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.
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.
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.
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.
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....
PLD has stun with no CD ....HG > Holmang, Cover can save a healer or low hp party member
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.
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*.
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.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.
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.
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).
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