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#1
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IIRC Paladin gets 90% rez at 59 or whenever it is, not full. If you really are looking to make a comprehensive list OP then you should probably add Kick to the warrior skill list.
I know alot of wars get rolled as large races w/ bash, but there still alot of med/small warriors. As for newer players, or people just starting, it's generally considered easier to go w/ a hybrid tank as they are less dependent on weapons/procs for agro, and can focus on hp/ac gear more so than a warrior. Some people think the difficulties warriors can face w/ agro in good groups can turn newer players off as well. The con to this obviously being the hybrid xp penalty. Paladins truly can be a nice option for groups that are limited in their healing capacity, i.e. shaman healer or druid (more so probably in Kunark, w/ higher hp mobs) as well as the Oh shit button that LoH provides (Great for moments when say, the enchanter or cleric gets mad agro and and is going down). Iksar's have regen and ac bonus, and until velious are limited severly in armor choices as a warrior. They do get the class weapon quest, which can also slot in the back iirc (for people who like convoluted quests..) The mancatcher is nice if you can get it done reasonably quickly (altho tbh I am not sure on it's status on p99) as it's 14/30 w/ a proc or something similar, in additon to 8ac and some sta. altho later on if you end up w/ a back slot haste item it becomes pretty much an offhand or a full bank slot. | ||
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#2
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Ogre SK, nuff said.
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#3
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Paladins have Deepwater Helms that make them shamans/necros/monks best friend. Their epic is the easiest of the three tanks by far.
Tunarean paladins get Nature's Defender in Velious, which is on par with epic. 45 AC instead of 15 but worse saves and no 2h bash.
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KILLING ME WON'T BRING BACK YOUR GOD DAMN HONEY
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#4
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Quote:
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#5
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in velious paladin sk defense become exactly the same than warriors , Wars, paladin sk can get same AC, cap is 1500 (harder for paladins).
The wars discs are what made them better raid tanks and it may be not true in p99 if u have a excellent cleric line for raids. in this server Sks, pals have tanked from sky to trak and vp mobs . Because back in live people dont understand the mechanics of each class realy nowdays dont make much sense think pal sks can be inferior to war tanks , their discs make life easier but 100 % doable to have a pal sk to tank raid mobs. | ||
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#6
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But that only matters for lower levels i guess.... oh and I could swim really well! So i guess choosing a smaller race (ie. Not Ogre,Troll,Barb,) gives you the advantages of those other races... (you run faster..) | |||
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Last edited by Crazy_Horse; 03-20-2012 at 01:35 PM..
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#7
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Quote:
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#8
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All hybrids can effortlessly generate more than enough aggro, so it's not terribly relevant which one generates more. It's a matter of needing 100 at most when one can generate 200 and the other 250, to make a simple example. The only real difference here is that shadowknights can do it with easily spammable spells while paladin stuns have a cooldown and blind can yield unpredictable results if you have to move the mob or something. Conversely, shadowknights can't get snap aggro without dealing damage while paladins can, and that might matter a little if you're bringing a mob out of mez or something.
Since shadowknights are reasonable soloers and very viable pullers while paladins can't really do anything well other than tank, I've always considered shadowknights to be the more well-rounded tank. Warriors don't really have any noteworthy advantage unless the content warrants defensive disciplines. They have ever so slightly better mitigation and a few hundred more HP, but that hardly matters compared to the vastly better aggro and various utilities of the hybrids. | ||
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Last edited by Noselacri; 04-06-2012 at 04:45 PM..
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#9
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Just don't play paladin if you don't like chaining misses. Their melee is terribly programmed and random. You will die from it.
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#10
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SK also get hide i'm pretty sure at 30 or so which is kinda cool on an ogre or troll
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