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Pally/SK box?Follow

#1 Oct 17 2007 at 8:15 AM Rating: Decent
Hey guyz im currently rockin a 70 Shaman that will be 75 in a few days. Was thinking with the release of the new expansion that i would try and get into this boxing frenzy im seeing in my guild. What im looking for is a good list of pro's/con's on the pally/sk knights. What is everyone's suggestions on what to box with the shaman, and why. Thanks for all the help!

PS Would anyone suggest a Zerker? Cant tank as well, but will put the mob down MUCH faster.... Please supply support to your answers = )~

Xenakis Evolshaman
70 Shaman of Bertox
#2 Oct 17 2007 at 8:49 AM Rating: Decent
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SK FTW.

with Snare and FD pulling you have the tools you need the the most. nuff said :-P
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#3 Oct 17 2007 at 8:53 AM Rating: Decent
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Agreed I would go with the SK over the pally as well.
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#4 Oct 17 2007 at 11:27 AM Rating: Excellent
I third the SK. FD, snare, takes less work to hold aggro on (which is important as a box.)
#5 Oct 17 2007 at 1:51 PM Rating: Decent
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Fourth the SK, FD and Snare just make things so much easier.

However, a Zerker/Shaman box would be intersting.
#6 Oct 17 2007 at 3:58 PM Rating: Decent
So i guess my next question IS... what race? is ogre stunnage really important?
#7 Oct 17 2007 at 4:58 PM Rating: Decent
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wannasee wrote:
So i guess my next question IS... what race? is ogre stunnage really important?


Ahh the good ol' race question.

Each race has it's advantages and disadvantages, I personally prefer iksar for the AC, but it is pure personal preference.
#8 Oct 17 2007 at 10:39 PM Rating: Decent
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Pally brings rezzes to group that the sk and shammy lack. If you can stand to play one high enough to get a rez spell anyway.
#9 Oct 17 2007 at 11:12 PM Rating: Decent
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If you prefer a plate class, SK/SHM over PAL/SHM is my opinion as well for the FD, Snare and aggro.

I personally box(ed) a SHM/Monk with good results. For me, it was the ultimate in safe, single pull goodness.

I now box a Necromancer/Magician for that "Icefall Bear IN..oh, sorry it's dead already" feeling.
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#10 Oct 18 2007 at 5:18 AM Rating: Decent
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Personally i think the pally combo is better. Paladins have great aggro spells as well, and while they lack snare, they do have root. Granted, it can break unlike snare, but with a shammy, both toons can cast if needed, plus the pally can stun the mob to slow it down if it tries to run. SK does have an advantage being able to FD, but a pally can overcome that by just choosing zones properly.

On top of that, pallies have their heals to supplement the shammy, rezzes, not to mention you will be able to get your AC/HP buffed up much higher, as the paladin has clerical HP/AC buffs. I find that the Pally/Shammy combo at lvl 75 can buff up to 1500 hp and 300 AC more than the SK/shammy combo.
#11REDACTED, Posted: Oct 18 2007 at 8:03 AM, Rating: Unrated, (Expand Post) by far, the ogre.
#12 Oct 18 2007 at 9:26 AM Rating: Good
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SK > Paladin definetly, in my opinion. Reasons have been stated earlier.
If you want more DPS, go with a monk, not a zerker. Pulling, better defensives.

Races.. meh. If you're a SK I guess Ogre would come out in front for Frontal Stun Immunity, with Iksar in second for the AC bonus.
#13 Oct 18 2007 at 11:08 AM Rating: Decent
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Shadowknight has the compatibility edge with a Shammy, over a paladin. Either can be made to work, but the pulling and snaring of a shadowknight are invaluable in a duo situation that involves tanking rather than kiting.
#14 Oct 18 2007 at 3:50 PM Rating: Good
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Note about snare, Troll shaman on Inny worship. Its an ok snare.
Paladin ac hp buffage. Paci pulling. (up to 65)

Shaman Berzerker can be awesome, just as Mandie about her zerk and jonwinnie sometime. )
#15 Oct 18 2007 at 6:42 PM Rating: Good
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Note...Shadowrealm had a post that was positive and informative, and I agree with.

























Had to say it, since I was always riding him about his crappy posts. Smiley: schooled
#16 Oct 19 2007 at 3:47 PM Rating: Decent
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Shadow's post was indeed worth reading for a change. Iksar Hp regen is useless beyond level 5 or so but the ac bonus still shows at level 75. AC is the single most important tanking stat period. A 20k hp warrior with 1500 ac will die before a 10k warrior with 3k ac.
#17 Oct 19 2007 at 9:35 PM Rating: Decent
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Something I've always wondered about and never seen any information on, just how significant is the innate Iksar AC, by number or percentage or whatever modifies it.
#18 Oct 20 2007 at 3:55 AM Rating: Decent
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Srakeats wrote:
AC is the single most important tanking stat period


for tanking, yes, AC and HP are the most important ones (apart from resist and stats and such).

in order to tank though, sometimes you need to keep aggro. and being immune to stuns from the front i.e helps alot, especially when yer a knight, and need to get off your spells...
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Characters on Drinal, Povar, EMarr, Firiona Vie.
#19REDACTED, Posted: Oct 20 2007 at 5:48 AM, Rating: Unrated, (Expand Post) Something I've always wondered about and never seen any information on, just how significant is the innate Iksar AC, by number or percentage or whatever modifies it.
#20 Oct 20 2007 at 3:49 PM Rating: Excellent
I believe the AC differential between a 75 iksar and a 75 anything else is about 63.

shadow --

You're right that most starting stats -- such as stamina -- don't matter, but that's only because they are capped. AC is not capped. It's impossible to make up an AC difference. Once a gnome caps his stamina, he has just as much HP as an ogre. No matter how much AC that gnome has, he will always have less AC than an iksar in equivalent gear. since AC directly effects damage mitigation, that means a gnome will always take more damage than an iksar in equivalent gear.

is it a huge difference? well, no. but it's one of the only bonuses that manifests in an important way that absolutely cannot be made up.

Natural regen does not matter at 75 -- at all. Iksar at 75 get a bonus of something like 20 a tick.. which means it takes fifteen minutes to regen one average round worth of hp. with OOC, that's been made even more worthless.

For the last four or five years there have been stun resistance and stun immunity AA for tanks, as well as a stun resistance mod2 available to everyone. High end tanks don't get frontal stuns -- and warriors may have 360° stun immunity, my memory's failing on that point.



Edited, Oct 20th 2007 7:59pm by Groogle
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