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#1
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as a paladin you can lull, sword and board/stun caster mobs, root and peel mobs during pulls, and heal yourself and others (also with lay on hands).
from my experience it seems most casters are unfamiliar with the eq 101 of rooting off/peeling multiple mobs as the puller brings them to camp and on my paladin i just take care of it myself. i also played warrior a bunch and, despite being vicious, i was always thinking to myself "man i wish i had some magical powers" while i'm getting beaten on by 3 mobs and the casters in the group are frightented to get any type of agro at all and aren't instantly casting root the second they see multiple mobs coming to camp lol paladin gear is super cheap and the dd stun proccing sword of morning is an excellent weapon. at high lvl you get DA and 90% rez which is awesome. if you are a skilled player that can interrupt casting mobs and you are good at tanking/mob placement you can really shine on paladin. despite the proven lower numbers of DPS etcetc vs a warrior, you can contribute to your group in other ways by saving your healer mana by knocking out nasty spells and using blind and stun to help your party members who manage to get agro. really paladin has way more options when it comes to keeping yourself and a dungeon group alive. no matter how much damage you deal, the 15-45 minute stop in xp bar movement when shit hits the fan cannot be made up for. i also dont like the feeling of being completely helpless when i pull a few mobs and the (usually) not-so-good casters in my group aren't properly rooting mobs for me so i can peel them. despite what the sperglords/neckbeards say, eq is about way more than dps and number-crunching!! | ||
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#2
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I agree with everything Tuljin says, but most of the server would still rather not have their hybrid penalty that's doing little dps in their group. Especially if you're a fatty SK and have double exp penalty people will shy away.
If you are looking for pickup groups, go with a warrior. If you have friends that will accept you in the group regardless of the penalty go Paladin cause they rock and only get cooler in Velious. | ||
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#3
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paladins are also able to solo better, and build groups around that
__________________
Escapegoat / Pharmakos / Madriax
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#4
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Quote:
However IMO, sk is the way to go. Easiest thing in the world to do aggro, and your dots start to add up mid level. I just feel SK get the best utility spells.. Invis, Invis vs Undead, Resist cold and Disease, Feign Death,.. very self sufficient, though lifetaps are not great for healing you, let's not pretend paladins heals are great prior to lv40 :P | |||
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#5
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1: run to FV or Kaesora and get a bind
2: run to KC 3: get full set of jarsath scale armor + trash loot + bags 500p worth at least. 4 buy 2x 55hp rings 5 6 profit | ||
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#6
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i camped out in steamfont mountains the other nite, i woke up the next day and all my underpants were missing
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#7
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Quote:
I think paladins (even with "low" dps) can solo fairly well if you are hunting in the right areas. With a Ghoulbane i'd say you can solo lvl 20-40 easily enough. You also get heals, buffs, cancel magic, root, lull, etc. In group scenarios, you can pull some massive agro with blind, stun, etc.... and Root if all else fails. Never played an SK, but id assume their solo capabilities are powerful as well with their arsenal of debuffs, taps, snares, fear, fd, etc. Always appeared to be a fun class. Paladin is probably the easiest epic to acquire. Warrior epic is bottle-necked at this time by the acquisition of Green Dragon Scales. SK's require drops from... CT/Inny/Both? Sev and planar gods are highly contested atm. Just my input. | |||
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#8
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^ yeah, if you want to be a pansy and avoid dungeons, sure SKs are better =p
__________________
Escapegoat / Pharmakos / Madriax
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#9
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A big advantage of Paladin is stun and root. If you have decent dps in your party a stun on a running mob is enough to keep it from getting away, and if hes running too far you can always root him to stop him. Stun is also helpful if for some reason a caster in your camp is getting agro, you can toss out a stun, give the caster a chance to get away, and the mob will come agro you. You can also park mobs and cc very well with root, to the point where you don't need anybody else in your group to do it for you. Paladin also has an awesome snap agro spell with Flash of Light.
Both Pal and SK are excellent at splitting up camps, with lull and FD, respectively. The issue with SK is that without stuns he doesn't have the same caster mitigation ability as the Paladin. Since the FD patch, caster mobs can still get in some decent hits when you flop, which isn't always the best thing to happen. A Paladin can wreck caster-heavy camps and can get away with healing himself with the right group composition, especially when you get Superior Healing. High lvl, Paladin gets DA, heals as well as a shaman or druid, and also gets 90% res. Really it depends on your play style. IMHO single target/DD stun is one of the most underrated and overlooked abilities in the game by most players. It seems like nobody has seriously played a class that gets single target/DD stuns and learns to use them well. Clerics mostly just sit on their ass and heal and do absolutely nothing else, and very few people play Wiz and Pal seriously in high level dungeons. Ill take heals, stuns, root, and lull before snare and FD anyday. | ||
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Last edited by Tuljin; 01-05-2014 at 10:46 PM..
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#10
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I love playing a paladin. I think there's just so much utility in the class. Sure, you don't get as much dps as an sk, but tanks aren't really meant to be dpsing most of the time anyhow.
Stuns and roots make life so much easier, not to mention being able to aggro without causing damage and breaking mez (with flash of light). Then of course there's the healing and the group-saving LoH, which is just the extra icing and the extra extra icing on the paladincake. The only thing about sk that I really wish paladins had was some sort of invis. Getting into and out of a dungeon can be sort of rough, as well as travel through higher level evil areas. | ||
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