You are not understanding what Reika says. A being better than B does not means that B is bad or not effective.
Both can tank effectively in everything, one will have an easier time, the other a harder time, but effectiveness, both have.
Effectiveness is rated on the whole scale. If john is way better then bob at X then bob is not an effective choice.
So I disagree.
Well this isnt completely true at the end of 1.0. War has more DD designed combos that can generate hate faster when other abilities are on cool down and on the otherside Paladins shield block is massively more powerful then parry could ever be. Also War is alone on an island for all of his abilites, hp gain, and tp generation. PLD had boons form having a whm which is another reason besides guaranteed block that pld fighting Darnus hard was significantly easier.
I would just like war and gld to be adjusted where it could fit in spots that are vacant. For instance war should be able to be fit into that DD roll and while not be equal give something else to the table that drg or mnk cant. Same for Gladiator instead of pld because pld to me is to far gone to not be tank (I mean design not statistically as you can do dd pld and put up numbers far beyond most suspect).No one understood me XD. I simply meant some people in here believe that both can do it all effectively. I don't. I KNOW paladin is the better single target tank and I KNOW warrior is the better multi-target tank.
I agree that the WAR can -sort of- tank better then say a monk or dragoon, but its not an efficent choice lest its multi target trash mobs.
What I'd like to see is better pure definitions with different styles of that work and less weird hybridness.
WAR is supreme for trash, you just dont ever want to exp with a PLD. But a PLD is way better for boss tanking (unless its multi trash boss stuff).
So rather then see WAR being bad at dps compared to dps classes and being bad at tanking compared to tanking classes (minus his hybrid pro - many trash mobs), and the PLD being good at only boss tanking and bad at everything else - I believe we need to change things. PLD needs some spells that encourage to tank but also dps at the same time - in that way he can work out of boss situations (or promote his group to do more dps, such that its still him helping in out of boss situations). The WAR needs to be decided if he is heavy slow dps or tanking because right now he is just a confused exp machine. (Turning him into full tank wouldnt mean nerfing his damage or at least that much, since its lower then a pure DD - making him a real tank in a different way then PLD would make great gameplay options but just make sure they both can work in all occasions, or just turn him into more DPS less tank)
So I got that you meant each is good at different things but I said that the choice is not about being effective because WAR is not effective at X compared to PLD at Y, and PLD at X is not effective at WAR at Y. Yet those points X and Y shouldn't be different. WAR shouldn't be only good at trash mob tanking - basically exp and some boss mechanics, thats a crappy thing to be put into at end game - and PLD shouldn't be only looked for during boss fights as you are restricted to very specific contents.
Of course who knows what has changed in ARR, so.. just saying 1.0 had issues and I hope they didnt carry them across.
Last edited by Shougun; 02-03-2013 at 02:29 PM.
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