Thread: Pal VS DK
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Old 09-17-2015, 09:41 AM
maskedmelon maskedmelon is offline
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Durability: SKs can life tap and play the large races and those with regen. This means they can demand a lower man expenditure to maintain, except against casters against whom Paladins hold a significant advantage by being able to completely shut down a target's ability to cast by stun locking it.

Aggro Management: Both classes are very good at this, but Paladins are decidedly better at Damage-free threat generation, which is of use for building threat on mesmerized mobs. Paladins are also able to lull. While the efficacy of lull for pulling may be eclipsed by or on par with Feign Death (which SKs receive, but pal lies do not) it has the added benefit of navigating areas without invis as well as preventing aggro from repops mid-combat. Stuns also have the added benefit of protecting the group from trains if a mob attempts to gate.

Utility: SK can feign death to save their bacon. Paladins have no method to shed aggro, but do Eventually get short duration invulnerability in addition to a long refresh semi-complete heal (LoH). Paladins also receive standard cleric spells several levels behind clerics, which may be redundant considering for the most challenging content you will always want a cleric, but still amazing to consider that a level 60 paladin has all of a L49 cleric (including 90% res, sup heal and a HoT) sans CH. Given sufficient space and/or ingenuity, paladins can also perform cc very well w/ root. Paladins also get cancel magic which is often overlooked, but of tremendous value for removing damage shields as well as other beneficial buffs from your target.

I generally relied on FoL for aggro due to its ridiculously low mana cost. If I wasn't pulling and had no other cc though, I would use a heal to rip aggro from the puller and then spread the mobs out with root and then drop a stun on each rooted mob while sitting on the current target to ensure that any premature root breaks would send it to me. On easier mobs or prior to root, cycling flash of light on everything around works well to so long as you are able to absorb all that damage ^^