Okay, so I regard the 10% damage reduction from Path as synonymous with Path since it's the entire point of the skill. If you remove the 10% damage reduction from Path, it's no longer Path.
He clearly suggested to remove the damage reduction from Path and give WAR physical mitigation instead.
WAR is obviously not just there for Path but Path is vital in early progression. Yes, it has higher uptime than DV and Reprisal but they're used in effectively the same way.
For example (I'm going off loose memory here so things will be a bit off), A8S P3/P5/P7 has a sequence where you take ~3k damage, 2 people will take ~18k damage, the other 5-6 people will take ~15k damage, and you end taking another ~3k hit. In total, each person will take ~21-24k worth of raw damage.
In early progression, outside of your tanks, people had ~18-20k HP. So if you take that sequence of damage without any mitigation, people will die every single time. Due to forced movement and the speed at which the damage happens, you are limited to HoTs and instant healing.
So having mitigation like Delirium / Dragon kick / Path / Reprisal / Virus / etc. and shielding like Succor / Adlo + Deploy / DV / etc. becomes absolutely mandatory. It doesn't matter if it's DV, Reprisal, or Path. They all serve the same purpose -- lower incoming raid damage so people don't die. Note that physical damage reduction does nothing here since the damage is magical.
And, because that sequence happens multiple times with huge raid hits in between that also demand mitigation, you can't afford to just blow everything to mitigate a single sequence. You need enough overall raid mitigation tools to cover multiple raid-wiping hits.
So what happens when PLD still brings DV, DRK still brings Delirium and Reprisal, but WAR no longer brings anything? Yea. You no longer bring WAR because people die if you do.

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