Thread: Paladin vs SK
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Old 11-04-2014, 02:45 PM
Tuljin Tuljin is offline
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Join Date: May 2011
Posts: 636
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Quote:
Originally Posted by Brut [You must be logged in to view images. Log in or Register.]
Yyyyyyyyyes but why are we comparing two completely different fields of abilities and then claiming one completely trumps the other? 100% apples and oranges.
"Completely trumps" probably isn't the best way to describe it - and it definitely is like comparing apples and oranges. FD is an incredibly powerful ability, but as Raev said the Paladin tools are more useful to the group once in camp than FD. I personally would rather have these abilities than the ability to FD, which is why I chose a Paladin over an SK for a knight. Also, for RP reasons, a brave Paladin does not resort to such cowardly tactics.

My point is the Paladin/SK discussion in itself is pretty much comparing apples and oranges. The tanking and snap agro ability are pretty much the only similarities in how the classes are played. FD is frequently cited as the main reason why people choose SK for a Knight, which is why I use it as an example.

To bring up the "who would use FD while being MT" discussion, I can't really see a situation where the Knight wouldn't be the MT in a dungeon. If a Knight and Warrior are in the same group, the Warrior should gear for DPS and let the Knight hold the agro and pull. For the Warrior to tank and the Knight to go for "DPS" doesn't make a whole hell of a lot of sense. If there are multiple Knights in the group, well, take turns snapping agro I guess lol (this group configuration happens VERY rarely)

On Paladin I end up pulling and tanking. Root pulls are incredibly effective, and Root (Fetter) is really the preferred method of CC for an excellent Enchanter. In HS for example the majority of mobs are melee, and its easy to keep them stuck with an OP low mana fast cast root that you can easily stack. Paladin is also decent at lulling with levels and CHA gear/buffs, tho a root pull vs. a calm pull is entirely situational.

If you have an Enchanter (which I rarely stick around for if I have enough people to make a group work) he will be calming the really tough rooms. Why is a Paladin still awesome in this situation? On a crit resist the Paladin can toss a heal and grab heal agro. He can tank enough to live and give the Enc enough time to get off an AOE mez or whatever he has to do to keep the XP bar moving. This is something an SK can't do, however this is also another example of apples and oranges.