I don't understand this. Are people really following what world first groups use in their setup like it's a religion?
Paladin is a HELL of a lot better off than Drk is right now. In fact, Paladin mitigates BETTER than Drk in 3 of the 4 floors. I seriously do not understand where Paladins are getting this mindset that they're garbage compared to Drk's in Savage from. Maybe they're all just bad?
A1S is ALL physical save for the cleave and the buster. Those of which are spaced out by 2 minutes, and you will only ever see 3 in the fight. Everything else is physical. The total amount of damage a Paladin can mitigate in A1S completely destroys what a Drk can mitigate, from Hollowed Ground alone. Hollowed is raw immunity. Living Dead still requires you to be healed for 100% of your HP so you don't instantly die, and if you are healed for 100% of it, you lose your immortality. Paladins don't. This means healers now have to worry about the 10 second timer Walking Dead gives them to heal up the Drk, otherwise it's a wipe. And using a CD like benediction to counteract the negative side of another CD is not good. The only exception RI + Awareness on Wars, because it plays completely in the War's favor alone without adding an extra thing with a 10 second timer to the list of things the Healer needs to worry about.
A2S is all physical. In fact Paladin is the best tank here by default simply due to their crazy mitigation, and the fact that they can cheese an entire wave with Hollowed. The runner up is War, who can output more AOE DPS than a Drk can while still mitigating physical better, at no real cost. You try to compete with a War who's good at maximizing his DPS and you'll go OOM before the next wave even comes in. Which isn't good, because MP is the only way a Drk can manage AOE enmity. If your group can not manage to push out enough damage with a Paladin in the group, then that is a personal problem your group has with it's DPS. It isn't the Paladins fault for not bringing Warrior axe swinging crazy DPS.
A3S is majority physical, and the only magic is in the form of the AOE's, which you heal through, you don't mitigate them. The tether blast I'm fairly sure is the only tank buster-like magic hit you will ever take in that fight. That alone doesn't make Drk better.
A4S is probably the only turn where Drk may actually trump Paladin in terms of mitigation, but only due to Dark Mind.
Yet honestly? People need to lose the static position mindset for the tanks and move on already. Paladin is a good OT now. They do the nearly the same DPS that a Drk OT does, while bringing more to the table for the group. Hell they were always strong OT's damage wise, and Wars were always good MT's. It just took more skill than it does now to MT as a War in 2.0.
And Warriors are ridiculous MT's now. They're the best in fact because simply due to how easy they can stance dance and maximize their damage while MT. Yet somehow people formed another mindset where they are better off as the OT to better 'utilize' their damage. It's the most ridiculous thing I have ever heard. Put a good War as the MT and a Paladin or Drk as the OT and you'll have MORE DPS between the two than you'd have the other way around so long as the War is maintaining slashing resist, which he should be anyway for himself.
World first groups are all about maximizing damage, not mitigation, hence why Drk was a good option to take. Though there are different ways to go about maximizing your damage, it allowed your group to not take a Monk, which at the time wasn't the highest physical DPS. Instead Dragoon was, while also bringing Litany. Monks were buffed however and now that only puts Drk in a worse spot. Sure they deal more MT damage than Paladin, but they aren't role locked to Main Tanks. Just like War isn't role locked as an Off Tank, and does more MT damage than both Paladin and Drk. And on top of that, War has an answer to everything. Their raid spot is without competition simply because of how much value they are to the group.
When it comes down to it, the only thing Drk brings to the group is less than War but higher than Pld MT damage, and less than War OT damage. Delirium is completely trivial as it's fluff damage mitigation, and is absolutely no different than STR down is. In fact STR down, of which Paladin is the only class with, is more useful right now because 3 of the 4 floors has constant physical damage going. The only magic is in the form of AOE's your healers deal with themselves, which a Paladin can help with through Veil, and tank busters. But when it comes to tank busters and the way mitigation works, Int down has the absolute lowest value on top of all of your other mitigation. The higher your mitigation gets, which is going to be high for tank busters anyway, the less Int down adds to your total mitigation. I'm talking around the 3%'s here, because it's multiplicative, and takes from your other mitigation in order to fit itself in.
http://forum.square-enix.com/ffxiv/t...=1#post3247940
That post sums things up nicely, with math for all of you nonbelievers. The Dark side isn't as good as people think it is
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tl;dr
Paladins are fine. They could use a couple of tiny, mostly QoL tweaks, and an enmity buff that SE said they'd look into, but save for those they're completely fine. It's the "Gotta maximize DAMAGE" stigma people are taking Drk's for simply because world first groups included them. You can include any tank and still be world first, as it's about finding what position they're best in.
And you have to keep in mind that these world firsts are all done on either the week of release, or shortly after. These people aren't decked out in i200/210's and are missing a lot of the damage having better weapons would have given them. Ontop of that, they're also performing during a time where SE is still looking into overall balance, thus if any buffs come later, like the Monk/Astro buff, they performed without it.
The better gear gets, the more things are 'generalized', the more value Paladins will have as MT to your common raid static.
tl;dr again
The "Drk is better than Pld" stigma is a false image people created in their heads during a time where world first groups were trying new jobs out, and looking for ways to completely optimize their group performance in order to BE world 1st. This image added in with the "Pld is only allowed to MT, and War is only allowed to OT" is a recipe for disaster when all of the Paladins who feel threatened because another MT-like tank was introduced catches wind.
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Originally Posted by
Kyne_Lyons
To say nothing of the fact that Storm's Path is the most important debuff in the game and Warrior is the only job in the game that brings it.
I wont argue with this, but it's 10% raw mitigation. People seem to forget that Paladins have the ONLY STR down debuff in the game, which when it comes to physical, is around an 8% mitigation. Exactly the same as Int down, only 2 jobs have to compete on why their Int down is more important. And when it really comes down to it, there is more value in STR down on auto attacks and fluff physical damage than there is in Int down on magic tank busters only. Reverse the Int and STR down in that sentence, and it still applies, because multiplicative mitigation completely destroys the value in in mitigation that is that small an amount to begin with.
Also, Drk does have Reprisal, but it's completely reliant on a parry, which only works if you can actually parry what you're being hit by. Meaning say goodbye to Reprisal in AS4 if you're the MT. Also with it's cooldown, it only has a 66% up time compared to Path, assuming you actually parry every time it's about ready to be reapplied, and can be thrown up the immediate it's off cooldown.