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#10
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Paladins are extremely versatile but it's not an easy class to play so it's very easy to suck as a pally but to me that challenge is what makes the class so much fun to play. People already assume you suck so when you shine in a group it's all compliments.
Paladin advantages: Solo: I solo alot actually, blue/light blue mobs with the help of my DW helm (120hp heal), I will take mobs down to about 50% before I have to root them and heal to full with the helm, rinse repeat. And if I am soloing undead mobs I can nuke them with my 270 dmg nuke. Also if you happen to get the Thelvorn like Ektar mentioned you can do even better. With that being said soloing as a pally is slow so I only do it to farm named mobs or while LFG. Pulling: I love pulling for my groups. People who group with me often know how well I can pull with the help of lull / root. If you can't pull as a paladin then you are doing it wrong. Tanking: In my oppinion paladins have a great advantage as tanks... STUNS, I have 3 stuns loaded at all times and I can freeze mobs of a bard / enchanter so they will take little to no dmg. Another great advantage of stuns is that if your healer can't get a heal / cheal in time you can chain stun a mob until the heal lands. Lay Hands: You can save yourself, save your cleric , your enchanter or any group member with LoH, 72mins refresh sucks but it's a skill to be used in case of emergency. Yesterday in HS our group was doomed to wipe when our bard got resisted on a pull and brought over a bunch of adds, the cleric wasn't going to be able to heal him in time so I landed LoH on the bard and saved the day... for a while, we wiped later on =/ There is more to it but that's just what comes to mind atm.
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[57 Knight] Webwolf
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Last edited by Webwolf; 08-17-2011 at 10:56 AM..
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