I imagine there will be a WAR def nerf eventually.
I imagine there will be a WAR def nerf eventually.
PLD buff.
WAR does a good job as its style of Tanking. PLD falls short at its style. I would prefer the option of having 2 tanks and not continue on with just one, by nerfing WAR and buffing PLD.
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Last thing I thought about was FFXI. If you look at the skill sets it's quite obvious.I don't understand why people keep saying this. Pld gets the aoe taunt & has the heals & gets the ability to save other people. That all sounds like a crowd controler to me.
Pld is supposed to be the main tank why? Because of FFXI? But the tank there was Ninja... or Pld/Nin, which is still Nin.
WAR:
#1 Vengeance- Returns damage to enemies and reduced damage. This is a god to a crowd control tank.
#2 Collusion- Pretty much ensures that War keeps hate on a group of monsters.
#3 Steel Cyclone- Probably one of the best AoEs in the game right now. Extremely high burst damage make it so that you can gain burst hate and it can heal you up by a great amount, especially in a larger group of monsters.
PLD:
#1 Holy Succor- Increases sustainability of the PLD and targeted DD/Healer. This wouldn't be used as often when there are trash mobs since they would die fast anyway.
#2 Divine Veil- 100% block rate for 33% of the time. Pretty much makes PLDs very good against strong AA monsters, pretty much bosses. Also gives an AoE Regen which, if melees were more useful in current content, would be great to keep melees alive.
#3- Hallowed Ground- Just compare WAR's 15 minute skill to PLD's 15 minute skill. One is for burst damage (enmity burst) while the other is for sustainability.
However right now since content is all ranged DD, there is no need for a PLD since WAR can do everything better than a PLD especially if there are no melees that need taking care of. I mean Defense is barely important against bosses(for tanks), but it makes a huge difference against trash mobs. This is why WARs and PLDs have almost the same defense. That defense can decrease monster damage by 25%-50%, but against a boss it mainly affects AA which in the end only shaves off around 10% of the AA. I don't think WAR itself needs a nerf, I think PLDs need to be able to tank better (Innate Damage Reduc?) and make it so that bosses are deadlier versus the tank with its unavoidable abilities/AA.
Flash is the only AoE which PLD gets, and the amount of ENM it gives is good for an instant hate gain that will last until the first hit, however WAR can just pop collusion and the first hit will count towards them in hate.
Last edited by Dawiichan; 04-23-2012 at 02:55 AM.
I hope then, if this line of thinking is considered, any adjustments would be held off until after Garuda had been in the wild for a while, since there was a response from the devs that said they were looking into making more encounters melee friendly, starting with her.
The FFXIV community seems to can't function unless there is only one Tank in game and the rest as some off tank. That of course shafts people that actually enjoy the tanking role.I don't understand why people keep saying this. Pld gets the aoe taunt & has the heals & gets the ability to save other people. That all sounds like a crowd controler to me.
Pld is supposed to be the main tank why? Because of FFXI? But the tank there was Ninja... or Pld/Nin, which is still Nin.
WAR: Tank
PLD: Tank
Neither is supposed to be a "main" Tank. They each have their own style of Tanking but neither is supposed to be the "main".
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What it really boils down to:
Parry>Block
We all know it...
Antagonize>Sentinel (for hate)
Antagonize increases enmity of abilities and damage, Sentinel just increases enmity of damage? Sentinel Broken? working as intended? If it is working as intended, maybe SE feels the damage mitigation balances out the fact that antagonize increases the enmity of abilities... Either way, for keeping hate, Antagonize wins
Collusion>Cover (For Maintaining hate)
Cover is most helpful when someone else is getting hit... But in many situations, if you get the chance to use this, then you have already failed... I know the MP boost through the AF is cool... but that's not enough
HP>physical damage mitigation
This one is iffy....Obviously it depends on how much HP and how much mitigation, but it would be better if it was HP vs ALL DAMAGE mitigation... not just physical... but it's not... so for that reason (And because taking magic damage is a major part of tanking) I'd say HP wins...
I will say this though... on a 1 to 1 basis, I'd choose defense over HP... but that's not the case... First of all PLD's dont have any more defense than WAR and also HP is so much easier to add than DEF, 3 top tiered DEF are almost equivalent to 1 top tier HP
Don't know what will happen in this patch....
Will be interesting to see though
edit: Forgot the most important one... WAR is like having another melee DD in your party
Last edited by Rydin; 04-23-2012 at 03:03 AM.
A little of both![]()
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It will unfortunately be a WAR nerf, just because it's always easier to nerf than to buff, regardless of how unhealthy it is in the long run.
But through buffing, they can actually go around buffing all other content to make older content more relevant. Which needs to happen anyways, as they need to make content buffed enough to counteract the bonuses for Full-Party.
Fash has the same cooldown as Steel Cyclone and does not need tp first. Meaning Two flashes before first Cyclone goes off.
Pld has War Drum on top of that.
And Cure hate counts towards all mobs.
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Hopefully the appropriate amount of both. And I do say this as a 50 war, its just too much. Unless they want to just buff every class, which would be fine by me. When you choose off tank as main tank for almost everything, you know something is wrong.
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