cjguy wrote:
The Paladin slay vs undead I never seen any hits above 10k yet when level cap was 70 they use to hit them for 25k easily.
You've said this before, and my answer is the same. If you're not seeing slays above 10k, you are not looking. Or you're using a really low damage weapon. Trust me, having played a paladin since before they put Slay Undead into the game, the damage from it has steadily increased over time as the levels have increased (except for a brief period where it was overpowered due to some calculation bugs). I commonly see slays in the 50-60k range (and up to the 100k range when using a certain damage proc AA). But I use a big ol whopping 2h weapon most of the time.
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Stun is nice but sometimes I wonder if it ever landed or worked, root is ok but when low health they fight back rather have snare plus root might break by the time get back on might be adds, pacify is good but half the mobs were not effected by it.
You should see a message telling you if stun landed or not. That message may be lost in casting spam, but if a mob is immune to the stun, you should see a bright red message telling you that said mob is unaffected by the stun. That message either means that the mob is actually just immune to stuns *or* is too high for the stun you are using. I would strongly suggest modifying your UI so as to remove combat spam from the same text window that includes important messages you actually want to see. There's an infinite numbers of ways to arrange this, but you should find one that works for you. It sounds like you are missing information that might make it easier for you.
I'll also point out that if you are fighting a mob that can be stunned (which should be most of the time when soloing), you can use stun as a ghetto snare. Wait until the mob just drops below 20%, and drop a stun. Then follow with another. I've rarely had to use more than two stuns before I kill the mob. Assuming you've kept your "finishing blow" AA up to snuff, this should be more than sufficient. This requires planning ahead and paying attention to the mob health and rate at which its dropping so as to make sure your stuns are up when the mob's about to run, but with a bit of practice, it's not that hard to do.
As to pacify, yeah, that's hit or miss. As you get higher level, you'll find more mobs that aren't affected by it. It's usually not that big of a deal though. I spent so much time in the level ranges where there was no pacify that I sometimes forget that we still have that spell. I just don't depend on it like I did back in my 50s.
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The paly weapon was 34 delay yet with 43% haste item, haste potion still seemed to take fore ever to attack the mob, yet sk has same weapon seems to attack faster no idea why.
Pure perception. I haven't sat down and compared them side by side, so I can't guarantee that the SK doesn't get maybe more levels of flurry or slightly higher double/triple attack skills than a paladin, but I don't think so, and any such difference would be the kind of thing you'd probably need a parser to detect. I'm not sure if we can measure "seems to attack faster". My understanding is that SKs and Paladins should have the same basic damage rate in terms of melee weapons. Same weapon with same delay/damage will do exactly the same result for both. It's all the spells and abilities that make the difference.
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Then pally dps was not that great, at least sk can dot, snare, life tap, poison, tap strength, magic and health all else fails the sk has fd to rely on what does pally have run and hope make it out think was aa could use every 8 minutes to break aggro.
Yeah. SKs are supposed to be more offensive. They have damage spells and abilities, while paladins have healing spells and abilities. They're not identical. Obviously, if you prefer to do greater damage over time, then a SK is a better choice. I will say though that some of the abilities of the paladin are quite useful. There are literally some HAs that my guildmates will wait until I'm online to attempt purely because the boss in the HA will wipe them several times in a row when I'm not. When I'm there with group heals and cures, the fights are a cake walk (well, nothing is a total cake walk, but as close as possible).
Paladin is not a class for everyone, but it does have some definite nice points to it. Looks like it's not your cup of tea though, and that's fine.
Edited, Jun 26th 2015 4:23pm by gbaji