from the live letter
with such changes being implemented, WAR tanks will be viable for stun duty, greater survivability (than what we have now) and a equal tank spot to take in endgame.Originally Posted by Bayohne
again, thanks SE
from the live letter
with such changes being implemented, WAR tanks will be viable for stun duty, greater survivability (than what we have now) and a equal tank spot to take in endgame.Originally Posted by Bayohne
■ In Regards to WAR
The Binding Coil of Bahamut
Especially for Turn 1 and 4, strategies have been employed that the development team hadn't considered (such as only using paladins to live through multiple stacks of a buff the boss has), and a situation has developed where paladins are favored over warrior. We apologize for this. In patch 2.1 we will be making adjustments so that warriors can do the content that paladins can do.
Adjustments to Stun
A warrior’s stun is different than paladin’s in the sense that it can be used at any time separate from the global cooldown, which is an advantage, but for specific content where stuns need to performed multiple times or with precise timing, it’s difficult to utilize warrior’s stun, so we will be making adjustments in patch 2.1 to improve its usability.
We also plan for a variety of other adjustments for warrior in patch 2.1.
again, thanks SE
Last edited by astrobear; 10-19-2013 at 11:19 PM.
I actually find Turn 1 fairly easy to tank on Warrior, while Turn 2 was kind of iffy. <_<
But yeah, i am curious what SE will do to Warrior without gimping Paladin like they did at a certain point in 1.0. Both should be viable and have their place, but also both shouldn't be too similiar in playstyle and dynamics.
While PLD should have an advantage in a certain encounter, same should go for WAR without making one of them useless. I think it is kind of tricky to create such environment, but we will see i guess.
Last edited by Nero; 10-19-2013 at 11:19 PM.
they are also gonna do something about their squishyness. good thing is they are not gonna hit paladins but just buff warriors.
Yoshida talked about that Coil was easier for Paladin than it should be. But instead to nerf Paladin they want to buff the Warrior.
which is good IMO. nerfing is NEVER the way. in fact, i applause SE for not nerfing paladin defense as it would have been a mistake to do so.
And what good would nerfing PLD do? Buffing WAR is the better solution. It's far easier to buff something and then scale it back if needed, because direct nerfs affect a wide range of things and generally pisses people off.
Nerfing PLD has no point because even with Shield Oath, we're still INCREDIBLY squishy against something like Caduceus. Why would they nerf one tank, and end up with two jobs that can't survive tanking Coil?
Let aside that Warrior can tank Caduceus just as fine as PLD can, buffing Warrior could end up in the same way it did end up in 1.0. Warrior will be the "real" tank and noone wants to use PLD anymore. Do not get me wrong, i do want SE to find a good balance between those 2 Jobs, but i am not sure if "just" buffing Warrior will be the Solution, or could be the only viable one.
Well... looks like I'm off to change my sig.
SE, I am slightly disappoint. Assuming we'll have to relearn some skills? Perhaps they'll just give us some inherent defense... dammit.
I'm just kind of baffled that they seriously never considered groups would run coil with just paladin tanks...
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