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#11
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![]() Durability: SKs can life tap and play the large races and those with regen. This means they can demand a lower man expenditure to maintain, except against casters against whom Paladins hold a significant advantage by being able to completely shut down a target's ability to cast by stun locking it.
Aggro Management: Both classes are very good at this, but Paladins are decidedly better at Damage-free threat generation, which is of use for building threat on mesmerized mobs. Paladins are also able to lull. While the efficacy of lull for pulling may be eclipsed by or on par with Feign Death (which SKs receive, but pal lies do not) it has the added benefit of navigating areas without invis as well as preventing aggro from repops mid-combat. Stuns also have the added benefit of protecting the group from trains if a mob attempts to gate. Utility: SK can feign death to save their bacon. Paladins have no method to shed aggro, but do Eventually get short duration invulnerability in addition to a long refresh semi-complete heal (LoH). Paladins also receive standard cleric spells several levels behind clerics, which may be redundant considering for the most challenging content you will always want a cleric, but still amazing to consider that a level 60 paladin has all of a L49 cleric (including 90% res, sup heal and a HoT) sans CH. Given sufficient space and/or ingenuity, paladins can also perform cc very well w/ root. Paladins also get cancel magic which is often overlooked, but of tremendous value for removing damage shields as well as other beneficial buffs from your target. I generally relied on FoL for aggro due to its ridiculously low mana cost. If I wasn't pulling and had no other cc though, I would use a heal to rip aggro from the puller and then spread the mobs out with root and then drop a stun on each rooted mob while sitting on the current target to ensure that any premature root breaks would send it to me. On easier mobs or prior to root, cycling flash of light on everything around works well to so long as you are able to absorb all that damage ^^ | ||
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#12
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![]() Quote:
SK has snare, Paladin does not. Paladin has stun & root, SK does not. SK can pull with low chance of death when things don't work right. Paladin can pull with high chance of death when things don't work right (and fotm dwarf Paladins have highest chance dying to a lull crit resist due to extreme ugliness.) Good group play keeps support alive, even when the tank is a Warrior. Paladin offers the most to a poorly skilled group, possibly can compensate well enough to keep everybody alive depending on just how bad his groupmates are. SK offers the most to a well skilled group, pulling ability is grand in a two-tank group. Warrior cannot really shine unless in a well skilled group.
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crabby old man playing 4000 year old goblin sim
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#13
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#14
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![]() ret always gets nerfs
DK are great at the beginning of an expansion or after a major patch but then they don't scale as well with gear i'd say roll paladin but go holy
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hotkarlmarxbros <--- New !!! Awesome Bard Kiting Thread ![]() | ||
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#15
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![]() For zero-damage hate generation, Shadow Knights have Shadow Vortex, Shroud of Hate, and Shroud of Pain, as well as the area effect Wave of Enfeeblement. The Paladin gets its zero-damage spells much sooner, but in the long run the Shadow Night is at least the Paladin's equal for this job. As a rule the Paladin becomes more fun much sooner than the Shadow Knight; SK's fall into a bit of a rut in the middle levels where Paladins shine. Shadow Knights are a late-blooming class and I don't advise playing one unless the player is highly dedicated to it. Paladins, on the other hand, serve well as alts and mains both.
---------------------------------------------------- In any hybrid discussion it should be noted that the defacto reality on P1999 is that the vast majority of middle- and high-end guilds use only Warriors as tanks in raids, even on trash, and most the time the hybrids stand around neglected in the fluff groups. As such, a player who expects to raid on a hybrid should also consider the class's secondary roles when picking a class. Paladins are often assigned as tertiary healers, while Shadow Knights sometimes assist with pulling. Danth | ||
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#16
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![]() Even if underused there is so few knights on raids that when knight-only gear drops they always get it. A minor perk in the hell hole that is life as a knight. Though the lvl 60 pally buff is super important on raids now.
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#17
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![]() Pallys don't matter until DA Hammer, which aint gonna happen.
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#18
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crabby old man playing 4000 year old goblin sim
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#19
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Aggro isn't that different, DPS isn't that different. The only real differentiating factor is the Paladin has heals and CC and the SK has FD. The only thing that I would add is that if you want to keep your raid alive, roll warrior. | |||
Last edited by Samoht; 09-18-2015 at 11:32 AM..
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