#22
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Paladins are my favorite tank in classic.
Unfortunately it's Kunark now and the reign of the Warrior.
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I am Reiker.
lol wut | ||
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#23
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Paladins get good again in Luclin, only 10 years away!
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I am Reiker.
lol wut | ||
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#24
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Quote:
Self Healing is another big issue. A Paladin needs to target himself, cast a spell, then retarget the mob (group heals mitigate this a bit, but anything substantial is going to be single target). This mean either they are missing out on valuable seconds of added DPS/Aggro, or the healer is compensating for the lack of self healing if the Paladin is not doing it himself. Shadowknights lifetap. GG. Paladins also can't pull as effectively as an SK, meaning a group spot needs to be given up to a dedicated puller. A lot of times it isn't an issue, but if you're running a healer and a bunch of casters. There are a few threads on knight comparison on www.EvilGamer.net, most likely in the Class Balance section, but I just got home from a camping trip so if you really want the info you're going to have to find it yourself.
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[50 Magician] Ennoia (Dark Elf)
TEAM UTHGAARD | |||
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#25
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Quote:
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[50 Magician] Ennoia (Dark Elf)
TEAM UTHGAARD | |||
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#26
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Quote:
and I thought paladins were the only class that could afk with their easymode aggro [You must be logged in to view images. Log in or Register.] Much love for hobby though! =/ | |||
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#27
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<3 Those who know how to play a paladin are those who are the most revered.
Except, due to WoW...paladins are considered the easy class thus attracting dumbass kids. Ah well. | ||
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#28
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Quote:
Arrthas Arthass Arthiss Arthess Arthadin ... ..... | |||
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#29
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No one mentioned that root agro > stun/blind until like 48+. Rogues have a right to be pissed if the mob is bouncing all over before that level range.
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I apologize for the prior sig gif. Here are some kittens.
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#30
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One of the biggest issues throughout general gameplay is that paladin stuns have a cooldown and cost a good deal more mana whereas a shadowknight can just spam disease cloud (or clinging darkness if so inclined). Flash of light works for aggro in the lower levels, but it doesn't generate as much threat, it just affects who the mob will target for the duration of the spell. This means later on when mobs resist a lot, it'll become less reliable for aggro. So, when a paladin has to rely on mana-heavy stuns, they have to have clarity. If they can't get that, they can't tank without downtime. If they have to pull as well, spending mana on pacify and getting in less medding time, it becomes a problem.
Paladins also do terrible damage. Their utility is better than a shadowknight, but the latter can put out reasonable damage for a tank if they have clarity or mana song. In trivial content where the group just grinds dark blues with no real chance of dying, a shadowknight makes the killing go a little faster. This is usually not enough to make most people specifically pick an SK over a PAL, but it can be a factor. | ||
Last edited by Hithrohir; 04-03-2011 at 09:53 PM..
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