Paladins

gryphonjjh

Dalayan Beginner
Many people dis paladins saying they are no good for the high end game. I believe they just aren't using their paladins to their full potential. People always bring up their subpar healing abilities. Suprise, suprise, a paladin is not suppose to be the main healer. Paladins are undead destroyers. And as for a paladin not holding aggro, those paladins need to start sliging their stun spells. People look at a paladins and say, they can't do damage. Paladins aren't dps, they are damage preventers. A stunned mob isn't attacking. A group of paladins all chain casting their stun spells is just mean. Paladins are a benefit to any group, with their root, stun, buff line of spells. They help heal during down time. While paladins can solo, they work best in a group. I guess that ends my rant.
 
I love paladins. My 31 paladin hold's aggro better than most warriors in my group due to stuns. (Stuns on WR hold aggro nicely) I'm not sure about high end game, but lull is godly mid level. I love grouping with paladins as well, they make great pullers.


Koja
 
Lull

funny you mention lull. that's the one line of spells that doesn't seem to work at all for my froglock paladin. two mobs near each other, I calm one mob, then inch closer to the second mob. They both come down on me anyway. I"m not nuking or casting any spells. Just seems like my lull line of spells is not affecting their aggro radius as it should.
 
We have our usefulness in different situations. Tanking, root cc, stunning, and some healing for the group. Being that we can do all of these we are not the best at any of them. I felt that my Paladin didn't become 'good' at the high end game until I hit about the 100 AA mark.
 
Re: Lull

gryphonjjh said:
funny you mention lull. that's the one line of spells that doesn't seem to work at all for my froglock paladin. two mobs near each other, I calm one mob, then inch closer to the second mob. They both come down on me anyway. I"m not nuking or casting any spells. Just seems like my lull line of spells is not affecting their aggro radius as it should.

Lull two mobs both on the edge of each other's aggro radius and then get to the side and cast a spell on one, and a lot of times you'll only get one mob. Practice using the spell (like anything) and it'll be another too at your disposal.
 
Siquros wrote: Lull two mobs both on the edge of each other's aggro radius and then get to the side and cast a spell on one, and a lot of times you'll only get one mob. Practice using the spell (like anything) and it'll be another tool at your disposal.

This is what I do. It would seem that my froglock paladin, Gaaq, is broken in some fashion. Their aggro radius doesn't shrink as it should. I've used calm spells before, and I know how they work.
 
gryphonjjh said:
Siquros wrote: Lull two mobs both on the edge of each other's aggro radius and then get to the side and cast a spell on one, and a lot of times you'll only get one mob. Practice using the spell (like anything) and it'll be another tool at your disposal.

This is what I do. It would seem that my froglock paladin, Gaaq, is broken in some fashion. Their aggro radius doesn't shrink as it should. I've used calm spells before, and I know how they work.

If you know how lull works, then you should know that reducing aggro of one mob when it is within the radius of another mob's aggro will always pull the lull'd mob. You need to lull both in order to split (provided lull reduces there aggro radius enough).

Sometimes the lower level spells are not adequate to reducing aggro radius (as one of the upgardes with additions to the line include shrinking the radius more).
 
Only thing I could mention would be to try and line yourself up to make a straight line between you and the mobs. This way you are guaranteed that the mob you tag does not cross into the other mob's aggro radius. Keep in mind that some camps are too crowded together and Lull won't work at all.
 
Well the whole jack of all trades, master of none thing is pretty obvious, considering the paladin is a hybrid class. If you think about it, the same thing can be said of the shadowknight, they don't have the dps of a warrior, but if played a certain way they can be just as effective, if not more effective, than a warrior at the same level with the same stuff.

The only melee oriented classes that generally don't seem to get complaints on in this forum are the warrior and the beastlord (which i know next to nothing about). I guess you can throw the rogue in there as well.
 
Koja said:
My lull always works fine. Quick question tho.....does charisma affect lull?

Cha affects the chances of your lull to be resisted or not. As with any debuff spells. Mobs only allow sexy characters to debuff them.

(Cha also helps you resist spells slightly)
 
RiddlN said:
WR's spell coding doesn't allow you to chain stun.

Woah, what specifics are there on this? I tried to stunlock and noticed it didn't work, but I assumed it was the old '0 second bash stun resets 5 second color stun' rearing its ugly head. How exactly does it fail, and where's the cutoff? I assume having one color stun up that I click when it refreshes is fine, but where along the line does it get bad?
 
I agree gryph. I have always looked at paladins and shadow knights as opposite sides of the same coin. One side of the coin being offense, and the other, defense. Shadowknights with their HT and DoTs/Debuffs and other damaging magicks are extremely strong on offense. Paladins, with heals, rezzes, buffs, and LoH are stronger when used defensively. Pallys are also extremely powerful undead fighters, and really shine in zones populated primarily with undead mobs. Knights were never intended to be a DPS class. WIth a one hander and shield or a two hander, they will never out-DPS a warrior, monk or ranger. Knights, like warriors, are intended to take damage and hold aggro.
 
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