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Old 01-05-2014, 10:41 PM
Tuljin Tuljin is offline
Fire Giant


Join Date: May 2011
Posts: 636
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A big advantage of Paladin is stun and root. If you have decent dps in your party a stun on a running mob is enough to keep it from getting away, and if hes running too far you can always root him to stop him. Stun is also helpful if for some reason a caster in your camp is getting agro, you can toss out a stun, give the caster a chance to get away, and the mob will come agro you. You can also park mobs and cc very well with root, to the point where you don't need anybody else in your group to do it for you. Paladin also has an awesome snap agro spell with Flash of Light.

Both Pal and SK are excellent at splitting up camps, with lull and FD, respectively. The issue with SK is that without stuns he doesn't have the same caster mitigation ability as the Paladin. Since the FD patch, caster mobs can still get in some decent hits when you flop, which isn't always the best thing to happen. A Paladin can wreck caster-heavy camps and can get away with healing himself with the right group composition, especially when you get Superior Healing.

High lvl, Paladin gets DA, heals as well as a shaman or druid, and also gets 90% res.

Really it depends on your play style. IMHO single target/DD stun is one of the most underrated and overlooked abilities in the game by most players. It seems like nobody has seriously played a class that gets single target/DD stuns and learns to use them well. Clerics mostly just sit on their ass and heal and do absolutely nothing else, and very few people play Wiz and Pal seriously in high level dungeons. Ill take heals, stuns, root, and lull before snare and FD anyday.
Last edited by Tuljin; 01-05-2014 at 10:46 PM..