

I don't think its a part of patch 2.1. He stated we needed to do more research now and that WAR is really strong. They have a real parser and data flow in the dev environment which gives them all the data to review and he is stating we are missing something."in development environment devs are really strong with marauder"
Chances are the devs are running with whatever changes 2.1 brings.
In my opinion, the fix to WAR comes with a modification to the Wrath stacks. Change Wrath stacks to increase healing and either one of the following:
- Increase parry chance and amount by 5% per stack
- Decrease damage taken by 3% per stack
Having an always-on 15% damage reduction, or a 25% bonus to parry (and an extra 1% parried) would certainly help with how increased damage scales far more exponentially than the WAR's self-healing abilities.
It's silly to sit there and modify useless abilities like Storm, which you can only pull off every 7.5s for a massive reduction in threat.

I hope he's just being mistranslated, because it doesn't inspire confidence that the lead dev. is that out of touch/delusional.

WAR is really strong when it comes to the following:
-DPS
-Threat
-AOE DPS/Threat
I think it's better to run WAR as OT vs PLD (except for Turn 1, but WAR is fine). Unfortunately, WAR's self-heals simply don't scale at the speed that Coil's damage ramps, whereas the PLD's mitigation scales linearly throughout the game's current encounters.
Turn 5 is tuned to be beat with 85+ gear score (CT drops + Myth). FCs who are attempting Turn 5 are typically in the high 70's to low 80's(lucky folks pushing mid 80's), which makes mechanics far less forgiving.
A Paladin is going to be a much better asset for progression groups with the currently released boss mechanics and available gear. Does this means Warriors are fated to be sub-optimal tanks? Not at all, and I'm banking on the idea that there may be a few tweaks down the road, and most likely some encounters that allow the Job to shine.

I can pull around 200 DPS as a WAR on single target encounters. That may not compare to a great rotation from most DPS, but seeing as how I'm doing that while tanking, I'd say that's pretty legit DPS.
That entirely depends upon the context Half.
The issue with the parser is that currently it does not provide accurate information, particularly for a spec such as Summoner.
At the moment I have not seen anything to suggest Warrior DPS, while tanking, to be anything comparable to a true DPS spec role.
Hence, why I mntioned the above and making an odd DPS spec.

WAR does not deal significantly more DPS than a paladin. While tanking a WAR will deal roughly 15% more. When you consider that this 15% is on a number such as 120, you realize how completely inconsequential that is. In regards to "threat," Paladins generate more threat because paladins don't have a combo they need to use that doesn't generate any additional enmity.
"AOE DPS and threat" is hardly a positive. Paladins can hold aoe threat just fine and are much more survivable while doing it. In addition, the "extra aoe dps" provided by Warrior is heavily limited by TP and in practice might amount to a 500-1000 extra aoe damage per pull, in, for example, turn 4, where you are constantly having to ration for TP for each spawn. That's nothing. It's even less when you consider that Paladins have some decent aoe's of their own that they're throwing out, which narrows that gap quite a bit. And hell - Warriors use flash for initial pickups more so than overpower anyway, and the initial pick up is the hard part of aoe tanking.
You're not doing 200dps with defiance on in tank gear unless you're talking a 20 second fight that lasts exactly the duration of berserk and unchained. I do anywhere from 180-220dps according to the shitty parser on demon wall and that's in DPS gear with defiance off and 420 str on an extremely short fight where crit luck actually plays a real part. And the theoretical "no shield oath" DPS of a paladin is undeniably higher than a Warrior anyway, so that's a moot point.I can pull around 200 DPS as a WAR on single target encounters. That may not compare to a great rotation from most DPS, but seeing as how I'm doing that while tanking, I'd say that's pretty legit DPS.
Last edited by Faction; 10-09-2013 at 01:38 PM.
You're correct on DPS, but a WAR using the BB>BB>SE combo chain will generate more enmity than a PLD spamming the Halone combo. It does less damage than the BB>SE combo because you're losing uptime on the SE debuff (it's only up for the BBs) but generates substantially more enmity thanks to using BB more often.WAR does not deal significantly more DPS than a paladin. While tanking a WAR will deal roughly 15% more. When you consider that this 15% is on a number such as 120, you realize how completely inconsequential that is. In regards to "threat," Paladins generate more threat because paladins don't have a combo they need to use that doesn't generate any additional enmity.
The "WAR is good because it packs more DPS" arguments are really getting old. It's gotten to the point where the only people that bring it up are willfully ignorant of what the classes are actually capable of or those that simply parroting what they heard from other people or are seeking any justification for the poor relative performance of WARs (e.g. "WAR is less survivable so it *must* have better damage to make up for it").

Typically about 25% or more than my PLD or the MT (PLD), though I have +1/AF2 on WAR but not on my PLD.
-In turn 4, there is no difficulty to healing through the AOE.
-Paladin AOEs? You mean Circle of Scorn, every 25s, with 250 potency?
-I use six flashes for all of Turn 4 as WAR.
-There's no downtime on AOE, TP song.
-DPS gear? Hard cap on STR per ilvl
-It seems that you are still wearing some Hoplite.
I remember when they said everyone was doing AV wrong and that they would release a video showing how to properly do it.
TWO YEARS LATER, they released a video that didn't show anything worth watching.
I have little faith in SE when they claim that everyone is simply doing it wrong.
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