Thread: Sk vs pal
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Old 05-18-2013, 07:11 PM
Danth Danth is offline
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Join Date: Oct 2009
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In short, the average experience group won't care which they have. Both hybrid tanks are broadly characterized by vastly superior hate generation but inferior durability relative to a Warrior. They're both superior to a Warrior in situations where maximum durability isn't needed, and particularly when good initial hate generation is desirable. This includes virtually all group content. Read on for more detailed thoughts.

I actually consider Paladins the superior group tank, at least on paper. They have more defensive tools and generally better ability to prevent other folks' deaths. Paladins' multiple stun spells also gives a decided advantage against spell caster monsters. Shadow Knights tend to be more reliant on having other group members do things like stop loose mobs or interrupt casters. The Paladin has access to buffs which ensure good defense even in groups which lack a Cleric. They also tend to be better-played on average; it's a straightforward class. Many Shadow Knights are incompetent and don't do anything while tanking except spam Disease Cloud.

In practice, the above doesn't matter very often because experience groups don't usually get into the near-death situations where the Paladin can really shine. In a controlled environment--the norm for an experience group--both classes can be used interchangeably. As I said, most groups think of them as generic "knights" and don't care which they invite.

Ogre Shadow Knights have roughly a ten percent hit point advantage up until you get into Velious raid loot. This makes them somewhat more likely to be chosen as tanks in a raid setting, but confers minimal advantage in regular group content. In practice the additional experience penalty of Ogres or Trolls will occasionally lose groups, while the stat advantages conferred by those races will essentially never win them groups.

Shadow Knights are superior to Paladins in non-tanking roles. The Shadow Knight can solo more easily after about level 15 or 22 at the latest, deals somewhat more damage, has the ability to feign pull, dies less often (feign), and comes with more quality-of-life utility (invisibility, levitate, enduring breath, see invis, etc) than the Paladin. This is why the Shadow Knight is marginally more popular than the Paladin on P1999. The Paladin's primary non-tanking advantage is in having access to relatively cheap equipment and (eventually) 90% res.

Danth