WHy do people think unchained is useless? its great combined with your other offensive CDs, i love 850+ butchers block crits under defiance. pretty much empties everyone's enmity bars, and then with that large gap in enmity, can focus on spamming -dmg taken combo.
I play both tank classes, I think these changes just move the problem from one class to the other. If they were going to balance the difference
in the two jobs, they need to adjust both jobs. All this is going to do is shift warrior into the top role. Warrior can now vastly out damage Pld and
Survive. the Survival part needed to be addressed. I don't know why the adjusted their Enminty so much. I have never had a problem holding hate on
a mob with warrior. I have had problems with PLD getting hate back on things like titan if like a Whm way over cures and and runs away with the mob.
Provoke needs some work. for the Cool Down it has, it should have a pretty good hate spike. Flash needs some work also.
The build in +20% healing IS the Shield Oath effect albeit post damage effect but it is still almost as strong as it is. Inner Beast is no longer used for self heal cause even BEST case scenario you can only get 1,000 heal from the 100% multiplier. Current changes should be looked eye to eye as follows:But Paladin has Shield Oath which is 20% damage reduction the entire time. Where the Warrior has to work up to that 20% to have for a few seconds. I don't think this would make the Warrior overpowered, because he would need to Inner Beast before the attack, so the self-heal effect may not get used if WAR was topped off.
I suppose in Defiance, the Warrior would have an untraited Convalescence-like permabuff.
Storm Path = Rage of Halone
Inner Beast = Rampart
Foresight = Convalescence
Vengeance = Sentinel
Holmgang = Hallowed Ground
Since like my calculation stated Inner Beast is like a Rampart on 65s CD. Which pretty much sums up the difference which Bulwark and Block might provide just that one is flat magical and physical damage reduction whereas the other is chance on physical only. I've also excluded Storm Path's 50% healing which will now be more effective along with Bloodbath. My warrior is capable of crit healing for 250 from time to time 350 if I have berserk up.
Last edited by TaneshimaPopura; 11-21-2013 at 12:07 AM. Reason: 1000 char
I agree with this. Good raid setups will now utilize both tanks in a group. But I disagree with WAR being the better AoE tank. These changes make WAR actually the prefered single target tank and PLD the AoE Tank. PLD base damage reduction make him way easier to heal on adds and he easily generates enough hate to keep as many mobs on him as needed, while a WAR takes more dmg and would have to apply SP debuff on each mob individually to gain the same benefit. Which he can't do cause then he would get hate problems.
For me it's pretty much clear that after 2.1 WAR will be MTing and PLD will be off tanking if a fight requires both.
@Surian, my worry, from a White Mage perspective, is that we'll be curing the Warrior with a constant 20% more enmity. If there are two Warrior tanks, group heals generate a bit more too. I imagine the Defiance enmity boost was increased to compensate for this.
Here's hoping for adjustments to other classes/jobs too.
And I still think it will "easier" for most people to heal the average Paladin than it will be to heal the average Warrior. A Warrior will need to time their mitigation based off of Infuriate/IB and the possibly enmity loss from using Storm's Path.
A Paladin, for better in efficiency or worse for variety, gets to continuallu use their enmity generation combo which comes with a physical damage debuff.
Jobs can't and should never be balanced around mediocre players and performance. It needs to be balanced around perfect execution of the class.@Surian, my worry, from a White Mage perspective, is that we'll be curing the Warrior with a constant 20% more enmity. If there are two Warrior tanks, group heals generate a bit more too. I imagine the Defiance enmity boost was increased to compensate for this.
Here's hoping for adjustments to other classes/jobs too.
And I still think it will "easier" for most people to heal the average Paladin than it will be to heal the average Warrior. A Warrior will need to time their mitigation based off of Infuriate/IB and the possibly enmity loss from using Storm's Path.
A Paladin, for better in efficiency or worse for variety, gets to continuallu use their enmity generation combo which comes with a physical damage debuff.
I was long time fan of war in 1.0. With the difficulties since 2.0 launch I found playing pld to be more rewarding. With this added changes to be exact I may yet enjoy war once again. Thank You Yoshi and Dev Team. Wonderful changes I am excited.
I feel like it'll be worth bringing both tanks now, they compliment each other really well.
Now this IS good news, really looking forward to the patch.
"till sea swallows all"
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.