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Old 07-30-2024, 09:09 AM
Troxx Troxx is offline
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Quote:
Originally Posted by Rimitto [You must be logged in to view images. Log in or Register.]
Paladins do not have the same base tanking ability as SK.
You just assert that they do because they are "light-dark" inversion in your mind.
Treat them as separate classes like they should be and you'll see SK are far better than paladin tanks.
Lol …

-They share the same melee tables.
-They have the same hp returns on stamina.
-They have the same ac softcaps.
-Their gearing choices are near identical.
-They will both face the same struggles juggling mana depending on buffs/group.
-They both lock and hold aggro equally well
-They are basically equal with regards to ease of healing until you factor in the below.
-from a tanking standpoint both are preferable to most all other classes as you have a plate tank with fully controllable, on demand aggro lock

SK pros:
-invis (instaclick if you have a prenerf)
-FD
-potential for dot DPS, but you probably won’t have the mana to use it often
-potential for pet DPS … but you rarely see them using it and it is mild
-inefficient but somewhat effective self healing potential (best is 1.5 hp per mana)
-buff proc for lifetap (quite good) cheap cast 20 min duration 50hp tap proc - does net an average of 100hp heal (about 10/tick) per minute combat for low cost
-snare +/- fear
-epic and greenmist procs are legit cool but ToV raid weapons are rot vs budget

SK cons:
-no root
-no blast heals or out of combat heals
-can’t heal others
-no cleric line of buffs (adds lots of value depending on group)
-no stun
-no rez
-no lull
-aggro spells less mana efficient
-no Yaulp

Paladin pros:
-capable at healing self and others (3.11/3.88 hp per mana HoT vs 2.1hp mana blast)
-clicky DW helm/BP for cheesy OP healing
-can stun
-can lull
-can root (tank powered crowd control - sk lacks)
-can cast unique hp buff and cleric line
-can rez
-super cheap aggro spam spell options (flash of light)
-Yaulp $$
-emergency LoH complete heal
-instaclick complete heals

Paladin cons:
-no FD
-no snare
-no innate invis capabilities
-fewer options to ramp up dps on demand
-no fear kiting

—————————————

Prior to level 59 in a pure routine tank and spank situation with 1 mob in camp and 1 mob hitting the tank, I’ll give the slight advantage to the SK as the passive lifetap procs will have them self healing efficiently and passively. After 59, even ignoring LoH and Cheal clicky, it isn’t even close. With a rapid cast time a paladin can self heal 700-875hp for 225 mana. At 60 the SK will spend that same 225 mana for a 338hp heal … and at level 59 would be spending 189 mana for a 226.

Between fights? Sk ain’t healing anyone (self or other) out of combat. Paladin can use mana for self heals … or 45+ has hugely OP clicky heals on self and others.

But remember - things get messy. Paladins can use cheap root for CC if multiples are in camp thus avoiding unnecessary extra damage on self/others, can stun casters on demand to keep fights shorter (no healing mobs) or avoid nasty damaging spells.

————————

Lol at Rimitto thinking SKs are the superior tank or placing paladins below rangers? Sorry, but for MOST content the list of tanking power in group situations is actually …

1. Paladin
2. SK (** Warrior)
3. Monk/ranger (**Warrior)
4. Bard (** Warrior)

** depends entirely on how well geared Warrior is from a threat generating standpoint. A very well geared Warrior beats them all for straight up dps and toe to toe tanking … Paladin will win by a college mile due to the abundance of #other they can do.
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