#51
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#52
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Brut, I think once the pull is over and mobs are in camp, a paladin has way more tools (stun/root/heal) than a shadowknight (fear/snare/lifetap) or god forbid a warrior/monk (clickies only, basically) to keep the group alive. Now whether those abilities outweigh FD? In my opinion they do not.
P.S. Half Elves look retarded. | ||
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#53
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Brutillus 60 Dragon Hero Bracer Shadowknight - <Awakened>
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#54
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fuck your apple, give me the vitamin c in the orange every day. Fewer pesticides too IIRC.
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#55
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Shadow knights get rest the dead. Not as effective but you can single mobs out of emp room. And if its fails you can fd, where if a pally fails your sup heal and roots wont save your group. The other classes in the group will.
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#56
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90% res makes Paladins the perfect duo partner for those Seb crypt campers as you can corpse all the hiero cloaks you get and just live down there forever!
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#57
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My point is the Paladin/SK discussion in itself is pretty much comparing apples and oranges. The tanking and snap agro ability are pretty much the only similarities in how the classes are played. FD is frequently cited as the main reason why people choose SK for a Knight, which is why I use it as an example. To bring up the "who would use FD while being MT" discussion, I can't really see a situation where the Knight wouldn't be the MT in a dungeon. If a Knight and Warrior are in the same group, the Warrior should gear for DPS and let the Knight hold the agro and pull. For the Warrior to tank and the Knight to go for "DPS" doesn't make a whole hell of a lot of sense. If there are multiple Knights in the group, well, take turns snapping agro I guess lol (this group configuration happens VERY rarely) On Paladin I end up pulling and tanking. Root pulls are incredibly effective, and Root (Fetter) is really the preferred method of CC for an excellent Enchanter. In HS for example the majority of mobs are melee, and its easy to keep them stuck with an OP low mana fast cast root that you can easily stack. Paladin is also decent at lulling with levels and CHA gear/buffs, tho a root pull vs. a calm pull is entirely situational. If you have an Enchanter (which I rarely stick around for if I have enough people to make a group work) he will be calming the really tough rooms. Why is a Paladin still awesome in this situation? On a crit resist the Paladin can toss a heal and grab heal agro. He can tank enough to live and give the Enc enough time to get off an AOE mez or whatever he has to do to keep the XP bar moving. This is something an SK can't do, however this is also another example of apples and oranges. | |||
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#58
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Both classes are bad, really.
Get a monk instead, no reason not to in 90% of situations. Yes, knights have cool tricks for certain narrow circumstances and emergencies, but look at an entire 9 hour grind session or whatever you are doing... you're going to miss the monk's dps, and having more dps will probably save the day just as many times as having clutch abilities. Most knight utility gets eclipsed by shamans and enchanters, and those classes are ubiquitous. DPS stacks endlessly; you can never have enough. This has more to do with monks being overpowered pieces of shit than anything, though. That's my perspective, it made me really unhappy playing my SK at high levels. Monks have great agro, great mitigation, great DPS, great utility. Grrreat! Fuck em. | ||
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#59
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#60
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Personally, I prefer to play the paladin. That's mainly for looks & RP, though. I have tried and tried to get an Iksar going, but the whole "we're all eeeeevil" thing just doesn't work for me.
On my druid, I find both paladin and SK pretty even in terms of tanking & holding aggro, assuming similarly-geared, similarly-skilled players. It's another case of "play what you want, it's all good", IMO. | ||
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