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#11
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#12
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#13
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if you added all those items to that Paladin you'd probably find you lost out on about 100-200 hp, some ac and a tiny tiny unnoticeable difference in the dps, but you gained easily an addition 1k-1.5k hp healing potential out of your paladin, and a longer duration between needing to med/survive etc etc etc etc
also this applies to OP | ||
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Last edited by Beastagoog; 03-31-2017 at 08:00 AM..
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#14
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As another long time paladin, this is completely accurate. Build a manapool or you're just a shitty warrior.
__________________
You only lose when you stop having fun. Work on it.
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#15
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Quote:
The spawn for the mob that drops the gaunts, Crystal Eyes, and the Frenzied who drops the wristband are literally just a few EQ feet away from one another. | |||
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#16
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Quote:
If it sounds counter-intuitive and illogical, that's because it is a bit. But that's how Everquest was coded. | |||
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Last edited by Dolalin; 03-31-2017 at 01:28 PM..
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#17
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Quote:
__________________
Djynni Biqasmalyani - 60 Human Wizard
Mandak Battlebeard - 60 Dwarf Paladin Maeghar Frightreaver - 56 Erudite Cleric Maamdak Battlebeard - 48 Dwarf Rogue Crunkasaurus Rex - 49 Ogre Shaman Mendak - 51 Halfling Druid (Green) <Paradox> RIP | |||
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#18
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I've never known mana pool to matter all that much except in raids where you're assigned as a tertiary healer and some solo situations, like PvP. In normal groups (and most any situation where you're assigned as tank) you're typically limited by mana regen rate, not pool size. The difference between, say, 1900 mana and 2300 mana for a tanking Paladin has never seemed relevant to me. The difference another 100 AC and 400 hit points can make can be relevant on a daily basis. In so many words, gear yourself for what you do.
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#19
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Skill aside, a good knight needs:
-sufficient AC to not be a mana sponge (not too hard as a plate class). Even beyond the point of "sufficient", you will still see a lot more return on ac than you will on seeking out good stamina items that are otherwise pretty crummy. -"enough" HP to not be a mana sponge. This is only a factor when you have a cleric complete healing. Stacking stamina really does have pretty low returns prior to raid gear - you give up a lot in pursuing the fairly marginal return stamina actually gives you -a good 1hander and a good shield. Knight dps is alway bad. Shield AC is always not subject to AC hard and soft caps, and always worth having unless the content is trivial for the group. -a good base of int/wisdom. Deeper mana pool does not help you regain mana faster but it does let you go longer starting from full, makes it easier to maintain a reserve for emergency casting, and allows you to capitalize more on those moments where you do have extra down time. -resists For what it's worth (probably not much), building a paladin for routine content I would prioritize: Good shield > AC to functional dropoff > raw hp (if it's a good item in other areas) >= Wis=resists > pumping up AC beyond that point of diminishing returns > stamina > all else On raid targets and especially nasty caster content, bump resists further up For a shadowknight? Probably less weight to intelligence as the uses for SK mana isn't as group oriented (buffs/heals). Then again, I haven't played a SK on p99. Str does not affect threat from melee. Weapon ratio and haste are all that matter. A miss generates just as much threat as a hit.
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Last edited by Troxx; 03-31-2017 at 04:22 PM..
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#20
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You don't need a huge mana pool for most situations. However, it helps a lot when you're level 60 and raiding Velious-level content. Let's be honest, in ToV you're not going to be playing a significant role in raids except for patch healing, and that's where your mana pool comes in. When your group is eating tons of AoEs, every extra point of mana is critical because it means more HoTs you can cast. Paladins HoTs are actually pretty efficient and we are criminally underrated in our healing capability. I was able to easily keep my group topped off by myself on trash mobs and helped a ton on nameds too.
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