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  1. #281
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    So Summed up

    Enmity Abilities: Winner WAR
    -WAR has Collusion, Antagonize, Provoke, Rampart, Flash, and Sentinel with no restrictions.
    -PLD has Provoke, Flash, Rampart, and Sentinel w/o restriction, and Wardrum (which requires a block and 500tp)

    Healing Options: Winner WAR
    -WAR has Second Wind, Rampage, Bloodbath which don't cost tp/mp.
    -PLD has Aegis Boon w/o restriction, Cure and Holy Succor both cost mp (Succor isn't affected by Sacred Prism which could be an excellent hate tool), and Divine Viel requires a different person to cure you (and pretty redundant since WHM's cast Regen anyways).

    Blocking / Parrying: Winner WAR
    -WAR parrys quite often which negates damage both magical and physical.
    -PLD blocks with shields about as often as WAR parries, but only blocks physical moves (save when Aegis Boon is active) and only negates partial damage. Rarely Parries if at all.

    New Weaponskills: Winner WAR
    - Steel Cyclone is a Tier-3 AoE off an Enmity combo, 30 second recast, and has a chance to Stun.
    - Sprits Within is a Tier-2 Single Target combo which requires a block to start, 90 second recast, slight damage boost based on current hp (faulty logic since tanks are taking hits all the time and barely noticeable difference even when at full hp).

    Damage Mitigation: Winner Could say Draw but WAR kinda comes off on top for lack of restrictions. ( OH COME ON! )
    -WAR has Rampart, Sentinel, Foresight, Featherfoot, Vengence, Rampage (Patch notes say defense though the action says attack power, just put that for clarity.)
    -PLD has Rampart, Sentinel, Aegis Boon, Hollowed Ground, Protect, Stoneskin (Hollowed isn't very useful for being 15min hindering effectiveness, and Protect / Stoneskin are redundant due to healers casting it on tanks anyways). To be fair PLD can use Foresight, however you cannot Parry with a Shield Equipped.

    Gear Selection: Draw
    -Both have similar Gear selection, even both sets of AF are on par defensively.

    MP Restoration: Null / Void
    - WAR gets Featherfoot, but does not have any abilities that use MP.
    -PLD does not have any MP restoration abilities, but Utilizes MP.


    Overall, it seems like SE wanted WAR to remain a DPS and secondary tank option and cement PLD in a position where it could only tank. However I wouldn't doubt SE wrongly thought WAR was at a disadvantage in hate gaining / damage mitigation, thus gave WAR all the boosts in those areas in the update and ended up backfiring hard against PLD with WAR's comparable but unrestricted tanking abilities and far superior DPS.

    Advice to SE: Don't be afraid to let jobs to work outside of their designated role. PLD can and should be able to be a great DPS in or outside of tanking situations. The base damage of PLD weapons compared too other DPS jobs (which is quite large) should allow them to close the gap by spamming weaponskills faster but are held back by long 60-120 second recast timers. For the times PLD is tanking however it should be allowed to tank harder and more reliably than other jobs no matter the situation, all these restrictive game mechanics placed on PLD only make things harder on it to fulfill it's intended role. Hell, even being able to parry while wearing a shield would greatly increase our damage mitigation possibilities well above WAR to be viable.
    (4)
    Last edited by SwordCoheir; 03-24-2012 at 03:38 AM.

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  2. #282
    Player ejiboo's Avatar
    Join Date
    Dec 2011
    Posts
    167
    Character
    Eji Boo
    World
    Hyperion
    Main Class
    Marauder Lv 50
    it would be interesting to see the Paladin with the ability to change stances from tank to [melee] healer being as we only have one healing option atm and be able to make this switch mid battle (with a cooldown to match ofc) along with combos that assist healing.

    would add a lot more versatility to the paladin role.
    (1)

  3. #283
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    To bad no one will take PLD to damage deal.

    I do have a complaint about Goring Blade. the combo bleed effect when done behind a monster.. If you're tanking isn't it awkward to try and sneak behind the monster or boss just for that bleed effect? Am I the only one that thinks like this?

    I mean if we're tanks why do we get combos that requires you to get behind?
    (2)

  4. #284
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    ^^^ It's not that difficult to do with some practice, and in some cases you can even get back to your position without the enemy turning. It keeps things interesting and also gives you some sort of utility if you lose hate/arent tanking. If the enemy can be stunned, you can take advantage of Shield bash or another person's Stun WS. That Bleed effect is quite nice and does justify the effort to land it.

    Divine Viel requires a different person to cure you (and pretty redundant since WHM's cast Regen anyways).
    Divine Veil stacks with regular Regen and both together are amazing and can keep DDs up through heavy AOE damage.
    (0)
    Last edited by Estellios; 03-23-2012 at 06:04 AM.

  5. #285
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    ^ It is not even 100% proc though.
    (0)

  6. #286
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    No WS's are 100% on their status. There's no reason not to do it if you have hate safely on you and you are mindful about whatever you're fighting, as in don't do the combo if Ifrit is about to use a WS because chances are you'll do the combo when he does Eruption and get killed.
    (0)
    Last edited by Estellios; 03-23-2012 at 06:08 AM.

  7. #287
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Andrien View Post
    To bad no one will take PLD to damage deal.

    I do have a complaint about Goring Blade. the combo bleed effect when done behind a monster.. If you're tanking isn't it awkward to try and sneak behind the monster or boss just for that bleed effect? Am I the only one that thinks like this?

    I mean if we're tanks why do we get combos that requires you to get behind?
    It's the same way with Riot Blades Defense down effect, which is something else I should have brought up about PLDs restrictions in the battlefield making it difficult to properly fulfill its role. Again like Spirits within's combo effect there is faulty logic involved to create an effect that works against the way the job was intended to perform.
    (1)

    Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]

  8. #288
    Player
    PiedPiper's Avatar
    Join Date
    Jan 2012
    Posts
    452
    Character
    Pied Piper
    World
    Leviathan
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Noata View Post
    I hate sages. I only have a preblem when you just spit out opinions. your posting a giant post and its mostly opinionated. its okay to have some, but for a majority to be nothing but baseless self drawn conclusion serves only to create a giant false idea of how everything works. this has been going on since day 1 of the forums when people just post nothing but self decided fact.
    I have no personal hatred toward the posters but here is a fact i think you should consider before posting a page and a half about tanking

    Emnity is the focus of the mob. by holding focus your team can attack. having a larger amount of emnity then other group members in no way increases damage. the early formula More tank hate = higher dps = more loot. is completely false and has nothing to support it. having a high DPS does make the DPS have a higher hate. but emnity is generated many different ways one of which is damage. more emnity does not mean more dps. a tank can maintain hate doing little damage. your DPS can only chain skills based off of cooldowns and TP/MP usage. meaning they have a limit due to cost. your damage level is not formulated by hate. a mage stealing aggro is more a sign of poor spell sequence then anything else.
    As a quick note, I never once claimed to be a sage, just gave an example supported argument based on my experience. Tessa Jalloh was just kind enough to say it.

    Mayhap's you read only the bolded sections, but I gave rather thorough examples and argumentation for my opinions. More importantly, I wonder if you really understand how DD'ing works. Yes, there are cool downs, just like there are cool downs for us, but, most tanks don't realize a few important things.

    I have met many many tanks who will say "well, I've never lost threat so clearly I'm good." What they aren't realizing is that DDs are usually having to not use their cool downs the second they become available in order to manage their threat. When a DD sees that their threat is red and not green or yellow, they will slow down. This isn't opinion, this is fact. Try finding some very well geared and experienced DDs and talk to them. Go for an Ifrit speed run (I am currently in a group that wants to video a 5 minute kill) and talk to the DDs, find out when they are holding back. Every time they hold back, their dps is lowered, and you, the tank, are the reason that is happening. With buffs like paeon and ballad, or invigorate on MNK and DRG, TP isn't really much of a limiting factor on DDs. In fact, I would argue that part of a DD's job is to learn a rotation which maximizes their available TP and minimizes the time they spend waiting on it. The same is true for Blackmages and their MP. You have to remember, most of these cool downs actually aren't very long-- a monk with fists of wind is almost never waiting. This is why I say that damage is limited by hate, if they are able to put up more damage than you are threat, then they are limited, the kill is slower, and thats less open chests. I am making one unstated assumption that I will clarify: I am assuming that the DD's in the group are just as good or better than the tank in terms of skill and equipment. And, since its an eight person group, odds are someone has better gear than you.

    Quote Originally Posted by SwordCoheir View Post
    So Summed up

    Overall, it seems like SE wanted WAR to remain a DPS and secondary tank option and cement PLD in a position where it could only tank. However I wouldn't doubt SE wrongly thought WAR was at a disadvantage in hate gaining / damage mitigation, thus gave WAR all the boosts in those areas in the update and ended up backfiring hard against PLD with WAR's comparable but unrestricted tanking abilities and far superior DPS.
    I don't really agree with the thought that War is supposed to somehow be a support tank / dd. It is very well set up to be a main tank (as I think nearly everyone has seen). It parrys at same rate as gld/pld blocks (if not more) it has essentially the same force-negate ability (foresight vs boon, granted boon gives a 703 heal), and it has all the same "get hit for less" cool downs. I think war and pld are both supposed to be main tanks, just tanks that function in radically different ways. PLD is supposed to rely on Spells and Abilities to generate hate, War is what you might call a classic "blood tank" -- it gets hit and it hits back hard to hold threat. That is to say, it relies on Damage done and Abilities. Its not as good as a DD as MNK, but it has voke/collusion/antagonize/vengance for that. If PLD could freely use its mana to build threat (hate generated by over curing) it would be just as good as warrior while maintaining two equally viable play styles--Magic and (in theory) more survival vs Damage and (in theory) slightly less survival.

    Honestly, I'm not even sure I believe that more mitigation would make it somehow more viable. End of the day, bosses hit us for less than one cure/cura from a well geared White Mage, that seems about right. Granted, FFXIV currently functions such that the damage taken by a tank from a boss is only marginally less than that taken by any other class, but the idea is that the tank is keeping all that damage in one place. Take a look at the excellent work done here to see what I mean about mitigation being a rather marginal thing at the moment http://kanican.livejournal.com/55915.html Maybe it should be, but if my pld suddenly gets hit for half as much damage, it still won't have enough threat to unfetter my DD's. More over, I'm not sure I want my gld to parry. Yes I played at launch and it was cool, but parry clearly exists to be the equal of shield usage. Then again, if I have a sword and a shield, why can't I use them both as defensive tools? Come to think of it, you may be right. IF they give us parry AND make our MP a viable means of threat generation, Paladin would be a balanced and viable tank creating a paradigm of "Do i want to contribute to group DPS more and rely on the healers" or "Do I want to be more self sufficient to lighten healer load and rely on the DD's."

    As a further side note, many people in this thread have underestimated warrior's ability to self heal. If you have rampage up (which you should) and you pop mighty strikes, then you can very easily heal yourself to full. That is just a potent a 15 minute ability as paladin's, if not more so. Shortly after patch I was doing ifrit with all jobs, hellfire killed nearly everyone, I got down to 100 health, blew Mighty Strikes, side stepped, Godsbane combo, boom, full hp and whm's get raises off. That strikes me as exactly the sort of thing a main tank should be able to do once in a blue shit storm.
    (4)
    Last edited by PiedPiper; 03-23-2012 at 06:33 AM. Reason: Clarifying warrior description.

  9. #289
    Player

    Join Date
    Feb 2012
    Location
    Limsa Lominsa
    Posts
    208
    Sorry, this wall-of-text rehashing of things that were covered over the first 20 pages is getting boring to me.

    Question, semi-related:

    Why is there a parry materia but not a block rate materia?

    I would understand if GLA could parry, but essentially we have one less option for defensive based materia than every other melee.
    (4)

  10. #290
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Parry materia (and the parry stat on many low-level swords) cracks me up. It's like they're trying to confuse new GLA players with that stuff.
    (6)

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