There's nothing reactive about WAR in the new changes. They are essentially a different flavour PLD.

Paladin still can cast Stoneskin which would make them a more ideal ST. Whilst the warrior with these changes seems to fit the role of a MT more. Will I choose one over the other? Hell no, I choose what my party needs as to what will benefit it the most. There is no more glaring disparity between the two classes where the group can make a unanimous decision on which is more superior.
Single tank fight? Get the Warrior to MT whilst the ST Paladin can focus on Stoneskining from time to time. Add wave fight with boss? Get Paladin to tank while the warrior can supply mitigation and get snap threat on wave adds while doing decent DPS on them in lieu of tanking. Though I do not like the changes of Warrior going mitigation based, the current changes puts each of them in a niche roles which is a good thing.


I've always felt this way (both tanks Relic'd, PLD has AF2 stuff).
PLD FEELS like the off-tank, in that I can cast stoneskin on bards and healers and the MT and myself, RB back up my mana, and do it again to provide a useful secondary function when I am not MT. In addition to Stunning, silencing, blinding, using COVER, etc. I feel that PLD is structured as an off-tank, it just stumbled into the MT role because it was vastly more powerful.
WAR FEELS like the main-tank, in that my abilities ALL focus on what I'M doing (for the most part). I micro-manage my HP (and now I am micro-managing my IB shield and need to pay closer attention to Veng in fights) in order to use my skill level to increase my survivability. I also have a niche as an off-tank in a situation where I need to grab a lot of enmity, and the most damage possible needs to be done to adds. I have gone up to T1 in Coil, and so far:
Ifrit: WAR MT | PLD OT - (Stuns)
Garuda: PLD MT | WAR OT - (Damage to Plumes, Snap aggro on Adds)
Titan: Only need one tank, and WAR has IB shield for MBs now, so I'd call it even
ADS: PLD MT | WAR OT - (PLD to silence HV, WAR to snap aggro clones)
Caduceus: WAR MT | PLD OT - (PLD to spawn and stun slimes and to cast stoneskin on slime kiters, healer, MT, etc)
So up to 5 "end game" (I know Ifrit and Garuda aren't hard, but think back to when you didn't even have ilevel 70 stuff) bosses, PLD is best suited to MT 2 times, and WAR is best suited 2 times, due to either being stronger as EITHER MT or OT. I think these changes really work, and I can't wait for them to take effect so that our WAR and I can work together better in Coil : D

PALLY FOR LIFE!!!!!!! <3

I see we have many people new to a SE MMO. FFXI was notorious for having overpowered classes for a long time and then swinging wildly in the opposite direction, I don't know why SE would stop that now. You'll have 3 months of warrior being the go-to tank and then in 2.2 they'll overbuff paladins going in the opposite direction. This is the real reason you can level all classes/jobs on the same character :P

With these changes, Wars become unquestionably better tanks than paladins. Damage in this game is all about mitigating short periods of burst damage. With the healing bonus decoupled from wrath, Defiance and Shield oath now provide pretty much the same eHP. Now though, wars have an on-demand 20% dr. It will be up for pretty much every meaningful attack in the game, like Twintania's death sentence or Titan's mountain buster. To match this sort of burst mitigation, paladins have to burn a 1.5 min or 3 min cd. Meanwhile, wars are also getting a CD that is arguably better than any that paladins have, in vengeance (higher uptime than sentinel/lower cd, higher DR than rampart). So to recap, Wars now have approximately the same CDs and base mitigation as paladin, but can also have an extra 6 seconds of even more DR.
For your average players, the classes might be approximately equal now. For anyone doing any remotely challenging content, Wars are better.
I'm really disappointed they decided to go the homogenization route. Holmgang is now Hallowed Ground, they will do more dmg, generate WAY more enmity, have a ridiculously high HP pool, and have on-par defense with paladin.
So Yoshi, why do you think anyone would want to pick a tank with 25% less hp, does less dmg, and has a harder time holding threat? Because that's the boat you're putting PLD in with these changes.
And just so everyone knows, the other tank I run coils with has WAR and has used it in there, could they have used a buff, sure, but these changes are just ridiculously OP.
http://youtu.be/gGJPq1qmtrk - PLD Controller Tanking AK with no UI video
Because they can stun at will, shrug off more damage, require less babysitting, and despite the Holmgang change, still be able to go perfectly immune and put zero stress on the healers during emergencies.I'm really disappointed they decided to go the homogenization route. Holmgang is now Hallowed Ground, they will do more dmg, generate WAY more enmity, have a ridiculously high HP pool, and have on-par defense with paladin.
So Yoshi, why do you think anyone would want to pick a tank with 25% less hp, does less dmg, and has a harder time holding threat? Because that's the boat you're putting PLD in with these changes.
As a healer, I'm enjoying that these changes take care of one of my biggest beefs with WARs as the person who's designated with keeping them upright.


lol. on-par defense? Try 20% less pretty much all the time. IB has to be timed, and saved for the right situations, its not like they get 6s of 20% reduction every 20s all the time.
Holmgang IS NOT HG. PLD HGs @ 10%hp, can sit there for 7s, get healed to full, then can take 6k dmg before dying. WAR Holmgangs @ 10% hp, and can sit there for MAYBE 3s before healers need to start spamming to get them up, if they don't, WAR dies .1s after Holmgang wears off.


Saved for the right situations? Are you somehow new to WAR tanking? You gain 5 stacks of Wrath quick enough that you don't have to sit on it forever to "wait for the right time". It was a crucial timed skill while it was a self heal "only" cause you lost your Healing buff and had to make sure you actually use it when it's useful. Now you have +20% HP healed as a passive and could give a rats ass about "saving Wrath for that specific" moment. And in fact...even in situations where you want to time it, like Death Sentence etc. It's back up fast enough that you can still use it quite regularly w/o "sitting on Wrath for long". I would say it's safe to say considering current endgame bosses...you can easily use it every 30seconds w/o having to worry you might miss the "right time". A WAR could IB every single Death Sentence with these changes. Considering the larger HP pool, now a guaranteed 20% reduction on top plus Stoneskin/Adloquoium...I would be really surprised if a WAR would ever drop below 70% health on any Death Sentence.
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