MFW
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MFW
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This. So much this to most of what is said about the pld class. Funniest thing I've seen all day.
Ps, as Treach and a few others are laboriously trying to point out, it doesn't do much good to be immune to physical damage a third of the time if A) most of the damage isn't physical anyway and B) you still aren't taking on pld cus your threat still sucks. B is based mostly on the fact that there is little confidence that the spiritswithin change will magically make up the massive gap between pld and war, which I think is a rather reasonable assumption. Then again, Spirits within could hit for over 9000 every 60 seconds now and generate +800% threat, and then it'd be totally enough.
PLD hate control doesn't suck. WAR just currently does it better. I've never had hate issues as PLD.This. So much this to most of what is said about the pld class. Funniest thing I've seen all day.
Ps, as Treach and a few others are laboriously trying to point out, it doesn't do much good to be immune to physical damage a third of the time if A) most of the damage isn't physical anyway and B) you still aren't taking on pld cus your threat still sucks. B is based mostly on the fact that there is little confidence that the spiritswithin change will magically make up the massive gap between pld and war, which I think is a rather reasonable assumption. Then again, Spirits within could hit for over 9000 every 60 seconds now and generate +800% threat, and then it'd be totally enough.
Go to page 28 of this thread, read that. Then you'll know why "War does it better" places PLD at not only a disadvantage, but actually hinders the group. The only thing most tanks would realize as a condition where their hat control would suck would be if they were losing threat to healers. As it is, healers can't slow down too much to manage their hate while DDs can. Even cure bombing, however, just doesn't generate that much threat. You'd have to be a truly terrible tank--pld, gld, war, or mrd--to actually lose threat to a healer. Most tanks don't realize how much DDs are holding back to prevent themselves from pulling threat. More tank hate = more dd from the group = faster kills = more loot. Also, with the conditions for speed runs such as they are, warrior has a huge advantage there since "it jsut does it better" means it allows for higher group dps. As I and others have said before, its not enough to "hold hate" and that line of thinking continues to prove that you've missed the point about tanking in endgame. Its not about "holding hate" its about "building more hate." DDs that are worth their salt will never pull because they just stop hitting buttons till the scary red color goes away. The fact that you aren't losing threat doesn't mean that you are a good tank, it just means your DDs don't absolutely suck.
Hmmmm, my DD's have never had to hold back, and I've never lost the blinking red to them. Two of them being warriors.
Flash, Provoke, War Drum, the Fast Blade/Flat Blade hate combo, Rampart, and now Spirit's Within, is all you need to maintain solid control while tanking.
As long as you are constantly running your rotation, you won't lose hate to a DD that isn't holding back.
So a WAR can do it's damage and still a PLD can tank. Imagine that.
EDIT: Mobs with hate reset are obviously exempt here.
Last edited by Alerith; 03-27-2012 at 02:39 PM.
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