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Old 01-25-2018, 08:44 PM
Ennewi Ennewi is offline
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Join Date: Feb 2013
Posts: 2,505
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Imo there are arguments for and against both wisdom and stamina because a paladin's role is situational. In groups you'll have so much survivability but on raids, especially in Velious, you'll be a speed bump / battle rezzer. It's a shame that hybrids weren't given the ability to specialize, at a later level than priests/purecasters, as that would have allowed for a slightly more significant role on raids. Paladins that wanted to forgo raiding altogether could have chosen evocation to be actual undead soloers. And paladins that wanted to be more than just reliable spot healers could have specialized in alteration.

But even for all of the raid encounters where paladins aren't used in their primary role (tanking), there are still quite a few situations where paladins manage just fine. The ring war is a good example. When needing to disengage and head off giants that have popped on the opposite side of GD, you can do so without having a cleric or shaman attached at the hip because you have loh, group heal, and mini torpor to keep yourself and others alive until the rest of the raid arrives. Imo the importance of your manapool is greater then, more so than mana regen because by the time you'll have regened enough for another heal, reinforcements will have arrived (and if not than the ring war is probably lost).

However most of the time as a hybrid tank you will be relegated to tanking Kunark's mobs needed for epics, but a fair number of players still need/want theirs so it's not for nothing. Faydedar, Yael, Xenovorash, Black Reavers, etc. Basically, all the stuff that can be downed with one group.

As the tank in those situations you're open to being stunned, blinded, silenced, grav-fluxed, bashed, feared, etc...and resist gear only goes so far on p99. Paladins don't have access to frontal stun immunity (or even cure blindness as a spell, oddly enough) so you can expect to be interrupted when casting any spell that isn't yaulp, flash of light, or divine aura, and to be blinded where only your hotkeyed spell(s) will be usable. Taking that into account, imo stamina/raw hp are probbably more important than wisdom/raw mana. Sta/hp are passive benefits used up by the mob's attacks, whereas wis/mana must be actively used in order to have value and that value is dependent on a number of conditions, not excluding player skill and ping. If you go linkdead, you'll still be in-game for a few minutes autoattacking and taking damage, but you won't be casting so your mana is worthless. If you're running from a train of mobs, your mana isn't going to save you because you have to be standing still in order to cast (except when spamming yaulp). HP, AC, resists, and potions will keep you alive, along with LoH.

While offhealing your character is open to the occasional aoe and healer aggro. Your hp can't be converted into mana unless you have a manastone and are in an old world zone, so it's only useful as a buffer to keep more important/squishy classes alive. You're not just keeping DPS alive, but enchanters as well. Clerics and shamans are usually hard-pressed for mana and/or too focused on the tank/ramp tank to notice pet breaks and what not.

Plate house is another good example of where paladins are more ideal than warriors. Everyone wants to rush through as many cycles as possible as quickly as possible and snap aggro is great for that, with the additional cc helping to make sure the fleeing dwarf doesn't make it beyond the stairs. With clarity II and a flowing thought item, it's really difficult to get anywhere near being oom.

I usually try to compensate for whatever stat(s) my chosen race is lacking so that, as a class, they are more well-rounded. If p99 had no expansions whatsoever, than those initial 20 points would be more significant in a min/max conversation, but classic is a trilogy and that includes Velious with all of the amazing buffs and hybrid gear. So, imo, don't bother rerolling.
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