So much flack from WAR's for saying how it is :-)
So much flack from WAR's for saying how it is :-)
Fortunately, everything outside of savage hits like a wet noodle, so I can still tank in DPS stance with my lackluster CD's.
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Also, how can you say 'DRK's CDs are more geared towars magic def.' When WAR is literally the only tank class you have levelled? I smell an angry, insulted community sheep.
Good guideonly thing is I don't believe you mention flash. That's a pretty big part of tanking.
I swear, WAR mains that frequent these forums can smell anyone suggesting another tank can do anything even close to as good as they can from across Eorzea.
My guess as to what the person all the WAR mains are upset about meant is that because Grit is actual damage reduction and does not require healing input to reach its full eHP potential like Defiance, a DRK could be said to be sturdier (but not really). WAR is very balanced when it comes to mitigating damage though.
At the end of the day all the tanks are equal where it matters: clearing the hardest content in the game without dying. There's not one of them that literally stonewalls in a relevant end-game encounter because they simply cannot cope with the damage.
Last edited by Syzygian; 10-23-2015 at 04:26 PM.
Nice guide. Some feedback:
In the class description for GLD, I might add a comment or two about GLD crossclass class skills, especially something about how every tank will eventually require provoke. When I was on the fence about which tank class to start with, that info sold me. In the end I preferred WAR, but don't regret starting with GLD.
I might also add something in the section about initiating pulls to lead with a ranged ability. And that to many dps players, the initial ranged attack is an unspoken signal of which mob you'd like focused first.
Since this came as a surprise to some tanks back in time, maybe add this mention to chain pulling paragraph. There is different mana/health regeneration rate in combat and out of combat, and if tanks chain pull without letting the combat mode end, it ensures a healer who was out of mana, will be out of mana, come next mob. While this is not always an issue, it's good for the tank to be awate of and make note on before charging forward. Especially WHM gets the Shroud fairly late and before that have no real methods to get their mana back.
If you say 'pls' because it's shorter than 'please', I say 'no' because it's shorter than 'yes'.
We just have a hard time with pants-shittingly stupid comments that are not based in any sort of logic or fact.
On thr flip side I really need to start letting those comments really get going so that way maybe WAR will get buffed (lol).
Here let me start:
Fell Cleave doesn't hit hard enough, Inner Beast needs a longer duration, Turning on Defiance should heal the additional HP I am granted, Maim needs to be buffed to 25%, Berserk needs to lose pacification, Fracture needs to be a 100 pot DoT, Decimate needs to be 500 potency.
We need all this because DrK is obviously more sturdy than WAR.
Hear, hear! Preach on, brother!We just have a hard time with pants-shittingly stupid comments that are not based in any sort of logic or fact.
On thr flip side I really need to start letting those comments really get going so that way maybe WAR will get buffed (lol).
Here let me start:
Fell Cleave doesn't hit hard enough, Inner Beast needs a longer duration, Turning on Defiance should heal the additional HP I am granted, Maim needs to be buffed to 25%, Berserk needs to lose pacification, Fracture needs to be a 100 pot DoT, Decimate needs to be 500 potency.
We need all this because DrK is obviously more sturdy than WAR.
Pfft Wars are only more sturdy because the only way to max dps is to use your defensive CDs, it's a passive side effect of doing slightly more dps than us drks and just isn't fair.
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