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#11
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If a Paladin is played right their CC can be as effective as an Enchanter (except on heavy casters where you cannot get out of LoS).
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#12
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Quote:
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#13
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Shadowknights can fear kite, they get pets (which only get you killed, but Jebobers are cute imo) snare kite, get the CoS which (right now) is 0.1 cast invis allowing for fairly successful CR missions, they can summon corpses, they eventually get the same skeleton-illusion-mana-thing that Necromancers do (but this may be Velious/Luclin+, I forget), they have an undead-only lull, and you can be a Dark Elf.
It's been forever since I played my Shadowknight on Live, but I loved it. I remember snare-kite-soloing the entrance mobs in Chardok. Even though the FD is a 1 second cast time, it's comforting to know that if something goes wrong, you have a way of saving yourself.
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#14
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Quote:
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#15
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Quote:
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Plupp, bard
Plupp, ranger (red) | |||
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#16
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The thing everyone doesn't seem to realize is that every spell for undead that pallies get, shadowknights also get too. So what it comes down to is what your looking for - a high agro MA through stuns, or the versatility of an sk.
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Proud owner of Innoruuk's Curse that did NOT come from TMO's bank or RMT. Niluvien Forestwalker - 52 Ranger Russled Jimmies - 54 Wizard | |||
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#17
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paladins do have an advantage against undead, but ektar is right for the most part. The advantage like he mentioned is weapons with undead proc dd's. If you are just starting a new character here and are not twinked by level 20 you should be able to afford a ghoulsbane for 500pp or so and then get a 120 dd proc which is very beneficial at level 20.
high end paladins get divine aura at 55, sup heal at 57, 90% rez at 59, celestial healing at 59, and decent hp/ac/symbols at upper levels. Paladins are definitely much more defensive in nature compared to SK's so just depends on how you want to play. | ||
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#18
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SK races>paladin races
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#19
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SKs are the worst
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#20
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Paladins are extremely versatile but it's not an easy class to play so it's very easy to suck as a pally but to me that challenge is what makes the class so much fun to play. People already assume you suck so when you shine in a group it's all compliments.
Paladin advantages: Solo: I solo alot actually, blue/light blue mobs with the help of my DW helm (120hp heal), I will take mobs down to about 50% before I have to root them and heal to full with the helm, rinse repeat. And if I am soloing undead mobs I can nuke them with my 270 dmg nuke. Also if you happen to get the Thelvorn like Ektar mentioned you can do even better. With that being said soloing as a pally is slow so I only do it to farm named mobs or while LFG. Pulling: I love pulling for my groups. People who group with me often know how well I can pull with the help of lull / root. If you can't pull as a paladin then you are doing it wrong. Tanking: In my oppinion paladins have a great advantage as tanks... STUNS, I have 3 stuns loaded at all times and I can freeze mobs of a bard / enchanter so they will take little to no dmg. Another great advantage of stuns is that if your healer can't get a heal / cheal in time you can chain stun a mob until the heal lands. Lay Hands: You can save yourself, save your cleric , your enchanter or any group member with LoH, 72mins refresh sucks but it's a skill to be used in case of emergency. Yesterday in HS our group was doomed to wipe when our bard got resisted on a pull and brought over a bunch of adds, the cleric wasn't going to be able to heal him in time so I landed LoH on the bard and saved the day... for a while, we wiped later on =/ There is more to it but that's just what comes to mind atm.
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[57 Knight] Webwolf
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Last edited by Webwolf; 08-17-2011 at 10:56 AM..
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