Quote Originally Posted by Maelwys View Post
It's not anywhere near that bad.

Shield Oath and Defiance are basically equal in terms of mitigation now (so the Higher HP pool doesn't count for anything - it's just WAR's "Shield Oath").

The cooldown-versus-cooldown issue is what it comes down to:

+ Inner Beast is basically -20% damage every ~22-24 seconds for 6 seconds. Not counting Infuriate.
+ Vengence is -30% damage for 15s every 120s. Unlike Inner Beast, it can be used before you start hitting something in order to weather Alpha Strikes.
+ Holmgang is a "can't be one-shot" ability - you can still be damaged to 1HP

+ Rampart is -20% damage every 90s for 20s
+ Sentinel is -40% every 180s for 10s
+ Bulwark is +60% block every 180s for 15s
+ Hallowed Ground is a true Invulnerability ability - you will stay at 100% HP for the duration

Each class will have a damage debuff in one of their weaponskills.

Then you have the extra 10% Healing from Convalescence, versus the extra 15s duration from Bloodbath and 25% higher uptime on Foresight.

And the Shield Blocks, and situational debuffs like GCD Stun, Blinds and Silences.

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Effectively, Paladins still have the edge in damage mitigated over time. On Average PLD's Shield Blocks will directly counter WAR's -20% damage from Inner Beast, but Blocks can't be relied upon to proc exactly when you want them to, so the other active cooldowns are for the "oh crap" moments.

In "real game" situations, it might well be that the low cooldown on Inner Beast is enough to push WAR into the "desired" role for certain boss fights where there is a scripted "single big hit" coming on a timer that is more regular than PLDs cooldowns allow for (every ~45 seconds you can have either Bulwark, Sentinel or Rampart up... with Conv and Foresight to fill in when needed or Hallowed in Emergencies) but on average PLD will still have higher mitigation over time. PLD can also stack more mitigation up all at once for extreme emergencies, and generate AoE enmity for longer (due to MP regen from Riot Blade and Flash, versus Overpower's severe TP drain). PLD also still has that Silence, GCD Stun and AoE Blind.

Bottom line, when played skillfully WAR is going to become "more efficient" than PLD for certain content, but WAR + PLD are both going to be viable tanks, and be a very very attractive combo.
The classes are close now, but on the content that matters, I'd much rather have the burst mitigation that Inner Beast provides. The only thing paladin really has that is better than the war is the ability to jam all their cd's at once, which almost never happens because you usually need to spread out your cds for multiple different attacks. When this happens, there is always dead periods where you have to rely on bulwark/foresight, because your real cds, rampart/sentinel, are on CD. Wars will never have this issue. They will always have a CD equal to pallies second best, on demand.
Even Hallowed ground, although better on activation than holmgang, has over double the CD of holmgang.