WAR is more complicated.
Wrath/Abandon, the main mechanic of WAR, is based on certain GCDs (and some oGCDs). Skull Sunder, Butcher's Block, Maim, Storm's Eye, Storm's Path, Vengeance, Berserk, and Raw Intuition.
To fully maximize both DPS and mitigation you have to literally know exactly what GCD you will press every ~2.5s of the fight. If you slack on one GCD, now your IB is going to be one GCD later, or your Unchained, or you won't get your triple Fell Cleave, etc. etc. I don't know which tank you play, but if you ever MTed T13 when it was still relevant you'd notice that there is an incredibly careful dance to mitigate every Flare Breath, to mitigate every Flatten, and to use Unchained optimally.
Playing WAR to it's fullest extent is not as easy as PLD and DRK. Most people like to pretend that because PLD has 3 combos now, it's just as hard as WAR! Nah. We're out here working for this mitigation, for this damage, we have to learn the fight so intrinsically that it is etched into our brain. I have every single GCD I press in A1S mapped out to maximize my time in Deliverance, to have Unchained up to then build 5 stacks just in time for the cleave + tank buster, to then go back into Deliverance and have Path up every time it's needed but using BB when I can afford exactly 11 GCDs without it... WAR tanking isn't a walk in the park.
I know that all sounds like "WAR's the hardest therefore should be the best", but I don't believe that. Balancing around difficulty doesn't work out because people will just bring the best players of the hardest jobs and exclude all the easy to play jobs. But pretending like PLD and DRK are just as hard is a bit foolish. I don't mean that to be offensive, most people have this assumption now that PLD has 3 combo paths, but man... I did not put all my effort into learning every intricacy of this job to be compared to PLD, a job I played in 2.0 and randomly in every subsequent patch. I know what PLD is like, adding 2 more combos doesn't make that job any less mind-numbing.
I agree that Dark Mind is powerful, but I don't think it's powerful enough. I don't play DRK, though, so I am speaking out of line a bit - if you play DRK then I'm willing to believe it's as good as a shield. DA + Soul Eater, though, while a good HP regeneration isn't the equivalent of blocking an attack. You'll usually end up overhealing yourself (which means part or all of it is worthless) and when you don't, heals were coming anyway and now those are overhealing you. It's a similar situation to when WAR's IB was just a large heal and there's a reason that's been changed. Again, though, don't play DRK so might be wrong.I think Dark Mind is already a powerful skill to reduce magical damage, and DRK can drain life back with DA+Soul Eater. So, they don't have constant mitigation but constant self-healing (And I'm pretty sure they're close in terms of eHP)
This is less a problem with WAR and more a problem with the fights themselves. Currently, outside of A4S possibly, no fight in Savage warrants PLD or DRK's mitigation over WAR's DPS output. If the damage was higher to showcase WAR's in-between mitigation and therefore warrant the higher mitigation of PLD/DRK then each job's roles would be more apparent. For DPS check fights with high damage, you'd bring a WAR as OT. For DPS check fights with lower damage (or more spread out damage), you'd bring a WAR as MT. For fights with heavy mitigation checks, you'd bring a DRK + PLD. And with gear, all 3 tanks would be able to do all of that.The problem with the "in-between" is when it's far enough. In magical figths, PLD really lacks mitigation. In physical fights, DRK lacks mitigation. But, either in magical of physical, having Inner Beast so often gives WAR sufficient mitigation to be MT all the time. And when mitigation is "sufficient", anything more quickly becomes a waste.
Yes, a DPS increase is a simple solution, but it bugs me to make all tanks more and more similar. I'd really like some adjustment that really change the strat between each tank.
That's why I suggested something to make WAR manage fights very differently.
When I look at WAR in 2.0 it had absolutely no mitigation, and no permanent healing boost. That was clearly not enough to survive content because of the damage scaling. But maybe it could have worked with only some of the changes from 2.1.
I think 2.0 WAR could've worked with HP returned converting into shields rather than simply being an HP absorb, but they just decided to homogenize WAR with PLD. I don't think reverting everything back and making changes from there is the solution, though. We should work with what we've got and not make too many drastic changes. Give all the tanks an Eye debuff, give PLD some extra DPS, things would be a lot more even and you could use any comp without feeling the need to have a WAR or w/e.



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