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Old 03-23-2019, 12:22 PM
Danth Danth is offline
Planar Protector


Join Date: Oct 2009
Posts: 3,318
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No melee class is truly good for solo'ing.

Inside a dungeon a Paladin can maintain a somewhat higher killrate than a Shadow Knight due to massive amounts of self-healing available from deepwater click items (level 45-plus), saving much downtime between kills. Maintaining that kill rate will also consume a massive amount of damage shield potions, but the option's there. Few do this. Paladin struggles to reliably pull. Breaking tough areas ranges from difficult to outright impractical. Paladin root (just "root" until high level) isn't going to lock down a 4-pull. Soon as you get a critical lull fail you're either capping out or eating dirt.

Shadow Knight can get around more easily and can hold his camp in the face of mistakes, bad pulls, and other players trying to train you out of your camp (it happens). He can split difficult camps. Between these factors he has a wider range of areas available than the Paladin has, even if he might do them a little slower. Weak self-healing (either a fungus tunic at 150 HP/min all the time or a velious quest chestplate at ~400HPmin outside combat) limits their potential killrate. Expect to consume a great many damage shield potions with this one too, although they get by without more effectively than a Paladin does. Some dungeons permit use of fear-kiting, but there are definitely areas where it's impractical.

Both hybrids really like having at least a duo partner; in either case solo is not their forte.

He could play a melee-oriented Shaman. They don't have to root/dot. It's perfectly valid for a Shaman to use a decent-ratio weapon (often but not always 2-handed) and melee via slow and self heals, using damage spells to compensate for lower priest melee tables. Against things which can summon that's often the preferred method of Shaman solo, indoors or not. Some solo-oriented Shaman players prefer to gear with a focus on health and armor for that reason.

Danth