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  #11  
Old 03-05-2013, 06:39 PM
Funkutron5000 Funkutron5000 is offline
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Originally Posted by Lorraine [You must be logged in to view images. Log in or Register.]
Actually that is not exactly true. Paladins are fully capable of decent solo exp (and in some level ranges VERY good solo exp) as long as you know what/where and how to do it. It just takes patience (and later on, a Deepwater Helm, though the nerfed version will test your nerves).
Our class is more suited for group encounters though, where we will outperform warriors by a good margin (but then again so do shadowknights, they just simply bring a different area of skills compared to paladins).
In a server with not a lot of paladins, gear comes relatively cheap, and while it does matter what you have, you don't "need" to be in the 400k margin whatsoever. For example, if you have 1k to spend on a SotM, you'll gain a lot more if you purchase a Ghoulbane and a Baton of Faith.
You definitely know what you're talking about. With a deepwater helm and root pretty much any non-casting mob is soloable by a paladin, no matter how long the fight takes. It's not always the fastest xp, but it definitely keeps you moving forward.

I would have loved to combo a DW helm with a mana stone. Medding is the one thing that really slows down a paladin's soloing career. But, even without much good gear a paly can solo well. Look at the undead frogs at the lguk zone in (especially if you're not kos to the live ones). I was able to solo there without anything approaching respectable gear as my paladin was my main and I didn't get any real solid gear until my planar armor (except for a few random pieces of Ro armor).
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  #12  
Old 03-06-2013, 03:19 AM
Danth Danth is offline
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Note that just because you *can* solo something doesn't mean you're going to want to. Paladin damage output doesn't keep up with monster hit point scaling past the low to mid 40's. By the early 50's it'll take a Paladin so long to kill something by himself that I no longer rate it as a particularly useful means of gaining experience.

For most of the leveling process I consider the Paladin a superior tank relative to both the Warrior and Shadow Knight. The Paladin can control a situation and protect his group in ways those other classes cannot.

The Paladin's primary weakness is that the class stagnates at 50+ and goes into decline at very high levels. The offensive spells (undead nukes) don't scale well enough to be particularly valuable at 60. The lull spell line becomes increasingly hazardous as monster magic resistance increases and doesn't work on 55+ monsters. Stuns don't work on most important targets either (giants, dragons, anything 55+). The Paladin is my favorite class in EQ, but it's not a class I've any interest in taking to 60 during this game era.

I advise skipping the Armor of Ro except possibly for the chest and legs since those slots are hard for a Paladin to fill. Due to how P1999 models armor, you need to stack a lot of AC before you notice good effect from it. Deepwater armor is perfect for that. I recommend aiming for a minimum of 200 worn AC by level 50 and 250 worn AC by level 60. If you can scrounge up more than those minimums, so much the better.

Danth
  #13  
Old 03-08-2013, 04:21 PM
Alanus Alanus is offline
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If you have pally questions, feel free to message me in game. I played pally on live up til DoN. Pally are a fun and powerful class. Heck, they can even CC via root since they can take hits pretty well
  #14  
Old 03-29-2013, 10:30 AM
carthorn carthorn is offline
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I remember, at least back in the day, running into a Fear at a low levels as a paladin and SK, and waiting for extra paladin/sk gear to drop that no one needed when a raid was going on.

Just be prepared to die a lot, and don't expect anyone to help you, especially if you pull aggro and definitely don't train anyone lol.

Also, to what Danth has said, I played pally on live up to 58 and it was a chore to level him up even though he was my favorite. However, I hear during Velious paladins got a significant buff and if you play EQ now, they are very desired and can solo undead mobs pretty well.

But on P1999, its a long long road, and I wish you the best. At least you will probably get most of the Pally only items on raids [You must be logged in to view images. Log in or Register.]
Last edited by carthorn; 03-29-2013 at 10:34 AM..
  #15  
Old 03-29-2013, 12:23 PM
Tecmos Deception Tecmos Deception is offline
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So what all exactly improves for paladins in Velious?

1. Hybrid penalty goes away
2. New spells (group heal, hp buff, damage+threat spell)
3. A couple disciplines
4. Higher skillcaps?
5. Better melee table?

It sounds like a lot of stuff I guess, but do paladins really become much more powerful? #1 is a big deal, but it's really just a quality-of-life thing, not a "buff," especially since it isn't retroactive. The spells and disciplines seem like situational gimmicks more than anything else, thanks to their long cooldowns and/or mediocre effects. Do #4 and #5 happen? Are they really very significant?
  #16  
Old 03-29-2013, 02:19 PM
Danth Danth is offline
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Quote:
Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
So what all exactly improves for paladins in Velious?
Your list looks good. You can also add "improved itemization" to it since Paladin itemization is pretty poor during Kunark. In general the Velious improvements aren't going to make the Paladin into a truly strong class. That didn't come until later. Instead the changes reduce the gap and make life better for the folks who already play the Paladin. Power gamers and min-maxers are still best advised to skip this class entirely.

Danth
  #17  
Old 10-25-2013, 06:03 AM
webrunner5 webrunner5 is offline
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None of the Hybrids got much better till AA's came out. And that ain't happening on here so.
  #18  
Old 10-25-2013, 12:09 PM
susvain0362 susvain0362 is offline
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to the OP;

use flash of light for tanking. once you are on the mobs aggro list and you cast flash of light it will never run from you. you may have had mobs run randomly from it before, but it will never happen if attack it once/shoot it with a bow. when you're tanking in a group and have the mob on you just cast flash of light 2-3 times on it and you will pretty much be the best tank around.
  #19  
Old 10-26-2013, 01:50 AM
DrKvothe DrKvothe is offline
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Old thread is old.
  #20  
Old 10-27-2013, 05:37 PM
Arteker Arteker is offline
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Quote:
Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
So what all exactly improves for paladins in Velious?

1. Hybrid penalty goes away
2. New spells (group heal, hp buff, damage+threat spell)
3. A couple disciplines
4. Higher skillcaps?
5. Better melee table?

It sounds like a lot of stuff I guess, but do paladins really become much more powerful? #1 is a big deal, but it's really just a quality-of-life thing, not a "buff," especially since it isn't retroactive. The spells and disciplines seem like situational gimmicks more than anything else, thanks to their long cooldowns and/or mediocre effects. Do #4 and #5 happen? Are they really very significant?
namely a massive boost in hps, paladin itemization in kunark is way worse than sk , main adventage of sk is their starting races basic stats.

velious gear negate that.

add a serius upgrade of hps ac and a hugue and i mean a massive manapool make paladin a very evry efective patcher though character.

will not excell at any task but his durability rises alot.

im not talking about kael pure mele mobs no im talking when u figth those pesky places tov and sleeper where the aoes will ravage casters and in general other dps.
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