View Full Version : Warrior or SK: which is more fun to level?
garfo
01-07-2018, 11:08 PM
Of course I know there is no *objective* answer. Just curious to hear your experiences. Mostly looking at the 1-60 experience. And yes, imo feeling powerful rather than gimped is part of the fun (ogre master race for life).
Muggens
01-08-2018, 12:40 AM
I say warrior, at least on blue
Nagoya
01-08-2018, 02:01 AM
I liked my warrior more than my SK, but in terms of "fun" I think having access to spells including invis, feign death, levitate or snare, fear... probably makes the SK more "fun if that's the question. My SK was much more self-dependent, solo-able and flexible.
Warrior is a much more straightforward beast... I truly enjoyed 1-30 but I couldn't go through the infamous 30-52 where you just suck at everything (pull, tank, travelling, solo, dps... name it, you suck). Supposedly at 52+ you start feeling the power. I might level her up again if I ever feel like it :)
TLDR to answer your question, my vote goes to Shadow Knight
wagorf
01-08-2018, 03:52 AM
no love for pallys?
Robbintha Hood
01-08-2018, 04:40 AM
I liked my warrior more than my SK, but in terms of "fun" I think having access to spells including invis, feign death, levitate or snare, fear... probably makes the SK more "fun if that's the question. My SK was much more self-dependent, solo-able and flexible.
Warrior is a much more straightforward beast... I truly enjoyed 1-30 but I couldn't go through the infamous 30-52 where you just suck at everything (pull, tank, travelling, solo, dps... name it, you suck). Supposedly at 52+ you start feeling the power. I might level her up again if I ever feel like it :)
TLDR to answer your question, my vote goes to Shadow Knight
I tanked just fine from lvl 30-52 on my 3 warriors. And now they're lvl 60 and 52 x 2.
Nagoya
01-08-2018, 06:57 AM
Myeah - I think it is very gear dependant, and even then you can't hold aggro against the Flash of Light or Disease Cloud boyz.
I did tank as well. This is the only thing a warrior can do hehe. I just don't think it tanks the best at 30-52. I understand it is different in raid situations, but you don't raid at 30-52.
Meguvin
01-08-2018, 12:22 PM
no love for pallys?
i cant find the point playing a pal instead sk (FD is retarded op)
Raavak
01-08-2018, 12:26 PM
Depends what you like. If you want to be a great tank the SK is weak... its only advantage is spell aggro. But SK can be fun for other reasons (fear kite soloing, fd pulling, circlet insta-invis).
username17
01-08-2018, 01:06 PM
I have a 45 war and a 44 SK. I enjoyed the Warrior more. That being said. Paladins are better than either IMO. I have a 59 Paladin.
24kanthony
01-16-2018, 04:43 PM
I have a 45 war and a 44 SK. I enjoyed the Warrior more. That being said. Paladins are better than either IMO. I have a 59 Paladin.
Paladins are made of paper and tears.
username17
01-17-2018, 01:50 AM
You can make a shank out of that. So paladins still rock.
Troxx
01-17-2018, 02:08 AM
SKs are fun but lack group utility. FD is the one real saving grace and the possibility of instant click invis makes life much easier.
Paladins are a strong class. Group utility is very good with roots/stuns/lulls/heals/buffs. Late game Rez, heal over time, and superior heal put the icing on the cake.
Both knights suffer low damage output but have excellent on demand aggro.
Properly twinked warriors are a lot of fun 1-30. 35-51 is a sorely rough patch where relative power dwindles for a class that lacks utility. From 52 onward power increases exponentially. Warriors only have utility in the form of procs/clicks but these options open up nicely from 50 onward (assuming the warrior acquires the items). Warriors put out respectable damage and are defensively unmatched. Very powerful class late game.
As for the OPs question ... that depends entirely on your perspective and what you like.
Polycaster
03-17-2018, 01:43 AM
Paladin grp utility is minimal; virtually every group will have 1 or more who can do those things, and do it better because they aren't trying to tank at the same time.
I've never been in a situation where pally utility was make or break, but I've been in situations where a group wouldn't have worked w/o FD/snare splitting or fear/snare to shut down casters or snare to prevent runners. Also, being able to FD on a pull makes certain high-risk ventures low-risk.
I'm not knocking a paladin, I loved paladin tanks in a full grp as an ench and their buffs in a raid. To make a broad generalization, paladins are slightly better than SK in a lot of situations, SK is massively better than paladins in a small number of situations.
90% of the time only the player of the pal/SK will notice the differences, as the group only cares that you hold agro while they take care of everything else.
elwing
03-17-2018, 02:46 AM
Op asks for the fun aspect, not which one will be better in groups/raid or whatever ... When grouped I think all three can be fun, but I can't see how a war could be more fun than a sk out of group... Instant invis, ivu, fd, fear, snare, pet... So much utility, the thing you can do solo are really great...
Jauna
03-17-2018, 03:29 AM
I can back up others in this thread. My Barb war is currently 31 and it sucks trying to get agro without clickies. staff of battle with 24% haste is ok and works most of the time kinda maybe. I hear it gets better with Frostbringer and WESS but level 40 seems so far away. low barb dex also kinda getting to me but damnit I love how they look. Plus that Zek human cultural armor
Now my shadowknight is level 26 now and Disease Cloud is no longer the agro magnet it used to be but folks tell me it gets better at 39 with Shadow Vortex and level 30 with damage cap removal.
As for fun, ShadowKnight. Snap agro(unless super twinks in the group, premature nukeulators and nuke happy chanters at any agro level), invis - nerfed CoS works at level 20, ogre/troll slam (slam levels up bash, and bash effects slam's damage and chance to hit) and the ability to solo with fear kiting and a pet.
elwing
03-17-2018, 03:45 AM
@jauna
Disease Cloud never loose its role... Sure at 30 a single cast will start to be not enough against those twinked rogues... Just cast two... At 53 normally geared DC is still my main agro generator, due to the low mana cost, no problem keeping agro over 60 rogues and 60mnk with primals so far... Just need to chain cast dc for the whole fight now... When I am lucky to have clarity or a bard I can throw in other more mana costly but more useful spells in the mix but disease cloud is still the base of my agro, that and the low melee dps...
Troxx
03-17-2018, 04:31 AM
Op asks for the fun aspect, not which one will be better in groups/raid or whatever ... ...
That's an entirely subjective question. What constitutes *fun* will be very different from one person to the next.
Troxx
03-17-2018, 06:32 AM
Now my shadowknight is level 26 now and Disease Cloud is no longer the agro magnet it used to be but folks tell me it gets better at 39 with Shadow Vortex and level 30 with damage cap removal.
quick cast? Yes
decent aggro? Yes
low mana cost? Yes
Disease Cloud is still great aggro at 60 you just have to plan on casting it more often.
skarlorn
03-19-2018, 03:05 PM
Sk will be more fun leveling to fifty. Once a warrior gets evasive disc he is awesome
SK seems incredibly strong to me:
Clinging Darkness + Disease Cloud + Shadow Vortex means that when you want to tank, you can. Enchanters and Shaman and twink Rogues everywhere thank you. Meanwhile on a Warrior you are spending half the time watching the fungi/tstaff monk tank and talk to the group about amazing monk mitigation.
SKs now get full defensive skills, which means they are nearly as durable as a warrior when they use a shield and better than said Monk regardless (at least until the Monk gets a full set of Dozekar loot).
SKs can 'Dark and Park' split XP content easily, or use Stalking Probes/Skeleton pets and Steelskin for tough rooms. So you are at least as good at pulling as a Monk.
SKs can lifetap back hitpoints when they are in trouble. Add in a pet and the occasional DoT and a cheap high-ratio Knight weapon and you shouldn't be THAT bad on the DPS meter.
The SK utility toolkit is pretty good: invis, ivu, damage shield, levitate, see invis, snare, fear, cancel magic, ATK/AC tap, resist cold and disease.
It feels to me like SK should be stronger (and more fun) than both Warriors and Monks until the pure melee hit their stride with raid gear and key clickies. I guess the biggest problem an SK would have is mana regeneration, and if I had one I would be trying to make a long friend list of half-decent enchanters. Something like SK/MAG/CLR/ENC seems like it would fly through levels.
But I haven't actually played one, so who knows.
garfo
04-09-2018, 02:12 PM
Any info out there on DPS output warrior vs SK?
SK's also get chunked in pve compared to monk and warrior, however, they are fun in small group xp situations as they are great pullers
skarlorn
04-09-2018, 05:29 PM
Depends on your starting budget. An ungeared warrior is virulent ass cancer until level 52, when you get evasive discipline and suddenly are 1) a god 2) have an ability beyond auto-attack-taunt-kick
Leveling to 52, I often envied the hybrids who could cast spells and had some utility.
But equip your warrior with enough twink gear and travel helping tools and it will be more fun through and through i bet.
ducktv
04-09-2018, 06:13 PM
If you play on blue (you do) there is no reason to ever make a paladin or an sk
Malory Archer
04-10-2018, 10:29 AM
Warriors can be really gear/group dependent while SKs are more versatile and can make up for a lack of platinum with their incredibly diverse kit. I had a lot more fun leveling my SKs than warriors, but maybe that's because I prefer the safety of a spell bar and often find myself soloing.
Pope Hat
04-20-2018, 02:48 PM
SK/Pal aggro spells get better later on because the amount of aggro they do is dependent on mob HP.
Trelaboon
04-27-2018, 06:57 AM
If you play on blue (you do) there is no reason to ever make a paladin or an sk
I just thought of a reason.....
Because you like it....
I have a 60 Warrior and a 60 Paladin and my Paladin is my main. I just really like hybrids, as powerful as Warriors are.
That being said, Paladins have way more group and raid utility than an SK lpl. How does anyone even say that? SKs are designed to be more self sufficient but offer very little in a group or raid environment
trite
05-08-2018, 01:52 PM
Warrior is very not fun to level if you aren't twinked out / have friends to level with.
Jimjam
05-08-2018, 04:50 PM
Warrior is very not fun to level if you aren't twinked out / have friends to level with.
Warrior great fun to level up and self gear. Twinked is boring as hell.
demokatt
05-09-2018, 01:50 AM
haha yeah I would agree that twinked warrior is awsome gamewise, but if you looking for fun and challening gaming, then no-twinked is alot more fun ;)
Doctor Jeff
05-09-2018, 07:20 AM
It isn't even close. 3 SK's can't do as much damage as a warrior. The knight miss rate is too high. Avg knight dps is low 20's. Warrior is mid 60's.
Wow, what kind of weird propaganda are you going for? Even my valorium paladin does ~50 DPS and that's low end Kunark gear...
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