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  1. #23
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    If you think PLD had 0 issues in the tank role for 3 years, you are blind. PLDs have been complaining about various things for years. They complained about how boring the job was because all they did was spam RoH. They complained that their second highest potency GCD was fracture. They complained about the lack of utility. They complained about the various enmity issues caused by that rotation. They complained about TP. They complained about AoE DPS and AoE enmity generation. They complained about how clunky their Oaths were. They complained about situational skills that were rarely used and a waste of hotbar space (seriously, Riot Blade?). They complained about TP (no, that's not a typo. they complained about TP so much I thought it was worth mentioning twice). They complained about how dumb the hit table is in regards to parry and block. They complained about how it was a terribly designed job that was only getting used because of HG / it was effective enough for content. And, when competition was finally introduced in HW, that house of cards collapsed and PLDs were thrown in the dog house to no intelligent PLD's surprise. But yea, I'm just joking. The job was fine.

    You're the one that's joking. Seriously, go over to blue gartr and look through the old PLD threads and you'll see how wrong you are.

    I haven't mentioned DPS once in any of my posts but somehow you are completely fixated on that. What does DPS or the DPS meta have to do with any of the things I mentioned? DPS and the DPS meta are not why DRKs are crappy OTs. It's not why PLD + DRK is a horrible tanking comp. It's not why PLD has garbage TP management. What does DPS have to do with the flawed concept of having one tank for physical damage and one tank for magical damage?

    Yea, WAR comps are better because WARs are designed to be effective regardless of their role because of the innate versatility of their skill-kit and because they are designed to have relevant utility. How does the design of the job not matter at all when you just listed out all their design strengths when explaining why WAR comps are better?

    Seriously, just compare WAR's standard rotation effects to PLD's or DRK's.

    Butcher's Block -- increased enmity (and their highest potency combo so they are incentivized to use it unlike PLD and DRK)
    Storm's Eye -- 10% slashing resist down
    Storm's Path -- 10% damage down

    Rage of Halone -- increased enmity, 10% strength down
    Royal Authority -- nothing
    Goring Blade -- nothing

    Power Slash -- increased enmity
    Delirium -- 10% int down
    Soul Eater -- nothing

    When you have that large an imbalance in design at such a fundamental level, is it any wonder why WAR finds a spot in more comps?

    And, good example with giving DRK trick attack. When you give them a type of utility they currently do not have, you are improving their design. So of course they're going to get better.

    Yea, WARs avoid going into Defiance. That doesn't change the fact that it's there if they need more survivability and it does an excellent job of filling that need. That's what it means to have a well designed, well-rounded, versatile skill kit. And, at least Defiance is still well-designed enough that it sees some use in this DPS meta. ShO and Grit might as well not exist.
    (3)
    Last edited by Brian_; 12-19-2016 at 10:30 AM.