It's generally safe to say that PLD's reduce incoming damage significantly better than WAR's (which is why wars have a thick HP pool). Shield Oath, Rampart, Convalescence, Sentinel, and Hallowed Ground skills are all a part of the core paladin skillset, and I don't believe the WAR has nearly as many universally effective options (Foresight isn't effective against magic damage, for example)
Paladins have only one DOT AOE effect at their disposal by comparison, and alongside Flash, constitute a Paladins' entire array of area control abilities. Warriors will almost always excel in multitarget control over a paladin. They are *slightly* weaker when it comes to absolute threat control of single targets in that they have to borrow Provoke from Gladiators, but there's no real difference in effect for either class.
Short end:
Paladins excel in single, heavy-damage target tanking, particularly when magic damage is involved, but can struggle controlling large numbers of targets without being very up-to-date in gear
Marauders excel in multitarget control, hands down, no contest, and can survive just about any single high damage hit, but are generally not as efficient to be taking sustained dps from a single source for long. Being a 'second up'-flavored tank comes with better damage output in general.
In the end, they're close enough that it doesn't matter who's actually tanking. The rule of thumb for MT/OT still stands: the best equipped should step forward, although in an either/or situation, the paladin should probably be the one holding the Big Bad down.

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