Only Rampart does.
Bulwark, Holy ground and Sentinel offer far more.
It also makes it harder to design for future content because you are working with different eHP's for the two tanking classes.



As the only issue in there that is actually a problem is Defiance vs Shield Oath
Remember, all classes are more or less garbage skills. Why should Warrior get ALL of their trashy skills fixed? That'll be for later.- Bloodbath as a cooldown is only situationally useful (and I use the term useful very loosely) against several mobs when you have Vengeance active and are spamming Overpower.
- Foresight is still completely worthless and can be macro'd into your combos and forgotten about.
Missed this, might need to give them Invigorate?- Still the only class in the game with no ability to regenerate their resources outside of waiting or using a bard.
Considering you're supposed to have synergy with Paladin (who has a silence) and is largely unnecessary (silence/stun) in 4 man content.- Still no silence and the stun cooldown needs to be 15s not 20s.
Melee have accuracy. Magic does not. It's not like every other class doesn't have problems with accuracy. The only difference is tank classes are screwed because their Darklight pieces NEED to be replaced by 2 pieces and usually those 2 pieces don't have accuracy.- You will now be able to miss the Mercy Stroke heal 30% more often, which is nice I guess.
- Accuracy still a huge issue, to the point where I have had pieces of gear sitting in my bags that I simply can't use for periods of up to 2 weeks at a time (twice now). Where's the Accuracy on our weapon like every other class gets?
In reality, you only lose 1 (in the current use of Warrior) that maybe be worth using. But the healing required to put you back at 100% probably won't ever be fixed.- Defiance still not equal in effectiveness to Shield Oath. For that matter, still no offensive stance. Losing access to a bunch of abilities if we want to do damage sucks.
Last edited by Exstal; 12-07-2013 at 05:50 PM.

Any Bard worth a shit uses RoD when it's necessary for the success of the Raid.
If their debuff is removed it hurts Warrior, it doesn't help them.
If that change happens, It wont be removed....it will be moved to Strom path. Which will be better for WAR's as they wont have to rely on Good/Bad BRD. Also if they change Rain of Death because it doesnt stack with Storm path that doesnt mean they wont give BRD something else to alleviate that.
10 More Days Till we have a bunch of WAR's who still won't know how to tank crap complain that the update did nothing.
Not that I'm not excited about some of the prospects in a WAR+PLD group mind you. I just still don't think WAR will be any easier for players to play, and even less so if they have trouble actually playing the job as it is.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
There will be just as many Scrub Paladin out there. Only difference now, is that those Scrub WARs wont have any excuses now. I do believe 2.1 Changes give WARs more than enough surviabilty as they will fall slightly behind PLD for Survivability, while PLD will fall slightly behind WAR DPS.10 More Days Till we have a bunch of WAR's who still won't know how to tank crap complain that the update did nothing.
Not that I'm not excited about some of the prospects in a WAR+PLD group mind you. I just still don't think WAR will be any easier for players to play, and even less so if they have trouble actually playing the job as it is.
WAR's had good reason to complain about Survivability before because regardless if they were good or bad players.... A mediocre PLD would still be more efficient.This is the key difference in 2.1.
A Good WAR will possibly be better than a good PLD. Prime Example would be Inner beast for every Mountain Buster, Death Sentence etc
Last edited by OmegaSinX; 12-07-2013 at 05:05 PM.
Oh no doubt, but I believe the mechanics of WAR are what a majority of the populace are struggling with and not so much the abilities themselves. We all know there's a continent wide rift on how each person "thinks" WAR should be played, and this update doesn't really change the mechanics of how WAR is played just changed what the abilities will do. Those who struggle with WAR as it is, aren't going to be able to play WAR any better, but those who can are going to have an easier time than they used too.There will be just as many Scrub Paladin out there. Only difference now, is that those Scrub WARs wont have any excuses now. I do believe 2.1 Changes give WARs more than enough surviabilty as they will fall slightly behind PLD for Survivability, while PLD will fall slightly behind WAR DPS.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
This can be said for every class. Good Players will make their class better. But Although WAR is a lil bit harder to play than PLD, I dont think the mechanics of WAR was the cause. Shield Oath & a Shield alone made PLD's more effiecnt tanks.Oh no doubt, but I believe the mechanics of WAR are what a majority of the populace are struggling with and not so much the abilities themselves. We all know there's a continent wide rift on how each person "thinks" WAR should be played, and this update doesn't really change the mechanics of how WAR is played just changed what the abilities will do. Those who struggle with WAR as it is, aren't going to be able to play WAR any better, but those who can are going to have an easier time than they used too.
IMO both classes should be balance but the harder class to play should shine in right hands. This obviously wasnt the case. WAR was all risk no reward.


The new Holmgang will be good times. Like Hallowed Ground except that you really don't want it to wear off while you're at 1 HP. Healers are going to have heart attacks after WAR's use that skill.
Unless Healer lets WAR go down to 1hp, it shouldnt be a issue. Holmgang will not bring down your HP to 1hp, it just prevents you from dying for 6 secs.
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