#71
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Aye, Paladin Sky loot is weak.
The better of the two one-handers is race-restricted (what the fucking fuckity fuck fuck?). I do use the inferior 1-hander (or once in a while the silly Bixie Sword Blade) with an SBS when it's necessary to avoid agro, but that doesn't make it good. (I am half tempted to redo Fiery Avenger just to have a low agro 2H option.) The Wind Etched Armor pieces just barely qualify as upgrades over Valorium and besides that they drop only from poopsock favorite Noble Dojorn. The trash drop Symbol of Marr looks good when you first see it, but you soon realize that its AC/Wis/Str are far less important than HP and/or Resists on raid gear so you never wear it, as opposed to the Cleric's Weight of the Gods or the Druid's Treant Tear & etc. In the end you have only the haste belt. There's really nothing to compare to the marvelous toys most everybody else gets. It's a nice haste belt, but while 41% haste is exciting on a pure melee it's just kinda neat on a knight who has shit for dps regardless and relies on spell-casting for agro (make it an FT3 belt and it would be exciting [You must be logged in to view images. Log in or Register.]). | ||
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#72
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Kunark is the era where I really don't think paladins had anyone actually playing them. The developer must have quit during this time frame, or possibly rerolled warrior/monk/rogue. They must have figured having a flaming sword and the ability to rezz people was sufficient enough.
Deepwater/Blood Ember is closer in AC to Tolan's than it is to Cobalt and aside from the helm the effects pale in comparison to others. While the epic is amazing in exp groups, it's a death wish at raids and if your DA is down. The disciplines in Velious were a little bone. Healing Wave of Prexus is okay but unless you're decked out in NTOV gear you won't get many casts off. But with a Palladius' Axe of the Slaughter, being a paladin becomes fun.
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Formerly Radiation <The Relentless> - Cazic Thule
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#73
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#74
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40 rogue still outparses it though...
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#76
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The Paladin's a knight tank, enough HP/AC to make Complete Heal powerful and to not be insta-gibbed except by the most outrageous raid bosses (the one bone the EQ devs tossed Warriors) plus excellent agro ability, with a bit of utility on the side. Why are we talking about Paladin DPS, except to laugh and point out that only the Cleric does less? | |||
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#77
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Also, a lot of people claim that Paladins are horrible at soloing, but I think they can be quite good at it if they just make use of what they have. Root can give you a chance to back off and heal/med before continuing the fight, so a Paladin can do well in 1v1 combat if (s)he is smart about it. And Root can be used to deal with adds. I was able to solo a Paladin from 30 to 42 in Unrest quite easily back in Luclin, making use of my undead spells, Ghoulbane, and rooting to heal/med when needed. | |||
Last edited by Loadsamoney; 11-05-2014 at 05:13 PM..
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#78
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#79
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#80
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You can get duo xp that's far better than solo, but still not as good as a decent 5 or 6 man group, with most anybody except another Paladin or a Cleric. Even a Warrior (use root to manage agro and keep the Warrior berzerk, suck down DS pots like an addict) or an SK (fear-kite to minimize damage taken and thus downtime.) Befriend Enchanters. A group built around Paladin+Enchanter can do great things in a dungeon. | |||
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