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Stonewallx39 08-01-2015 12:33 PM

Paladin agro spells and charisma effect for lull spells
 
I'm interested in creating a new paladin. I'm curious what spells to use to create agro after level 9. I've heard using flash of light and blinding mobs creates sufficient agro but can't that cause some mobs to run like fear or sometimes path in strange ways? If taunt is it until 30 I'm probably going to play an SK instead.

Also looking at dwarf but I'm wondering if the low charisma will cause more critical resists on lull. Pulling is one of my main interests in the class (I just enjoy it i'm to busy to sit in camp) I would hate to not be able to pull as efficiently because lull is less effective.

Thank you in advance for any guidance.

Danth 08-01-2015 02:49 PM

Charisma affects the lull line. Dwarves are modestly disadvantaged in this respect--perhaps their only drawback as Paladins. Work around this by asking for a charisma buff from your local Shaman or Enchanter since most groups have one or the other. You can also carry a few charisma items if you like. A crude stein adds 15 charisma and costs perhaps 30 or 40 platinum; it's not hard to swap out a couple pieces when pulling.

Flash of Light remains your primary spell for hate generation from 9 through 60. It uses little mana, has a short recast time, and adds significant hate. If you use flash when nobody is in melee range, or move out of melee range while a monster is under the spell's effect, it WILL cause the monster to flee as though feared. In practice this is not a problem--you'll likely never even notice--since you should only be using the spell once your target is in melee range anyway. Seriously, it's virtually a non-issue. Stun (30) and Holy Might (49) are also both excellent for hate generation although they use a lot more mana. Because of mana expense, you'll use flash quite a lot even in the 50's, especially when you lack Clarity.

The grass isn't always greener on the other side of the fence, and Shadow Knights aren't a bed of roses. Disease Cloud has a longer recast time than Flash of Light and also is infamous for breaking mezzes. You'll be glad you have the Paladin when you have to shut down that Ilis Wizard that's trying to gate.

Danth

Allidon 08-01-2015 02:53 PM

Flash of light does not cause the mob to run if it is in melee with someone just causes a high amount of threat... as far as lull and charisma I really couldn't say as I am human... However flash of light makes it pretty easy to keep multiple targets off of healers and taunt followed by a flash of light is great for snap aggro

Stonewallx39 08-01-2015 03:05 PM

Awesome! Thanks for the replies.

Jimjam 08-02-2015 03:19 AM

root is also an option.

You can exploit your bad charisma and use lull critical resists to pull without line of sight.

Swish 08-04-2015 07:03 AM

On Danth's comparison with SKs, they tend to lead from the front - particularly after getting shadow vortex.

So your terrible puller brings 4 mobs. As a paladin you clench your butthole and pray the enchanter/bard gets it under control or you root a couple on their way in.

As a SK you peel one with disease cloud, then wave of enfeeblement them all while the enchanter mezzes - that should guarantee your dps knows your target and effectively aoe taunts the others meaning the puller and enchanter aren't taking damage.

That in turn keeps the healer happy because he's only got the tank to heal and keeps things efficient.


I'd love to hear the paladin side of how they deal with 4 incoming, is rooting at a distance their only option? Stun seems good and high aggro but you've got that horrible pause if you wait for the mob to come to you.

I love my SK :)

Swish 08-04-2015 07:05 AM

On the charisma gear note, cheap stuff is the crude stein as mentioned, siryn hair hood and golden cat eye bracelets are about 10pp each to make at cost price.

falkun 08-04-2015 08:31 AM

Quote:

Originally Posted by Swish (Post 1995987)
I'd love to hear the paladin side of how they deal with 4 incoming

I'll generally root 1 or 2 out of camp, if 4 mobs beat me to death before I can get at least 1 root off, then I'm too low level for the camp I'm at. Take the last 2-3 to camp, stun 1, FOL the rest. If I've got CC, let them get to work, if I do not, I'll root and back up until everything is ghetto CC'd. All the while I'm keeping an FOL on the main target so he sticks to me and DPS can work him down. Then on to the next mob. Between root, stun, and FOL, keeping aggro on 4 mobs is not a problem.

Danth 08-04-2015 04:28 PM

Quote:

Originally Posted by Swish (Post 1995987)
I'd love to hear the paladin side of how they deal with 4 incoming, is rooting at a distance their only option? Stun seems good and high aggro but you've got that horrible pause if you wait for the mob to come to you.

Hi Swish! My main for the past few years is actually my 60 SK now. Poor old Danth has been collecting dust since about 2011-2012; I found priorities had changed after my daughter was born and the SK works better for my current needs.

On a multi pull on the Paladin I liked to stun one incoming--my primary--so the CC'ers know the first ones incoming are the things to control. Enough folks have root that I barely ever needed to use it; I kept root available if necessary but only rarely did it ever prove necessary. If desired a Paladin can also attract the attention of all the incoming monsters by tossing a modest heal on the puller provided he isn't at 100% life. Casters on P1999 tend to be so shell-shocked from grouping with lousy tanks that most of them tend to spam root on everything anyway, even when it's not necessary and in come cases when it's detrimental to do so (ie, when snare would be preferable).

Working with a puller (usually a Monk) also helps the CC'ers. Regardless of which character I play I like to tag my own primary target off to one side while the puller heads to the other side of camp. That just makes things a little easier on the CC'ers.

Danth

kaev 08-04-2015 05:42 PM

Like Danth said, stun the first target so it comes last and CC in camp can choose targets easy. Alternately, root one for the warrior to tank while the pets & rogue kill it and line up the rest separated with root so by the time the warrior & killers are on the last one I've got mana to go out for the next pull. Oh wait, that was live, here on p99 you apparently get perma-banned or are forced to watch kittens being eaten by rottweillers or somesuch if there's more than one tank in a group.


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