Quite sure you are horribly wrong and playing PLD wrong if you're getting only 80 DPS.
I just don't know what Yoshi-P was thinking. When you follow the story of WAR, you can kind of understand that they dissepeared because of their infuriation, making them out of control, to the point of scaring ppl off.
Wouldn't it be more logic if, instead of droping DPS by 25% Defiance was increasing it..? When you are angry your strengh can go out of control, so increasing DPS by 25% and droping accu or defense by a same amount wouldn't be more logical? keeping the 15% healing bonus of course.
I also think berserk should be longer, or build up like & reset timer like defiance.
Also, it work on certain boss. below are some situations you can think of:
1) Demon wall, prevent you from being ejected.
2) Pudding @ WP, use it when the healer is targeted, avoid stress. (BRD Shadow bind work very well here too, & CD is way faster)
3) Garuda HM, when she pop the copies of herself & you offtank, if the DDs are good normaly chirada is still bound when the other one die. even better if you can bind it while its out of reach of the PT, its very pro.
Thats my personnal experience with this ability
; Interested in what your stats are. Not saying that PLD can't do damage, but judging by your numbers you would be around 360 STR and not in Shield Oath (Sword Oath?) My comparison was in equal Tank Stances. From your current gear on Lodestone it'd be around 120 DPS before you are TP starved and resort to Flash for Enmity. Warrior doesn't seem to have those issues.
What on earth are you talking about? A WAR will always bottom out on TP before a PLD whether it's a DPS rotation or a threat rotation, it's basic math.
PLD:
70-60-60
WAR:
70-60-70, 70-60-60. 70-60-60 throw in fracture at any time and you'll run out even faster.
This whole concept of WARs out DPSing PLDs has been around for far to long. Having both tanks geared, and parsing them both on dummies they do roughly the same DPS in a perfect scenario. People talk about dropping out of Defiance or swapping to Sword Oath.. if you have a good group you shouldn't have to do that, we are tanks... TANK... if you want to DPS then roll DPS. The one thing a WAR brings is burst DPS while tanking.. being able to pop Unchained to drop the % damage cut on Defiance can be useful especially in early Turn 4 attempts when your DPS could be lacking on the first Dreadnought, but eventually your DPS should get good enough where they don't need the subpar DPS of a TANK, and then having the added benefit of two PLDS with Hallowed Ground far out weighs the minuscule increase in DPS a WAR brings. Don't punish your coil group just because you are stuck on playing WAR, I still buy AF1 gear for my WAR getting him ready for Crystal Tower and the hopeful buff!
The only way to make the class relevant is for Warriors DPS to double a Paladins, which would still be around half of what a DPS class would do while still also being a viable tank (not for all content, or best, but viable).
Here is a 10 minute parse on Warrior before I bottomed out on TP. Going all out on a training dummy, in Defiance only.
Relic + STR Gear - 5800 HP in Defiance 2.42 GCD
http://cdn.guildwork.net/albums/imag...5aa1ab12d6.jpg
Here is a 3 minute parse of me going all out on an equally geared PLD Shield Oath (Relic/DL stats - VIT/Parry - 5400 HP 2.49 GCD)
http://cdn.guildwork.net/albums/imag...5aa1ab1316.jpg
Obviously it doesn't matter how much Damage a Warrior can do as a tank. But what I am looking at here is if it's enough to warrant two healers per 1 Warrior. Given that the healers will have more time to do damage as well and/or switch in and out of Cleric Stance it almost puts Warrior on equal footing as PLD given the right party composition.
Even given my own Character. If I was in a party as PLD with two DD's pulling 200 DPS with a solo healer, total party DPS would be ~510 DPS.
My Warrior with two healers and a 200 DPS DD, would require the healers to put out 70 DPS each. The unknown for me since I don't play healer classes is, what's a reasonable amount of Damage a healer could put out in a situation like that.
Edited: Going to have to go with it being very reasonable to do 70 DPS as a healer. With only 360 MND and the Chiran Staff I was pulling 60 DPS on top of healing with just Aero, Aero II and Thunder. I'm not even sure if that's the most effective way on WHM. That does include switching to Cleric Stance to apply the DOT's. So 430 MND + Tyrus, what would that bring it to, ~ 80+ DPS?
So 530 DPS War Party VS 510 DPS Pld party
If you were going 'all out' you wouldn't be in defiance and you would be using fracture so no inner beast to delay your TP consumption. The only time it would be worth it to be in defiance is if you had unchained up which would only give you enough time for 1 Inner Beast every 3 mins.
If you were tanking you wouldn't be spamming inner beast, which would lead to you bottoming out much sooner.
Opening with unchained in defiance and getting 1 inner beast per unchained phase and applying fracture if it was not up after a full combo I had to start waiting for TP after 4 mins.
You're also assuming the healer + PLD group the healer wouldn't have opportunities to DPS and with the large CDs available to the PLD/Chain Stuns/Blind/Hollowed Ground that healer would also be contributing DPS.
Another thing you don't account for is the artificial TP extension by being pacified after every berserk use which is the same as if you had bottomed out on TP (you're just auto attacking)
Take from it what you want. Tank Stance VS Tank Stance with near equal HP the WAR did enough DPS over Paladin during a 10 minute span vs 200 Seconds on PLD that you could add two healers who DPS to make up for WAR's ability to survive over PLD. Take into consideration what that would mean if SE buffed WAR to the point that it could survive the same as Paladin.
WAR, Healer, 2 DD 570 DPS
PLD, Healer, 2 DD 510 DPS
At least with 2 Healers on WAR and given movement etc during fights, it's probably within 5 DPS as things are now.
Of course I could do another parse without Defiance up but it would only show an inflated DPS number VS normal usage. I did consider that the Pacification allowed War to rebuild TP and yet it still did much higher DPS. Would you rather I re-did my PLD Parse into a 10 minute span with allowing my TP to refill to show how quickly it would drop into the 80-90 DPS range, considering it only hit ~110 in a 3 minute span before bottoming out on TP. I could also do a 3 Minute Warrior parse, because it was still in the 190 DPS Range before it smoothed out over the next 7 minutes.
Any idea why your PLD's auto-attack DPS is almost half as high as the WAR's auto-attack? If all equipment is equal, 10 more strength will not increase auto-attack DPS by +80%.
The auto-attack raw damage looks strange as well. The only way I was able to reproduce ~50 raw damage per auto-attack in Shield Oath was by using the grand company weapon.
Edit: n/m, i just noticed the reason. You said your WAR has 5800 HP in defiance. Your PLD has 5400 HP in Shield Oath. In other words, your WAR was decked out in DPS gear. I'm not sure what conclusion you can come up with, with that kind of testing.
Not to mention that 200 DPS for a similarly geared DD is pretty bad. I do way more than 200 DPS on my BLM with +1 and full DL.
I will quote myself to show the relevance of my statement. By having two healers who DD on top of healing you will have more of what Warrior needs, heals. Because of the nature of their DOT style damage skills they can swap in and out of Cleric Stance while tossing up DOTs and Heals. You will also lessen the amount of MP a healer will use, as their DOT spells are less than the average Cure spell. So they are using less MP while DOTing and their cures are divided between the two of them. By increasing STR you will also increase War's self heals over a VIT build. With their 25% more HP in Defiance, even with a STR Build it still has a decent HP pool.Quote:
the WAR did enough DPS over Paladin during a 10 minute span vs 200 Seconds on PLD that you could add two healers who DPS to make up for WAR's ability to survive over PLD
So STR War >= VIT PLD without any buffs - other than the whole X # of Buffs in Coil raising the damage above War's Max HP Value. But if your party has good DPS and finishes the fight on or before 5 stacks then it doesn't matter anyways.
Toss up a parse. I would like to see how far above 200 DPS you are for comparisons sake. I know it will be pretty high on a test dummy especially if any AOE's hit the other dummies. + not having to move out of danger etc. 200 Second Parse would be fine. Warriors DPS would be 210 ish with +1 and only 200 seconds.
Your results are confounded because you are using an unequal gear set/ stat allocation.
There is absolutely NOTHING that can be said with these results.
You cannot compare the DPS of the two when they are of unequal gear.
Redo your test using equivalent gear.
Extra STR plays into PLD mitigation through Shield Block mitigation also. PLD and WAR have the same effective HP. Shield Oath -20% damage is the same as having 25% more HP in terms of how much damage you can take before dying. I don't understand how people still don't get this. Any gear setup a WAR can use a PLD can use as well, and can in fact survive better because their cooldowns are better for survival. Do your parse again with PLD using the same exact gear as the WAR and with 30 STR allocation or whatever you had and then make an argument about DPS difference.
That's true. The extra STR would probably get PLD an extra 1% total mitigation between Block and Parry. But that's only on skills that can be blocked or parried.
PLD + Curtana @ 402 Str is ~ 130 DPS for 200 Seconds in Shield Oath.
This would only give you a party DPS of ~470 with two healers.
This would give you a party DPS of ~530 with one healer, but you would only have 4500 HP as a buffer, so a lot of heals would be wasted.
So 510 DPS using a STR War, with two Healers who do 40% DOT's and 60% Heals, for a total of 140 DPS and 120% Heals and a single DD seems pretty decent. Would an extra 20% Heals be equivalent to PLD's buffs?
Damage to Tank
1000 DPS to WAR
800 DPS to PLD
Heals to Tank
Healers x 2 960 (120%) HPS to War (Defiance Buff + 15% Heals) 1104 HPS
Healers 800 HPS to PLD
So, that setup would put Warrior in a bit better situation than Paladin in just Shield Oath. Paladin still has it's CD's Rampart and Sentinel which will reduce the damage from 800 DPS to 747 DPS in 180 Second Intervals.
So since both will be taking less damage than heals that's good. What if they were taking 1200 DPS
1200 DPS to WAR **excess of 96 Damage
960 DPS to PLD (Reduced to 896 on 180s Intervals) **excess of 96 Damage
So given a STR War vs VIT PLD they have nearly the same HP in the same tier of gear. So in that scenario, they would die at the same time.
I don't include Convalescence because they both have it. PLD's is 30% compared to WAR 20%, but with the Buff from Defiance and 120% more heals with two healers it's really splitting hairs. Also, Bulwark is about as effective as Bloodbath.
What Warrior is missing over Paladin is they Hallowed Ground type Skill.
Thrill of Battle, while absorbing damage outside of Max HP is not quite the invincibility that Paladin gets.
It is on a 120s CD vs 420s which makes it more useful, but it does take a lot of co-operation between healers to be most effective. Say 7000 HP in endgame for a STR War. 8400 HP with ToB
Stoneskin @ 3s CD (Maybe 2.5s with endgame WHM gear?) the most you could cover is 9k Damage (@ 6 stoneskin) between two healers during the 10 second CD. Add in the psudo HP from ToB and you would have 10400 Damage over 10 seconds. So it would only be invincibility below 1040 DPS @ 120s intervals and would require two White Mages. Since one of each healer is probably most optimal, you'd normally see ~8400 Damage blocked over 10 seconds, so only 840 DPS. So, not really close enough to the normal HPS of 1100 to even warrant the Stoneskin use.
This is the separation between casual and pro. some are more skilled than others, contrary to popular belief, you can not do anything you put your mind into..some people are just better at somethings than you or me. Accept this and move on. I'm not trying to be an @sshole..just saying the truth.
I ain't saying you're not qualified, but...
http://na.finalfantasyxiv.com/lodest...acter/4456900/
Wow, that just happened, the call out... Over the Internet, using a character profile.
Why do people do this? I would like to be enlightened, since I see a lot of posts on the forums that do this.
So just because he only has blackmage, he can only talk about blackmage? He can't talk about what he has observed or put his own opinion out there?
In this case, you have no right to talk about anything in life if you don't actually do it. Don't commentate on sports, jobs, professions, government affaires or anything because you don't have any experience with it. Your opinion is invalid and can/will be taken with a grain of salt.
@ Judge_Xero
No way in hell did you just mention Bloodbath = Bulwark. Bulwark is a 85% guaranteed Block of 26-30% Physical damage. And Paladin has access to Bloodbath. Thrill of Battle is not only weaker than Sentinel it is also weaker than Rampart. However effective your healers may be that 300x3 Stoneskins superbuffed won't save you (At the cost of not healing at all).
There is no need to put Hallowed Ground as one of our CDs as it is not a CD in the first place but merely a breathing room for healers. I ain't going to pop Hallowed if I know a hard hitting skill is coming, Hallowed is only used when you know you are going to die and most of my Hallowed are pop one hit before death.
Your Stoneskin may be 25% more buff but it is still 20% less effective than on a Paladin per shield point. Endgame Warriors don't have 7000 HP . They have 8,000 - 8500 HP.
There is so many thing wrong with warriors. SE thinks that a 40g Sneakers will have same calories as a 40g Energy Bar. They think Dmg reduction=+ Healing Receive, they think +Attack Power=+Dmg %.
It clearly shows their inexperience in Balancing or contents that were never thoroughly tested before launch. And I am sure as hell they don't even have a good theorycrafter in their designing team to be churning out such disparity between classes. Just look at BLM and other DPS classes. Even the most efficient Summoner will go OOM but BLM mechanics will ensure that OOM is not a hindrance to their DPS probably making Speed Speed the only thing which is utilized to it's maximum potential.
If Defiance/Wrath/IB had one flaw I could have accepted it, but it is more than one fault. Even if they wanted to keep the current mechanic, and say add in something to encourage the use of Wrath 5 instead of wait till Infuriate is ready that would convince me a slight bit that it was just an oversight.
@ Leonus
The commentator can commentate for all he wants. But he is no Ronaldinho in the end, we are on the field, the Ronaldinho wanna-be, we rather take advices from Beckham than Victoria on how to kick a football rather than hearing "That's how my husband swing it."
Worst of all his opinion is non contributing, so we are all born defects and if Ronaldinho got told "Want to be the Best in Brazil? Fat hopes with your rabbit teeth!" and "Move on" what would this world be? Stop being passive and take action, you fail cause you didn't train harder, didn't think harder, didn't practice more and didn't give a Sh*t about understanding more.
There are still people, without actually performing a job, or doing it that can understand it.
They have watched enough, researched enough, evaluated enough and thought enough on a subject/ matter to be able to speak well enough on something.
I am not saying I agree with his statement, but just because I don't agree doesn't mean I'm gonna put him on the spot for not having the class 50.
People like to listen to the players who have been there and done that. Sometimes people don't understand that the person on the spot doing his thing sometimes has tunnel vision. He may not always see as clearly as the people watching him or the coach watching all events from the sideline. ( who is watching everything unfold, even the events the players themselves may fail to notice)
Basiclly, you shouldn't try and dismiss someone based on their gaming profile.
I did not mention one thing in my post about me being better. I actually said better at something than you or ME. Read the full post before trying to throw someone under the bus. It is not only good manners but it will benefit you in future relations you might make.
Leonus, like you said it is not about agreeing but seeing a different perspective. This is a public forum, everyone here has opinions. My opinion is that everyone is QQing about a class that is harder to play than the paladin to its core. On the same topic you have devs telling you that they run crystal tower just fine and do not see why WAR needs balance but, will do anyways in 2.1. Again I would like to repeat what i wrote, THIS IS THE DIFFERENCE BETWEEN CASUAL AND PRO. I am not a pro, I am very casual as you can see in my profile. Just because you can not play warrior as well as someone else can play warrior does not mean warrior is unbalanced. I have seen and watched many videos where warriors tank Titan HM and they spike like crazy, somtimes down to 100 hp. I believe this is the thrill of the job. You are a barely clad viking of sorts, beating someone down and hoping not to bleed to death. You only live through pure adrenaline and rage.
The problem isn't in the way WAR is played, it's in the way it was designed to be played; by nature, WAR's main clutch ability (Inner Beast or IB) is a reactive ability, but the way it was designed to be used counter-acts that (in that you need to wait for external healing before using it). This is aside from the fact that WAR's other native abilities are vastly inferior to it's counter-part's (PLD) (vastly inferior in theory; with current gearing and levels it is not as prominent outside of extreme circumstances, like attempting content under geared or attempting to survive through extreme pulls a la speed runs), which has been outlined many times by many people.
Simply stating that "it can be done by others with more skill" implies that it's an issue with the player; it is not, it is the team. In this case, it is not only the team it is the job it's self that is the issue. On equal grounds, during progression based fights, PLD's ability to survive out-classes WAR's.
I just hope that eventually they'll add the ability to chose between long swords and axes.
Now now you should know they can't account for every strat players come up with the limited size of their testing team, they try but your talking about a team of maybe 20 testers versus 100k+ players who have varying playtstyles and some people spend every waking moment min/maxing everything trying to find that exploitable mechanic for an event/job/etc. I mean take Ninja in FFXI they never intended for it to be a tank and they fought tooth and nail to keep it from happening before breaking down and going along with the playerbase on it.
Anywho, WAR's somewhat lacking probably because of their experience with WAR in 1.0. Fundamentally it had self heals and tanking ability like now but it's self healing capability and tanking ability was stupid OP for various reasons. I actually feel WAR and PLD are perhaps more balanced within each other than they ever have been in the past, so I don't expect anything phenomenal for WAR in the upcoming update save maybe better healing scaling or faster Wraith building, which either would have a major impact on the job's performance.
It was very obvious though, all you have to do is look at the available skill set that PLD and WAR get, mainly their CD suites. It becomes blatantly apparent that PLD is going to have what he needs to tank smoothly and WAR isn't.
It also doesn't take 1000s of players/tests to press a CD button when expecting a large hit and mitigate it to manageable levels there was no super secret/out of the box exploit players came up with that made PLDs shine in coil they just pressed their CD buttons.
From an RP perspective , I think what you wrote here is a really cool idea/concept, very gritty, realistic, and macho in many ways. The problem is, to be honest, I don't dare think any dev in the world would take the risk of balancing a pvp/pve fantasy mmo based around heavy RP elements that mandate some inherent class imbalances/flaws. There's a certain purity to it, but it's just not safe or practical in today's mmo market (which pains me, some of the best mmo classes of all time only shined through in the context of inherent imbalance; a very good example would be Everquest 1 Enchanters).
I agree that healers have a big play in the survival of a tank. I think the argument here is on tanks alone without adding healers. What I wrote was also more a description of the "feel" of the class which might be something the devs are also trying to incorporate into the style of game play, maybe not ,I'm not sure.
Agreed. In a perfect world one can RP and be a balanced class at the same time. It's useless to argue about this really, since they've announced a warrior buff for 2.1. I would wait and see what this "buff" will be and then realize if they have changed directions on the warrior gameplay. After a change you will have a better understanding of what they intend for this class. It is too early to point any kind of balance "finger" at anything. I have never seen a game launch or re-launch that has been perfectly balanced to the T. I will continue to think he is a crazy viking man, until the day they make abilities on him where it shows otherwise.