Quote Originally Posted by Aceofspades View Post
LMFAO, endgame indeed, the suposed "hardest" fight in the game is on farm mode for most LSs, there is no real challange for a party much less a tank in this game other then uber high lvl mobs. tell ya what, have 2 outa your 8 members do absoulutly nothing in Ifrit, then prioritize what you need, well obviously you need dps strong enough and fast enough to counter Ifrits regen. then you need a tank that can take a substantial amount of damage without dieing. cuz once you fill your roles, you only have one spot left for a healer. Park the propaganda, and hype, WAR is a crowd controller and a sub tank for speed runs on ridiculously easy fights. PLD is way under apreciated simply cuz there isnt a challange out there that will allow PLD to shine, everything is easy sauce. So all this ego can just deflate itself , its nothing but hype from people who THINK they have "endgame" on lock.
You know, I recognize these words as being from the English language, but I try to string them together in my head and all that comes out is pure gibberish.

If anyone takes a step back and looks at the two jobs side-by-side, PLD is supposed to bring self-cures and mitigation to the table. WAR provides drastically higher enmity generation and a higher base HP pool. PLD, by design, addresses aspects of a fight that are not essential to address. The higher enmity generation alone is enough to set WAR apart from PLD, no matter what advantages or disadvantages one might see in either job. No matter how a fight is designed, a WAR tank allows you to get through the fight faster and in a more stable fashion.

Every boss fight in 1.21 can be done with one main healer; Myrmidon Princess/Marshal is probably the most difficult encounter to solo-heal, but that's not saying too much. If fights are designed toward PLD, that would require timed unavoidable abilities that must be mitigated through abilities or else suffer instant death, something like a single-target deathray on the character with the highest enmity with an associated countdown or charge-up. That sort of design is poor fight design, and doesn't address any kind of core issue; it only forces people to play PLD.

If enmity generation parity is reached between WAR and PLD, then the two jobs can still retain their identity and niche benefits. I would still argue that a higher base HP pool is more useful than on-demand mitigation and self-cures, but that's an argument I would prefer over the nonsense currently going on.