Quote:
Originally Posted by Gatorsmash
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Warriors will and have always out damaged paladin-SK's. And your stun "fact" fails to mention the resist check modifier since your casting a lvl 34 spell at 50.
Like I said, paladin players are fucking delusional about the class.
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Well at that level stuns are equal in importance for consistent on-demand aggro at a distance, especially when needing to keep Enchanters/Druids/Necromancers alive during charm breaks; considering those are the true DPS classes, I would say that alone makes knights worth a damn on raids and in groups, where it applies at least. Also, wouldn't a resisted stun translate into more aggro? So your argument actually favors the class more given their traditional role, even though the damage mitigation of an unresisted stun would be preferred. Yes, other classes have stuns and AE stuns, but those stuns typically won't take priority over their other spells or even spell slots, and those classes won't survive long against a hasted torched pet. Plus, if one of those classes attempt to CC that pet and dies, it could easily lead to the group/raid wiping. If PAL/SHD dies, it's no big deal.
That's why they're used in other niche areas of the game as well; pure classes have more to offer physically, if not magically, depending on the target(s). Protecting CC on spiroc island and training bees away. Low numbers Plate House cycles. Fear/Hate break-ins. Ring Wars. All of these scenarios have multiple targets/waves and/or limited space.
It is odd that the original devs gave the best versions of Flowing Thought to priests and purecasters (especially those that already had ways of regenerating mana themselves), when PAL/SHD could have benefited more, closing the gap between OP classes and them. With smaller mana pools and no ability to specialize in any type of magic, higher mana regen would have given PAL/SHD more support raid significance where the previous definitive role (as tank) no longer applied considering that weren't given worthwhile disciplines to increase damage output or avoidance.
Outside a group setting, both knights compete for the title of "worst" in classic and trilogy, at least in min/max terms where you must be able to do one thing and do it very well. Knights needed to be made into more of what they already were, multifaceted, much in the way that Bards are the hybrids of all hybrids.
If your spell book won't ever include bind/gate, evac/ports, slow/haste, mana regen, mez/atone, sow/selos, charm, or even a summoned pet that can withstand damage. If your skill table won't ever translate into burst or sustained DPS on raids. You might be playing one of the worst classes. But by that same logic, if your MMORPG won't let you do all of these things on the same character, some would argue that you're playing one of the worst games.