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View Full Version : A couple of the benefits of being a Paladin instead of a Guardian in pvp


treedo
09-06-2006, 08:38 PM
As with all the plate tanks, pallies and warriors suffer from some of the same problems (acking roots and snares is my biggest issue) but have many of the same types of strengths. Taunts, high HP, the regular stuff.I've started a little Guardian (lvl 20 now) on a pvp server for more of a pve concentration than my Pally who pvps 90% of his login time. I've noticed a couple things.The guard seems to be able take a bit more damage, but the heals and resists make up for it. The guardian's hit points are better, better mit buffs and he has more stamina than my pally did but because of his lack of wisdom (through the pally's defensive stance and the fact that it helps with pally power pool) has made my guardian's resists substantially lower.Guardians do pretty much straight up melee damage, this can be a good thing at the very high lvls when resists are a bit out of whack but at the lower and middle tiers many opponents have extremely high mitigation through mastercrafted armour but little in the way of resists, especially vs divine. from a "balanced" starting point idea, our damage output goes up in pvp while theirs goes down. The reverse is true at the end game lvls right now.The taunts are slightly different and im diggin the pally ToT. With the guardian the single target taunt is a one shot deal that locks the target on the taunter for 3 seconds and interupts him. then 8 seconds later he can do it again. with the Pally the single target taunt is a taunt over time which doesn't have a lock on it. When the taunt is cast it changes the taunty's target to the taunter, and then repeats every 3 seconds for 9 seconds. This does mean that a very good oppontnet can change his target away from the pally and get a spell off but he will have to be very quick to be effective before it re-procs. Best of all the spell is back up and usable again before the last proc of the over time portion.But my "most favoritest" aspect of the paladin in pvp, 2 knock backs! There is no deniying how powerful the knock back is and when you have 2, one having a stun and taunt on it you can use it to set up the big boot. with all the islands, docks, bells, cliffs, zonelines, and griff towers, the knock back is a very big asset and they get you many kills on or around those obsticles. I know I've launched enemies off griff towers before they could fly away many times and if i had only one knock back, it wouldn't have been enough to get them all the way off the tower. Also this is much more fun then the passive taunts and passive buckler aa abilities that are some of the strengths of the GuardsSo there are just some small semi-random thoughts on the paladin in pvp and why it is good to be the pally. <div></div>

holypaladin28
09-11-2006, 12:46 AM
<DIV>cant forget the wards and that instant heal we get</DIV> <DIV> </DIV> <DIV>the instant heal is like having two lives </DIV>

Zo
09-11-2006, 07:09 PM
The real difference between Pallies and Warriors in PVP is Sigil of Heroism vs Hold the Line.Sigil is by far the best aggro skill in the game, PVP and PVE, but can't be up for a majority of the fight. In PVP, Sigil has a 75% chance of forcing targets to change to the Pally when any group member suffers damage. Warriors have a 35% chance to proc annoy (3s locked target) every time they're hit.Warriors' proc can be avoided by not AOE'ing, but is always up. Sigil is unavoidable but is down more often than not.