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#1
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#2
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That said, the only thing I really dislike about the class is they get absolutely screwed on sky loot. 3 swords, 2 of which suck, none of which you'll use over your epic, and the weakest haste belt. So essentially they get 1 sky item. Compare it with any other class (including SKs) and it's as if they entirely forgot the class when they designed sky then just tacked the quests after. /Duo'd with a paladiin 1-60, doubtful any other class combination would have been a better balance of effectiveness and fun, in part because it was so unusual in the p99 min/max'er world. | |||
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#3
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Personally, I prefer to play the paladin. That's mainly for looks & RP, though. I have tried and tried to get an Iksar going, but the whole "we're all eeeeevil" thing just doesn't work for me.
On my druid, I find both paladin and SK pretty even in terms of tanking & holding aggro, assuming similarly-geared, similarly-skilled players. It's another case of "play what you want, it's all good", IMO. | ||
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#4
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throwin' this thought out there - with an enchanter I prefer (of the two classes) my partner to be a paladin. They can get aggro without breaking mez's so I can pre-slow and stuff.. they can finish off merbs for me when we duo and they can heal themselves while I let the pets battle, they can stun when hasted pets break etc.. they are really great combo with enchanters!
With my Shaman I prefer the SK! They can get aggro by throwing on dots on root-rotting mobs, I can heal them so no need for them to use a click to keep them selves up, and they can snatch aggro off me when a root breaks early while standing in place by simply targeting and tossing a small dot on a merb. I like the synergy of the 4 classes - who all have weird connections in power/abilities. Sham/SK Vs. Pally/Enchanter would be a fun best of the best duo combat challenge! [You must be logged in to view images. Log in or Register.] | ||
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#5
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Aye, Paladin Sky loot is weak.
The better of the two one-handers is race-restricted (what the fucking fuckity fuck fuck?). I do use the inferior 1-hander (or once in a while the silly Bixie Sword Blade) with an SBS when it's necessary to avoid agro, but that doesn't make it good. (I am half tempted to redo Fiery Avenger just to have a low agro 2H option.) The Wind Etched Armor pieces just barely qualify as upgrades over Valorium and besides that they drop only from poopsock favorite Noble Dojorn. The trash drop Symbol of Marr looks good when you first see it, but you soon realize that its AC/Wis/Str are far less important than HP and/or Resists on raid gear so you never wear it, as opposed to the Cleric's Weight of the Gods or the Druid's Treant Tear & etc. In the end you have only the haste belt. There's really nothing to compare to the marvelous toys most everybody else gets. It's a nice haste belt, but while 41% haste is exciting on a pure melee it's just kinda neat on a knight who has shit for dps regardless and relies on spell-casting for agro (make it an FT3 belt and it would be exciting [You must be logged in to view images. Log in or Register.]). | ||
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#6
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#7
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The Paladin's a knight tank, enough HP/AC to make Complete Heal powerful and to not be insta-gibbed except by the most outrageous raid bosses (the one bone the EQ devs tossed Warriors) plus excellent agro ability, with a bit of utility on the side. Why are we talking about Paladin DPS, except to laugh and point out that only the Cleric does less? | |||
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#8
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Also, a lot of people claim that Paladins are horrible at soloing, but I think they can be quite good at it if they just make use of what they have. Root can give you a chance to back off and heal/med before continuing the fight, so a Paladin can do well in 1v1 combat if (s)he is smart about it. And Root can be used to deal with adds. I was able to solo a Paladin from 30 to 42 in Unrest quite easily back in Luclin, making use of my undead spells, Ghoulbane, and rooting to heal/med when needed. | |||
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Last edited by Loadsamoney; 11-05-2014 at 05:13 PM..
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#9
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You can get duo xp that's far better than solo, but still not as good as a decent 5 or 6 man group, with most anybody except another Paladin or a Cleric. Even a Warrior (use root to manage agro and keep the Warrior berzerk, suck down DS pots like an addict) or an SK (fear-kite to minimize damage taken and thus downtime.) Befriend Enchanters. A group built around Paladin+Enchanter can do great things in a dungeon. | |||
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#10
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