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  1. #1
    Player
    WobbleGobble's Avatar
    Join Date
    Aug 2013
    Posts
    7
    Character
    Theldyr Hum
    World
    Diabolos
    Main Class
    Gladiator Lv 100
    I completely agree that it is slightly difficult to hold aggro on multiple targets, but only really against way-too-ambitious black mages (who really should sleep and single target, in my opinion).
    Healing aggro is easy to combat by switching targets while you do your combo. If your single target dps understand how to read marks - aggro is never an issue as a paladin.

    I think we'll see the full utilization of paladins and warriors in parties as more content is released and completed in full parties.
    (1)

  2. #2
    Player
    UrbanLucrece's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    69
    Character
    Urban Lucrece
    World
    Odin
    Main Class
    Gladiator Lv 50
    PLD vs WAR as tank and which generate most enmity is interesting in itself.

    But: As in a team play to make a fight go smoothly it's not just about the tank generating enmity it's as much about other classes holding back so the hate is on the tank. Many people forget this.
    (1)

  3. #3
    Player
    Scudik's Avatar
    Join Date
    Sep 2013
    Posts
    1
    Character
    Alma Tari
    World
    Cerberus
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by AlbelV View Post
    Among all the posts, this one hits the jackpot in my opinion



    And as far as I'm concerned, WAR has no problems holding aggro on a Single Target, whereas PLD has a slight problem holding AOE aggro (which is no problem at all depending on the player's skill rotation and the Team's choice of skill, ex sleep, AOE spells).
    Yeah sometimes the warrior manage to steal the aggro on one mob from me, that's an issue, or not.

    Flash is by far, once you take the damage reduction from defiance/shield oath into account, the best aoe threat ability, guess who got twice the mana of the other one ?
    (0)

  4. #4
    Player
    Asmodeus's Avatar
    Join Date
    Aug 2013
    Posts
    114
    Character
    Velvet Silvermoon
    World
    Leviathan
    Main Class
    Gladiator Lv 42
    Quote Originally Posted by Griffeth View Post
    They are two different styles of classes. PLD = Mitigation WAR = HP/Damage
    The mitigation is a little weak for gla/pld is should not rely so much on 15/sec and 20 sec skill but rather they should all be 30 sec skills. We already weaker when it comes to aoe aggro so make us stronger in single target aggro. likewise make mrd stronger in aoe aggro.

    This way we each have our place gl/ pld as boss tank n mrd as aoe tank, I am sure healers would loves us both then. lol
    (0)

  5. #5
    Player
    whycantiusebetaforumname's Avatar
    Join Date
    Aug 2013
    Posts
    68
    Character
    Willy Beaming
    World
    Faerie
    Main Class
    Gladiator Lv 50
    Pld has a little trouble with4+ mobs but I rarely ever see that so
    (0)

  6. #6
    Player
    Maku's Avatar
    Join Date
    Aug 2013
    Posts
    728
    Character
    Maku Haikasu
    World
    Mateus
    Main Class
    Black Mage Lv 70
    Spamming Brayflox for that freakning awesome looking robe for my mages (still have not won the lot and have done it over 20 times) I can say that WAR and PLD are both on par with each other. Both can suck royally or both can do such an amazing job that my life as a SCH is simply a cake walk. Fastest run yet was with ~55min left and that consisted of PLD,BRD,BRD,SCH. Every time I thought (dang PLD is amazing) the next run a WAR would hope along and be like "I can do this too, yo." I have had both jobs fail miserably but that was player skill.
    (2)
    可愛い悪魔

  7. #7
    Player ReiszRie's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    386
    Character
    Reisz Rie
    World
    Tonberry
    Main Class
    Gladiator Lv 60
    PLD has greater access to skills that reduces damage taken making it easier for healers to heal through and at times, allowing a brief respite for healers to deal with healing the other party members.

    (Rampart - 20% damage reduction, Bulwark - 60% increased block rate - Sentinel - 40% damage reduction - Shield Oath - 20% damage reduction 20% damage output reduction, Hallowed Ground - Invulnerability, Awareness - Prevents critical damage)

    WAR on the other hand has high HP, better mob control and higher damage output but noticeably lower damage mitigation thus requiring healers to stay on their toes in order to heal through the damage received by the WAR.

    To the WAR, it might not seem like a big deal as their HP is constantly replenished but it does make a healer's job more difficult especially at higher level content where they need to attend to other party members.

    For the above reason, PLDs are more suited for tanking main hard-hitting bosses.
    (4)
    Last edited by ReiszRie; 09-02-2013 at 06:21 PM.

  8. #8
    Player
    Kal-El's Avatar
    Join Date
    Aug 2013
    Posts
    379
    Character
    Kal El
    World
    Behemoth
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by ReiszRie View Post
    Snip
    Foresight 20% less damage. Feather foot 20%+ evasion. Second wind cure. Thrill of battle 20% max HP and 20% HP recovered. Bloodbath absorbs 25% of all damage done as HP. Defiance 20%+ HP. Wrath 15% bonus to cures and 20% Crit damage. Storms eye potency 250 absorbs 50% damage as HP. Inner beast Potency 300 with 300% damage recovered as HP.

    Stick on Berserk and Inner Release with those absorb skills as well.

    I make a healers job easy with those skills.
    (4)

  9. #9
    Player
    Wangstrong's Avatar
    Join Date
    Sep 2013
    Posts
    65
    Character
    Big Larsen
    World
    Odin
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Kal-El View Post
    Foresight 20% less damage. Feather foot 20%+ evasion. Second wind cure. Thrill of battle 20% max HP and 20% HP recovered. Bloodbath absorbs 25% of all damage done as HP. Defiance 20%+ HP. Wrath 15% bonus to cures and 20% Crit damage. Storms eye potency 250 absorbs 50% damage as HP. Inner beast Potency 300 with 300% damage recovered as HP.
    Foresight: +20% defense, not 20% less damage
    Featherfoot: 15% evasion, not 20%+
    Defiance: +25% HP, +10% crit chance

    Bloodbath and Storm's Path are pretty terrible at increasing tankiness. They're alright for self-sustaining when soloing and such, but they give back so little HP that it's basically irrelevant when tanking anything decent. A level 50 warrior does less than 100 DPS, so healing for 25% of it is nothing when getting hit for hundreds or even thousands of damage. 50% of an attack that does maybe 300 damage at best, and isn't spammable since it's in the end of you non-enmity rotation, is likewise negligible. These two abilities heal for so little that it basically makes no difference when tanking endgame content, or even dungeons really.
    (1)

  10. #10
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    Quote Originally Posted by ReiszRie View Post
    Snip...
    Also agreeing with Kal-El from the healer standpoint. A Warrior that uses their self-healing abilities liberally rather than only in emergencies have made my job easier. When I see Thrill of Battle pop up, I apply a Stoneskin to take advantage of that 20% boost (it's like Convalescence for Stoneskin). A Warrior that does not use their self-healing abilities in response to heavy attacks is equivalent to a Paladin who does not use their mitigation abilities against the heavy attacks. Both scenarios will cost the healer.

    They're on par with each other, but require different tactics whether single target or multi-target and support different play styles.
    (3)

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