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Old 04-03-2011, 09:07 PM
Hobby Hobby is offline
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<3 Those who know how to play a paladin are those who are the most revered.



Except, due to WoW...paladins are considered the easy class thus attracting dumbass kids.

Ah well.
  #2  
Old 04-03-2011, 09:17 PM
Rhambuk Rhambuk is offline
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Quote:
Originally Posted by Hobby [You must be logged in to view images. Log in or Register.]
<3 Those who know how to play a paladin are those who are the most revered.



Except, due to WoW...paladins are considered the easy class thus attracting dumbass kids.

Ah well.
But they all have cool names like

Arrthas
Arthass
Arthiss
Arthess
Arthadin
...
.....
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  #3  
Old 04-03-2011, 09:26 PM
DetroitVelvetSmooth DetroitVelvetSmooth is offline
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No one mentioned that root agro > stun/blind until like 48+. Rogues have a right to be pissed if the mob is bouncing all over before that level range.
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Old 04-03-2011, 09:50 PM
odizzido odizzido is offline
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Paladins are great. I have a SK and I do have some class envy with LoH being so much better than HT and being able to keep mobs on them easily when breaking mez. Plus root for CC.

Of course if I were a pally I would have some class envy as well because FD and snare are great to have as well. Also SK DPS is higher than pally DPS.

Both are great classes. No hate here.
  #5  
Old 04-19-2011, 12:36 PM
Maurk Maurk is offline
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Quote:
Originally Posted by odizzido [You must be logged in to view images. Log in or Register.]
Also SK DPS is higher than pally DPS.
Not really.. I seem to out dps just bout every SK I know
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  #6  
Old 04-19-2011, 03:25 PM
Mcbard Mcbard is offline
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Not really.. I seem to out dps just bout every SK I know
Flaming swords aren't fair.
  #7  
Old 04-03-2011, 09:44 PM
Hithrohir Hithrohir is offline
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One of the biggest issues throughout general gameplay is that paladin stuns have a cooldown and cost a good deal more mana whereas a shadowknight can just spam disease cloud (or clinging darkness if so inclined). Flash of light works for aggro in the lower levels, but it doesn't generate as much threat, it just affects who the mob will target for the duration of the spell. This means later on when mobs resist a lot, it'll become less reliable for aggro. So, when a paladin has to rely on mana-heavy stuns, they have to have clarity. If they can't get that, they can't tank without downtime. If they have to pull as well, spending mana on pacify and getting in less medding time, it becomes a problem.

Paladins also do terrible damage. Their utility is better than a shadowknight, but the latter can put out reasonable damage for a tank if they have clarity or mana song. In trivial content where the group just grinds dark blues with no real chance of dying, a shadowknight makes the killing go a little faster. This is usually not enough to make most people specifically pick an SK over a PAL, but it can be a factor.
Last edited by Hithrohir; 04-03-2011 at 09:53 PM..
  #8  
Old 04-03-2011, 09:57 PM
DetroitVelvetSmooth DetroitVelvetSmooth is offline
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Quote:
Originally Posted by Hithrohir [You must be logged in to view images. Log in or Register.]
One of the biggest issues throughout general gameplay is that paladin stuns have a cooldown and cost a good deal more mana whereas a shadowknight can just spam disease cloud (or clinging darkness if so inclined). Flash of light works for aggro in the lower levels, but it doesn't generate as much threat, it just affects who the mob will target for the duration of the spell. This means later on when mobs resist a lot, it'll become less reliable for aggro. So, when a paladin has to rely on mana-heavy stuns, they have to have clarity. If they can't get that, they can't tank without downtime.
Quote:
Originally Posted by DetroitVelvetSmooth [You must be logged in to view images. Log in or Register.]
No one mentioned that root agro > stun/blind until like 48+.
Quote:
Originally Posted by Hithrohir [You must be logged in to view images. Log in or Register.]
In trivial content where the group just grinds dark blues with no real chance of dying
This should never happen, pull faster.
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  #9  
Old 04-03-2011, 09:47 PM
Hobby Hobby is offline
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Clearly, paladins are the prime off-tank / MA rather than MT.

When i played a paladin, i never maintanked on raids...warriors or sk's did, however I was extremely desired as a MA or OT.


Outside raids, mobs die 30x faster... paladins are just as preferred as a tank as warrior or sk's during non-raid situations. But paladins as a MT are just kinda gimped for MT'ing.
  #10  
Old 04-18-2011, 09:25 PM
Jaleth Jaleth is offline
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Well when I joined and played in the early days of EQ, not as early as many here, but just after the release of Velious (still my favorite time era from Norrath); I had chosen a human paladin. This was because of my first stint with playing a paladin in D&D pnp.
That being said I loved playing the heroic knight in shining armor. But I also dedicated myself to his growth. I had tells from healers and dps'ers that said literally . . ."I love you".
When I gained agro, no one could take it away. I was able to split pulls, cycle through all mob content gain their hate and switch back to the main mob before it died.
If we didn't have an enchanter or bard to mez, I would pull all mobs off to the side, root and head back to the main fight.
It all depends on player skill. I even had a time when PoP was a good year into its campaign and LDoN came out. We were doing a mistmoore dungeons crawl and an enchanter from a Time geared guild (when my guild was still in BoT), told me I was an incredible tank. She said she had tanks in her guild that were vastly superior to me in gear, but my skills at tanking in groups were heads and shoulders above theirs.
Again I am sorry for those that had bad experiences with paladins in groups, but it really is not the class, its the player a good 99% of the time.

Maleck Sterling of Ayonae Ro
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