Quote:
Originally Posted by Ivory
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It really depends which dungeon. SKs are the best for dungeon soloing, since they can FD off problems and invis and invis to undead to have a range of options.
But paladins are really only going to be able to solo in undead dungeons. Where they can single or double pull.... and burst damage if they need to. And invis to where they need to go to set up for some easy pulls.
And that's true with ranger also. Like going to cazic a ranger could do pretty easily (outdoor, so harmony + invis, do gators or something).
So I would put ranger dungeoning at the level of paladins. Both able to root control (with ranger having superior multi-mob ability, since if you can root it you can bow rot it down... so one or two mobs is no problem for a ranger). Relying on pacify alone would be really risky for a paladin. I would pacify solo as a cleric, and without gate it would be a lottt more of a problem with critical fails.
But, while they may be about equal in a dungeon.... a ranger is FARRRR better outdoors. Making it their playground. A ranger can easily level up to 50 while soloing (and doing it effectively).
And they can even get some good EXP after 50 soloing. Where as paladins are going to start having a lot rougher time with harder hitting mobs. Soloing in karnors, for example, is a lot harder for a paladin than a ranger.
End of day,
Paladin = Great grouping, mid-low soloability (indoors, no fear kite makes them bad outdoors)
SK = Good grouping, mid-high soloability (indoors + outdoors)
Rangers = Great grouping, very high soloability (outdoors)
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I disagree a bit about this assessment regarding Paladins and Rangers. Paladins can do dungeon crawling in any place where you can lull to progress. It is slower than FD, and can be more consequential if you fail, but you can get through mobs via lull spamming. Since you have a lull clickie as a Paladin, you aren't even wasting mana. If you do screw up, you can basically Divine Aura and run out of the dungeon. Just be careful of training people. Also, if you are level 60, dying isn't a huge deal due to having a 90% res.
Rangers can't do dungeons because their lull only works outdoors, but a Paladin doesn't have that restriction. That is why Rangers are generally the worst dungeoneers of the Hybrids, because some of their most important kit options are outdoors only.
Generally speaking I would say SK's are better at dungeon diving when speed is the key, and where you can't lull. If you can lull and have all day to play, a Paladin can dungeon dive just fine.
SK's are generally better anywhere where you can fear kite, because that is safer and faster than face tanking and healing. Paladins have the edge whenever you are fighting something that cannot be fear kited.