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  1. #21
    Player
    Arrius's Avatar
    Join Date
    Mar 2014
    Posts
    1,173
    Character
    Mirn Armaya
    World
    Shiva
    Main Class
    Gunbreaker Lv 100
    From both Jobs, I do think the Warrior is more 'fun' than the Paladin because of his broader palette of abilities that work in any tank role, MT or OT.
    (0)

  2. #22
    Player
    subteraneanbird's Avatar
    Join Date
    Mar 2014
    Posts
    362
    Character
    Kurara Mamegano
    World
    Malboro
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Eggnook24 View Post
    It's interesting, I haven't unlocked the jobs yet, so that might be a difference (?). I'm leveling both GLD and MRD at the same time, and Maurader feels squishy in comparison.
    Low level stuff can't be compared to level 50 at all, especially since a big part of WAR mitigation (Inner Beast) isn't until level 35. Defiance also changes their playstyle significantly.
    (1)

  3. #23
    Player
    Kirinichibon's Avatar
    Join Date
    Feb 2014
    Posts
    174
    Character
    I'zizi Pi
    World
    Faerie
    Main Class
    Arcanist Lv 65
    Quote Originally Posted by Eggnook24 View Post
    It's interesting, I haven't unlocked the jobs yet, so that might be a difference (?). I'm leveling both GLD and MRD at the same time, and Maurader feels squishy in comparison.
    After 30, WAR feels like a threat, damage, and mitigating god. PLD could use a tune up to increase aoe damage to bring them on par. Mitigation is nearly the same, except for HG.
    (2)

  4. #24
    Player
    T1M0N's Avatar
    Join Date
    Feb 2014
    Posts
    104
    Character
    Timon Krynos
    World
    Cerberus
    Main Class
    Lancer Lv 50
    There is not "superior" tank.Both have a GREAT synergy ,one of the best i've seen in a videogame honestly.War was ...kinda meeh before 2.1 but still "ok" but you couldn't really said anything when people prefered 2 PLD it was much easier exept for aoe aggro.
    Now,they're the best duo of the game,the debuffs are great,both can MT,both can OT etc....
    (2)

  5. #25
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    PLD has stun with no CD ....HG > Holmang, Cover can save a healer or low hp party member
    (0)

  6. #26
    Player
    Danko's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    42
    Character
    Nebo Jones
    World
    Gilgamesh
    Main Class
    Marauder Lv 70
    I think the reason people think that WAR is so much greater than PLD in damage is that WAR can push larger bursts than PLD. Berserk/Unchained/Maim/Storms Eye/Internal release is not something a PLD can compete with for burst phase damage. In reality their damage output over time is comparable...but the burst-y nature of Warrior damage makes it a bit more visible.

    It's one of the reasons I like WAR. It's less random with storms path/Inner beast so I can choose when I want to "block" big attacks. And I can also plan to help during burst phases.

    What I can't do as WAR is stun lock adds, or round up all 4 wave spumes and pop hallowed ground to take one for the team. So on Leviathan ex I prefer to go PLD. I feel like I have more control over the success of the fight. You can still handle those things without a PLD tank as a WAR, it's just easier with PLD.
    (0)

  7. #27
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Danko View Post
    In reality their damage output over time is comparable
    Math has been done, in game tests have been done, etc. etc. WAR *does* do significantly more damage than a PLD. The only time damage is a wash is when offtanking because SwO is *amazing*.

    What I can't do as WAR is stun lock adds, or round up all 4 wave spumes and pop hallowed ground to take one for the team. So on Leviathan ex I prefer to go PLD. I feel like I have more control over the success of the fight. You can still handle those things without a PLD tank as a WAR, it's just easier with PLD.
    PLD can't reduce the damage of Levi's regular AoEs (they're magical attacks, so they don't count on STR; SP simply reduces damage outright) nor can they interrupt the fear adds' casts (they're immune to stun while casting, but you can still KB/pull them with Holmgang and it interrupts them) so it's not as if PLD is outright better than WAR (you don't have both tanks on the same target, so the "one of each" argument is only a factor as far as LB is concerned), but a WAR can survive the 4 wave spumes by using Holmgang as easily as a PLD can; it just requires a quick reaction by the healers.
    (0)

  8. #28
    Player
    Illya's Avatar
    Join Date
    Aug 2013
    Posts
    629
    Character
    Illyasviel Einzbern
    World
    Ultros
    Main Class
    Marauder Lv 80
    They need to remove the root from Holmgang, otherwise PLD will always have the superior "oh shit" button over WAR. Holmgang gets the WAR killed more often than it saves his ass.
    (0)

  9. #29
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    They'd have to rename Holmgang if they removed the root.
    (0)

  10. #30
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by SpookyGhost View Post
    They'd have to rename Holmgang if they removed the root.
    The term "Holmgang" simply refers to a duel of some kind in a limited (but not woefully binding) space (the smallest area would have been 9m square which is way more space than you need for any fight that isn't hit-and-run), which means that the name would still be appropriate as long as they didn't remove the pull. Hell, if you really think that the "we can't be separated" aspect of the ability is so important, nothing should be immune to it; everything that you could possibly want to use Holmgang on for survival purposes is immune to it which renders the "we're bound together" aspect redundant given that they'll just run away from you if you don't have aggro.

    If you really wanted to stick with a similar effect, the best set up, as I see it, would be to remove the root from both targets and simply cause Holmgang to continuously pull the target towards you for the duration of the effect (if it can't be continuous, make it pulse the pull every second).

    Discussing changes to Holmgang is a can of worms that isn't really apt for this thread since there are so very many problems with it (it's a mediocre uber-CD, it tries to do too much, the range is too short, the duration is too short given the weak effects).
    (0)

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