Quote:
Originally Posted by fortior
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I mean there's not much to talk about. Knights have snap aggro and warriors have bigger dps out of the box. You can instantly fix the snap aggro issue with a bio orb (if you're in a blue or green raid guild, you probably want one anyway for ~reasons~).
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Bio orb is around 100k, and can be risky due to being a blind. It works, but it's not as good as a non-blind, faster cast snap agro spell. Knights are still better in this regard. Knights can use bio orb too, so it isn't a bonus unique to Warriors.
DPS necessity depends on the camp, and how many hours in a row you plan on staying at the camp. If Warrior DPS gives you one extra spawn cycle every 4 hours, you have to play for 4 hours non-stop to get that bonus. If you take a 30 minute break somehwere in that four hours, everything repops and you lose the extra repop the extra DPS would have given. DPS has thresholds on P99 due to respawn timers.
Because of this, utility often plays a bigger role over DPS in groups, unless your group DPS is really low to begin with. Ensuring your group doesn't wipe via utility increases the odds of having a session with maximum gains and no wasted time recovering.
Quote:
Originally Posted by fortior
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I think the better comparison would be shadow knight vs paladin, because I think the paladin wins out in everything aside from race choices. Soulfire, DS being a useful raid buff, lull, root are just a really nice kit. LoH > harm touch. Shadowknight has FD with a prenerf CoS which is good, but both can group while only one has real raid utility (super beefy geared examples aside)
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Paladins are the better raiding Knight for sure.
In groups SK's have FD for more consistent pulling, and have pets. Pets increase DPS and provide utilities for pulling in some instances, and for pet tracking if you don't have a Druid/Bard/Ranger. Being able to run a low man group using an SK to tank and pull is nice.
Solo-wise SK's will do better than Paladins on most things that can be fear kited. Lull is nice, but a failed lull requires rooting all agroed mobs and camping, or using Divine Aura and running out of the zone. Both of these options can be tough to pull off, depending on the scenario. SK's can just FD in a bad situation.
Paladins pull ahead in the solo department when fighting solo challenge level 55+ mobs, as they cannot be fear kited. Paladin healing cannot be resisted, so they can fight longer via healing themselves.
I usually say if you want to do a good amount of raiding on a Knight, go Paladin. If you want to mostly solo and group, go SK.