

What? FFXI, you could make choices. I don't know if you've looked at the gear here but it's all very very bland. Yeah, the recent years with supertanking (hold adds) got really really dumb, but not the old days. The enmity system in ffxi also was a complex beauty (besides the frickin caps) and a tank who really knew how to use it shined and everyone knew it.
Here, it's just rage of halone, flash, and cooldowns.
Shield Lob (Can change red text to Tomahawk and it will work perfectly Warriors)
/macroicon "Shield Lob"
/ac "Shield Lob" <t>
/marking attack1 <t>
Better "macro switching", give it a read: http://tinyurl.com/ffxivhotbars
Eh, it was a bit more flexible. The enmity system wasn't a "complex beauty" though, lol.What? FFXI, you could make choices. I don't know if you've looked at the gear here but it's all very very bland. Yeah, the recent years with supertanking (hold adds) got really really dumb, but not the old days. The enmity system in ffxi also was a complex beauty (besides the frickin caps) and a tank who really knew how to use it shined and everyone knew it.
Here, it's just rage of halone, flash, and cooldowns.
@ OP: I'd wait to ask for buffs for PLD when Warrior's severely needed buffs aren't even released yet. There are a few QOL issues that could be addressed for them, but these buffs are laughable considering the job is already incredibly strong.
The game must have changed a lot after I left midway through the WotG expansion, because I don't really remember all these choices you're talking about.
I seriously doubt that SE announced these changes because they wanted our feedback. They announced them so we know they care.The issue I take with the "wait until it's all implemented" approach is that we end up in the situation we're in now where the exiled job warms the bench for 3+ months until the next major patch rolls around. Ideally what should have happened in this particular case is that proposed adjustments for every job should have been presented at the same time to be considered as a whole. Surely WAR adjustments aren't the only adjustments that deserve to be evaluated by the player base before implementation.
The reason why "wait until it's all implemented" is a good approach is because its very possible that even with these changes Warrior will still be a subpar tank. Remember, not only are these changes not final, but they also haven't given us exact details on how these changes will be implemented.
It also doesn't help that your initial post makes some pretty questionable assumptions that I can only imagine were made to put Warrior's on a pedestal to justify why Paladin's need a buff. You have no reason to believe the Storm's Path debuff will be more potent than the Rage of Halone debuff. You call the changes to Holmgang balanced when compared to Hallowed Ground, which is beyond ridiculous. And you completely ignore that Paladins will still have better mitigation than a Warrior after patch 2.1.
Ran out of posts so this will probably not be seen but:
Yes, but that's if Storm's Path will have the same potency as Rage of Halone's debuff. We have no idea how strong it will be and we also have no idea how long the debuff will last (which is very relevant since this will affect if it can be kept up at all times), or god forbid, if enemies will start resisting it after a while.I'm not sure why these assumptions are "questionable," so if you could enlighten me it would be appreciated.
As far as I'm aware the impact enemy STR has on damage dealt is unknown at this point, and would only effect physical damage anyway. The buff to Storm's Path will affect all outgoing damage, so even if they end up being roughly the same potency, WAR will be decreasing damage overall more effectively than PLD by virtue of also inhibiting magic damage.
This one is so ridiculous that I don't even know how you need someone to explain it to you. Put simply:Care to explain why you think Holmgang isn't balanced against Hallowed Ground? They're both "don't kill me" abilities. One is gained at 42 (and isn't even exclusive to WAR), the other at 50. One grants immunity to death for six seconds, the other for 10. You can use Holmgang 2.3 times per Hallowed Ground. Which of these screams unbalanced to you?
- Paladin uses Hallowed Ground and becomes invincible for 10 seconds. As long as the Paladin has agro it receives 100% damage mitigation for the entire duration of the ability and when the ability ends has, in the worst case scenario, the same HP he started with.
- Warrior uses Holmgang and cannot drop below 1 HP for 6 seconds. Holmgang's "invincibility" only starts giving damage mitigation when the Warrior's HP reaches 1 (unlike Hallowed Ground where its always active). When Holmgang ends, in the worst case scenario, the Warrior is left with 1 HP.
Now you can argue that the Warrior should be healed so he isn't left with 1 HP at the end of Holmgang, but again, even if you consider that, Holmgang is still pretty bad when compared to Hallowed Ground because any HP healed during Holmgang can be lost before the effect ends. This is not the case with Hallowed Ground.
Now if Holmgang was something like "HP cannot drop below 20%" (or whatever number needed to not get instantly gipped after Holmgang ends) then we could start talking about how the ability is comparable to Hallowed Ground. The way the ability is currently described, more often than not, the "invincibility" effect will either never kick in or be completely worthless. There's a reason why these changes were made to a Marauder ability and not a Warrior ability.
Last edited by Gilthas; 11-22-2013 at 05:33 AM.
I'm not sure why these assumptions are "questionable," so if you could enlighten me it would be appreciated.The game must have changed a lot after I left midway through the WotG expansion, because I don't really remember all these choices you're talking about.
I seriously doubt that SE announced these changes because they wanted our feedback. They announced them so we know they care.
The reason why "wait until it's all implemented" is a good approach is because its very possible that even with these changes Warrior will still be a subpar tank. Remember, not only are these changes not final, but they also haven't given us exact details on how these changes will be implemented.It also doesn't help that your initial post makes some pretty questionable assumptions that I can only imagine were made to put Warrior's on a pedestal to justify why Paladin's need a buff. You have no reason to believe the Storm's Path debuff will be more potent than the Rage of Halone debuff. You call the changes to Holmgang balanced when compared to Hallowed Ground, which is beyond ridiculous. And you completely ignore that Paladins will still have better mitigation than a Warrior after patch 2.1.
As far as I'm aware the impact enemy STR has on damage dealt is unknown at this point, and would only effect physical damage anyway. The buff to Storm's Path will affect all outgoing damage, so even if they end up being roughly the same potency, WAR will be decreasing damage overall more effectively than PLD by virtue of also inhibiting magic damage.
Care to explain why you think Holmgang isn't balanced against Hallowed Ground? They're both "don't kill me" abilities. One is gained at 42 (and isn't even exclusive to WAR), the other at 50. One grants immunity to death for six seconds, the other for 10. You can use Holmgang 2.3 times per Hallowed Ground. Which of these screams unbalanced to you?
I didn't completely ignore that. In fact, the entire first half of the post discusses mitigation between the two. Defiance now effectively neutralizes Shield Oath. Inner Beast now completely neutralizes Rampart in terms of effective mitigation (IB is 6%, Rampart is 4.4%). Vengeance is ~1.53% more than Sentinel is, and if you add Bulwark on to that, the net difference is .55% in PLD's favor, until you remember that shield blocks don't process on magic so it still works out in WAR's favor.
Also consider that shield blocks artificially reduce Paladin's Parry rate (not particularly important), and shield blocks are ~4% more potent than a parry would be (28% to 24%), so assuming a block rate of 28% and a parry rate of 13% (I don't know the actual rate but DEX is non-existent on tank gear so it's probably almost floored), and that blocks process before parries:
1000 hits for 100 damage each
Shield: 7840 damage blocked
Parry (13% of the remaining 720 hits): 2246 damage parried
Combined: 10086 mitigated
Total damage done before mitigation: 100,000
Opposed to just parrying: 3120 damage parried
So there's a ~5% advantage in PLD's favour against physical damage (Shield + Parry vs just Parry is ~7%, minus the difference between Rampart and Inner Beast Buff), and puts WAR's effective mitigation ahead by over 3% on enemies that exclusively use magic. The net difference here being ~2% in PLD's favor before considering WAR's self-heals.
"So what? They're about equal like they should be." Not quite. None of the above considers offensive potential, where WAR now clearly has the advantage. They're able to bypass the damage penalty on Defiance ~17% of the time, whereas PLD cannot. Maim is an effective 20% damage increase because it can be kept up at all times, compared to an average increase in damage of 10% from Fight or Flight. The debuff from Storm's Eye reduces slashing resistance by 15% which PLD does not have access to on its own. It also does significantly more AoE damage than PLD is capable of, and has the added bonus of generating substantially more enmity while doing so. This is why I would like to see Shield Swipe turned into a normal ability with the Combo effect of being conal with increased enmity generation (at the cost of much more TP), or have increased enmity added to Circle of Scorn.
Most of my suggestions also revolve around the disturbing number of PLD abilities that are currently useless or effectively useless, or completely unbalanced when compared to other tools in Paladin's arsenal (lookin' at you, Bulwark and Awareness). I don't see it's unreasonable or "whiny" to be asking for those things to be made serviceable.
Please don't tell me my assumptions (which are indeed simply educated guesses) are unreasonable without supplying your own logic for examination.
Edit:
People without relics are still certainly capable of dealing damage, yet there are many, many shouts that mandate you have one to be able to join (even for the trivial content like Amdapor Keep and Castrum Meridianum). There are also many, many shouts that specifically ask for PLDs (which is unreasonable), and should these buffs be as potent as some expect them to be, the situation will just flip to shouts exclusively looking for WARs (also unreasonable). How is this any better than what we have now?
Last edited by Obsidian; 11-22-2013 at 05:08 AM.
Because healer really needs to be on the ball to heal Warriors after Holmgang while they don't have to for Paladin?Care to explain why you think Holmgang isn't balanced against Hallowed Ground? They're both "don't kill me" abilities. One is gained at 42 (and isn't even exclusive to WAR), the other at 50. One grants immunity to death for six seconds, the other for 10. You can use Holmgang 2.3 times per Hallowed Ground. Which of these screams unbalanced to you?
How many mobs only use magic exclusively???So there's a ~5% advantage in PLD's favour against physical damage (Shield + Parry vs just Parry is ~7%, minus the difference between Rampart and Inner Beast Buff), and puts WAR's effective mitigation ahead by over 3% on enemies that exclusively use magic. The net difference here being ~2% in PLD's favor before considering WAR's self-heals.
Storm's Eyes decreases slashing resistance by 10% and only up 66% of the time currently (1 SE, 2 BB is the combo, noone ever does 1 SE, 1 BB as that renders Maim's trait useless and not as much enmity). I'm confused by what you meant when you say it also does significantly more aoe damage, Storm's Eye is single target and you need the combo bonus for the slashing resistance so it's not like you can just tab and use Storm's Eye on multiple target."So what? They're about equal like they should be." Not quite. None of the above considers offensive potential, where WAR now clearly has the advantage. They're able to bypass the damage penalty on Defiance ~17% of the time, whereas PLD cannot. Maim is an effective 20% damage increase because it can be kept up at all times, compared to an average increase in damage of 10% from Fight or Flight. The debuff from Storm's Eye reduces slashing resistance by 15% which PLD does not have access to on its own. It also does significantly more AoE damage than PLD is capable of, and has the added bonus of generating substantially more enmity while doing so. This is why I would like to see Shield Swipe turned into a normal ability with the Combo effect of being conal with increased enmity generation (at the cost of much more TP), or have increased enmity added to Circle of Scorn.
Tell me more about how much a lv14 marauder knows about a warrior's problem.
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