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Old 07-24-2010, 11:18 PM
VincentVolaju VincentVolaju is offline
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Default Diff between Pally and SK Tanking?

How come so many more people choose SK's over pally? Like there is 3x as many SKs on /who all list then there is Pallys. I thought they were basically the same except SK used Disease Cloud, and Pally used a Stun for aggro?

The pallys spells/skills are snap aggro just like SK's right? So whats the downside of a pally, if they can tank just as well as an SK?
  #2  
Old 07-24-2010, 11:35 PM
Rimson Rimson is offline
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The stuns were not in Classic.
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Old 07-24-2010, 11:36 PM
VincentVolaju VincentVolaju is offline
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Well, whatever it is that Pallys use for aggro. Isnt it just as good as disease cloud?
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Old 07-24-2010, 11:38 PM
Rimson Rimson is offline
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No because DoT's generate a huge amount of aggro while Pally's have nothing even close to that.
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Old 07-24-2010, 11:40 PM
Rimson Rimson is offline
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They get root, one stun at 30, and one at 49 in classic. No where near the hate generation as an SK with a DoT.
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Old 07-24-2010, 11:43 PM
Humerox Humerox is offline
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All about the aggro. SK's keep it better than Pallies. Pallies have to work quite a bit harder to keep it.

SK's can pull a bit easier, too.
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Old 07-24-2010, 11:46 PM
Bubbles Bubbles is offline
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The Paladin 'lull' line of spells is incredibly useful, plus the fact that paladins can root/park adds (or even root/park to pull) coupled with their stuns and hp buffs and gimp healing and LOH make them very valuable to any team not completely hell-bent on min-maxing.

Yay huge sentence.

Both are great tanks, both have nice tricks up their sleeve for keeping aggro, and both kill mobs by waiting for them to die of old age. Classic as can be. [You must be logged in to view images. Log in or Register.]

Also, SK's don't get all of their class-defining spells early on. Pre-30 a paladin has a lot more utility, although the old adage "you can't outtaunt a SK" is always going to be the case. You'll do well grouping and respecting both classes.
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Old 07-24-2010, 11:55 PM
Skope Skope is offline
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As an off-tank I prefer a paladin over an SK, and a warrior as primary tank. The reason for that is on raids a root and blind can not only generate aggro, but also limit the mob's reaction and darting for an enchanter. Sometimes disease cloud just doesn't cut it, and it's actually easier for a paladin to generate that initial aggro and save the cleric/offhealer a heal with a root than it is for an SK to spam disease cloud.

Both, though, are great tanks when played properly.
  #9  
Old 07-25-2010, 12:28 AM
HeallunRumblebelly HeallunRumblebelly is offline
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Quote:
Originally Posted by Skope [You must be logged in to view images. Log in or Register.]
As an off-tank I prefer a paladin over an SK, and a warrior as primary tank. The reason for that is on raids a root and blind can not only generate aggro, but also limit the mob's reaction and darting for an enchanter. Sometimes disease cloud just doesn't cut it, and it's actually easier for a paladin to generate that initial aggro and save the cleric/offhealer a heal with a root than it is for an SK to spam disease cloud.

Both, though, are great tanks when played properly.
That. Paladins in a multi-group capacity are used as a blinder (which the other priests can fill as well, but they're usually busy healing).

Blind acts as a fear when no one is in melee range. When one or more players are in melee range, the mob will attack the person with highest threat in melee range. The enchanter thing in planes is especially key, as mem-blur doesn't work on dick here.
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Old 07-25-2010, 02:31 AM
guineapig guineapig is offline
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As stated before, Paladins have 2 abilities that guarantee with 100% certainty that they will instantly have agro as soon as the spell lands; root and blind. All they have to do is make sure they are the closest player to the target (which if they are the main tank they already are the closest).

Shadow Knights do have the highest agro generating ability but it still has to deal with beating every other player's aggro level in order for the snap aggro to occur. Yes, in most situations it isn't a problem, but I have seen plenty of instances where an SK was unable to peel a raid mob off an Enchanter or healer for a good few rounds of combat.

And lets not forget how impartant being able to chain stun a mob is, especially in the planes or when dealing with mobs that can heal themselves or do any sort of nasty effect.
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