Quote:
Originally Posted by DeathsSilkyMist
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The main reason why SKs edge out Paladins in general grouping is because of FD pulling. With an SK you can have your tank and puller as one class, similar to having a monk who can pull and tank. This means you could get away with less group members, and thus more XP per kill. Paladins can pull, but it is generally slower and more dangerous. When you have a Paladin tank you would typically want a dedicated puller as well.
You could argue that a Paladin could act as your reser at 60, and therefore could get away with having a Shaman as your main healer instead. But Paladins only get their good res at 60, so this means you can't do that for levels 1-59, whereas SK's can start FD pulling at 30. A lot of people also have pocket clerics these days, so you can get away with having a res bot parked somewhere when needed.
Don't get me wrong, both are great in groups, and both can solo well. And there are situations where Paladins are better. They do better in any solo situation where you cannot fear the mob, for example.
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I will say that compared to all the classes I’ve ever played the Paladin class didn’t feel like it “woke up” until late. 3 of the best spells are 59/60. Warrior is maybe the only class that woke up harder at the high end … or shaman before and after torpor. Paladins just get exponentially better at every level beyond 50 with big boosts after 55. They are always good but get GREAT late in the game.
Caveat: I have all respect for you. The following is not an attack. Educate me if I’m wrong. I had to take 2.5-3 years off p99 so my memory could be honestly fuzzy.
Can you name off the camps/areas where FD pulling is mandatory … or if not mandatory then preferable? And if so if so the types of camps that with a balanced group you want your tank pulling to begin with? I can think of a very … very few where maybe a SK as the tank would be preferable with a less than balanced group or a small squad.
My memory says:
-Kael arena hunting inside the building +/- PoZs
-deep in DN on the harder/nastier rats (if you don’t have a monk/bard)
-deep deep seb … protector/fungiKing (if you don’t have a monk)
There are probably more I can’t remember … so I’m honestly asking. What types of group content MANDATE FD pulling? Most all camps you just pull 2-5 or 7 and cc. The faster the better. Of those camps that need to have a degree of control; lulling works. Resists happen but crit resists with end game gear and buffs are rare. If FD is either required or preferred … having the tank pull both roles slows the group down hugely vs just inviting a monk (or if outdoors dang a Ranger).
FD pulling is very unique; but it is RARE where it is necessary or even preferable (sk FD pulling is slow) vs just pulling more and using other CC tools.
If there are lots more let me know, because from what I remember most all camps or group goals don’t even remotely apply.
If I’m wrong; re-educate me.
My main is a WARRIOR and I have face pulled most of this game with zero problems in any half-decent group, duo or trio. Warriors can’t FD, snare, root or lull. Beyond that I have pulled most every camp on my monk/bard. I’ve pulled most of the same on my paladin. I’ve played most (but not all) classes up to 60. I’ve pulled as “the ideal” class in most situations at all group levels. I can identify very few that would benefit from having a sk who is also tanking and inefficiently pulling with snare/FD where the outcome is ideal. In most cases just pull without FD … cc … and kill faster. Those camps exist but they are few and far between.
As an aside … I have had many profitable duos on my pal with an ench. Better with my cleric but my paladin can heal/buff an ench well enough to plow through high end zones.
Only classes I can think of that pair well with OP ench are my cleric or my shaman.