Results 1 to 10 of 537

Hybrid View

  1. #1
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Ragnvard View Post


    DRKs are much loved in Alex: to a degree where it's almost as if the raid is designed for them. while they do not have the protection of a shield in A2S, Blood Price allows a DRK to contribute a significant amount of AoE damage and is the king of AoE threat.

    So at the end of the day, warriors really only have 3 things going for them:
    i) Slightly higher dps than a DRK, and PLD - around 10% more?
    ii) Incredible burst damage via Berserk (most notable in HP transfer on A3S)
    iii) The ability to apply slashing debuff.

    As time progresses, the dps checks in A3S become more and more lenient (through obtaining gear upgrades). The "niche" of the warrior will start to diminish. Some day in the future, with Echo and higher ilvl, I would much rather bring a paladin to A3S for example, due to their ability to spam shield bash on adds (with the longest stun in game to boot), and ability to tempered will/leap the pushback (holmgang works but has tight timings) - that is because dps will no longer be the barrier, but rather mechanics wise, other tanks will be a safer choice than a warrior.

    A good warrior will need to learn when to pool stacks for inner beast, how to stance dance and play greedy. Alas, they still have some of the weakest cooldowns: foresight being only a mere ~7% reduction in physical damage (worse than awareness imo), bloodbath is "nice" esp coupled with berserk/convalescence, but is still on the weaker end of the spectrum.

    If things are to be changed, then it will have to be something slightly more fundamental to HW: that is i) AF2 forbidding effective class swapping ii) the specialization of tanks where a DRK reign over magical bursts and PLD will always be trivialize physical bursts.

    Unless you are gunning for a server first kill, bring the player, not the class. Tank balance is working as intended.
    Drk is actually in need of help too just like PLD. Only reasons their brought. Possible -10% damage reduction. INT down (magic busters onry) and is starting to be viewed as putting out the most damage in the MT spot while in tanking stance, which means jack %$&#^# when you're tanking in your offensive stance. Other than that their there for the LB bar.

    Warrior has those 3 things going for them....while being marginally close or surpassing the other two tanks in their designed fields. The only thing WAR doesn't have is a heal / shield ability to protect it's party members, a pet, and combat resurrection.

    I hope you're referring to a pick up group. Other wise this entire post of taking a PLD over any other tank currently makes no sense what so ever. You'd take the class that has skills for progression( Preventing F-up and allowing breathing rooms) after a entire group has already progressed and has gotten their gear? If anything as content moves forward Pld will be less favorable. More DPS = less mechanics. If you do not believe me get a full party of level 60's and go do any 2.0 content fight that the group knows and watch as entire phases are trivialized and the bosses face melt.

    Uh...War's cool down's are actually on par or really close with PLD's. The only thing "weak" about them are their short duration which is made up for due to their low cool downs. Further more if a war is actually playing war right, some cool downs when paired with others(as some should be) allow for the war to play offensively while reducing healing required on them. The only problem with WAR is that their tanking stance requires a good healer to 100% take advantage of it and not over heal, which is often times nulled out by simply taking a SCH, which yet again means crap if you're tanking in your offensive stance.
    (3)
    Last edited by Seku; 09-29-2015 at 02:24 PM.

  2. #2
    Player
    Disc's Avatar
    Join Date
    May 2012
    Location
    Ul'dah
    Posts
    179
    Character
    Kalos Ianei
    World
    Goblin
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Ragnvard View Post
    Some day in the future, with Echo and higher ilvl, I would much rather bring a paladin to A3S for example, due to their ability to spam shield bash on adds (with the longest stun in game to boot), and ability to tempered will/leap the pushback (holmgang works but has tight timings) - that is because dps will no longer be the barrier, but rather mechanics wise, other tanks will be a safer choice than a warrior.
    WAR will still reduce more total raid damage with Storm's Path while increasing raid damage tremendously with their own DPS & Storm's Eye. Killing slimes will only become easier as you get more gear or echo. Something is seriously wrong if you resort to shield bashing at that point. PLD will not see any love until their enmity is boosted or encounters shift focus towards extreme tank-busters & raid wide AoEs to slow us down.

    Quote Originally Posted by Seku View Post
    Drk is actually in need of help too just like PLD.
    You're a funny guy.
    (0)

  3. #3
    Player Violette's Avatar
    Join Date
    Apr 2012
    Posts
    545
    Character
    Eonkhui Malaguld
    World
    Tonberry
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Disc View Post

    You're a funny guy.
    He's not wrong, Dark's have a lot of glaring bugs in their move set that will become apparent when it comes to mitigating physical hits, but we can have that discussion in 3.2
    (4)

  4. #4
    Player
    Disc's Avatar
    Join Date
    May 2012
    Location
    Ul'dah
    Posts
    179
    Character
    Kalos Ianei
    World
    Goblin
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Violette View Post
    He's not wrong, Dark's have a lot of glaring bugs in their move set that will become apparent when it comes to mitigating physical hits, but we can have that discussion in 3.2
    You're ignoring the fact that our physical mitigation is more than enough for all content in game, our damage competes with & at times surpasses WAR, we don't need MNK, we excel at magic mitigation, and we have one of only two "damage down" debuffs in game. You have to be delusional to even imply that DRK is anywhere near a bad place.
    (2)

  5. #5
    Player
    Syzygian's Avatar
    Join Date
    Feb 2015
    Posts
    735
    Character
    Syzygia Coahcuhhar
    World
    Sargatanas
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Harz View Post
    If I absolutely had to pick something, I'd swap the debuffs on Storm's Path and Rage of Halone.
    Brilliant, actually. If they did this and buffed Halone's potency + maybe a shorter recast on FoF and tweaks to their support utilities, the tanks would be pretty well balanced as far as what they bring to a group.

    Quote Originally Posted by Disc View Post
    You're ignoring the fact that our physical mitigation is more than enough for all content in game, our damage competes with & at times surpasses WAR, we don't need MNK, we excel at magic mitigation, and we have one of only two "damage down" debuffs in game. You have to be delusional to even imply that DRK is anywhere near a bad place.
    100% this. It still blows me away how many people haven't figured out how to play this job right, and when they misuse its tools they're considered "bugs".
    (0)

  6. #6
    Player
    Ragnvard's Avatar
    Join Date
    Jul 2015
    Posts
    17
    Character
    Ragnvard Worldshatter
    World
    Phoenix
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Disc View Post
    WAR will still reduce more total raid damage with Storm's Path while increasing raid damage tremendously with their own DPS & Storm's Eye. Killing slimes will only become easier as you get more gear or echo. Something is seriously wrong if you resort to shield bashing at that point. PLD will not see any love until their enmity is boosted or encounters shift focus towards extreme tank-busters & raid wide AoEs to slow us down.

    You're a funny guy.
    Right now DRK's dmg debuff is rather a pain to use and can't be kept up 100%. Knowing SE, most likely they will either significantly boost the duration or take off the parry requirement. In fact SE prob didn't want DRK to have both dmg reduction AND -int debuff up at all times since that will be almost far too powerful (since raid damage traditionally speaking is mostly magical).

    Ofc, there are also physical nukes, A1S' dread prey is an example. A Pld's RoH debuff reduces that amount, and they can also just cover a person for easy healing.

    Yes, slimes will become easier to kill with gear and echo, but player skills is another matter - why do people still wipe in t9 even with full 120 gear? As a paladin you can do something about all the "shitty situations".



    Quote Originally Posted by Exodus_Kenpachi View Post
    @Ragnvard Im not even going to begin to delve into how incredibly ignorant brining a PLD over WAR for speed runs and farming would be, but the fact that you think that the tank balance is working as intended is clear proof you have no idea what balance is.

    On one hand we have a tank which does: tremendous burst damage, contributes meaningful DPS, has invaluable raid utility, and has a strong defensive kit that not only allows them to effectively tank every encounter but allows them to cover their DPS stance with CDs.

    On the other hand we have a tank that: Contributes almost nothing to DPS while tanking, has CDs that are borderline useless (Clemency, Divine Veil, Tempered Will), offers no meaningful raid utility, is generally considered a hinderence to raids, and is loaded with clunk.

    So we have one tank which is a raid necessity and guarenteed a spot that has arguably no downsides and another tank that really brings nothing to the table.

    Yeah bro. That's balanced.
    Speed runs? I am very familiar with them, just 2 months ago I was farming many ravanas on my pld, 2 healers (with scholar mostly dpsing), 1 tank, 5 dps. I have done it on all 3 tanks and also my scholar. Pld need less healing = more dps from healers. Also, please do not compare a warrior who tanks in full slaying+deliverance with a pld who tanks in shield oath in full fending/half fending. The DPS difference is really less than what people think. Not to mention there is still DRK in the equation who still does very good damage while in grit (and can drop grit for every blood weapon CD). DRKs imo are the undervalued tank in the DPS department.

    As for cooldowns?
    Foresight (~7% physical) vs Rampart (20% everything)
    Bloodbath vs Convalescence
    Vengeance vs Sentinel
    Thrill for battle vs Bulwark
    Holmgang vs Hallowed Ground

    Pretty much with the entire ARR kit, pretty much pld has the superior set of cooldowns, maybe with the exception of Thrill for Battle allow the warrior to self heal.
    ------------------------
    Equilibrium vs Clemency/Divine Veil
    Raw Intuition vs Sheltron

    Equilibrium I agree is better. It is not as if Clemency/Veil are useless (Veil is actually a lot stronger than what people give it credits for but take some coordination to use). RI allows a warrior to parry a series of hits (and is often used as a dps CD), but sheltron will allow a pld to pretty much block every single physical burst attack (think flatten/blind blade, etc) - how completely broken is that lol?
    (1)

  7. #7
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Ragnvard View Post
    sheltron will allow a pld to pretty much block every single physical burst attack (think flatten/blind blade, etc) - how completely broken is that lol?
    Yeah it's pretty overpowered. It'd be like if warriors had a button that reduced damage by 20% every 17-20 seconds.
    (9)

  8. #8
    Player
    Syzygian's Avatar
    Join Date
    Feb 2015
    Posts
    735
    Character
    Syzygia Coahcuhhar
    World
    Sargatanas
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Ragnvard View Post
    Right now DRK's dmg debuff is rather a pain to use and can't be kept up 100%. Knowing SE, most likely they will either significantly boost the duration or take off the parry requirement. In fact SE prob didn't want DRK to have both dmg reduction AND -int debuff up at all times since that will be almost far too powerful (since raid damage traditionally speaking is mostly magical).
    So pretty much, here, you said some crap about how you can't be bothered to manage a mechanic half the other jobs in the game have to deal with (a proc) even when you have a cooldown for which 90% of the use in a raid scenario is to trigger said proc, complained that it doesn't have 100% uptime, and then went on to state, most likely, the exact reason why it does not have said 100% uptime.

    Yes, the whole REASON Reprisal is only 66% uptime is because they already have Delirium. If you're manipulating procs with Dark Dance DRK has an average of 16.6% magic mitigation and 6.6% physical mitigation to bring to the party at all times. The debuff is also off the GCD and not tied to a combo. This ties with Storm's Path in my book. Trust me, if you're playing the job right, you can keep Reprisal on CD. Dunno what you're smoking.

    If anything, Reprisal+Delirium is actually more useful in the majority of raid scenarios that I can come up with off the top of my head. The extra 5 to 6.6% magic mitigation is more useful than the added physical mitigation uptime that Path provides because inarguably the vast majority of heavy raid-wide/raid-targeted damage in this game, so far, has been demonstrably magical.

    T5 - Fireball/Conflag/Aetheric Profusion
    T6 - Only one I'm not sure of really. Rotten Stench?
    T7 - Circle of Flames
    T8 - Defensive Reaction
    T9 - Megaflare/Lunar Dynamo/Supernova/Fire-Ice/Thermionic Beam
    T10 - Literally almost every mechanic except for the Charge and Critical Rip
    T11 - Nerve Cloud
    T12 - Flames of Rebirth
    T13 - Gigaflare/Megaflare/Flare Star/Twisters
    A1S - Gunnery Pod
    A3S - Splashes/Sluice
    A4S - Like, almost everything.

    A2S is literally the first fight since T4/T6 where the majority of damage has been physical and even here, there isn't much raid wide damage happening regardless. The current content doesn't favor DRK, DRK favors content in the game in general, unless you're still stuck on Titan Ex I guess.



    Quote Originally Posted by Ragnvard View Post
    Ofc, there are also physical nukes, A1S' dread prey is an example. A Pld's RoH debuff reduces that amount, and they can also just cover a person for easy healing.

    Yes, slimes will become easier to kill with gear and echo, but player skills is another matter - why do people still wipe in t9 even with full 120 gear? As a paladin you can do something about all the "shitty situations".
    Most good players don't expose themselves to those "shitty situations" and prefer to play their jobs right and play with people that do the same. Also you're batshite insane if you think echo is ever coming to anything with "Savage" on the end of it. They might remove the loot lockout and progression lockout but echo/nerfs/solo-queueing is almost assuredly never coming to Savage anything. You still can't solo-queue into SCOB savage unless you're unsynced. LOL @ that.
    (1)
    Last edited by Syzygian; 09-30-2015 at 08:50 AM.

  9. #9
    Player
    Exodus_Kenpachi's Avatar
    Join Date
    Sep 2015
    Posts
    128
    Character
    Exodus Kenpachi
    World
    Gilgamesh
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Ragnvard View Post
    Snip
    Ohhh boy... The level of ignorance in your post is reaching critical levels. First off, Ravana speed runs are done with 1 tank, 1 healer, and 6 DPS. Secondly you seem to think that PLD is far ahead of WAR in the mitigation department which is simply not true. You then said that PLD has the superior set of CDs which is again not true. Lets take a look at each defensive kit THE RIGHT WAY

    Rampart vs IB: As far as uptime goes they are roughly equal but I will say IB is the winner for the simple fact of accessibility.

    Vengence vs Sentinel: If you dont know why Vengence is the superior CD in a prolonged fight by now then you need to stop posting here. But to touch on it briefly, the amount of uptime Vengence provides with its extended duration AND increased DPS for WAR make it superior than a flat 40% mitigation. For example in a five minute fight Vengence would out mitigate Sentinel... By a lot

    Raw Intuition vs Bulwark: This depends on the shield equipped and what is being tanked. For multiple massive physical hits then Raw Intuition wins because of reliability. If we are talking about a trash mob then Bulwark might be better. However if you change this to Raw Intuition+Awareness then the amount of uptime RI has minus its one downside makes it the clear cut winner

    WAR Convalescence vs PLD Convalescence: Now obviously native spells are superior but really WAR wins here because while it gained Convo from cross class PLD gained.... Uhhh... Mercy Stroke?

    Holmgang vs Hallowed Ground: Now obviously Hallowed Ground wins out in the overall mitigation and usability but the uptime of Holmgang allows more more flexible use of WARs other CDs because you can almost guarentee Holmgang will be up for the buster. Just look at A1S as an example. By Holmganging 1st and 3rd i can freely use Vengence for Royal F and will actually increase my overall mitigation.

    Clemency vs Equilibrium: Hahahahaha... Yeah Equilibrium wins because Clemecy is too busy eating glue and getting interrupted.

    WAR foresight vs PLD forsight: They both suck

    WAR Bloodbath vs PLD Bloodbath: WAR actually has a use for bloodbath with their stupid DPS, overpower, IB, and Berskerk... WAR wins by a landslide.

    Sheltron vs Thrill of Battle: This is a toss up and depends on how each is being used. ToB is great as a recovery tool after Holmganging or a means to meatshield larger hits when coupled with Convo. Sheltron COULD be amazing if it didnt get taken by an AA half of the time but its MP regen and CD time are great. I say this is a tie.

    Storms Path vs RoH: Not even close. Path wins

    At the end of the day WAR possess a powerful defensive kit while simultaneously possessing significantly higher DPS than PLD. Hell I didn't even go into the fact that some of WARs CDs also double as offensive tools with stacks or the fact that WARs crazy defensive uptime also allows for them to enter their DPS stance safely more often than PLD without taxing the ever loving shit out of their healers.

    When all is said and done PLD only out mitigates WAR by a TINY amount and this only applies to physical heavy fights or fights that have large numbers of trash. If we are talking about magic heavy fights such as A4S then PLD actually mitigates LESS. This isn't even bringing into account that higher DPS = Shorter Fight Time/Pushed Phases = Less Damage Taken. So in those rare case where PLD mitigation does significantly surpass WARs mitigation it does NOT allow for a significant increase in healer DPS, certainly not enough to cover the huge gap between WAR and PLD DPS.

    Aside from allllll that, WAR also posesses raid utility with Path, Eye, great tank DPS, and the ability to mitigate all types of damage and not being locked into being a magic or physical specialist.
    (7)
    Last edited by Exodus_Kenpachi; 09-30-2015 at 09:26 PM.

  10. #10
    Player
    NFaelivrin's Avatar
    Join Date
    Dec 2014
    Posts
    192
    Character
    Nymeria Faelivrin
    World
    Ultros
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Disc View Post
    You're a funny guy.
    ...For you.
    (0)