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  1. #1
    Player
    Ditto's Avatar
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    Aug 2013
    Posts
    557
    Character
    Echo Sindria
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Kaedan94 View Post
    You keep saying this, yet it's not true.

    DRK is a better MT than WAR... well, shouldn't say better, but has more overall mitigation. A good player of either job can perform well. Though most healers I've been with say they'd prefer to heal a DRK over a WAR because they think WARs feel squishy.

    Maybe it's because those WARs are stance dancing and doing it poorly?
    No, it actually is pretty true. Inner Beast alone is a huge trump for a Warrior over a Drk. Warrior feels squishier overall simply because they don't have a raw mitigation tank stance like Drk does, they take more damage, but they get healed for more. Their HP is going to fluctuate a lot.

    You can keep Storms Path going simply whenever, that's a permanent 10% damage reduction for everyone that doesn't rely on a parry to apply, meaning you can have it going when you actually need it most.

    You can have Inner Beast on standby for when you need it consistently.

    Raw Intuition is a 100% parry rate from the front, essentially a Rampart for physical damage. (You should never be getting hit from the back or side in a raid anyway)

    Equilibrium is is a crazy strong potency heal they can use every 60 seconds which does exactly what self healing needs to do for it to matter; burst heal. And in Deliverence, well, good luck making a Warrior run out of TP.

    Then you have Vengeance which that has a SHORTER cooldown and a LONGER duration than Shadow Wall.

    And then the usual cross class stuff that all tanks have. Not to mention, a lot of their cd's generate wrath, meaning even more IB uptime.

    So when it comes down to it, Warrior feeling squishier than a Drk is an illusion. Their HP fluctuates, they get hit harder outside of their cd's, but get healed by more per heal, they've always been like that. Any Warrior that feels squishy with his cd's even, is likely not a very good Warrior, because with a CD up they essentially have a Drk's passive mitigation, with more damage, that also receives more healing, for their cd's duration. Thing is however, a Warrior can keep things in cycle almost like a Paladin can at this point, and when there are downtimes, Wrath is a static thing so long as you are in Defiance, and failing to have Inner Beast when you need it is a sign of a bad Warrior.

    Warrior is far more 'developed' than Drk is. And that makes them very efficient OT's, and MT's for many fight. Any fight a Drk can MT, a Warrior can do better while bringing far more to the table in what they can do for both themselves, and the others in the raid group. Hell even Paladin as well, because neither of them are selfish tanks by poor design.


    But even still with all of that aside, Drk can do many things, I have all of Alex down as a Drk, and even did the last floor with 2 Drk's. Sure it was hell, but an all magic fight like that is where it feels as if Drk is suppose to shine. Yet they don't, because in an all magic fight, you may as well take Reprisal off of your hotbar. If you have a monk, well there goes the only other thing you actually contribute to the group with.


    tl;dr: Warriors being squishier than Drk is an illusion, or a sign of a very bad Warrior.
    (2)
    Last edited by Ditto; 07-08-2015 at 11:42 AM.

  2. #2
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Ditto View Post
    Warrior feels squishier overall simply because they don't have a raw mitigation tank stance like Drk does, they take more damage, but they get healed for more. Their HP is going to fluctuate a lot.
    No, that's not how math works. Healers don't look at numbers, they look at a bar and your % of the HP you have left. Between DRK & PLD with grit/shield oath vs. WAR with defiance, it's mathematically almost the exact same. All 3 tanks take the same amount of damage to die, exactly the same amount. The only difference is that the WAR requires about ~4% more healing than the other two tanks. With all the over healing that goes on in raids, in addition to the self heals from frequent inner beast usage, that 4% is pretty negligible.

    WAR can feel a little squishy compared to PLD because they don't have a shield, and don't get free blocks. But other than that, a WAR should only feel squishy if they're not using their strong and relatively low cooldown mitigation abilities (inner beast, ToB, vengeance, storm's path), or not using them effectively. It's probably a bit more prevalent than it used to be due to easy stance dancing and using fel cleave instead of inner beast for MOAR DEEPZ! There's no reason a WAR concentrating on mitigation should feel squishier than a DRK.
    (1)

  3. #3
    Player
    dragoelete's Avatar
    Join Date
    Apr 2015
    Posts
    299
    Character
    Drago Xhula
    World
    Balmung
    Main Class
    Dancer Lv 90
    the thing is that DRK doesnt need to stance dance... they can have DS on while they still have grit on WAR cant...
    (0)

  4. #4
    Player
    Lorielle's Avatar
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    Sep 2013
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    537
    Character
    Lorielle Kurayami
    World
    Cactuar
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by dragoelete View Post
    the thing is that DRK doesnt need to stance dance... they can have DS on while they still have grit on WAR cant...
    I would LOOOOOOVE to use Blood Weapon for MP efficiency. Just saying.
    (0)

  5. #5
    Player
    Kaedan94's Avatar
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    Jun 2013
    Posts
    481
    Character
    Kinako Kuromitsu
    World
    Tonberry
    Main Class
    Fisher Lv 70
    *sigh*

    DRK:

    -Grit: "Permanent" 20% Damage reduction
    -Shadowskin: 20% Damage reduction for 20s every 90s
    -Dark Dance: +30% chance to Parry for 20s every 60 seconds
    -Dark Mind: 30% Magic damage reduction for 10s every 60 seconds
    -Shadowwall: 30% damage reduction for 10s every 180 seconds
    -Living Dead: "Invulnerability" for 10s, contingent upon having an amount of healing equal to your Max HP applied during that 10s. Every 300s

    And I won't even include all the healing abilities we have available.

    WAR:
    -Holmgang: "Invulnerability" for 6s, but cannot move. Every 180s. Still need to be healed to safe levels before 6s is up (essentially same as DRK).
    -Inner Beast: 20% damage reduction for 6s every 15-20 seconds IF planned for.
    -Raw Intuition: 100% parry from front only for 20s every 90s.
    -Vengeance: 30% damage reduction for 15s every 120s.

    Again, not counting healing, just as I didn't for DRK.

    Yeah, DRK has better mitigation. Plus, as I said, I think too many WARs stance dance / do so poorly so that's why healers don't like to heal them and they don't perform as well as MT.
    (1)
    Last edited by Kaedan94; 07-08-2015 at 12:32 PM.

  6. #6
    Player
    Ditto's Avatar
    Join Date
    Aug 2013
    Posts
    557
    Character
    Echo Sindria
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Kaedan94 View Post
    *sigh*

    DRK:

    -Grit: "Permanent" 20% Damage reduction
    -Shadowskin: 20% Damage reduction for 20s every 90s
    -Dark Dance: +30% chance to Parry for 20s every 60 seconds
    -Dark Mind: 30% Magic damage reduction for 10s every 60 seconds
    -Shadowwall: 30% damage reduction for 10s every 180 seconds
    -Living Dead: "Invulnerability" for 10s, contingent upon having an amount of healing equal to your Max HP applied during that 10s. Every 300s

    And I won't even include all the healing abilities we have available.

    WAR:
    -Holmgang: "Invulnerability" for 6s, but cannot move. Every 180s. Still need to be healed to safe levels before 6s is up (essentially same as DRK).
    -Inner Beast: 20% damage reduction for 6s every 15-20 seconds IF planned for.
    -Raw Intuition: 100% parry from front only for 20s every 90s.

    Again, not counting healing, just as I didn't for DRK.

    Yeah, DRK has better mitigation. Plus, as I said, I think too many WARs stance dance / do so poorly so that's why healers don't like to heal them and they don't perform as well as MT.
    I love the bias'd as hell comparison. You're missing so many Warrior abilities in there it's almost hilarious. Hell you didn't even put Defiance in there, yet you listed Grit, LOL

    If you think reducing incoming damage numbers is the only form of mitigation, I have news for you. Every Warrior has news for you.
    (2)

  7. #7
    Player
    Kaedan94's Avatar
    Join Date
    Jun 2013
    Posts
    481
    Character
    Kinako Kuromitsu
    World
    Tonberry
    Main Class
    Fisher Lv 70
    Quote Originally Posted by Ditto View Post
    I love the bias'd as hell comparison. You're missing so many Warrior abilities in there it's almost hilarious. Hell you didn't even put Defiance in there, yet you listed Grit, LOL

    If you think reducing incoming damage numbers is the only form of mitigation, I have news for you. Every Warrior has news for you.
    I listed the mitigation abilities. That what we were discussing. If you want to add the non-mitigation abilities in there from WAR, then I get to add the non-mitigation abilities from DRK.

    And yes, I didn't put Defiance in there because it only boosts HP, doesn't mitigate. If a WAR stance dances, it's pointless since the healer has to heal you for that 25% every time. Also, in every Trial I've done through Roulette, I've had equal to, more than, or only slightly less HP than a WAR with Defiance on. No WAR I've done DF content with has had 25% more HP than me as a DRK.

    I did forget Vengeance, sorry. Will edit
    (0)

  8. #8
    Player
    Lorielle's Avatar
    Join Date
    Sep 2013
    Posts
    537
    Character
    Lorielle Kurayami
    World
    Cactuar
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by Kaedan94 View Post
    And yes, I didn't put Defiance in there because it only boosts HP, doesn't mitigate. If a WAR stance dances, it's pointless since the healer has to heal you for that 25% every time. Also, in every Trial I've done through Roulette, I've had equal to, more than, or only slightly less HP than a WAR with Defiance on. No WAR I've done DF content with has had 25% more HP than me as a DRK.
    You're putting in X Factors into base comparisons..

    > If they did this
    > Equipped Gear
    > Stat Allocation

    And the Defiance mitigation, if I am not mistaken, is IB being used at will.
    (0)

  9. #9
    Player
    Kaedan94's Avatar
    Join Date
    Jun 2013
    Posts
    481
    Character
    Kinako Kuromitsu
    World
    Tonberry
    Main Class
    Fisher Lv 70
    Quote Originally Posted by Lorielle View Post
    You're putting in X Factors into base comparisons..

    > If they did this
    > Equipped Gear
    > Stat Allocation
    If the WAR chooses to equip gear in such a way that he doesn't have 20-25% more HP than me, then he doesn't have that mitigation, proving my point.


    And the Defiance mitigation, if I am not mistaken, is IB being used at will.
    Yes, and if a WAR doesn't have 20%+ more HP than me, then Defiance is not a match for Grit. In that case, Grit = IB, in which case Grit is better because it's always on.
    (1)

  10. #10
    Player
    Giantbane's Avatar
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    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Kaedan94 View Post
    I listed the mitigation abilities. That what we were discussing. If you want to add the non-mitigation abilities in there from WAR, then I get to add the non-mitigation abilities from DRK.

    And yes, I didn't put Defiance in there because it only boosts HP, doesn't mitigate.
    That's just dumb. If you have more HP you can take more damage. That's exactly the purpose of mitigation, to be able to take more damage. The only difference between mitigation and more HP is that if you only have more HP, it requires more healing after you've taken a hit to restore that HP and prepare for more damage. However, defiance comes free with a handy 20% bonus to heals that, for all intents and purposes, makes it function exactly the same as Grit & Shield Oath do. Thrill of Battle also shares the exact same cooldown as a cross classed Convalescence. You pair both together, and you've got something that functions almost identically to Rampart & Shadowskin.

    You also missed Reprisal & Delirium vs. Storm's Path. Storm's Path is the pretty clear winner here. The only saving grace for the other two is that they can be stacked with storm's path (or at least they appear to be able to).
    (3)

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