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			#1  
			
			
			
			
			
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 |  Paladin + Rogue duo? Hi. Again, I'm asking about possible duos. Yeah, I'm alter-addict and would like to try all the possible combinations and have a victim, err... friend, who I can convince to try stuff with me [You must be logged in to view images. Log in or Register.] Is a paladin/rogue a viable duo? If I remember correctly, the warr/rogue duo is not viable due to the lack of healing so, is a palading a good substitute? If this is doable, I guess that we're going to be playing dwarfs (hey, they're short arses... shame there are no halfling pallies). Is there any equivalent quest to the "gnoll fangs" arround Kaladim? Thanks a lot [You must be logged in to view images. Log in or Register.] | ||
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						Last edited by necrosaurio; 10-30-2011 at 09:16 AM..
					
					
						Reason: Err... I meant Kaladim, not Kelethin
					
				
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			#2  
			
			
			
			
			
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 |   suboptimal combination 
				__________________ Mitic<Transatlantic Nihilum> | ||
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			#3  
			
			
			
			
			
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 |   Not a great choice for duo since paladins are bad healers. Lowbie EXP quests in Faydwer are bone chip turn-ins to Gunlok Jure in Kaladim (four at a time) and crushbone belt / shoulder pad turn-ins to Canloe Nusback in Kaladim. 
				__________________ Member of <Divinity> Estuk Flamebringer - 60 Gnomish Wizard | Kaam Armnibbler - 55 Ogre Shaman | Aftadae Roaminfingers - 54 Halfling Rogue Aftadai Beardhammer - 50 Dwarven Cleric | Aftae Greenbottom - 49 Halfling Druid Need a port or a rez? Hit me up on IRC! | ||
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			#4  
			
			
			
			
			
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 |   SK/Rogue would be better . | ||
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 |   Decent for exp grinds at best.  A pally can solo slowly to 60.  A rogue would speed up the kills. | ||
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			#6  
			
			
			
			
			
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 |   Its an interesting combo. Wouldn't be terrible. As long as the rogue is capable of backing off when you need to heal. | ||
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			#7  
			
			
			
			
			
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			#8  
			
			
			
			
			
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 |   In a situation you can snare/fear it's not only more mana efficient than healing post fight but allows more control.  You dont have to stop mid fight on a nasty mob...just keep it feared. A sk tho gives no ability to protect a rogue from adds (root park)*. Just gotta disease cloud the add and keep tapping hoping you can out last the fight. * I guess you can CC with fear. It's just a bad idea in any concealed place. | ||
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						Last edited by Snaggles; 10-30-2011 at 02:41 PM..
					
					
				
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