It's more difficult and less forgiving because one of WAR's major mitigation skills (Inner Beast) is not available at the click of a button like all of Paladin's many mitigation skills. You have to figure out if you have time to use stacks for something like fel cleave or not before you need them for inner beast.
It's more difficult and less forgiving because WAR's other mitigation skills with the exception of Vengeance (which is equivalent to shield oath + rampart, with Rampart having a shorter cooldown advantage over Vengeance) and Thrill of Battle, WAR's mitigation skills are indirect and come at costs. Timing of them is far more crucial, and not as simple as "click and forget" like PLD's. A WAR typically has to decide on either sacrificing Eye for Path, or Path for Eye. A bad decision there = lost mitigation. Equilibrium is only beneficial after damage has been taken, not before it, and comes at the cost of losing a 200 TP regen.
It's more difficult and less forgiving because with how WAR's stance dancing works, you have to allow time to pass before you can switch stances again. PLD's stance switching is a blessing and a curse, more often a curse than a blessing imo, but with regards to switching faster, PLD has the advantage of ease. 1 GCD is shorter than the time WARs have to wait to switch after switching.
Being that WAR's tank stance is also not direct mitigation, it makes WAR's direction mitigation skills all the more important to use at the right times as well. If a tank buster is going to kill a WAR with the bonus health they have (this and healing received boost only do so much against spike damage), popping a direct mitigation cooldown like Vengeance, which has a much tighter requirement for its use than rotating Sentinel and Rampart and such, and using Inner Beast is the only answer. Inner Beast must be up at the right time, which is something a WAR has to keep in mind at all times when managing stacks and stance timing and balancing Eye/Path, and failing that, a WAR is in deep trouble due to essentially having no added defense against a large spike in damage.
I've played both PLD and WAR extensively. I strongly agree with the community's seeming consensus that PLD is quite easier to play than WAR.
Not really. A fight could be designed to where it was beneficial to have a WAR MT, then swap to PLD for easier mitigation of tank busters, then back to WAR MT. All it takes is a little creativity. It's been done in other games before, it's not impossible to get something other than dps check dps check dps check.
Besides, in a game where we can play every single job on one character, it should open up things like this to being more flexible. In many games, you can only play one class per character, and all classes of a role have strengths and weaknesses. Homogenization of jobs is not necessary there, why should it be here when we can alternate our jobs with such ease?



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