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Old 10-06-2014, 10:42 PM
Pheer Pheer is offline
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Quote:
Originally Posted by Veleria [You must be logged in to view images. Log in or Register.]
When you refer to disease cloud do you mean the level 9 dot or are you talking upgrades at higher levels. Is the agro from it that good? Is there any explanation on how that works?
Yes, the level 9 dot disease cloud has really high agro generation
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Old 10-14-2014, 03:00 AM
Buellen Buellen is offline
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As other have said

Disease Cloud is high agro spell.

All the hybrid melee classes have 1 spell from their level 9 set that generates a lot of agro.

Paladin: Flash of Light

Ranger: flame lick

Shadow Knight : Disease Cloud

i believe disease cloud is the best one followed by flame lick. Flash of light is last due positioning needed to maintain mob agro or it running off in random direction.
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Old 10-17-2014, 09:48 AM
Jaleth Jaleth is offline
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Aye flash of light is the only real choice for paladins before lvl 30 stun. Once stuns ate used fol becomes nearly useless, if only situational
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Old 10-17-2014, 02:42 PM
Tuljin Tuljin is offline
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Quote:
Originally Posted by Jaleth [You must be logged in to view images. Log in or Register.]
Aye flash of light is the only real choice for paladins before lvl 30 stun. Once stuns ate used fol becomes nearly useless, if only situational
This is inaccurate

Stun is a very important and characteristic element of playing a Paladin, however it does not render Flash of Light obsolete. I will say that playing for 30 levels without Stun is a bizarre feeling, and when you finally get it it is certainly a game-changer and brings the Paladin into true form.

Flash of Light is your snap agro spell. You blind an enemy, it snaps to you. This is the #1 method of tanking, however not the #1 method of hate generation. When you pull a mob toss out a stun not only to knock out a caster cast, but also to make sure the mob has a nice amount of hate on you so he doesn't agro or cast on anyone else as it's running to camp.

By casting stun while tanking, it ends up stunlocking the mob. An excellent player knows when to stunlock and when to Flash of Light. The issue with stunning is that the mob does not turn to you instantly. Stunlocking loses precious seconds of backstab time and melees dealing damage without defensive skill damage mitigation. Over time, this results in a significant loss of damage output from your group. You want to Flash of Light to have it snap to you, THEN toss out the stun to keep the hate nice and high.

The idea is ABT - - Always Be Turning

Stun is also very mana intensive. Flash of Light is 12 mana, stun is 30, and Holy Might is 60. With an already low mana pool and the fact that you are rarely sitting, this is significant.

A great Paladin will have Flash of Light, Stun, and Holy Might in his spell bar and use all three appropriately.

Flash of Light is not useless - - in fact the opposite. It is essential.
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