I've not had issues so far but then again I've not done any HM primals yet, I look forward to seeing how I'll shape up in them.


I've not had issues so far but then again I've not done any HM primals yet, I look forward to seeing how I'll shape up in them.

Personally I believe SE should address ALL Class/Job concerns when they release 2.1. Why settle for small patches/hotfixs when they can release a big patch that addresses all the issues?

Because the more things that get changed at once, the easier it is to unbalance things, especially when the different things being changed interact with each other.

Read some of the threads in the Tanking Forums. It's not that Warriors are weak or incapable of end game content that is the issue. The issue is that they require more constant, undivided attention from the healers in comparison to the paladin tanks because of the overall lack of mitigation. It takes more mana intensive for a healer to keep a Warrior tank up than a Paladin. Read those threads. Why would a group want to bring a tank that takes more damage and requires more healing over a tank that doesn't?
Error 3102 Survivor
I'm very far from endgame to care about these issues, but if Warriors do more damage than Paladins, that's reason enough to bring one along.Read some of the threads in the Tanking Forums. It's not that Warriors are weak or incapable of end game content that is the issue. The issue is that they require more constant, undivided attention from the healers in comparison to the paladin tanks because of the overall lack of mitigation. It takes more mana intensive for a healer to keep a Warrior tank up than a Paladin. Read those threads. Why would a group want to bring a tank that takes more damage and requires more healing over a tank that doesn't?
Warrior seems to be more influenced by gear than a Paladin. The really geared WARs that I've seen are monsters in a fight. Fights/healing can be tuned so that it's okay that a WAR doesn't have 20% DR.

I just think people see how easy it is 2 tank as a PLD and as a WAR it takes more then face smashing your keybored in order to be good at it( but thats just what i've came to from reading post)
they play the exact same
you have your 1-2-3 threat combo, and you have a different button for aoe threat.
you have your ranged attack
that's it.
the only real difference is as a paladin you have to know when that big hit is coming, and pop a defensive cooldown preemptively
warriors just soak the big hit and inner beast after
the real difference that makes warriors 'harder' is healing them, but that has nothing to do with the guy playing the tank.



I only have experience with Mrd and Gld in the first 3 dungeons, but near as I could tell, the biggest difference was that while I could borrow Flash on Mrd, Mrd definitely doesn't have the mp to spam Flash like I used to on Gld. More often than not I use it as an opener but I'm finding it more prudent to hit the group with that cone shaped aoe and then hitting each one in turn with Skull Splitter (in the skill chain, of course). I obviously have a long way to go, but right from the start I learned that Marauder plays quite a bit differently from Gladiator. If it didn't, why even have Marauder?
"Ul'dah can keep their dusty markets, and their streets paved in silver and gold.
Limsa Lominsa keep your pirates, and your ships covered in musty mold.
My loyalty lies with Gridania, with the Moogles and the tree spirits of old." -The Forky Conjurer
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