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GameAmp: paladin vs da

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Forum >> Main >> Community >> paladin vs da

 
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momoshiro Profile
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paladin vs da 

jus wanted to know who lvls faster...

im guessing paladin .. with the undead n stuff.. but im not sure...




12/03/04 16:40 Login to rate this user's post!
Dilithan Profile
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Re: paladin vs da 

its all equally as slow


hope that helps :)



12/28/04 06:34 Login to rate this user's post!
Xaovi Profile
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Re: paladin vs da 

Paladins Are Mainly Buffers While The Dark Avenger Is Mainly For One On One Combat . So Without A Good Group A Paladin Is No Good . While A Dark Avenger Can Solo No Problem .




02/20/05 20:20 Login to rate this user's post!
taker825 Profile
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Re: paladin vs da 

I think that da's power is only his panther but the skills with the corpses is great as well the great power of the paladin paladin have some great skills as well i think they are equals cause they have almost same stats.
I prefer dark avenger :)



04/15/05 08:15 Login to rate this user's post!
christdevil Profile
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Re: paladin vs da 

Question:

Do you have to equip your panther??????
Basically i mean..do u have to pay to keep it alive!



04/21/05 07:22 Login to rate this user's post!
Fl4meLord Profile
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Re: paladin vs da 

No, u only need to pay once with D grade crystals, then u can use him for a pretty long time, until it runs out. There's a green bar under the mp gauge of it, showing how much time until it runs out. Of course when it runs out the panther dissapears. Or it can just die by a player or monster.



05/25/05 23:12 Login to rate this user's post!
GoldenElite69 Profile
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Re: paladin vs da 

I think that the paladin would grow faster because he has loads of buffs, heals and defensive skills.
Even if the DA had a dark phanther, im shure that the paladin would win (im not taking the magic use up in his discussion).



05/26/05 07:19 Login to rate this user's post!
Hek Profile
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RE: paladin vs da 

PALADINS

The paladin is a hybrid healer-tank class. Mostly tank, partly healer, the paladin can heal friendlies (or mobs...) in a burst for almost as much or more as a Bishop can. They cannot, however, sustain this; four or five hp blasts with mana and they’re out. They have the Sacrifice skill, a unique skill that lets them sacrifice their HP in exchange for healing another player a similar, somewhat smaller amount. The human tank’s Shield Stun is the only non-force stun in the game, and has generally the highest land rate of all stuns in the game. In PvE, the stun will sustain about 5 hits (by anyone) on average before breaking, but in PvP, you can rely on it to only survive about 1 or 2. Majesty, the human tank’s unique self buf, increases our pdef again at the same rate as Shield 3, but at the cost of 8 evasion. Even little level 52 daggers will be able to hit you, so get ready.

In PvE, Paladins are considered some of the best at tanking undead mobs. Their high con and affinity for HP weapons tends to make them excellent at soaking hits from most things. Unlike the TK, the paladin is slow. He has a 360 degree blocking toggle (which reportedly consumes no mana) that sacrifices blocking power in exchange for all around blocking. For undead raid bosses, there are none better: High HP and extra resistance to undead give the paladin the decided advantage as the tank of choice. The Paladin has several other undead skills, which Paladins give up on using after about level 60, since they generally have a low landing rate.

Because of the extreme defensive nature of the Paladin, many refer to them as “Combat Medics”. With the introduction of CP, a Paladin can spam away all his mana and all his HP and still have about 3000 CP for enemies to cut through at the highest levels. Plus, their place as a tank leaves them as one of the last targets in PVP, allowing them to throw in an annoying stun or last heal, possibly swinging the balance of the pvp in your party’s favor. Most PVP paladins that take up the role of combat medic tend to go –str+con, -str+dex, -int+wit, enabling the most blocks, hp, and casting speed they can get.

There’s a new trend recently of Paladins giving up the life of the healer, and going the route of the damage dealer. These paladins sacrifice their con for extra dex and strength, acquire focus weapons, and get armor that enhances their damage dealing ability (Blue Wolf, Tallum or Majestic Heavy). Bows are also favored weapons of the DD Paladin. With these builds, the Paladin expects their enemies to become confused; generally, tank classes do not do exceptional damage. A few critical hits with a focus dama or bow tends to change their mind, allowing your weaker dd’s to get in and really let loose.

In C4, the paladin has been confirmed to get a few lame skills, and another UD like the TK’s. However, they also get some very interesting skills. Like the TK, the Paladin gets a 100% heal spell. The Paladin also gets a new type of shield stun, one which, instead of stunning, acts like ‘silence’ for melee skills. Also, Paladins get a self buf, “physical mirror”, which acts like Magic Mirror, except reflecting debufs caused by physical attacks. These together will give human tanks a distinct advantage against classes that rely on physical attacks.

DARK AVENGERS

The dark avenger is a hybrid summoner-tank. Mostly tank, partly summoner, the Dark Avenger has a drain of the same power as other magics, but no matk skills, leaving his drain relatively weak. They retain their lvl 35 self heal, but even with BSPS, it tends to just make you an arrow/nuke magnet. The Dark Avenger’s main draw point is its summon: the Dark Panther. Once feared universally, in the current age of archers and nukers with soulshots, spiritshots, outrageous casting speed, and unbelievable speed, the Dark Panther has fallen by the wayside. Universal improvements to the summoning system such as party heals/bufs (Warcryer, sws, bd) affecting summons, as well as soulshots for pets/summons, indicate summons may once again pose a threat. The human tank’s Shield Stun is the only non-force stun in the game, and has generally the highest land rate of all stuns in the game. In PvE, the stun will sustain about 5 hits (by anyone) on average before breaking, but in PvP, you can rely on it to only survive about 1 or 2. Majesty, the human tank’s unique self buf, increases our pdef again at the same rate as Shield 3, but at the cost of 8 evasion. Even little level 52 daggers will be able to hit you, so get ready.

In PVE, you can’t really go wrong picking a DA to tank for your group. They’re the only pure tank that doesn’t get 360 degree shield blocking of any kind, so the DA must either rely on his skill or luck to keep his shield between him and the gobs of mobs. They generally have tons of HP, like Paladins, but they do not have any undead passives. Instead, they have corpse plague and corpse drain, which if managed properly can add a some extra uptime to your party. The corpse drain (for those interested, or those who have played a nuker with corpse drain) returns about 100 hp + 10* skill level per corpse for a light amount of mana…not enough to solo on, but enough to help in a small group. Corpse plague is really just a novelty at higher levels; the DA’s low matk and infrequent levels of the corpse plague skill make it unlikely to land on mobs your level.

In PVP, the DA was once king of the hill. The DA as of now still packs a decent punch, but not what it used to. The Panther is extremely annoying to anyone not attacking it. The second it’s targeted though, it’s just another mob: dropped in three to six hits from ranged dd’s, about double from melee dd’s. The panther can be described as “A extremely fast dwarf with a bow wearing robes, who’s been windshackled”. He’s got plenty of hp and is faster than the DA with its base running speed, but it has little pdef and mdef, even buffed. The crit rate of the panther is the same as most summons; very low. The Patk and movement speed of the panther is its only saving point; with bufs and a very careful DA, the panther can really hurt your enemy. Some DAs have foregone their HP heritage and set themselves up similar to the Paladin Damage Dealer, but this trend doesn’t seem as common among DAs as it is Paladins.

The DA has a few other skills of importance, including Hamstring and his Drain. To mdef-resist people your level, expect your drain to do no more than a couple hundred damage. You might be able to do double to low mdef or badly jeweled enemies, and much more to lower level enemies. Hamstring, the bane of all archers and nukers, is in the arsenal of the DA, and one of his most important weapons. A slowed enemy is a dead enemy. DAs who forget this important skill are really reducing their chances in PVP; both their own and their side’s.

In C4, the DA has been confirmed to get a few lame skills, and another UD like the TK’s and Paladin’s. However, they also get some very interesting skills. Unlike the Paladin, DA gets a new, ‘very powerful’ dark attack. The precise nature of ‘very powerful’ remains unclear, but a second ranged nuke is never something to scoff at. The DA also gets a new type of shield stun, one which, instead of stunning, acts like ‘silence’ for melee skills. Also, DA get a self buf, “physical mirror”, which acts like Magic Mirror, except reflecting debufs caused by physical attacks. These together will give human tanks a distinct advantage against classes that rely on physical attacks.



12/29/06 12:24 Login to rate this user's post!

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