They do. 25% more. :-P
They do. 25% more. :-P
but... they do...? Both grit and shield oath decrease damage take , therefore switching out of them increases damage taken. currently, the only thing warriors lose from switching to their overpowered dps stance is a healing decrease, and emnity generation, neither of which is really necessary any more


Um... They also lose a grip of HP without defiance...but... they do...? Both grit and shield oath decrease damage take , therefore switching out of them increases damage taken. currently, the only thing warriors lose from switching to their overpowered dps stance is a healing decrease, and emnity generation, neither of which is really necessary any more
Defiance = 25% HP increase, 20% increase to healing receivedbut... they do...? Both grit and shield oath decrease damage take , therefore switching out of them increases damage taken. currently, the only thing warriors lose from switching to their overpowered dps stance is a healing decrease, and emnity generation, neither of which is really necessary any more
ShO/Grit = 20% damage reduction
These are the same. In fact, WAR's is actually worse as you receive less per heal (%-wise) on top of healing abilities not working with the increased healing received. The former is made up by WAR's self healing, the latter is just an error that hasn't been fixed.
Anyway, the point is that without them all 3 jobs take the same damage. If you suddenly make WAR take INCREASED damage while in Deliverance, then WAR is now taking more damage than PLD/DRK. PLD/DRK will remain to be able to tank outside of their tank stance, whereas WAR will now be forced into using Defiance.
I genuinely didn't realize this needed explaining, but there you are.



PLD and DRK take more damage, to get to 100% damage taken.but... they do...? Both grit and shield oath decrease damage take , therefore switching out of them increases damage taken. currently, the only thing warriors lose from switching to their overpowered dps stance is a healing decrease, and emnity generation, neither of which is really necessary any more
WAR still take 100% damage, and lose the bonus HP and HP healed that made up for that.
All the non-tank stances are already equal in terms of damage taken.
Then PLD get better auto attacks, WAR gets 5% damage increase, and idk for DRK. More DARKNESS stuff probably, with higher damage in the end.
Seems that PLD could get an increase (maybe put the potency of sword to 100?) but apart from this, seems good enough. (strictly comparing stances)
while the facts and sources on this remain to be seen, it still doesnt address the fact that warriors do a better job both in tank and out of tank stance. they dont really need the hp the gain from defiance, considering they even go as far as to wear str accessories, and the extra boost to healing is just healer buffer.PLD and DRK take more damage, to get to 100% damage taken.
WAR still take 100% damage, and lose the bonus HP and HP healed that made up for that.
All the non-tank stances are already equal in terms of damage taken.
Then PLD get better auto attacks, WAR gets 5% damage increase, and idk for DRK. More DARKNESS stuff probably, with higher damage in the end.
Seems that PLD could get an increase (maybe put the potency of sword to 100?) but apart from this, seems good enough. (strictly comparing stances)



Too bad you can't cross class Flash or anything to help with TP management--oh wait...
One has nothing to do with the other. Homogenization would be changing WAR mechanics or PLD and DRK mechanics to make all three identical. What people are asking for is tanks performing equally in DPS, utility and mitigation. Not this bullshit of one tank does more DPS and one tank is better mitigation. All that does is lead to problems as we have seen in this tier.You don't like homogenezation? Then you have to accept that tanks do things differently. Especially when it comes to resource management.
Last edited by Duelle; 09-23-2015 at 06:28 AM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

1. Oversimplified/Untrue, post 2.1 a WAR had very close to equal mitigation to PLD including its shield.
Simply finding the % uptime of each cool down and multiplying it by its mitigation shows 2.x WAR and PLD on par for Physical and PLD behind on magical damage.
The deciding factor was that PLD can drop a lot of cooldowns back to back making it preferable for things like T4, but WAR has more frequent garunteed mitigation for fights like T5.
WAR mt had better DPS and OT provided much better support at a minor DPS loss.
It was this imbalance that made SE give PLD shelltron and WAR raw intuition, although the second should arguably not be garunteed mitigation because all of WARs kit already was.
2. Irellevant. How balanced the past was has no bearing on whether or not a class is balanced now. Never will. This is not an argument. It is salt.
Edit 3: even if it was a valid argument, 1.x was all about WAR with PLD getting far less use than WAR did in 2.x. So it is either one a piece or WAR with a better history. Same balance team.
Last edited by MeeYow; 09-23-2015 at 02:51 AM.
This thread reeks of #DarkWarriordin homogenization.
Phoenicia! you've been summoned to lay the truth on these Nerfmongers!!
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