Quote:
Originally Posted by sajbert
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Haven't looked at the details of it but if lull gets nerfed to the point of being wonky as hell that basically makes Paladin a dead class for most dungeon crawling. Even when you can survive critical resist it'll add loads of tedium and having to burn your mana bar on lulls if nothing else.
Granted, solo crawling with a paladin more or less needed silly twinking and/or ToV level gear.
So I'd say a significant nerf to lulls would make SK comparatively stronger. Both classes could also stand to benefit from Enchanters not running all the camps solo if the lull and charm changes were to hit that hard.
Shamans rule supreme.
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I would bet there are paladins on live that never cast lull once. Even if overnight they broke it somehow and it was a cointoss for a critical fail, one could still use it in groups or solo (DW arms are free clicks and 400p). Personally, outside sneaking a group to a camp in seb at 60 I’ve never crawled. Guard killing is easier and faster; the zones are almost within eyesight at all times.
People played knights back prior to melee table changes and 2h scaling bonuses. We soloed to 60 back then. Outside raid perks, SK and pally accomplish most of the same things but do it differently. Relative strength isn’t costing them jobs.