

They have access to the same gear, but we've learned that the PLD doesn't need to pursue parry as a serious concern; with a good shield, a PLD can depend on block. WAR only has parry, but most WARs don't pursue it because they'd rather focus on DPS (them big numbers on inner beast during unchained/berserk combo are intoxicating) and leave their HP to defiance, inner beasts, and their healers.

Af is shorthand for the job specific artifact gear you get from the level 45 and 50 job quests. The i90 armors are better versions of them


Paladin at least gets the benefit of an added Blind effect when using Flash at 20+, while Warrior is left defenseless until level 30. At least, unless you count Foresight. I don't, as I've never seen it make much difference to the damage taken, even on a level 50 Paladin.This is why you cross class Flash at low levels. And if you're abusing OP, either your DPS are targeting different enemies(which happens way too often in low level dungeons) or you're doing something wrong. One OP and changing targets during the enmity combo worked just fine for me, with the occasional Flash just to be certain.
I CC Flash on Marauder, and can keep aggro relatively well, but considering that the one benefit they have at low levels (Overpower) is such a TP guzzling move, it's not a particularly great incentive to use it too often. That means you're basically a Monk with Flash for all the help you're giving the party in terms of defense.
Have only gotten my paladin at endgame thus far. Leveling the marauder feels like such a drag, and the endgame abilities also don't really entice me to do so. Will eventually get it there. However consider it unlikely to use it over my paladin. Much rather hope for SE to introduce a viable self-healing tank instead. Has always been my preferred method of tanking. Started out as tanking high priest in Ragnarok Online, was glad to see the introduction of the death knight in WoW. So can only hope for a similar possibility to be introduced in FFXIV.
I've leveled both and I personally prefer WAR.
PAL was so difficult to level in the early dungeons for me, I'd stay on top of my rotation, flash, and provoke until kingdom come and I still had problems keeping consistent hate on everything that was thrown at my group...the struggle was real. There are a couple in my fc who main PAL's and they are such awesome tanks and know the class so well. The damage mitigation tools of the PAL easily make up for their lack of a massive tank health pool. I main a SCH and the PAL and SCH work so well together.
WAR is a nice brute force play style that can take the hits AND give them out, with a heavy reliance on class competence to be able to use skill combos to work with a large health pool to be able to mitigate damage. My advice is try both and see what play style you prefer.
That being said, I look forward to the dark knight's play style and how it differs from these two :O

Between the two tanks, heavy removal is where Paladin has the advantage. It has Tempered Will, which gets rid of it. So if you hate the affliction Heavy THAT MUCH, then I recommend PLD. PLD is also more versatile when it comes to delivering status afflictions, whereas WAR is overall more maim-y. WAR is also more combo heavy than PLD (you have like, two combos on PLD, and one you rarely use). But I think PLD has more of the tactical edge, being that it has Silence (Spirits Within), Stun (Shield Bash, but WAR also has this, except it's not on GCD), Pacification (Shield Swipe). Also, Hallowed Ground is loads of fun. Though I feel less involved as a PLD than WAR, I feel more strategic. After all, even in the days of Darklight, Paladins were capable of soloing bosses like Chimera (without anyone aiding in stunning/silencing). WAR, however, is easiest when controlling the hate on several mobs. PLD can keep hate, but it's a tad more difficult.
Last edited by Leira_Raine; 11-01-2014 at 10:30 AM.
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