We gave it some time, as everyone suggested before. Waited too see how it's implemented and how it worked out, before jumping to conclusions from what the math said on paper.
Turns out the math was pretty close to being right.
With all the cooldowns and mitigations, Warrior is now a Paladin.
Storm Path = Rage of Halone
Inner Beast = Rampart
Foresight = Convalescence
Vengeance = Sentinel
Holmgang = Hallowed Ground
25% more HP and 20% more healing, combined with Inner Beast's 13% overal reduction (has 6s -20% on what is pretty much a 9 second recast) MORE than equals Shield Oath. I say equals since i dont want to step on anyone's toes, but it blows Shield Oath completely out of the water.
There's just one problem, it didnt stop there.
Warrior has all that, but also deals WAY more damage.
- It has all the abilities Paladin has combined unto its own abilities, but those abilities themselves have their own effects on top of that as well.
- Enchainment lets it circumvent the damage reduction from Defiance.
- The Potency on all of it's spammable attacks is rediculous. 280 to 300's on things they can throw out every 5 seconds if they so desired.
- 50% Absorbs from Storm's Path they basicly spam all the time regardless.
- Insane AoE attacks and potency. Which are spammable opposed to the 30 second wait on a Paladin's Circle of Scorn with a measely 100 potency :/
- A lot of self heals that arent rediculous like 200 HP Cures costing 133 MP from Conjurer sub that paladin has.
- They have Lower TP costs.
- They have Shorter Recasts.
- Do not have Stun on the Global Cooldown, which is amazing
- They have Higher Critical Hitrates
- They have Longer Duration Buffs
What does Paladin have going for it?
- 10% more damage blocked on sentinel for 10 seconds, every 3 whole minutes.
- Insignificant blocks from a shield that happen less than 10% of the time, blocking 20% at most of you're using the Zenith Shield. Great, a whole 2% reduction overal. And that's asuming most attacks arent non-physical and thus unblockable, which most boss things are.
You can disagree, or even feel that Warriors "deserve" to be better somehow, but the simple fact of the matter is, they're way too strong. Right now they can keep up with any respectful DPS class in damage dealing, while also retaining all their insane tanking prowess.
If you're going to make changes and additions to a tank job, make additions and changes to the other job too. You cant just go "Oh, we fixed the enmity problem that Shield Oath was having despite displaying it on the Icon ever since 2.0" and call it equal.
There was nothing wrong with Warrior before, just people who didnt know how to play them or use them properly in a party, and people still more often than not dont have the faintest clue. Same as how there was no problem with Paladins before.
So there's two ways this can go. Either Paladin gets a massive boost to bring it back up to Warrior Levels. Or Warrior gets a massive nerf to bring it back down to Paladin levels.
Warrior used to be the Damage Dealing Tank, while Paladin was the Mitigation tank.
Now Warrior is the Damage Dealing Tank who also has all the same Mitigation Paladin has and more. Way more.
Right now, why would ANYONE want to use a tank that has 25% Less HP, deals Less Damage, Has a harder time holding Enmity on anything that has more than one opponent, while taking pretty much the exact same amount of damage?
 
			 
			
 
			 
					
					
					
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