#41
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#42
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Either class gives good service for folks who enjoy being a tank for group and lower end raids. If you want to main tank raid bosses, make a Warrior of course. The Paladin is more defensively specialized, while the Shadow Knight provides superior quality of life for traveling around and fighting solo. The Shadow Knight enjoys modestly more popularity on P1999 (the Paladin being probably the least-played class), but still isn't particularly common.
Both the Paladin and the Shadow Knight can build hate on mesmerized monsters (via Stun or Shadow Vortex, respectively). At the same time, most don't bother to do so in practice because most players are lazy. Flash of Light's drawback sucks if you aren't familiar with the class, but once you get used to it (and account for it) you stop noticing. Disease Cloud has its own drawback in terms of putting a damage over time component on the target and hence rendering the target un-mezzable, so pick your poison. Paladins have a modest advantage over the Shadow Knight as a tank in lower end content, and particularly when the tank's grouped with low-quality players who don't play to their full abilities. Stuns, root, and heals give the Paladin a good level of defensive control; the Shadow Knight largely depends on his group mates to do these jobs. Lull is also a lot faster than feign splitting whenever the former's an option, plus the Paladin can ensure his group has proper buffs when the group happens to have a Shaman or Druid as healer instead of a Cleric. On the other hand, the Shadow Knight pulls ahead of the Paladin in very high-level content. Lulls are virtually useless against high level, highly resistant opponents. Stuns work only poorly against the same and don't work at all against giants, dragons, or anything higher than level 55 (note what there's a lot of in Velious...). Paladin root doesn't hold well at high levels, and most casters have better root spells anyhow. Feign pulling and Snare become much more important at this level. To address a different point, the Monk *already* out-everythings the Shadow Knight except snap aggro. The power gap actually lowers somewhat after Velious has been out awhile due to the many hybrid improvements which come along, but the Monk always remains the stronger class. Snap aggro and general convenience count for a lot, however. Ultimately the Shadow Knight can do much of what a Monk can, but typically trades off speed for some added safety. As a first character on P1999, between the two I'd favor the Paladin simply because its gear is extremely cheap and tanks are hard enough to start out as. Danth | ||
Last edited by Danth; 06-21-2015 at 06:19 PM..
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#43
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If you want to tank just roll a warrior. No xp penalty which will be nice when you start out and all-round better tanking in later levels.
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Wazzock - Ogre Warrior
Pillock - Iksar Monk Urgh - Troll Shadowknight Twerp - Ogre Shaman Numpty - Halfling Warrior Tosser - Gnome Enchanter | ||
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#44
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#46
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Yes, and if you're playing an iksar shadow knight on launch night it's time to realize now that the hybrid penalty removal isn't until later in the timeline.
I've got this vision of 400 new/returning/waiting hybrids looking to group before the right patch not knowing. | ||
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#47
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Not sure if linked already, but you may want to read this with regards to pallys
https://www.project1999.com/forums/s...d.php?t=108428 (note: I have not played a paladin or sk past level 10 here)
__________________
Freddi
Farson | ||
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#48
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#49
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Tunare Paladin for good sword in Velious
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