Because someoene does not agree with you and your WAR hive mind it doesn't mean it's crap. People have different opinions. You don't have to agree with it, as I don't agree with yours. You don't see me going around calling crap despite how misinformed you seem to be.
Like I said before, the same problems that high end raiding groups are facing today are the problems your raiding group will face tomorrow. You don't have to agree with but most people do.
Of course more damage should come at the expense of something. If you give PLD the same damage as WAR people will take double PLD. And if you give WAR the same defenses of PLD people will take WAR. Why? Because it's efficient and that's what the "hive" mind will do.
Unless they make defences somehow useful or needed, they are a burden on the whole team. That's how it works and that is why everyone is trying to minimize defences.
You are arguing about semantics. Everyone understands we both meant the PLD defences and it's not contributing anything in the conversation. And since you just want to argue about semantics, yes, you did: http://forum.square-enix.com/ffxiv/t...=1#post3239359
You are either totally missing the point or you are just avoiding it because it doesn't fit your narrative. Of course VIT and Parry are bad. They are bad because the META (raid design) dictates that clear speed (ie damage) is the most efficient thing.
If you had raid encounters designed as battle of attrition then defences woud be more meaningful. Right now they aren't. And thus why a DEFENSE focused tank doesn't fit well in a META where DEFENCES ARE BAD. You can spin it, dress it, put cream and sugar on top but nothing will change this fact.
That is why in the current META the paladin is inherently bad because as long as defences are bad, a tank that is focused on defences will be bad. I really can't make it any clearer than that.
Which part of safety doesn't matter do I need to repeat? People used PLD as MT because you took one of each tank and PLD as MT was more efficient as MT than OT.
Neither a paladin, not a DRK can get within 8% margin of WAR damage. And I don't think anyone believes that. If it was possible you would see groups with a DRK / PLD combo clearing savage level 3. If those group exists they are even rarer than groups with AST.
The WAR damage output is pretty much the reason why it is pretty much mandatory (balance!) in all raid groups. Oh wait, the hive mind dictates that, sorry.
But Hallowed Ground is SAFE! Sometimes I really wish they would just remove it from paladin to spare me from people like you.
Is Hallowed Ground better than the other two equivalents? Yes. That is plain for everyone to see. It's better for the healers since they are given a 10 second reprieve.
Does it change anything for the tank? No not really. It's just another cooldown you that you pop and you continue doing what you were doing before. The same is true for the other abilities. And I don't being locked into place for 6 seconds is quite the handicap you are making it out to be.
And just as you plan to use Hallowed, you also plan to use the other abilities. What does that mean? It means that your healers KNOW it's coming and they will PREPARE for it. You don't go out poping that cooldown for the kicks. They are not as efficient as hallowed, but they are not bad to be unusable (hello clemency!). The cooldown of the WAR allows for it to be used reliably for more than one time, but the living dead cooldown isn't that forgiving.
From what I understand the only thing that will make you happy on this subject is to give Hallowed Ground to WAR, because apparently it's the only thing you are missing.
So in conclusion people will do what is the most efficient thing to do. That is way people level with fates and not killing monsters. If something is efficient enough and provides some incentives(leveling with dungeons and loot for example) people will use that too.
That is why 99% of the tank combinations is WAR + something, but I guess that is what balance equates for the WAR hive mind. That is also why the PLD is not in a good spot right. The incentives paladin provides are not good enough to offset the loss in damage.
As it stands now the only practical scenario I see where PLD strengths offset their lack of dps is PUG savage raid groups.
As a side note. If I have to say something to blame that is the way the raids are designed. There is absolutely no tradeoff in picking Attack stats over Defence stats. All of the tank classes would work just fine if that was true. For example picking STR meant considerably increased your chances of dying or high vitality increased regeneration considerably.
It would even make the tank gameplay richer and strategic. Right not tanks are a subpar dps that exists only because you can't replace it with a dps.


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