#32
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Fashion quest. Picture a dark elf in full plate in classic wielding a sword of flame.
You win EQ. | ||
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#33
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Grouping
Feign Death vs Heals- When things go bad, the FD can nearly guarantee your personal survival, but healing that enchanter/cleric might save the group. I personally found the Heals more useful. If healing won't help, I'd rather just try to zone out and help the group break back in to the camp. When it comes to pulling, I prefer to just Lull and Root on resists vs Feign Death. When a mob flees in a dungeon, root is superior to snare. Travel Invis- You can eventually Invis through buy cloudy potions or the items mentioned https://wiki.project1999.com/Cloudy_Potion I personally had a easier time getting to groups in Sebilis just using the Lull line of spells VS Feign Death. I've had people express surprise when they saw me show up in their camps deep inside. [You must be logged in to view images. Log in or Register.] Class Special LoH vs Harmtouch- I personally found LoH more useful, unless someone was trying to KS me. Harm Touch can be resisted, LoH can be wasted on someone who just received a Complete Heal. LoH is more likely to save you when traveling, in groups, when solo. Solo ability SK's solo better outside, and the Paladin solo's better inside dungeons. The Shadowknight can Fear kite outdoors, and the Paladin can Root/Heal indoors. It is worth noting the Paladin can do this outdoors as well, while the Shadowknight is rarely going to use Fear indoors. The ability to Root+Heal is stronger than Dots+Lifetap+Snare. Raiding Shadowknights are either FD pullers or DPS. Paladins are either backup healers or DPS. You will occasionally find the opportunity to off tank. I sometimes found it more effective to just sit back and heal on my Paladin in fights that have a lot of AoE damage. It's not like I'm going to out damage that rogue who needs a heal. Races The Shadowknight has better race choices, Ogres and Trolls are plain superior to the choices the Paladin has. The ability to Slam with a Two Handed Weapon made a big deal for me. Since your going Human, I'd suggest a Paladin. Note on Feign Death I've personally had very bad luck when it comes to using this ability. Nothing like pretending to be dead, while a gang of mobs beat the crap out of you. If your the busy type that needs to go AFK often, I'd say Shadowknights have a huge boon just through Hide and Feign Death. I've played both to 60. | ||
Last edited by Seungkyu; 10-20-2019 at 08:43 AM..
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#34
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Quote:
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#35
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Quote:
Speaking of Red (because we reddites need to promote it as much as we can...): The whole conversation changes when it comes to SK Vs Paladin in a pvp environment. In that arena I will fully admit the SK (especially Ogre/Troll for slam w/ two hander) is a far superior choice. Relentless offense with the constant threat of a harm touch trumps playing on the defensive where you have to constantly re-target yourself for heals. The rest of the tool box is better for pvp on the SK too. | |||
Last edited by Palemoon; 10-20-2019 at 11:46 AM..
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#36
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Ghoul bane and prenerf bixie stinger sword.
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#38
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Pve pally
Pvp sk Or whatever you'd rather be. Both are cool. | ||
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#39
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All these pallies talkin' 'bout all the lives they've saved with LoH. I can't remember how many times I saved *my own* life with FD when more hit points wouldn't have done a damm thing!
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#40
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Quote:
paladins get to stun and heal, hp/ac buff, undead nuke. sk get most of the necro arsenal. It's a no brainer. | |||
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