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#1
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abysmally low STR might be a pretty big hindrance on a fresh server without an abundance of STR gear, though
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Escapegoat / Pharmakos / Madriax
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#2
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They do look awesome though.... | |||
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#3
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I would think dwarfs have the best Paladin starting stats.
I really like that idea about rooting and moving in to range every couple seconds. Very neat!
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Yumyums Inmahtumtums - 59 Shaman Lemonspoon Icebeaner - 52 Enchanter Yumyums Inmahtumtums - 60 Enchanter | ||
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#4
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Quote:
Quote:
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Escapegoat / Pharmakos / Madriax
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#5
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I could really only see the root and scoot method working on 40+ delay weapons as anything under 25 delay would be equal to or lower than the mobs innate delay. Wurmslayer + anything would be a good option but for pally's any 2hs would probably work.
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Yumyums Inmahtumtums - 59 Shaman Lemonspoon Icebeaner - 52 Enchanter Yumyums Inmahtumtums - 60 Enchanter | |||
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#6
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Flash of Light / Root / Stun almost never land in PVP, due to people stacking MR gear. don't count on them at all.
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Escapegoat / Pharmakos / Madriax
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#7
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They are ignored and thn can LoH maybe changing the scale of the battle! lol thats about it
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#8
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The main advantage of a Paladin in PvP is a lot of staying power. To begin with, you're a tank, with a huge HP pool and plate armor. You're basically immune to all DoTs and debuffs since you can dispell poison, disease and magic effects. You get Cleric HP buffs including Symbols, which are significant. Then of course you have a ton of healing you can toss out as well. At 55 you also get DA (invuln), which can be timed to eat a big nuke or two, among other uses. And then, when all else fails, you can Lay on Hands for an insta-CH once an hour or so. (Come Velious you also get Celestial Cleansing, a 700 HP heal over time for 225 mana with a 1.5s cast time. With this spell you are functionally immortal).
Altogether this makes you supremely difficult to kill, especially 1 on 1. Most casters will run OOM if they try, especially Shamans and Necros who try to DoT you and you just dispel instantly. Nuking classes will have difficult as well, since their nukes are nerfed to 2/3 damage while your heals heal for 100%. Basically, if you're playing a Paldin and aren't the last man standing in every PvP fight, you're doing something terribly wrong. Offensively, your damage is 100% reliant on your jousting ability. If you are skilled jouster with a high damage 2H weapon, you can do very well. Better than people would think. You will never be able to burst anyone down, but you can get some heavy hits in for sure. Combined with your absurd defensive abilities, your offense is more than sufficient to defeat most classes 1 vs. 1. The problem is you probably won't actually kill them, since they'll just run away and you don't really have any way of preventing this. Your stuns/roots/blinds will almost never land in PvP unless you're rolling with an Enchanter to debuff. So it's really only worth tossing up a Hail Mary stun to try to stop a gate, and rooting pets. The rest of your mana is best saved for heals and cures. A good Paladin is one of the best classes in group fights, since they're always targeted last they can just run around whacking people for the entire fight and tossing out spot heals/cures to groupmates as needed. If they're a good jouster the total damage they do will be higher than most anyone else (due to living so long), and a well-timed LoH on an ally can turn the tide of any battle. Very underrated PvP class. Not really a dangerous killing class, but the class that no one is eager to fight, because it will just be a slow, losing battle for them. | ||
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Last edited by Vexenu; 11-14-2013 at 09:33 PM..
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#9
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Quote:
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Vanzan Somethingwitty - Freelance Phantasmist on R99
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#10
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HIE/HEF Tunare worth it for Nature's Defender alone?
ND worth a shit aside from looking cool? | ||
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