Quor wrote:
StateAlchemist, Om nom nom... wrote:
In my opinion two words sum it up: Hallowed Ground. Paladin, with it's 10 seconds of pretty much invulnerability makes it an easy choice in my book. Not to mention PLD benefits defensively from STR and DEX better then a WAR, since a WAR can only parry, whilst a PLD can also block. Remember that STR and DEX effect damage blocked/parried and block/parry rate respectively. Considering PLD and WAR can wear the same gear, all the stats point to PLD being way tankier then a WAR could ever hope to be. However, it does seem to me that SE is leaning more towards a main tank/off tank combo, so I forsee having both in a PT...PLD tanking the mega boss, and a WAR doing add duty.
Edited, Sep 6th 2013 2:04am by StateAlchemist
That's usually what happens, yeah.
But my experience has been I tank about as well as a PLD, largely on account of my 1-1.5k more hp and ability to self-heal reliably for 1-2k every 15s.
I haven't gone through all of my warrior abilities yet, however, I have one MRD ability that gives me ~20% damage reduction, 4 GLD abilities that give between 10-40% damage reduction, Balwurk, Pacification, Hallowed Ground, and a Shield.
With that being said, I am still learning ability order, and timing (and I really need to see about stoneskin in my rotation, just to see how it manages).
But, with all of that considered, I can keep my damage reduction to ~20% constantly on top of my higher block rate, this means that I am effectively, on ability alone (not going into traits) reducing the effective damage by ~25-30%. Resulting in healers using less MP, while having the equivalent effective HP pool of a War (If a WAR has 5k HP, and I have 4k, that would effectively be a 20% difference yes?).
But, yes, I will deal less damage, and with one AoE hate move, and one AoE damage move (Sword of Scion I believe, and the damage is pathetic), the net result at end-game is really more about style than anything else. A WAR is more demanding of the Healer, which means the healer is dealing less damage. The War compensates for the difference in damage. With Pld, the healer heals less, therefore can do more damage. It's a balancing act, and very much a matter of skill of players, and gear (yeah, I have to admit gear plays a SIGNIFICANT ROLE in how people can even perform their jobs).
With that being said, one thing to understand (and this is very important at lower levels when playing GLD). In the Beginning, you are pulling with Shield lob, wait for the mobs to collect, then Flash. You then use your MP weaponskill on the mob you are fighting, and flash after each rotation. This will keep the healer from pulling hate. Once the mob is down to 10-20% health, switch to the next mob. You can now focus on your emnity combo, and flash after every 2 (If there are 3 mobs). Again, when that mob gets down to 10-20%, switch to the last mob. This time, just use your combo until it's dead.
With this strat, I have never lost hate in any of the dungeons. The only place this doesn't work is when dealing with clams (just attack the clams and let the dd's kill the lights), and the Tam Tara? room where the mobs constantly spawn in waves. Flash when they collect, keep trying to use your MP weaponskill, and try to keep the mobs together for the DDs so they can hit them all. Lots of running, and really annoying, War will always be better there IMHO. With that last statement said, I honestly do not believe that Pld is "Better" than war. It's just more fun to me to play Pld. The ability to "Outsmart" a mob is fun. And Pld really is designed to do that. Pacification, Stun (never use in Party play unless you know it's safe, or you can mess up a stun rotation, or make it immune too early), Blind, and of course everybody loves to dodge:).