But PLD's do have damage mitigating / surviving abilities. That is the only reason why they can tank end game...i hope the devs are reading this thread cuase paldain really needs to be able to have dmg reduction traits to help tank. its bad when paladins like in ff11 needs shadows to survive. i hope that even with all classes being revamped that we see a big difference cause the formulas in version 1.0 didnt make no sense at all. you can have all the def in the world and it still wouldnt make a bit of difference. so i hope in 2.0 we see stats actally play a role instaed of i pump 50 vit into paladin and i get 10 hp added to my paladin and 5 defense added to my base stats.
Rampart, Aegis Boon, Tempered Will, Shield Bash, Holy Succor, Divine Veil, Hallowed Ground.
Raion Hellfire summons essense of Ifrit.
Ha, there's your tank! Ifrit will defend us!
http://amithist.deviantart.com/
We need more than one tanking class...please do not nerf war just to make pld more desirable.
way to try to turn opinion into fact. end game shells that were doing the highest content including the speed runs were using pld because a skilled and well geared pld is a better tank than a geared and skilled war FACT
just because war can do damage, but not hold hate as well as a pld does not make fights go quicker FACT
if your dd's have to hold off or just stop attacking because they are about to pull hate from the war that slows down the fight FACT. if the dd's can go all out and not take hate from the pld because he holds hate better than the war does then it speeds up the fight FACT
http://crystalknights.guildwork.com/
I'll just say what I've been saying since 1.0:
Make a roster of jobs that can tank, not "niche use" BS. WAR and PLD should both be equally viable for content, as we'd gain more from inclusive dynamics and design. This way people don't get forced to play specific jobs and instead can play what they want to play.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Everybody has really good input, and being an aspiring elite player, when i choose to be tank based on the information provided it will be a PLD. I do agree that a warrior is the Robin to the Batman tank (PLD), so to all you Robins out there: when Batman suits up, you fall behind.
They have thier own places, the only place WAR totally shines is at exp party where mobs dies in 5second, anything that doesn't die in 5second PLD does better most of the time.
The only time i use my WAR is probably on Coincounter and Misser (even though PLD is better at holding misser's hate, but trying to hold hate on WAR after steel cyclone nerf becomes its own challenges when you have top notch DPS).
Ifrit extreme, Garuda, Chimera, solotanking princess and marshall, Darnus. We always brings PLD.
i tanked with both pld & war i had decent skill and gear along with it for both jobs, i understood them both and knew/also had a good skill rotation. for me it wasn't really the content so much as to which is better to use and what is better for the said content i primarily picked between the two according to one: how good the main healer was or if we had a main healer, and two: building hate quickly to overcome hate resets/enmity spikes from dd's going all-out or single/multi mobs tanking. from that it determined which i used aside from the party or leader telling me which to use.
no matter what type of content i was doing if we had a good main healer i would go war hands down. to add on that if their were alot of hate resets or huge enmity spikes from berserk dd's/mages then i would go war for sure.
no matter what type of content i was doing if our main healer was bad(ie poor skill, gear etc etc) or lack of a main healer and only had assist heals then i would go pld hands down. to add if it was going to be a long fight or we would have good buffs then i would go pld.
almost all of my input has been touched on previously in this thread and others like it along with the fact that my opinions about pld & war design for 2.0 come from what we had in 1.0. i really can give constructive criticism and feedback since i haven't played them in 2.0, only beta will tell. at that point i can then give my concerns and input but giving/speculating how they should and will be is kinda pointless right now. the only thing we can hope for is for them to be balanced, on par or equal with each other which then it really comes down to personal preference maybe a little bit of which is better for said content but that fact they each can either only tank or both tank & dd.
PS: tanking at the end of the day boils down to "keeping the mob/mobs on and attacking you" period! how each tank goes about that depends on their design, i will agree that if pld will only tank and war can tank/dd then pld should be superior since it can only tank. but if they both can dd/tank then they should be on par, equal or balanced.
PLD's and WAR's need to have a similar output in terms of damage and mitigation, with a different flavor. You can't have WAR's be vastly superior for AoE, or PLD's completely outclass other thanks for single target threat and damage reduction. If there's any delta between the two beyond 5% or something of that nature, we'll continue to see job cherry picking come 2.0.
The way you do this is with diverse toolkits (AoE variations such as taunts, active mitigation differences instead of boring passive).
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