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View Poll Results: What's better, SK or PAL | |||
Shadowknight | 53 | 51.46% | |
Paladin | 50 | 48.54% | |
Voters: 103. You may not vote on this poll |
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#11
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Better at what? They both have strength/weakness in different situations.
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Hey CSR When Will PNP Rule 14 Be Enforced?
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#12
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Paladins have some cool niches, but in aggregate I'd say SK is stronger.
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#13
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Both have their strs and -strs.
Question is very broad tbh. But here: SK have alot if nice tools, both invs, Levi, FD, pet, summon corpse, fear kiting, pacify undead etc. Paladin have, pacify, heals, stuns, HP buffs, rez. For solo: Overall: nil difference both can go 1-60, just depends on your style of play. Outdoors: Shadowknight Indoors: Paladin For dps: Shadowknight For raid: Paladin, though 100pct can be argued SK can help pull. For full group xp: Paladin, though the difference is basically nothing, extra heals and LoH tips this in the Paladins favor. For duo's: Shadowknight, the extra dps, FD, etc helps more. Summary: As a Paladin lover I advise people to play SK because it serves people's need to feel like a DPS, and they have FD. Paladin isn't for everyone, it's a slower, controlled leveling experience and your end game is something that most won't enjoy. However, in the long run a geared Paladin will out solo a geared Shadowknight. I.e, Paladins can solo Crypt. This is why there's 1000 Shadowknights to 1 Paladin on blue. Both are great, just slightly different approaches. P.s. a Paladin + Shaman duo is great fun. | ||
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#14
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SK on live; pally on p99.
The pally is less exciting but offers more control aside of pulling. 20 years later the boring is nice. I’d be happy with either, they both fit a great niche and personally wouldn’t solo both to 60 (and gear them). Happy with that quick HoT though and LoH since I went this route. Note: I didn’t get a fungi until I was max level. The DW helm is legit good for 400p... | ||
Last edited by Snaggles; 01-01-2021 at 01:13 AM..
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#15
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With zone knowledge? Paladin. Without? Shadow Knight.
With unlimited funds? Shadow Knight. Without? Paladin. Lay Hands > Harm Touch Heals > Lifetaps Resurrection > Summon Corpse Though there are edge cases, especially when a corpse falls through the world and no guides are online. Sanctification > Unholy Aura / Leechcurse Deepwater > Blood Ember Fiery Defender + SoulFire > Innoruuk's Curse + Reaper of the Dead Circlet of Shadow > Ring of Shadows Revenant Bauble > Peggy Cloak Vampiric Embrace / Shroud of Death > Divine Might Lifetap procs rarely see resists. Cures ≥ DoTs Cures are useful in solo, group, and raid content. DoTs are more useful than cures in solo content and darkness is excellent in groups, but even the heavier DoTs rarely see use on raids. Stun ≥ Fear Fear is more effective but also more situational, as there are times when using it will lead to death en masse which isn't the case with stun. Versus mobs that are immune to either spell type, stuns still retain much of their worth on the spell bar for aggro. Feign Death ≥ Divine Aura FD seems better overall, especially with three versions and CoS, but DA cannot fail and aggro can be regained with taunt while invulnerable. Root and camp are okay enough in the absence of Feign Death, otherwise DA and zone if (a few) too many mobs are aggroed. | ||
Last edited by Ennewi; 01-01-2021 at 03:37 AM..
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#16
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Paladin
so fun I leveled paladin to 60 on multiple TLPs, did the epic three times, and have my wallpaper as my paladin shadowknights are ok i guess | ||
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#18
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Quote:
From personal experience, it works well as an extension to Divine Aura when running from trains. Paladin DAs to block physical damage from respawns on the way towards the zoneline, jumps/strafes out of melee range, then pops Sanct after DA fades if casters are aggroed. For short duration "kill it before it kills you" fights, such as Gorenaire, Sanct means no dragon roar or AE damage. Even if the target doesn't die before Sanct fades, the effect still lessens the demand for heals and guarantees opportunity to get aggro. If there's nowhere to line of sight a raid target's AE, due to poor positioning/aggro bouncing, the paladin can stay with the main assist for SoulFire clicks until they're back in range of the clerics. DA to engage/position Trakanon, then click off and spam aggro with Sanct applied to counter AEs. The blind/stun is unresistable apparently, but everything else should be blocked. Have yet to test Sanct against procs. https://www.project1999.com/forums/a.../t-173050.html Quote:
https://wiki.project1999.com/Soul_Devour https://wiki.project1999.com/Deadly_Lifetap https://wiki.project1999.com/Stone_Spider_Stun https://wiki.project1999.com/Frosty_Death | ||||
Last edited by Ennewi; 01-02-2021 at 06:48 AM..
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#19
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Paladin has the stronger overall spell package on paper, but it tends to be less awesome in reality than it is on paper due to stacking issues with clerics, and the fact that you just can't really use your heals much if you're tanking for a proper exp group that pulls often enough that you don't get to meditate for real. The buffs are alright if the group's healer is a druid or shaman, I suppose. Root has its uses, but so many classes have root that the tank is the last person who should be handling that.
I always felt that shadowknight has a spell suite that's more universally useful than the paladin. FD is such an incredibly convenient ability to have, and snare+fear allows for reasonably efficient soloing. Having both types of invis is sweet. If P99 cared to correctly implement mob low-health running speed so that snare was actually necessary in dungeons, shadowknight would have a distinct advantage in groups. The SK's aggro spells are also a little better as FoL is awkward to use from range and the stuns have high mana costs and long cooldowns, and you get one at 30 and another at 49, so that's a bit long to wait. If the Cease/Desist ones were in this timeline, that'd be another matter. Lay on Hands is definitely better than Harm Touch, but I think the SK's access to large races pretty much balances this out. During Kunark, tradeable gear is vastly superior for SK than paladin (Atramentous Shield, Ebon Mace, FD legs, Incarnadine) whereas the paladin epic is so much easier to obtain, so I'd say that balances out as well. SKs also get CoS which is fantastic forever. Paladins get a 90% rez, but not until level 59 where it barely matters anymore. It's more of a service you can offer for pocket change. Neither class shines in raids. Paladins do bring a 200 HP buff that stacks with pretty much everything, but it's not exactly a high-impact spell. SKs get to participate in pulling, and while monks are generally favored, there are cases where it's useful to have a puller with three FDs (two spells, only clicky) and the ability to summon a pet. From my days on Sullon Zek where only one of the three teams had access to SKs, we learned that this occasionally matters. Using a pet to help split pulls is rarely done here for some reason (I guess because monks can still do the job), but there are places where it's legit and make SK the better pulling class in those cases. A 200 HP buff is probably better overall, but not miles ahead. If you boil it all down to sheer numbers and theorycrafting, paladin probably comes out ahead because their abilities are easier to measure mathematically. Personally, I think that the sheer QoL of FD and respectable soloability counts for more than some okay buffs and heals that you can't even use in many cases, so I consider shadowknight the more attractive class; but if you ask someone who cares mainly about raid desirability, they might say paladin just because of the 200 HP buff. | ||
Last edited by Noselacri; 01-02-2021 at 09:37 AM..
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#20
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Quote:
WHen it comes to off tanking in raids it's actually great to be able to get snap aggro and then feign it off after a while to hand the mob to a warrior if needed. Flurry drakes come to mind. Quote:
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Last edited by greatdane; 01-02-2021 at 10:00 AM..
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