General

Paladin

Which to choose

Hey basilers I am currently a pally and I am contemplating whether or not to change to a dk because I had fun training one pre-red. Kama just got a patch that nerds both and idk how much that will change my range. My question is should I stick with pally or switch to dk for bossing purposes. Mobbing is no problem for either I just need to know which one is most likely to not change as much in terms of bossing

August 25, 2014

3 Comments • Newest first

mla123

Ok thank silentleaf and kazzooey there is talk about 5th job coming next summer so we just have to wait and see

Reply August 25, 2014
Kazzooey

[quote=SilentLeaf55]But who knows what they'll get at 5th Job. If Paladins got a passive that lets them ignore the invincibility frame-ignoring properties of %HP attacks (or at least tank like 5 or so with no damage after getting hit by one), they can potentially tank things like they did before such attacks were introduced in places like Azwan.[/quote]

Don't you dare mention 5th job. It's never going to happen.
Pfffft gettin this poor saps hopes up for 5th job... they got a special place in hell for you!

Reply August 25, 2014
SilentLeaf55

Stay as a Paladin. If you compare DrK's DPS with Paladin Post-Nerfs, there is a noticeable difference, but not enough to warrant a full class switch. These values are derived from Faster (3) speed for DrKs (Fafnir Polearms are Fast (5) speed), Fast (4) speed for Paladin (with an endgame 2H Mace), and Hypers for both classes:

DrKs: Dark Impale spam, Gungnir's Descent whenever possible = [b]13433%/s[/b]
Paladins: Blast spam, charge when buff duration ends, Blunt weapon used = [b]9546%/s[/b]

DrKs deal 40.72% more DPS than a Paladin with Post-Nerfs to both. However, unless you have like 200%+ Buff Duration, you can't get Sacrifice's duration long enough to keep spamming Gungnir (which is far stronger than Dark Impale) once the nerfs are live.

Even with this difference in DPS, Paladins can still take an attack that can OHKO other classes and still live, thanks to the charge stacks and Divine Shield giving some defense against %HP attacks (-32.5% damage taken). Some examples include Vellum's Fireballs and Subterranean Charge, and Gollux's Crush Grip. Threaten also has more use than Hyper Body in a party, since with %HP attacks, it's better to have a castable debuff that helps the entire party when bossing. HB would be more useful if it made it so %HP attacks only targeted your Max HP [b]before HB is casted[/b], letting you live against said OHKO attacks.

But who knows what they'll get at 5th Job. If Paladins got a passive that lets them ignore the invincibility frame-ignoring properties of %HP attacks (or at least tank like 5 or so with no damage after getting hit by one), they can potentially tank things like they did before such attacks were introduced in places like Azwan.

Reply August 25, 2014