Warrior downsides:
- invuln REQUIRES a target be in range (I understand most will just macro to use on self, but this is inefficient when timing matters)
- invuln offers ZERO damage mitigation, you still take full brunt of damage...you just can't fall below 1. If not timed properly you can run the risk of being low HP if your healers are busy. P12s Lazy Lazers and P8s Shared Autos comes to mind as progging that was rough on the healers as a WAR...I died a LOT when my healers "think" I can bene myself.
- must be in range of target to attack for bloodwhetting to work correctly otherwise zero heals...only mitigation. As MT I have had to peel off the boss for mechs. The last tier was really much of an issue as the target circle is gigundo now, but in previous tiers I lost out on a lot of healing from bloodwhetting due to mechs>dps.
- zero range capabilities save tomahawk (compared to Holy Spirit which is considerably stronger....better nerf Holy Spirit)
-Few DAMAGE mitigation (3) buttons to choose from:compared to PLD (6):
- Vengeance : 30%
- Bloodwhetting: 20% with 10% drop off. With 400 potency heal equivalent barrier. (cure 1 level value)
- Shake It Off: 15% absorb based on WAR MAX HP. (Thrill, bloodwhetting, vengeance, buffs this by 2% each when each respective mitigation is present...lost after using shake it off)....so a WAR will SACRIFICE it's personal mits...to buff the party.
-Equal is a self heal...no mit
-Thrill is a minor heal with increase MAX HP...no mit
-Nascent is a heal only to WAR...no mit
- Sentinel: 30% mit
- Hallowed Ground: 100% damage mit
- Bulwark: 20% damage mit (block rate is 100% but 20% block mit)
- Divine Veil: Barrier 10% of MAX HP of PLD granted to party.
- Passage of Arms: 100% block rate to PLD 20%, lowers incoming damage to party by 15%
- Holy Sheltron: 30% damage mitigation then falls to 15%