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Thread: PLD vrs WAR

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  1. #1
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    syntaxlies's Avatar
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    PLD vrs WAR

    so who will be the better tank?you decide. Disclaimer This thread is based on given data and player speculation, only time will reveal the true answer.

    This is a list of most of the enmity skills mainly i left out most of the survival skill and stuff just to compare who has the most hate ability's. I may have missed some so ill edit it if you see something wrong.
    pld+gla

    GLD Abl. 1
    Temporarily reduces damage you sustain and increases enmity generated by actions executed while effect is active.

    GLD Abl. 3
    Self AoE Temporarily increases the defense of all party members within range. Generates massive enmity.

    ∟GLD WS 2
    Melee attack. Combo: GLD WS 1, Bonus: Increased enmity.

    GLD Abl. 6
    Increases target's enmity. Traits may trigger an AoE and a chance to inflict Stun.

    ∟GLD WS 8 O
    Self AoE Increases enmity of all enemies within range. Can only be used immediately after blocking an attack.

    these 2 are not enmity but very good tanking skills

    PLD Abl. 1 O
    Redirects a melee attack against the target party member to you.

    PLD Abl. 3 O
    Grants imperviousness to melee attacks. Effect fades upon moving




    mrd+war


    MRD Abl. 1
    Increases target enmity. Traits may trigger a chance to reduce target's attack power

    WAR Abl. 3 o
    Redirects enmity generated by target party member's next attack to you.

    ∟MRD WS 2
    Melee attack.Combo: MRD WS 1, Bonus: Increased enmity.
    (1)
    Last edited by syntaxlies; 11-24-2011 at 04:40 AM.

  2. #2
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    We still have to see what the traits are going to be, but it seems like GLD got a nice boost to AOE tanking.
    (1)

  3. #3
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    Quote Originally Posted by Carpe View Post
    We still have to see what the traits are going to be, but it seems like GLD got a nice boost to AOE tanking.
    yea, they did get some aoe tanking thank god, finally.
    (0)

  4. #4
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    Reika's Avatar
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    Quote Originally Posted by syntaxlies View Post
    yea, they did get some aoe tanking thank god, finally.
    Depends on the reuse of that skill. If it is anything like wardrums, its just going to be just as worthless.
    (1)

  5. #5
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    Honestly, the entire new system looks like total failure to me.

    So you have all these FFXI classes branching off the classes already in the game? Hardly any of the combinations make any sense to begin with.

    So you have a Paladin branching from Gladiator? Okay. I guess that works. But they are both sword and board classes, why have 2? Then you have Warrior branching from Marauder? So Warriors can't use shields? How the hell is this different than a Gladiator exactly? The Gladiator = Warrior from FFXI, except the fact you limit the weapons you can use based on the horrible armory system you have in place. Event he damn WS's you have in game now are very similar to the Warrior ones in FFXI ... stop kidding yourselves and just ditch it completely and put Warrior in as the base class.

    I can go on and on. Monk branching from Pugilist? Ummm ... they are the same damn thing, just rename the class and make real "specilizations". THM and CON have healing and nuking abilities ... and they just randomly decide the CON = WHM and THM = BLM? Why?

    They are just making the same mistakes over again, building the mechanics off a broken system in the first place. If you want this game to succeed you need to do stuff that makes sense. None of these changes are going to fix anything, just make it even more complicated and confusing.

    I would much rather see all the new classes just removed, and have FFXI classes implemented. Then branch off these base classes with specialty ones. A Warrior should branch into PLD/MAR/other melee focused classes. Not the other way around. The base classes of WHM/BLM/RDM should branch into more specific classes, focusing on different aspects. Right now, the base classes basically do everything anyways, so what is the point? I mean, a conjuror, in any other game would be something that summons elementals/pets ... you conjure things up. Now this is the base for the healing class?

    None of it fits, nothing really makes sense. I was pretty excited to hear these changes until I read this most recent post. If you are going to do something, do it right. The current system is stupid and broke, don't keep it and build everything off that/

    /rant off
    (3)
    Last edited by Vidrak; 11-23-2011 at 08:17 AM.

  6. #6
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    Delmontyb's Avatar
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    Brin Zalazar
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    Quote Originally Posted by Vidrak View Post
    Honestly, the entire new system looks like total failure to me.

    So you have all these FFXI classes branching off the classes already in the game? Hardly any of the combinations make any sense to begin with.

    So you have a Paladin branching from Gladiator? Okay. I guess that works. But they are both sword and board classes, why have 2? Then you have Warrior branching from Marauder? So Warriors can't use shields? How the hell is this different than a Gladiator exactly? The Gladiator = Warrior from FFXI, except the fact you limit the weapons you can use based on the horrible armory system you have in place. Event he damn WS's you have in game now are very similar to the Warrior ones in FFXI ... stop kidding yourselves and just ditch it completely and put Warrior in as the base class.

    I can go on and on. Monk branching from Pugilist? Ummm ... they are the same damn thing, just rename the class and make real "specilizations". THM and CON have healing and nuking abilities ... and they just randomly decide the CON = WHM and THM = BLM? Why?

    They are just making the same mistakes over again, building the mechanics off a broken system in the first place. If you want this game to succeed you need to do stuff that makes sense. None of these changes are going to fix anything, just make it even more complicated and confusing.

    I would much rather see all the new classes just removed, and have FFXI classes implemented. Then branch off these base classes with specialty ones. A Warrior should branch into PLD/MAR/other melee focused classes. Not the other way around. The base classes of WHM/BLM/RDM should branch into more specific classes, focusing on different aspects. Right now, the base classes basically do everything anyways, so what is the point? I mean, a conjuror, in any other game would be something that summons elementals/pets ... you conjure things up. Now this is the base for the healing class?

    None of it fits, nothing really makes sense. I was pretty excited to hear these changes until I read this most recent post. If you are going to do something, do it right. The current system is stupid and broke, don't keep it and build everything off that/

    /rant off
    While you are entitled to your opinion you are making a lot of assumptions and comparing this to a different game as well. Not that I don't share the same reservations about the changes, as with all the updates, they have been really well done, and considering where the game was last year, it's a vast improvement.

    Anyway, that being said, just wait and try out the updates before you cry doom and gloom, the majority of us voted for radical changes, and thankfully we are getting them, but that does mean that we will have to re-learn different things from time to time.
    (0)
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  7. #7
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    BlaiseLallaise's Avatar
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    Well it's obvious you don't understand what's going on here, and I doubt I can explain it any better than anyone else has already explained it elsewhere, but here goes.

    Gladiator = class.
    Paladin = job.
    class does not = job.
    When using a sword, you are always a Gladiator, even when you are a Paladin.
    A job has a symbiotic relationship to a class. Meaning, a job (PLD) cannot exist without a class (GLA).
    What a job (PLD) does is force a class (GLA) into a specialized play style (Tank) at the cost of being able to use abilities from other classes (PGL,LNC,CON,etc), or other play styles (Damage).

    So, when you ask "Why have 2?" the answer is "There is no 2. There is only one."
    Trippy, huh?
    (2)
    Last edited by BlaiseLallaise; 11-24-2011 at 12:32 AM.

  8. #8
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    Quote Originally Posted by BlaiseLallaise View Post
    Well it's obvious you don't understand what's going on here, and I doubt I can explain it any better than anyone else has already explained it elsewhere, but here goes.

    Gladiator = class.
    Paladin = job.
    class does not = job.
    When using a sword, you are always a Gladiator, even when you are a Paladin.
    A job is not a separate entity from a class. It has more of a symbiotic relationship to a class. Meaning, a job (PLD) cannot exist without a class (GLA).
    What a job (PLD) does is force a class (GLA) into a specialized play style (Tank) at the cost of being able to use abilities from other classes (PGL,LNC,CON,etc), or other play styles (Damage).

    So, when you ask "Why have 2?" the answer is "There is no 2. There is only one."
    Trippy, huh?
    are you talking to me, because i have no clue what you are talking about. This thread was about who do you think will be a better tank PLD or WAR. PLD having glads skills and WAR also have mrd skills. IM not sure you understand the topic
    (0)

  9. #9
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    Quote Originally Posted by syntaxlies View Post
    are you talking to me, because i have no clue what you are talking about. This thread was about who do you think will be a better tank PLD or WAR. PLD having glads skills and WAR also have mrd skills. IM not sure you understand the topic
    Was talking to the post directly above mine. Sorry for the confusion.
    (0)

  10. #10
    Player
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    Quote Originally Posted by BlaiseLallaise View Post
    Was talking to the post directly above mine. Sorry for the confusion.
    oh sorry if i sounded rude, i didn't read that one cause its too long, lol
    (0)

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