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Can't help but to agree with this, expect for the statement " there's simply no reason to not play pld" while currently they are at the top of the dos chain, their utility really doesn't do much as people paint it (on savage) the mitigation is very sly and is not worth wasting a GCD 15% dmg reduction whe you have your healers with the only 2 utility been intervetion and divine vail been good because they don't cost you a dps loss and even that only on very specific situation you might really need that and all it changes is probably save the healers an extra GCD.
PLD utility is exelente but not as godlike as people think they only issue right now is him doing more damage and I can agree with that, but then looking back to my previous statement while easier and less punishing your group does not get affected by bringing any party composition unline HW that if you didn't had a warrior it would be a massive DPS loss. this time around all tanks can perform at the same line.
In planet earth my friend WAR currently has the highest self DPS of the 3 PLD and DRK get a boost with slaying Dbuff from PT which makes them to equal or slightly more dmg, and yeah they are more punishing and requires more "skill" to pull off. which is why most people agree it needs either more damage or pld needs a dmg nerf. But if you put all 3 tanks on a dummy tanks does more damage than the other 2. I think there was a threat about it around here you can use as source.
Dummies don't have mechanics that can interrupt your rotations.
The only thing that WAR leads in currently is that it has arguably the best personal cooldown spread of the three tanks.But that doesn't matter when you won't be MT-ing outside of normal content currently anyways (unless your healers don't mind you entering DPS stance).
- 20% mitigation on a 90s CD. (Rampart - Universal)
- 20% more healing on a 120s CD. (Convalescence - Universal)
- 20% max HP on a 120s CD. (Thrill of Battle)
- 30% mitigation + 50 potency retaliation on 120s CD (Vengance)
- 20% physical mitigation on 90s CD (Raw Intuition - goes extremely well with Awareness)
- "Panic Button" (Holmgang) on 180s CD, so it can be used more than once per fight.
Last edited by Lumadurin; 07-26-2017 at 06:28 AM.
I'm just gonna put it out there, I think War's are actually really solid MT's. While the IR/Zerk windows are pretty eggshelly/punishing in their OT role, it actually makes MT'ing and maintaining moderate damage pretty clean. Especially with 4.05; it's fairly easy to build up safely in tank stance, expend gauges in short, controlled burst windows, and resume safety in tank stance again. It also outlines tanking in 4 distinct patterns, varying in overall dps from anywhere to 1.5k up to 2.7k as a MT (realistically, not with padding or pure DPS stance nonsense, just good ol' stance dancing). Realistic range to expect from a War MT in relevant content: 2.2-2.6k dps while maintaining high defense capability/low heal stress. Idk about the other 2 tanks, but that just feels like a good number range to me.
Dont forget 20% mitigation on 50 gauge costDummies don't have mechanics that can interrupt your rotations.
The only thing that WAR leads in currently is that it has arguably the best personal cooldown spread of the three tanks.But that doesn't matter when you won't be MT-ing outside of normal content currently anyways (unless your healers don't mind you entering DPS stance).
- 20% mitigation on a 90s CD. (Rampart - Universal)
- 20% more healing on a 120s CD. (Convalescence - Universal)
- 20% max HP on a 120s CD. (Thrill of Battle)
- 30% mitigation + 50 potency retaliation on 120s CD (Vengance)
- 20% physical mitigation on 90s CD (Raw Intuition - goes extremely well with Awareness)
- "Panic Button" (Holmgang) on 180s CD, so it can be used more than once per fight.
possible upkeep of up to 70% if you forego any and all dreams of doing real damage for whatever purpose.
I would say no. WAR in many respect's is like a dumb'd down SAM, where both have the highest personal dps among their jobs but in a party composition won't matter as much. However SAM was much better designed in that it fully committed to being the highest melee dps, though this may have changed in current raid tier given the major importance to party utility over personal utility and fight design.
As someone who had WAR at 70 three days into EA I can say that it's in a better spot than launch but it's still lacking the party utility it used to have and the dps it should have had. SE just had another knee-jerk reaction to a job being tuned perfectly as usual. It either needs to be a minimum of 150 dps above PLD/DRK with slashing or give it a utility that can help another party member. I compare WAR and PLD to black and white people in America. WAR's have to work three times as hard to achieve the same results a PLD can do with ease.
The others have already said this, but it's an overwhelming no from anyone who has any sort of extensive and in depth experience with all three tanks. Both in paper and in practice Paladin is noticably better at everything, Dark Knight literally only has TBN, and Warrior brings nothing to a group other than splitting hairs over a very minor DPS difference that technically we're not supposed to even know about.
Please don't be fooled by the fact that any tank can successfully tank. "Not being uselessly broken" is the baseline and not a success in and of itself.
Last edited by Umbeliel; 07-26-2017 at 07:40 AM.
I run DRK/WAR combo for V1s. Plunge and onslaught cheese the ice mechanic so good. When I had a PLD with me, it felt so awkward
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