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#9
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Shadow Knights overlap with paladins and then have even more utility and damage.
They both max out against undead with Expel Undead, but the cast times on nukes at higher levels means you aren't hardly ever using them except maybe on pulls. So the whole “Paladins rule against undead!” mantra is pretty much bunk except at lower levels with a Ghoulbane. When it comes to damage mitigation SKs get access to Steelskin eventually, which is very cheap to use with Jaspers. Paladins get a damage absorption spell that has a 6 minute cooldown and a fast cast, but costs the same amount of mana and covers less. They are better off healing between pulls, and they can't use their mana free clicky helm if they want to keep their best HP buff up. Want to backfarm greens? SKs get Banshee Aura (damage shield + AC) and Word of Spirit (104 dmg pbae) and a pet. Want to power level a friend? You can combine Banshee Aura and Wave of Enfeeblement to boost 1-20 quickly, after that you can melee mobs down and FD when they start running. Paladins utility can be boiled down to tank, stun, root, and pacify. But SKs are the superior pullers because they can shed aggro, and if there are undead around they can pacify those too. Plus big races can stun with slam while using a 2h weapon. When it comes to travel SKs get invis, itu, and feign death, paladins just get Invisibility versus Undead. With Velious Paladins will have a HP buff, a decent HoT for spot heals, and root and snares will stack. SKs become even better pullers and get a lifetap proc. Paladins have an edge in getting aggro and controlling mobs, but in damage and mitigation against the mobs that matter SKs pull ahead. | ||
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