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  1. #11
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Reika View Post
    The problem with your take on rampart is that Warrior can use rampart too. 1 on 1, non-retarded pld vs non-retarded warrior, warrior will win at Aoe agro. You have to look at the skills that one job can use that the other cant, so rampart and sentinel have to come out of the factoring. In 2.0, having full tp at the start would help the warrior more with aoe threat than, because pld doesnt have any aoe based tp skills that it can use before a block (wardrum), while warrior can just go apeshit and win.
    After reading this response I now know that you don't understand what makes rampart a strong hate ability.

    The strength in Rampart hate is based on hitting your party members with it. Each party member it hits, gives rampart a larger hate boost. If I could be bothered I would hunt around for the BG post about the specifics, however AoE rampart is a GLD trait. WAR's using Rampart are self-buff only, therefore it generates very little hate. (Less then even a provoke or flash).

    As for sentinel, the boost in Sent comes from weaponskills, but truthfully the boost isn't very significant and isn't really worth arguing to point. I can't even recall if the hate boost in Sent is also a GLD trait or not, so someone might have to chime in with this one.

    A WAR going "apeshit" with weaponskills is not as effective or superior to a PLD who knows how to use their hate tools correctly when up against holding hate off a DRG or MNK (who's TP gain is much higher then a WAR, therefore more weaponskills). The only weaponskill that generates a hate boost for WAR is skull sander, and it truly isn't a very powerful attack. SC & Godsbane is certainly not enough to maintain extremely solid hate against a fully buffed Doomspike, Chaos Thrust or RoT (as an example).

    In Warrior's defence, they do have Antagonize which is an effective ability if used correctly, along with Collusion that got quite a bit of a hit in the nerf, but certainly isn't enough to say that they have better AoE hate control over PLD.

    But in anycase, I was thinking at work and I think they can leave it like it is IF and ONLY IF the dungeons promote balanced play, meaning you'll always have a paladin and a warrior in the party. I won't mind working together, but I will mind it if you have to pick one or the other because the content will be much harder or impossible by having one of them around. I dispised the need to class stack and am looking forward to class and job changes that make it stupid or unneccisary to do so.
    I am all for balanced party setups. I also don't mind WAR still sitting in that slightly "off tank" role to an extent but I personally miss WAR in a heavy DD role. I personally loved the job in certain situations in 1.x, however I am the first to admit that our main PLD tank had a more effective tanking ability in pretty much all content. The only content that he would play WAR was to dual-tank Cutter's 17min (which can also be easily done full timing PLD mind you)

    This is probably one of the extremely rare times you will hear me talk about my 1.x end game experience as I hate to share this information/give the impression that I am gloating, however this time I feel it to be necerssary.

    Quote Originally Posted by Duelle View Post
    Having multiple tanks is much more than that.
    Every situation I have experienced that requires 2 tanks has included 1 tank often stuck in a corner holding useless trash mobs while the rest of the party kill the boss..

    Mechanics like this aren't fun because it leaves one tank doing not much at all. Taking Princess in CC as an example (an example that I actually know.. I read the first paragraph of your response and gave up trying to understand what you were on about truthfully).
    In order to get a 5 chest run, you had to hold Marshall and kill Princess first (as you probably know). A common strategy was to get one tank to hold Marshall to the side while everyone zerged Princess. For plenty of CC runs I have been that off-tank and I have to say it is quite a dull task, and this is only a small example.

    Other examples are times where lots of mobs pop, and one tank kites them around the edge of the map (ie Moogle fight) while players pull 1 mob off at a time. Ever tanked that fight? Running in a circle for an eternity holding a bunch of mobs that no one is killing is such a boring mechanic.
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    Last edited by Altena; 02-03-2013 at 08:49 AM.