with only 2 combos and a fell cleave you have a nice dps, my war before 3.2 only whit this simple rotation hit more that 1000 dps so yes war is easy, if you use the derp mode is simple to because is a rotation you have is alwais the same, you prepare, execute and end, at least for me is the most easy of the 3, OT speaking of course, but i think no war go to MT now.paladin? Its dps rotation is the easiest out of the tanks. You have no stack mechanic, infuriate, triple fell cleave, decimate, raw intuition/vengeance for added stacks, or no storms eye/maim to worry about. Just 2 oGCDS, your dot, and mainly spamming your flashy as fuck dps combo right after your dot.
3 oGCDS if you are main tanking.
I think this is something worth announcing a bit louder. I have nothing against Warrior, but Dark Knight's largest weakness, their off-tanking, essentially gives Warrior a free ticket to raids. Since it is basically "Warrior + Paladin or Dark Knight" with no room for "Paladin + Dark Knight." And I understand that Dark Knight is meant to be Paladin's rival in SE's eyes, but being a rival is not an excuse to bring less than either tank to the table when not actively tanking.
Something... something... edginess... shadows... wait... I'm supposed to be a paragon of love and justice!
Well I understood that. But I don't think it pays for damage just because its easiest. I always thought it was because of they were supposed to be THE meat wall that is unrivaled for physical damage.
Being easiest sure doesn't stop monk *cough* sorry I'll stop.
this is factually wrong though. Paladins rotation is regarded as the easiest. Thats not to say Warrior's rotation is crazy complicated, but "nice dps" DOESN'T mean you obtain full dps as you've said in your last post. You aren't even fully trying to optimize the class from the sound of it so why act like you are playing it at its max potential. Stack timing, vengeance/int to triple fell or not/saving it, and knowing when to get the most of your berserk to squeeze the most dps you can. Of course playing warrior at its basic level is easy which you are doing.with only 2 combos and a fell cleave you have a nice dps, my war before 3.2 only whit this simple rotation hit more that 1000 dps so yes war is easy, if you use the derp mode is simple to because is a rotation you have is alwais the same, you prepare, execute and end, at least for me is the most easy of the 3, OT speaking of course, but i think no war go to MT now.
you must not paladin very much if you think thats harder than warrior.
Last edited by Gameplayzero; 04-05-2016 at 10:40 AM.
Paladin lacks damage for the same reason that Bards and Machinists do. Paladin's have unrivaled support, and while yes, their specialty as a tank is physical opponents when compared to Dark Knight and Warrior, it is really their healing and supportive magic that causes them to deal less damage. Also Hallowed Ground. There's no good way to balance Hallowed Ground.
Something... something... edginess... shadows... wait... I'm supposed to be a paragon of love and justice!
It DOES have a 7 minute! cooldown.Paladin lacks damage for the same reason that Bards and Machinists do. Paladin's have unrivaled support, and while yes, their specialty as a tank is physical opponents when compared to Dark Knight and Warrior, it is really their healing and supportive magic that causes them to deal less damage. Also Hallowed Ground. There's no good way to balance Hallowed Ground.
Difficulty in the classes is somewhat subjective, with some people finding DRK easiest compared to the other tanks. /surprised
Rotation wise, WAR is objectively easier to play with the least keystrokes required out of the three tanks. It's difficulty however lies in execution in timing and actually tanking. WAR has the fewest defensive options when tanking in Deliverance with only having access to Vengeance, Thrill of Battle, and Raw Intuition. The latter usually sacrificed for an Abandon stack for 3FCZerk. It's main defensive option is locked behind Defiance and that directly affect's their DPS as well as trading what would've been a FC for a IB as well as incurring the heaviest damage penalty of -25% for the next 3 GCDs.
DRK is objectively the most difficult because of the frequency required in it's keystrokes. But honestly, a large portion of those keystrokes is repetitive Dark Art's spam. It's real difficulty lies in MP management and how to best use that MP bar to the fullest. The 'rotation' for the class is equally simplistic with the general cycle of DASE and DE sprinkled with oGCDS. It however has much more options in defensive capabilities in terms of possessing essentially it's entire defensive kit without being a detriment to it's own DPS with or without Grit. Namely Shadow Skin, Shadow Wall, Dark Dance, Reprisal, and Dark Mind.
Paladin has more frequencies in keystrokes than WAR only really because of having 4 oGCD's to press: Spriti's Within, Circle of Scorn, 'Sheltron Swipe', and Shield Swipe. It again, also has it's entire defensive kit regardless of it's stance in the form of Rampart, Sentinel, Bulwark, Sheltron, Clemency, and Divine Veil.
This is further exemplified in large pack situations where WAR's short and frequent abilities aren't going to help it as well has having little to no access to Inner Beast.
All three are easier to play as OT as they have fewer buttons to press. OT is really an unfortunate position to be in in my opinion. In terms of personal enjoyment anyways.
Doing your DPS rotation is one thing, but doing it on top of the other aspect of your role is another.
For newbie tanks whom are learning the role, think of Tanking as our equivalent to maintaining 'Greased Lightning'. The better you get at it, the better DPS you will bring directly and indirectly.
Last edited by FallenWings; 04-05-2016 at 01:35 PM.
PLD is a great first tank. I disagree that DRK's defensive suite won't hurt its DPS---DA DD, DA DM anyone?
OT can be weird on fights that only need 1 tank. Try to shame one of the DPS guys I guess.
DRK's defensive abilities outside the hurt less/hurt a lot less/don't die are tied to the ability to force a parry proc (with a cooldown usually) or the use of dark arts to pump out useful defensive cooldowns.
Because of this, one must always keep in mind upcoming mechanics and whether mana will need to be expended (be in DD,DM,Unleash/Urchin of Death) or if it can be burnt with DADD/CnS.
Due to this, playing offensively as a drk will result in fewer meaningful cooldowns in return for higher damage.
Last edited by Violette; 04-05-2016 at 03:29 PM. Reason: a word
On a side note,
I'd be nice if they give us the same aura as our Hyperconductive Nothung.
Job identity yo.
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