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#11
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![]() I agree with everything Tuljin says, but most of the server would still rather not have their hybrid penalty that's doing little dps in their group. Especially if you're a fatty SK and have double exp penalty people will shy away.
If you are looking for pickup groups, go with a warrior. If you have friends that will accept you in the group regardless of the penalty go Paladin cause they rock and only get cooler in Velious. | ||
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#12
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![]() paladins are also able to solo better, and build groups around that
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Escapegoat / Pharmakos / Madriax
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#13
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![]() 1: run to FV or Kaesora and get a bind
2: run to KC 3: get full set of jarsath scale armor + trash loot + bags 500p worth at least. 4 buy 2x 55hp rings 5 6 profit | ||
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#14
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![]() i camped out in steamfont mountains the other nite, i woke up the next day and all my underpants were missing
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#15
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![]() Quote:
I think paladins (even with "low" dps) can solo fairly well if you are hunting in the right areas. With a Ghoulbane i'd say you can solo lvl 20-40 easily enough. You also get heals, buffs, cancel magic, root, lull, etc. In group scenarios, you can pull some massive agro with blind, stun, etc.... and Root if all else fails. Never played an SK, but id assume their solo capabilities are powerful as well with their arsenal of debuffs, taps, snares, fear, fd, etc. Always appeared to be a fun class. Paladin is probably the easiest epic to acquire. Warrior epic is bottle-necked at this time by the acquisition of Green Dragon Scales. SK's require drops from... CT/Inny/Both? Sev and planar gods are highly contested atm. Just my input. | |||
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#16
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![]() Quote:
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#17
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![]() Quote:
However IMO, sk is the way to go. Easiest thing in the world to do aggro, and your dots start to add up mid level. I just feel SK get the best utility spells.. Invis, Invis vs Undead, Resist cold and Disease, Feign Death,.. very self sufficient, though lifetaps are not great for healing you, let's not pretend paladins heals are great prior to lv40 :P | |||
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#18
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![]() ^ yeah, if you want to be a pansy and avoid dungeons, sure SKs are better =p
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Escapegoat / Pharmakos / Madriax
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#19
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![]() A big advantage of Paladin is stun and root. If you have decent dps in your party a stun on a running mob is enough to keep it from getting away, and if hes running too far you can always root him to stop him. Stun is also helpful if for some reason a caster in your camp is getting agro, you can toss out a stun, give the caster a chance to get away, and the mob will come agro you. You can also park mobs and cc very well with root, to the point where you don't need anybody else in your group to do it for you. Paladin also has an awesome snap agro spell with Flash of Light.
Both Pal and SK are excellent at splitting up camps, with lull and FD, respectively. The issue with SK is that without stuns he doesn't have the same caster mitigation ability as the Paladin. Since the FD patch, caster mobs can still get in some decent hits when you flop, which isn't always the best thing to happen. A Paladin can wreck caster-heavy camps and can get away with healing himself with the right group composition, especially when you get Superior Healing. High lvl, Paladin gets DA, heals as well as a shaman or druid, and also gets 90% res. Really it depends on your play style. IMHO single target/DD stun is one of the most underrated and overlooked abilities in the game by most players. It seems like nobody has seriously played a class that gets single target/DD stuns and learns to use them well. Clerics mostly just sit on their ass and heal and do absolutely nothing else, and very few people play Wiz and Pal seriously in high level dungeons. Ill take heals, stuns, root, and lull before snare and FD anyday. | ||
Last edited by Tuljin; 01-05-2014 at 10:46 PM..
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#20
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![]() I love playing a paladin. I think there's just so much utility in the class. Sure, you don't get as much dps as an sk, but tanks aren't really meant to be dpsing most of the time anyhow.
Stuns and roots make life so much easier, not to mention being able to aggro without causing damage and breaking mez (with flash of light). Then of course there's the healing and the group-saving LoH, which is just the extra icing and the extra extra icing on the paladincake. The only thing about sk that I really wish paladins had was some sort of invis. Getting into and out of a dungeon can be sort of rough, as well as travel through higher level evil areas. | ||
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