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#21
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![]() DC was a cheap mana spell but the class can do all the same stuff they could before. Lull won’t change the paladin much at all if it gets changed.
If someone is sabotaged by changes to Lull or Disease Cloud I’m not sure what to say, lol. | ||
#22
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![]() Truth. It's just a shame because, out of all classes with access to magic, those two have the least in terms of variety. So any loss is significant. SKs already suffer from the lifetap nerf on top of that and paladins from the heal aggro nerf. Forget about merging servers, merge both hybrid tanks.
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#23
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![]() Quote:
Granted, solo crawling with a paladin more or less needed silly twinking and/or ToV level gear. So I'd say a significant nerf to lulls would make SK comparatively stronger. Both classes could also stand to benefit from Enchanters not running all the camps solo if the lull and charm changes were to hit that hard. Shamans rule supreme. | |||
#25
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![]() Quote:
People played knights back prior to melee table changes and 2h scaling bonuses. We soloed to 60 back then. Outside raid perks, SK and pally accomplish most of the same things but do it differently. Relative strength isn’t costing them jobs. | |||
#26
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![]() Lull nerf will definitely suck for pally. It's easily one of the best spells on p99 for crawling.
To answer OP's question though, it depends. SK is fast and fluid—CoS, FD, snare, etc. make for a breezy QoL. Paladin on the other hand is methodical and slow. Lulling around, breaking rooms, rooting mobs as the group tank... all really fun. Nod to Pally in groups and SK solo imho. | ||
#28
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![]() We don't know how the lull nerf will look like but from the thread it seemed like an additional layer of resist check on 50+ mobs. Not sure how much it will matter for a pally/cleric.
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#29
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![]() I split the hand room in Karnors and Upper Dogs in Velks as a Paladin with my soothe clicky. It'd be a shame if utility like this were to be negated in the essence of "keeping things classic".
#Nochanges is an insane mentality. | ||
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