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#1
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![]() Just curious what opinions are on the differences between the two when it comes to being MT for an exp group?
Assuming equal (probably crap) gear, which one tanks better, holds better aggro? Also, which spell set is more useful? TIA. edit: for discussion, assume either a DE or Human SK, and a Dwarf Pally. second edit: how the hell do you carry anything as a DE SK? No strength issues? | ||
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#2
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![]() paladin has much more defensive utility (root/stun/buffs/heals/LOH/rez), a stackable HP buff, but a much higher skillcap.
SK does much more damage, has more offensive utility (fear/dots/debuffs), and has an easier time holding aggro (disease cloud spam). all things being equal, both can get snap aggro, which is really all that's required to tank for an exp group. they both tank equally well and holding aggro is easy on both, so it comes down to your personal preference. take a look at the paladin and SK spells to see which set you'd prefer. re your edit: if you're interesting in min/maxing (as opposed to looking cool/roleplaying), there's no reason to make anything other than an ogre SK. if the choice is only between DE SK and dwarf pally, the dwarf pally is superior, strictly in terms of min/maxing. | ||
Last edited by jeffd; 07-31-2010 at 03:19 PM..
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#3
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![]() Most people prefer SKs, I prefer Paladins. Their utility is more useful and they have more of it. They don't have an auto "mob never stops attacking me ever" button like SKs do but it's still very easy to hold aggro and you get more tools to do other things like pull.
Edit regarding races: SKs get a much better choice of races, but DE isn't one of them. A dwarf paladin is superior to a DE sk when it comes to stats. Yes, str will be an issue, and a full set of small bronze alone will likely encumber you unless you decide to equip a lot of str gear. The biggest advantage in SK's favor is that they can be ogres. | ||
Last edited by Reiker; 07-31-2010 at 03:57 PM..
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#4
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![]() Paladins can hold aggro just as well as SKs. The difference is that SKs get their best aggro spell early in game (Disease Cloud at lvl9) while paladins get their best aggro spell at level 30 (Stun) prior to lvl30 you will have to use flash of light which is a decent aggro spell but not as good as stun or disease cloud. If equally equipped they will have the same tanking ability as far as defensive skills hp and ac. A level 30+ paladin makes for an awesome tank. SKs spells and skills are more offensive while the paladins is more defensive so pallys have more of a support role instead of the SK dmg output.
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Last edited by Webwolf; 07-31-2010 at 04:10 PM..
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#5
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#6
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![]() That thread is stupid. Stun is awesome aggro only 1.5 second cast time 35 mana and at lvl49 we get a second stun. As a level 50 paladin I have no difficulty at all keeping aggro and I tank on raids often with DA. Oh and whoever said you need to use root to keep aggro as a pally doesn't have a clue about the class, I usually don't even mem root.
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#7
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![]() Quote:
It is actually quite silly comparing taunt capability of SK and Paladins, especially in exp groups. If they are both played competently then neither will have any trouble with the task. The real question is how many groups have you been in where everyone in the group praised Jesus that you SKs had Harm Touch? I've been in plenty already just in the last few weeks of my participation in P1999 that have been very glad for my Lay on Hands and its timing, and weren't shy about saying it. [You must be logged in to view images. Log in or Register.] Can I get an amen!? "A M E N!" | |||
Last edited by Mad Jacq; 08-01-2010 at 08:36 AM..
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#8
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![]() I like SKs more mainly because of FD and invis/ivu. Yes paladins have ivu too but no invis afaik. Snare and pet also rocks. I played a pally on live but would go for an SK now [You must be logged in to view images. Log in or Register.]
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#9
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![]() Another bonus for paladins is they blossom early and maintain a steady growth. You get lull at 15 to split camps, LOH at level 1, offhealing by 9 (15 really), and root at 22, etc...
SK's camp splitting ability doesnt come till 30 with feign death, and they get their fear/kite line until 15 (22, really for their decent snare). Obviously they get their aggro-causing dots and lifetaps early on to compensate. You can argue the paladin is more useful for utility earlier, and the SK comes into its own a bit later. Both are solid tanks, solid aggro generators, and have many tricks up their sleeves. Really the only negative thing i could say to someone rolling either a SK or Paladin is : "Be aware you will spend most of your EQ career being group dependent". Which most are anticipating, anyways, if you are rolling a melee in the first place. [You must be logged in to view images. Log in or Register.] | ||
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#10
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![]() What's the difference between using the search feature and not using the search feature?
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