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#1
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I played paladin on live.
In exp groups, I was either MT or crowd control. I could draw aggro well and take a beating, so I could easily root mobs away from the group (and keep myself healed), and I could also hold aggro well enough and take a beating enough to be a MT. However, paladins really were terrible until celestial cleansing came out. After Luclin, we were awesome with slay undead. After PoP came out, I was soloing Kunark dragons (fearless AA + PoP gear) and Venril Sathir (slay undead + that PoWater weapon with insane dmg would kill him with a double proc). I soloed Rhag cycle in Ssra pretty early, too, but I think that was Omens of War expansion. It was harder on live than on here, too, since the real good weapons (Baton of Faith) were like 40k on live. Here they are like 100pp or less. | ||
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#2
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Best tank while leveling up is a twinked Bard (until about level 40-45). Always kind of wanted to play a pally - but they are just not very good end game on P99, thats the real reason why they are quasi shunned. Literally have almost no role in end game content. So you put in 500 hours to level to 60 and realize you have no spot.../WRISTS!
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#3
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#4
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Mostly because after level 60, they really become sort of worthless. They're damage is terrible, they can't tank high end mobs, or even mid range mobs for that matter. They basically just spot heal and do awful DPS....LoH can be nice in a pinch. Warrior is the opposite...pre-60 they're really not ideal, but after 60, your world really starts to open
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#5
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Confirmed, Opmeter is indeed OP.
__________________
Eratani / Cleratani / Eratou / Stabatani / Flopatani / Eratii
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#6
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Paladins are the best tanks for experience groups.
It's not even a question. They bring so much to the table that make your group more efficient and save people's asses in emergency situations. • Regular pulls: A Paladin's snap aggro lets everyone play loose with their aggro management. Shaman slows early, Wizard nukes hard, Bard can snare, Rogue doesn't get hit. • When the Enchanter's charmed, hasted pet breaks: Paladin stuns the mob, roots, patch heals Enchanter or lay hands to save his ass. • Bad pull or train: Paladin has a group heal that is a gigantic AE spell that will peel 5+ mobs onto him instantly. Can root park mobs as well. • Partial group wipe: Paladin has a 90% rez, this is huge if knee deep in a place like HS and your Cleric goes down. • Spell casting mobs: Paladin has multiple stuns, each on different cooldowns, to interrupt things like ice cometing frogloks in seb. | ||
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#7
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#8
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As far as the rez goes though I use it a fair amount. Obviously no where near as much as a clicker does rezzes but if the discussion was about raid level Paladins it should be included. The difference between 90% and 96% of that 10% in most cases is so minuscule it rarely matters. I sometimes end up doing a few rezzes during raids when clerics are all stuck in rotations. Or sometimes after a raid when all the clerics left a spot, as will happen sometimes in fear or some other zone. Also I wander around a lot sometimes and the 90% rez is pretty sweet. It's great because people in random zones think its awesome to get a rez but no one thinks to send me tells half way across Norrath asking for rezzes. I'm a "hero" with my rezzes and the frequency makes it feel more like a fun novelty than a hassle.
__________________
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#9
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#10
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Last edited by Sage Truthbearer; 07-20-2016 at 07:06 PM..
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