
Originally Posted by
Wangstrong
It's not really Shield Oath vs. Defiance that's the problem (although please make the healing bonus native to Defiance instead of the Wrath stacks, this is simply necessary or most of the warrior job skills will remain worthless) but rather the fact that paladins have all these vastly superior tanking cooldowns on top of their already better stance.
If the difference had mainly been that one class mitigates damage 20% better and can block attacks while the other has 25% more HP and does more damage, that would have been completely fine. Paladin would still be the better boss tank without warrior being so far behind that their place in a raid can barely be justified. It's these multiple insanely strong cooldowns on top that make the difference too big.
It's like there's something missing here -- the warrior is unequivocally a tank class, yet it has one measly tanking cooldown, and a very poor one at that (tests indicate that Foresight gives less than 10% mitigation). The self-healing is mostly worthless, with only Inner Beast really being noteworthy. Bloodbath and Storm's Path could have their healing doubled without becoming overpowered. They simply don't count as tanking abilities. The warrior just doesn't have enough tanking abilities for a class that is exclusively a tank and is barred from being anything else by hardcoded mechanics.
The divide is only widened by the fact that paladins have entirely decent AoE aggro, incredible raid utility in their freaking cooldownless stun (whose idea was that?!), and of course are able to spam Stoneskin on themselves mid-fight because casting in combat appears to carry no disadvantages. It's all this stuff they have where warriors have nothing comparable and are just completely gimped, having basically nothing but high HP and a small self-heal that comes at a considerable opportunity cost.
You cannot make a class that is only a tank, can only queue for instances as tank, has tank itemization, and is constantly advertised as definitely not DPS, and then give that class mostly DPS abilities and say that their decent damage is the reason they're not allowed to tank very well. It makes no sense and is a complete failure of game design, a declaration of ignorance of MMORPG standards, and simply a lapse in common sense. It would be entirely possible to make the two tank classes unique and distinct without having to resort to making one deliberately worse at a job that they both have and are forced to perform at all times. I can't believe something so obvious was not realized in three years of development.
The warrior job needs two or three additional tanking abilities that are on par with Rampart, Sentinel and Hallowed Ground. Until this happens, the class is going to remain broken and unable to perform its role sufficiently. The real endgame content isn't even out yet and already the job's shortcomings are becoming clear, with warriors being barely capable of tanking some of the current content whereas the thing that they're supposed to be good at is suspiciously absent and, anyway, it's obvious that paladins will be able to do that just fine as well.