What is the best tank drk pld or war and whats the pros/cons of the tanks?
What is the best tank drk pld or war and whats the pros/cons of the tanks?
Eos.
Pros: Best tank
Cons: N/A
Eos pulls aggro on adds like nobody's business. She clearly wants to tank the way she always instantly pulls Bennus and also Bahamut's dragon pals.
One of the most annoying things about this game's lag is that since Eos is on the server, she can start casting a heal literally before the adds in T12 and T13 even appear on my screen. So the Bennu or dragon appears and is already halfway across the arena to Eos before I finish my Skull Sunder animation. Sometimes Eos just wants to die and quite frankly I just let her. I hate Eos with the fire of a thousand burning suns.
depends on the roll and mechanics the best tank to do massive damage,grab adds and is most versatile is WAR. The best Main Tank that can consistently stand in front of a raid boss with the correct cooldown and aggro rotations is Paladin. DRK........ seems (thus far) not viable in a raid group unless that person can swap to one of the aforementioned
Correction: DRK is viable tho not optimal. I can't see any content so far where having DRK tank (main or off) leads to automatic wipe.depends on the roll and mechanics the best tank to do massive damage,grab adds and is most versatile is WAR. The best Main Tank that can consistently stand in front of a raid boss with the correct cooldown and aggro rotations is Paladin. DRK........ seems (thus far) not viable in a raid group unless that person can swap to one of the aforementioned
What exactly is versatile about a Warrior Off Tank? Paladin can Clemency, Stoneskin, Protect those who got raised, keep a STR debuff up, Cover on-demand, Divine Veil the entire raid (MT included), In addition to being a better *in case of emergency break glass* Tank if the MT dies.depends on the roll and mechanics the best tank to do massive damage,grab adds and is most versatile is WAR. The best Main Tank that can consistently stand in front of a raid boss with the correct cooldown and aggro rotations is Paladin. DRK........ seems (thus far) not viable in a raid group unless that person can swap to one of the aforementioned
Maybe most Warriors are lazy. Can they do all those things, or is it just damage?
Warriors can switch stance without breaking combos or wasting a GCD. Which makes them, hands down, the best OT choice for raids. I do not deny the usefulness of the Paladin toolkit though.What exactly is versatile about a Warrior Off Tank? Paladin can Clemency, Stoneskin, Protect those who got raised, keep a STR debuff up, Cover on-demand, Divine Veil the entire raid (MT included), In addition to being a better *in case of emergency break glass* Tank if the MT dies.
Maybe most Warriors are lazy. Can they do all those things, or is it just damage?
PLD is the best MT, WAR is the best OT. Both can function quite well in the reverse as well.
PLD strengths:
•Best cooldowns in the entire game
•Great party support/utility
•Greatest overall survivability of the tanks, solid against magical threats, and insanely good against physical ones
•Ability to use a shield
•Very easy to play
PLD weaknesses:
•Lowest damage of the tanks (although despite what first impressions might suggest, not by a particularly large difference, especially over time)
•Lacking in AoE damage/threat control (just spam flash, no one cares about lolPLD damage anyway)
•Can have TP issues in prolonged encounters
WAR strengths:
•Highest OT damage of the tanks (FELL CLEAVE!)
•Potential for impressive MT damage as well
•Amazing OT support skillset
•Testosterone
•Stances off the GCD
•Great AoE damage/threat control
•Infinite TP
WAR weaknesses:
•Cooldowns are a touch on the weaker side than PLD
•Stances do have a 10 second cooldown, which demands a degree of foresight for proper use
•HP bar tends to fluctuate a lot, can put pressure on healers
•Holmgang is not as practical as it is awesome
DRK strengths:
•Can put out some solid damage as MT
•Great AoE damage/threat control
DRK weaknesses:
•Buggy as all hell right now
•MP management adds additional layers of complexity (which itself is good) without much of a payoff and added risk (which is bad)
•Little to no party support/utility, has no value as OT
•Damage mitigation is poor against physical-based threats, and average against magical-based ones.
•Many skills don't work well with one another, lacking in overall cohesion
•Abysmal TP management
•Living Dead is one of the worst cooldowns in the game, puts a huge amount of stress on healers, and can lead to guaranteed death even when used properly
•Heavy reliance on unreliable elements, such as parry
Last edited by Kiteless; 07-14-2015 at 04:59 PM.
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