For tanking purposes I would take stuns over FD any day, but that's just my play style. FD is of course a powerful skill, however it does nothing for your group when you are in combat (it only saves your own ass :-P )
Flash of Light a mob to snap agro to you while the rest of the group is beating on him and can quickly change your attention to a squishy party member who has agro or a charm class that just had a charm break, stun, and save the day - all while still tanking your current mob. You can also heal yourself while holding agro by using this technique.
You can also use stun for a nice agro cushion when you pull - especially casters. Toss a stun to block their first spell, then you can go hide around a corner in your camp and the mob will come straight to you without stopping to cast on someone else in your group from afar. You can use this technique to park mobs wherever you want without agroing other party members.
You have to get a pally to level 30 first before you get a stun spell, however.
And it is pretty much true that people lean SK for the "cool factor." People really underestimate how much of a game changer Stun is. Combined with root, heal, LoH, and calms Paladin has a utility set that is incredibly powerful in the right hands.
(Yes, the DPS sucks, but snap agro makes up for that :-P )
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