game? The hypocrisy here is astounding. So the lull line is "not classic", but nor is disease cloud being bad aggro, yet they keep that in the game all the same.

Stop making excuses for your pathetic existence, knight of the shadows. Us paladins are blessed with the powers of our gods. Yours punish you with pestilence and contempt for your failures.

Gloomlord
03-08-2025, 05:54 AM
I don't even play an SK. I just found it sad that SK are made completely useless now.

Snaggles
03-08-2025, 11:39 AM
DC was a cheap mana spell but the class can do all the same stuff they could before. Lull won’t change the paladin much at all if it gets changed.

If someone is sabotaged by changes to Lull or Disease Cloud I’m not sure what to say, lol.

Ennewi
03-08-2025, 01:09 PM
Truth. It's just a shame because, out of all classes with access to magic, those two have the least in terms of variety. So any loss is significant. SKs already suffer from the lifetap nerf on top of that and paladins from the heal aggro nerf. Forget about merging servers, merge both hybrid tanks.

sajbert
03-08-2025, 01:29 PM
Lull won’t change the paladin much at all if it gets changed

Haven't looked at the details of it but if lull gets nerfed to the point of being wonky as hell that basically makes Paladin a dead class for most dungeon crawling. Even when you can survive critical resist it'll add loads of tedium and having to burn your mana bar on lulls if nothing else.

Granted, solo crawling with a paladin more or less needed silly twinking and/or ToV level gear.

So I'd say a significant nerf to lulls would make SK comparatively stronger. Both classes could also stand to benefit from Enchanters not running all the camps solo if the lull and charm changes were to hit that hard.

Shamans rule supreme.

DeathsSilkyMist
03-08-2025, 01:53 PM
Shamans rule supreme.

This is the way.

Snaggles
03-08-2025, 08:30 PM
Haven't looked at the details of it but if lull gets nerfed to the point of being wonky as hell that basically makes Paladin a dead class for most dungeon crawling. Even when you can survive critical resist it'll add loads of tedium and having to burn your mana bar on lulls if nothing else.

Granted, solo crawling with a paladin more or less needed silly twinking and/or ToV level gear.

So I'd say a significant nerf to lulls would make SK comparatively stronger. Both classes could also stand to benefit from Enchanters not running all the camps solo if the lull and charm changes were to hit that hard.

Shamans rule supreme.

I would bet there are paladins on live that never cast lull once. Even if overnight they broke it somehow and it was a cointoss for a critical fail, one could still use it in groups or solo (DW arms are free clicks and 400p). Personally, outside sneaking a group to a camp in seb at 60 I’ve never crawled. Guard killing is easier and faster; the zones are almost within eyesight at all times.

People played knights back prior to melee table changes and 2h scaling bonuses. We soloed to 60 back then. Outside raid perks, SK and pally accomplish most of the same things but do it differently. Relative strength isn’t costing them jobs.

Keebz
03-08-2025, 10:56 PM
Lull nerf will definitely suck for pally. It's easily one of the best spells on p99 for crawling.

To answer OP's question though, it depends. SK is fast and fluid—CoS, FD, snare, etc. make for a breezy QoL.

Paladin on the other hand is methodical and slow. Lulling around, breaking rooms, rooting mobs as the group tank... all really fun.

Nod to Pally in groups and SK solo imho.

Duik
03-09-2025, 02:16 AM
I don't even play an SK. I just found it sad that SK are made completely useless now.
Good call.

Goregasmic
03-09-2025, 07:35 PM
We don't know how the lull nerf will look like but from the thread it seemed like an additional layer of resist check on 50+ mobs. Not sure how much it will matter for a pally/cleric.

Gloomlord
03-10-2025, 08:16 AM
I split the hand room in Karnors and Upper Dogs in Velks as a Paladin with my soothe clicky. It'd be a shame if utility like this were to be negated in the essence of "keeping things classic".

#Nochanges is an insane mentality.

Jimjam
03-10-2025, 08:19 AM
If you want to play a melee that is a utility vehicle, take a lead from Ford's branding and choose ranger :).

Snaggles
03-10-2025, 01:30 PM
They aren’t removing the Lull line. If anything, added crit resist rates would increase the likelihood a paladin would do the lulling since they are most likely to survive.

TBH you can pull most of velks with a bow. Between root and three classes that can mez just set them up and knock them down one at a time.

If you want to play a melee that is a utility vehicle, take a lead from Ford's branding and choose ranger :).

No kidding. If fun is your goal…

Gloomlord
03-10-2025, 07:55 PM
I'm not saying they're removing it, but it seems they're going to make it far more risky when it really shouldn't be.

If you manage to acquire a CHA set as Paladin or Cleric, you deserve a reward.

Ennewi
03-10-2025, 11:23 PM
For classic+ at least, stats having more value one way or the other would feel like the spirit of the game was being furthered, Verantified after the fact.

That long-held belief that negative CHA improved necromancer's fear spells, finally made a reality.

Low/Neg INT making players naturally more resistant to charm, mez, and other mind spells (including clarity, because resisting buffs would be funny despite the frustration); not only would that make certain races superior to others for having a lower stat, but it would give reason to drink and keep a stack of booze on hand.

A pipedream but fun to consider.

Duik
03-11-2025, 08:40 AM
That long-held belief that negative CHA improved necromancer's fear spells, finally made a reality.

That would certainly explain the minus cha on nec/SK armor. I like it. An "in spirit" classic server sounds good, but how far do you go? Short of employing a Ouija board and summoning the spirit of Brad it is just another custom server.

I still like it though

Jimjam
03-11-2025, 09:13 AM
That would certainly explain the minus cha on nec/SK armor. I like it. An "in spirit" classic server sounds good, but how far do you go? Short of employing a Ouija board and summoning the spirit of Brad it is just another custom server.

I still like it though

Honestly, necros being super good at farming trash mobs for finesteel being offset by their equipment making them stinky recluses that no one wants to deal with (charge premium prices against) is an interesting concept, even with out -cha impacting fears, etc.



I suggest charisma mod for 'negative' psychology spell effects should be based on how far from 75 the character's stat is. High charisma still benefit from their force of personality empowering their fear spells, whereas nec/sk/giants would benefit from their monstrous aura (super low charisma) driving their fear spells.


so yea,
75 charisma = base power fear.
5 charisma = more powerful fear
145 charisma = more powerful fear.

Snaggles
03-11-2025, 11:24 AM
I never understood why necros got so many fears. Trepidation is a -25 check which is nice I guess but fear is limited to level 54 (presuming they are not unfearable) spawns it’s not really needed.

They should’ve gotten more quick casting ones or maybe ones with DoT or other debuff components. It would help ensure the pet isn’t out DPS’ing you too.

Snaggles
03-11-2025, 11:37 AM
Back to the fun hybrid thing though…

Bards are crazy fun but the APM is super high. I enjoyed leveling mine but am not a “bard main”. My brain can’t work like that unfortunately.

Ranger in many ways is like a bard with training wheels. Tons of utility without as much clicking. Fill up a bag with arrows and you can kind of chant kite stuff. Once you give up on being “the best” and play one it’s serious fun.

Knights are enjoyable, I guess. But they are still lumbering in comparison. If you rank fun by capacity/durability they are great. The pally has far more control but is more boring and less mobile than a SK. I’m glad I have one of each. They are cheap to gear out and look shiny when you get done. Blinking and fiery epics. It’s more flavor than anything else.

Salaryman
03-14-2025, 11:38 AM
RED99

If you played on a sevrer that was actualy fun (RED99), both these classes would be usefull and fun

But for you pve troglodytes the capacity to experience hypothetical situations in your thoughts such as "what would happen if I get pvped" is impossible.

so keep yourselves into the containement chamber that is pve servers while us intellectual thinkings thrive with PVP and can have FUN (on RED99) with the pvp classes (Paladin and SHadowKnight)

RED99

Duik
03-14-2025, 06:06 PM
But for you pve troglodytes the capacity to experience hypothetical situations in your thoughts such as "what would happen if I get pvped" is impossible.


/duel

Sorry you dont know simple commands.