Thread: Why no palies?
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Old 11-03-2015, 02:29 PM
Arteker Arteker is offline
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Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
I disagree and if I could play I can prove my SK is better than whoever wants to try and prove a paladin is better. I'd even do a vid tutorial.

Take KC basement as an example... with a typical set up (SK, monk puller, enchanter, cleric, rogue, shaman).

Monk pulls 4 mobs from turnkey and only realizes when they charge down the steps into the camp.

SK:-

disease cloud your target before it gets slowed, hit your assist macro...

(enchanter maybe tries an AE mez, or there's a combo of a single mez, cleric roots one, etc...everyone gets out of melee range)

While on your first target you start building aggro on your 2nd target with shadow vortex, then disease cloud your current target again at 50%ish to maintain your aggro.

Even consider a 'wave of enfeeblement' to get initial aggro and as they're mezzed/rooted pull the current target back so that the rogue or anyone else meleeing is out of range of the other 3.

If root or mez breaks on any of the other 3...shadow vortex it.

Disease cloud your current target again.

If #1 is not yet dead, a second shadow vortex on #2 (in line with it being remezzed or rerooted)

First one dies, engage #2 (its going to be more pissed about 2 shadow vortexes than anything anyone else has done to it).

Rinse/repeat on #2 to #3 and #3 to #4.... if anything gets lose just shadow vortex it and retarget your current mob, keeping out of melee range of the mezzed/rooted mobs.

It's that easy, just requires some light mob management to keep everyone else at full health and at worst... you're still the only target requiring heals.





What does a paladin do in that situation? Can he wave of enfeeblement to get initial aggro on 4 mobs? No.

He'll be either stuck trying to root the extras (not having control of where they're standing), FoL'ing out of melee range and perhaps risking a fear/glitch effect, or individually stunning them for aggro (stun breaks mez doesn't it? shadow vortex doesn't).

You have more control over the dismantling of a big pull as a SK, and at the same time allowing your enchanter/cleric/etc some guaranteed sit time instead of worrying that something is going to break and attack them rather than you.

That SK method works at any camp, from narrow corridors to open areas. If you want to retarget quickly, always be facing the other mobs to keep an eye on them, and cycle NPC target (not classic) to apply non-mez breaking aggro to #2/#3/#4 if they need it. You're the group's second enchanter, in a sense - you control the flow of the fights and if done properly it's very efficient and with a clarity it won't require any downtime at all.

(just my 2cp) [You must be logged in to view images. Log in or Register.]
he can cast grp heal for insane agro .
usualy best paladins will break ur mezs using regular stun then chain a 2 one with dd component .