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Old 12-09-2010, 12:20 PM
Abraxos Abraxos is offline
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Default Pally/Druid duo or Druid/SK duo?

So I'm waiting on my wife to get an IP exemption and she is going to play her Druid from EQlive (Yes, I do have a wife who played original EQ). I have made a Troll SK and while waiting on the exemption made a Dwarf Pally. Which would work better with a Druid? Is the benefits of the Troll/SK enough to make up for the experience hit? Will Paladins become the red headed step-child in Kunark? I know most of this is objective but while waiting on her to play I am having time to dread the Hell levels with the Troll/SK hit (level 9 was pretty rough LOL)?
I imagine the healing and buffs from the Pally might mean the Druid could focus more on dotting/dmg but the SK might do more dmg meaning less healing as well?
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Old 12-09-2010, 12:26 PM
guineapig guineapig is offline
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I would say that Paly has slightly more utility than SK but SK has a panic button.
Depends on your preference.

Damage difference isn't all that big, especially once the Paladin has a Ghoulbane.
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Old 12-09-2010, 12:31 PM
karsten karsten is offline
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I played an SK on live and I play a Paladin here --

when you're considering the rankings, I'd use the "which one is more fun" factor as your first. If you still can't decide, then I recommend the shadowknight -- I respectfully disagree with my good pal guineapig; I find shadowknights to have much more utility through their snares, (good, druids can too) their lifetaps, (easier in clutch situations and due to their damage component also higher utility) their invisibility (consider that in kunark with a prenerf CoS you can stand up from being FDed, immediately hit the cos, and not aggro), and most importantly their FD skill (allowing pulls that a paladin, even with their lull line, simply cannot do).

Feel free to PM me or shoot me a tell ingame (once i get internet at home, blah) and I'd be happy to help answer your questions in a more thorough manner.
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Old 12-09-2010, 12:59 PM
Abraxos Abraxos is offline
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Thanks for the info.
I played a SK before but not a Pally. FD and snare is a big deal I wasn't thinking about yet at lvl 9. Snare saved my rump alot in Live and Invis was awesome for corpse runs. Not gotten approval yet so will play some more with the Pally while I wait and see how it goes. Rezz would be sweet also?
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Old 12-09-2010, 01:07 PM
Maurk Maurk is offline
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Druid/Paladin was great to duo with my friend until they implemented "Shared group exp penalty" (will be removed velious)
Lol now my friend gets much more exp just soloing ever since..
None-the-less it is a great duo, and lots of fun. You will be able to power kite many many things.. Like cyclops' at lvl 22 no problem.
The down time isn't as bad as well, being that you can throw some heals for yourself.

and then all you need is an enchanter. :P
Because an enchanter, druid and paladin can pretty much do anything.
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Old 12-09-2010, 01:33 PM
Maurk Maurk is offline
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To add to the above, as long as your druid can land a snare and dot to keep agro, (and the mob isn't a caster) you can literally take anything.
Hell I remember all we looked for was yellow or red conning mobs.
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Old 12-09-2010, 01:36 PM
guineapig guineapig is offline
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Quote:
Originally Posted by Maurk [You must be logged in to view images. Log in or Register.]
Because an enchanter, druid and paladin can pretty much do anything.
Couldn't agree more. In fact the only thing missing is FD but the gains far outweigh the loss.

You get a little less overlap with the paladin/druid combo. You don't really need 2 classes that can snare, so the SK having snare is redundant.

Paladin also provides the rez option(as previously mentioned), comes in huge if you don't want to be reliant on others.

Paladin has multiple stuns combined with bash that should not be overlooked when duoing against caster mobs where as an SK only has bash or slam to rely on.

Lay hands is more useful than harm touch because it can save anyone in the group as opposed to help kill a single mob. Staying alive will always outweigh how quickly you kill a mob. Sure the SK can FD but that doesn't help the druid much now does it? In order for the druid to successfully evac the group, the tank needs to be able to stay alive, not pretend to be dead.
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Old 12-09-2010, 02:10 PM
Badmartigan Badmartigan is offline
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Wow guineapig.. Very good points... And I agree about the stuns.. When you guys are raking i'n major exp i'n kedge your gonna want those stuns and rezzes.. As usual it Also comes down to player preference..

Damn now I hella want to roll a pally after the last post!!
  #9  
Old 12-09-2010, 02:29 PM
Maurk Maurk is offline
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Yeah guineapig did a great job of summing up why Paladins/Druids duo so well.
The amount of times you will both be saved by lay on hands and evac will amaze you.
Being an SK would have sad moments because you would just watch your druid friend die as you pretend to be dead. =(
(and this is after your HT gets resisted of course)
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Old 12-09-2010, 02:39 PM
quellren quellren is offline
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One minor thing to consider as a positive for Pal/Dru is the faction issues.
There are several places an SK is not welcome, minor inconveniences like banking in FP, or more so, like having to overlook Crushbone due to wrecking Indigo Bros faction.
This is more pronounced in Kunark, when Kaesora, KC, and Charasis are off limits because the SK needs to not be KoS at the only outpost available without major faction work.

This alone makes me reconsider continuing my Troll Shaman.
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