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  #51  
Old 11-04-2015, 10:31 PM
Jaleth Jaleth is offline
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Quote:
Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
If you're in an area with ice comet capable mobs you tend to get some resist/circle spells on the go. For a MT to be eating full ice comet damage is embarassing, plus most wizard frogs in Seb keel over so quick there's not much time to land one.
I remember soloing undead froglok mages in lguk on live as a paladin. Nothing like stun locking those db mobs for the duration of the fight, hardly losing any health.

In groups I was root parking mobs, off healing, controlling the flow of fights on a whim. Even challenged dps classes, shamans, and enchanters to try to pull aggro off me from the beginning of each fight. No one ever could. Even had an experienced shadow knight try, yet couldn't, and I never memorized FoL in my spell bar.

From what I have garnered from your posts Swish, you know your stuff, so I won't debate on what you did as a shadow knight and how skilled you were. Most of us that had played knight classes in classic EQ became experts in the field. I only wish that someday I can be as good on my shadow knight here, as I was on my paladin on live.
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  #52  
Old 11-05-2015, 08:39 AM
asteldian asteldian is offline
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I just started up on p99 a few days ago and have gone with paladin. Back in the day when I played live the Pally was my tank of choice - Warrior was just really boring so I didn't play it much. SK was fun to an extent but I found them far less effective at saving a group's butt, so Pally was always my love.
I personally find them fun to play, but guess I am just odd. Course, dps was never a big thing for me - I picked a tank for a reason, so damage is low on my priority list, though obviously I do all I can within my class limitation.

I like that it is not popular though, makes me more unique! Hmm, on that note, if anyone's bank is cloggedup with Pally gear they cannot use or sell, I am not too proud to accept freebies [You must be logged in to view images. Log in or Register.]
  #53  
Old 11-05-2015, 09:32 AM
Swish Swish is offline
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Likewise, I had a paladin to 20-21 on blue and after playing a SK for so long that I found it really difficult to tank effectively. I don't think I had stun at that point but couldn't land a FoL before everyone sitting got aggro...or landed it too early and the mob would glitch til it wore off.

Also when leveling my rogue I'd encounter paladins who'd stun an incoming mob before it got to the camp (CoM sort of levels), and we'd all stand there looking at it, waiting....waiting...

I guess there's just bad paladins around, maybe I'll get one to 60 sometimes and (pun intended)...see the light [You must be logged in to view images. Log in or Register.]
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  #54  
Old 11-05-2015, 09:38 AM
Monty405 Monty405 is offline
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I do wish cease and desist were within the time frame of p99
  #55  
Old 11-05-2015, 01:41 PM
Feanol Feanol is offline
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I know this isn't a direct answer to the OP, but just had some thoughts bubbling as I read through the thread to this point.

I think the reason you see few Paladins is a classic example of the self-fulfilling prophecy.

People looking for advice on what class to play hear bad things about Paladins. Less players start Paladins. Less Paladins means there are fewer experienced ones playing to ask for class advice. It all just builds on itself to the point where new Paladins are having to find their way in the dark without a large Paladin community familiar with tactics and gearing.

And of course, a clever and attentive Paladin is better than some half-afk Enchanter or Shaman. This game has good players, not good classes.


As a side note, fuck fighting a Paladin on Red. Exercise in futility.
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  #56  
Old 11-05-2015, 01:47 PM
pharmakos pharmakos is offline
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Quote:
Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
Likewise, I had a paladin to 20-21 on blue and after playing a SK for so long that I found it really difficult to tank effectively. I don't think I had stun at that point but couldn't land a FoL before everyone sitting got aggro...or landed it too early and the mob would glitch til it wore off.

Also when leveling my rogue I'd encounter paladins who'd stun an incoming mob before it got to the camp (CoM sort of levels), and we'd all stand there looking at it, waiting....waiting...

I guess there's just bad paladins around, maybe I'll get one to 60 sometimes and (pun intended)...see the light [You must be logged in to view images. Log in or Register.]
sheesh, you don't even get Root until 22, you didn't even really play that paladin!
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  #57  
Old 11-05-2015, 02:09 PM
Swish Swish is offline
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No good spells til 22? Another reason the SK is better, shit gets good as soon as you hit 9 with disease cloud, then add darkness at 15 <3
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  #58  
Old 11-05-2015, 02:34 PM
maskedmelon maskedmelon is offline
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Quote:
Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
No good spells til 22? Another reason the SK is better, shit gets good as soon as you hit 9 with disease cloud, then add darkness at 15 <3
Yeah and iirc Paladin doesn't really come into its own until 30 when we get stun. Paladins are late bloomers ^^ A lot of fun after that though.
  #59  
Old 11-05-2015, 02:53 PM
valaka valaka is offline
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Quote:
Originally Posted by Swish [You must be logged in to view images. Log in or Register.]
No good spells til 22? Another reason the SK is better, shit gets good as soon as you hit 9 with disease cloud, then add darkness at 15 <3
Sorry I guess I missed the other reason Sk's are better. The only thing a SK can do better than a paladin is solo (very slowly) and split mobs that cant be pacified. Pally > SK for exp groups.
  #60  
Old 11-05-2015, 03:10 PM
Danth Danth is offline
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If you think of the tank job solely as getting hit and holding opponents' attention, I can see why you'd think of the Shadow Knight as better. Both classes can generate similar threat but the SK can do so for lower mana expenditure. Critically, the Shadow Knight also does so while giving up fewer of its strengths. A mana-stingy Shadow Knight might lifetap a little less often. Big deal. A mana-stingy Paladin won't be chain-stunning or healing or doing the other things that make the class stand out (and, indeed, will feel basically like a SK who can't feign or invis or snare). The Shadow Knight shines in that scenario; conversely the Warrior isn't really a tank at all in such groups because by the time he finally gets aggro, the target's already dead and folks are switching to the next one and it's the Shaman doing most of the tanking.

Paladins have a more deliberate play style, and tend to gain value as the rest of their group gets worse (either due to lazy groupmates, or ineptitude, or imperfect group composition). If the Paladin has a tougher time keeping up in the above group, at least he can; the Shadow Knight can't do much of anything at all to save an Enchanter who's at 20% life because the Cleric was tabbed out reading Reddit instead of actually healing. The Shadow Knight certainly can't provide any buffs when the group has to settle for a Druid healer instead of a Cleric, and has some difficulty with interrupting caster or healer opponents (it can, but snare/fear requires a lot of setup time and isn't always practical in some tight spaces). Nor can the SK help out all that well with crowd control in groups that lack a mezzer or do much to reduce damage intake when the slower's too lazy to bother actually slowing anything and the healer's struggling for mana. The Paladin's the more complete defensive package by virtue of its greater ability to cover for such contingencies.

The Shadow Knight maintains marginally higher popularity simply because it solos better and has (arguably) a slightly better raid role. Look at the top four classes--Druids, Necromancers, and Shamans are all solo powerhouses, and Monks are usually regarded as the best solo'er of the pure melee types. The middle rankings are full of classes that don't solo well but are great on raids, such as Warriors and Clerics. The group-centric Rangers and Paladins tend to stay down at the bottom. Perhaps that's a bit strange for a group-centric game, but P99 is what it is.

Danth
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