07-04-2005, 10:33 PM
Skandranon,Jul 4 2005, 04:29 AM Wrote:Paladins make excellent flag-carrier support. Granted, they aren't good for adaptable roles; paladins are fairly mediocre on the attack and simply can't hunt an enemy flag carrier at all. However, a friendly flag carrier either under attack in your base or on the way back can certainly benefit from your heals and stuns. They'll have to get through you before they can get to the flag carrier, and you're a tough nut to crack. Blessing of Protection is powerful, too, if there's a priest around. Priest heals flag carrier (probably a warrior). After some futile whacking on the flag carrier, the enemy forces shift focus to the priest. Bam, BoP. The resulting befuzzlement is usually enough to stop an attack dead. Also, Hammer of Justice is one of the few ways to really stop a power-sprinting rogue, ghost wolf shaman, or travel form druid. I know whenever I'm in the Gulch, I appreciate good paladins backing me up.
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QFT.
While Druids are the best solo flagcarriers beyond a shadow of a doubt, a Paladin and a Warrior (especially if that Warrior has points into the Protection tree) can run right through an entire enemy team and take very little damage.
Blessing of Freedom, Cleanse, and Hammer of Justice are potent flagcarrier-defense spells, and Holy Light is a reasonably efficient method of healing. If the Paladin comes under fire, he can simply use Divine Shield or Divine Protection to become either totally or mostly immune to enemy attacks, allowing him to heal and support the flagcarrier with impunity.
In pickup groups, I would much rather have Shamans; after all, how hard is it to Frost Shock the flagcarrier and spam Earthbind Totem and Grounding Totem?
In an organized group, I would take a Paladin over a Shaman any day.
ArrayPaladins were not meant to sit in the back of the raid staring at health bars all day, spamming heals and listening to eight different classes whine about buffs.[/quote]
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