Between Bash and multiple stuns Slam is pretty much unnecessary on a Paladin.
Flash of Light is OP and its even more OP when used in proper conjunction with stuns. FoL doesn't generate hate, it only snaps the mob. Hitting a mob with Stun on the way into camp makes sure he comes right to you (unless an Enc pet gets in the way) Also hitting a mob with Stun mid-fight keeps you high on the hate list, and lets not forget about knocking out nasty spells from Frogloks in Seb etc. Its easy to have two stuns in spellbar and bash, which is plenty.
Root is also awesome. Things are pretty rough with lvl 1 root in your low 50s (doesn't stick at all) but at 54 you get Enstill, which sticks really nicely and for a long time. You can have reliable root pulls as well as nice splits.
Pal and SK are very similar in principal, but quite different in reality. IMHO the magic spells Stun and Root (lets not forget about heals) and their incredible effectiveness in the hands of a good tank completely trump the SK feign death ability. (Yes Paladins can also Calm btw) Fear kite with snare is nice on SK, but Pal can also fear undead, they just need a snare class to help.
They can both snap agro, but thats where the similarities end. It seems the kind of folks who play SK are very interested in damage output on a class that we all know wont deal as much damage as other melees. They are also interested in FD very much. Melee-heavy players seem to steer towards SK and try to make them as much of a "warrior" as possible, but that's never going to happen. Having said that, its very beneficial to go Ogre SK for the stats and frontal stun immunity.
People steer away from Paladin because of how "weak" it is and because you truly have to leverage magic to be excellent. Paladins are not strong, but they can pull, tank, save Enchanters asses on charm breaks, and mitigate NPC caster threat like no other. It just requires a very skilled player.
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