Area's marked with a Teal Green Circle are camp spots.
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(1) Left Moat
This area is pretty safe. You can pull area's from inside the castle to the moat, and avoid trains. If the puller over pulls, he can just run to the zone and your group will still be safe. (2) Right Moat Just like the left moat, but there is a small problem running in and out of the moat since there is a patch of water you have to jump over. This area also gives you closer access to the underwater tunnel (marked as T on the map) One disadvantage is that if people are camping the deeper areas of the dungeon (The Skel Tower, and/or both courtyards, this pretty much blocks access of the moats to the rest of the mobs in the zone. Trying to pull past these groups is difficult because the mobs will usually aggro them. (3) Cubby/Closet This is technically the ghetto spot in Karnor's. You don't camp here unless you're really desperate. Camping in this spot is problematic because of the small space, and it is very close to the main-pulling path of the zone. Chances are you will aggro other peoples pulls or a train if you don't snare/root your mobs, or keep your group huddled inside. (4) Dog Tower The dog tower is a really nice spot, you have about 12 mobs to pull from including the Drolvarg Captain. You will definitely need an enchanter or bard or some form of crowd control (cc). (5-7) Courtyard Areas These areas are usually the cause of major trains in Karnor's. People try to pull past the groups here and training them, or people camping there just can't handle all the mobs. These areas definitely require an enchanter and cleric, or a really creative group that can handle 3-4 mobs at the same time. Camping here will usually get the moat groups a little mad at you for being in the way of their pulls. |
This is a great zone for a paladin. Plenty of undead mobs to cast on, and lots of gaters where your stuns very useful.
Tip 1: Root CCIf you are camping the moat areas, enchanters are not mandatory like most other spots. If you are pulling or your puller has 2 or 3 inc's, just root the mobs as they cross the bride (but not on the bridge!) There's plenty of room around the moat to keep mobs rooted while your group deals with one. A really good paladin can keep 3 to 4 mobs rooted. Any more than that you should bring to the zone.
Tip 2: Helping out the castersUnless you are the main tank and damage doer in the group (most paladins aren't), you should be helping out the casters in your group. If you are pulling and have multiples, have another melee in the group be the main assist. That way you can help the enchanter by stunning mobs that are attacking him while he mez's. (Time your stuns correctly or use the non-damaging ones or you will end up breaking the enchanters mez and doing more harm than good)
Also, if a mob is mauling your group healer, its probably best to stop attacking and stun it while the enchanter tries to mez it. Make sure you turn off auto attack! (I usually do this by ducking) While you try to stun the mob, you might end up attacking it and breaking the mez.
Also, using the tactics from Root CC'ing to separate mobs during pulls also really helps out the enchanter. That why they don't have to try to figure out which mob they should mez when you have 3 doggy sentries that look exactly the same.
Tip 3: Stuns and LoHA lot of things can go wrong, especially if you're in a pickup group. Sometimes the cleric or healer isn't fast enough to heal a caster. Be "situationally aware" and see if its worth Greater healing a caster, or even LoH'ing the enchanter or cleric. If either of them go down, so does your group.
There are a lot of mobs that gate, spectral callers, skeletal scryers, spectral curates, etc. Make sure you have bash and stun timed and have enough mana, so that you don't let them gate.