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Old 07-28-2011, 03:10 PM
greatdane greatdane is offline
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Paladins are excellent group tanks and get some pretty decent support spells. They actually heal almost as well as a druid, and their buffs are alright for a hybrid class. They don't get a very wide variety of spells, but the ones they do are generally stronger than what the other hybrids get. Not great soloing capacity, but they can do it if they have to, better than warriors/rogues/clerics at least.

Shadowknights are slightly more convenient group tanks than paladins because they can hold aggro with a 10-mana spell. Paladin stuns cost too much for them to never have downtime while a shadowknight can keep going forever if he doesn't have to cast anything but Disease Cloud. They're also underrated soloers and can do really well up until like 40, and tolerably afterwards. They have more interesting spells than paladins, a wider range of utility, and can serve as pullers on raids due to being sturdy and having Feign Death. Shadowknights also have access to the fat races that have much better stats for a tank and the ability to bash with a two-hander.

I'd say the shadowknight class is a little "better" while paladin is a little easier to play and has support spells that aren't completely useless in a group. They're especially good in an emergency, having Lay on Hands, decent heals, and the ability to rez if nobody else can. If the group is kinda weak and struggling, a paladin will be more appreciated. For more well-rounded play and the option of soloing adequately, shadowknight holds the edge. They also have much better tradeable gear in Kunark, which is why they've become one of the most popular alt classes.
Last edited by greatdane; 07-28-2011 at 03:13 PM..
  #2  
Old 07-28-2011, 03:30 PM
Ektar Ektar is offline
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Quote:
Originally Posted by greatdane [You must be logged in to view images. Log in or Register.]
Shadowknights are slightly more convenient group tanks than paladins because they can hold aggro with a 10-mana spell. Paladin stuns cost too much for them to never have downtime while a shadowknight can keep going forever if he doesn't have to cast anything but Disease Cloud.
first, this is simply not true. flash of light costs like 8 mana or something, and is all you need to cast (and is far better than disease cloud for tanking purposes, especially when breaking a mez)

second, any knight that needs downtime above the casters (who hopefully won't need downtime) is doing it wrong
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  #3  
Old 07-28-2011, 03:35 PM
greatdane greatdane is offline
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Flash of Light costs a bit more than Disease Cloud and isn't quite as reliable. Shadowknights have pretty much guaranteed aggro for the entire fight for 10 mana. Paladins can't do that. For shadowknights, that 10 mana per kill is just enough, sometimes actually not enough, to sustain through the 1/tick standing regen. A paladin (without clarity/bardsong) cannot be more efficient in that way, it's guaranteed to be less. With a good group, the tank should never have time to sit down, and the shadowknight has a slight advantage in that department since his aggro costs a little less mana.
  #4  
Old 07-28-2011, 03:35 PM
Maurk Maurk is offline
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SK's can hold better aggro than paladins.

Try grouping with a shadowknight of the same level, and compete for aggro. The shadowknight will win unless you cheat and root the mob for proximity aggro.
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Old 07-28-2011, 03:37 PM
Maurk Maurk is offline
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Now in terms of snap aggro, Paladins win hands down.
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