At some point over last weekend it appears a ninja patch or something on the backend has been changed by SE normalizing Enmity.
Sword/Shield Oath Testing to be conducted this week.
Theorycrafting and Experiences from a member of a World-First Experienced Guild smashing through Wildstar Raids.
Tuesday, October 1, 2013
Monday, September 23, 2013
Endgame Paladin Guide and Enmity/Shield Oath Research
Hey all,
I know it has been a while since my last actual content post, but I have simply been busy enjoying the game and with real life. Hopefully, this doesn't deter anyone from coming to this blog to checkout ideas and express opinions.
Disclaimer: This post shall serve as my take on endgame Paladin in FFXIV: ARR. The content will stretch between things every Paladin must do and what I personally do to maximize -my- play. Anytime you are playing an MMO it comes down to the method you are comfortable with doing things while still fulfilling your role (an example being a LOT of healers I know love mouseover macros, some healers don't, it comes down to personal preference and their ability to use mouseover skills without error).
1-5 easily accessible, abilities you should be using the most.
I use a shift modifier for this row, other than that the explanations are the same, in WoW I also used an alt modifier for a third row of abilities; however, that isn't good for healing in that game because using ALT+ a heal will cast it on yourself, thus I have weened off that configuration.
I've actually been playing quite a bit on PS3, it's relaxing and great for doing easy content. For the time being, I am using 3 cross hotbar pages for Paladin, and one of those is just my general bar.
Please note I used the "Mixed" mode for the triggers, meaning I can just tap R2/L2 to lock the bar or hold them for any time greater than 1 seconds so that they disappear when I release. It just means I get to lock the bar I am using without having to double tap it to close it so long as I hold for 1 second or more (great for mounting or getting to menus).
Pretty simple, I tap R2 and then have access to most of Paladin's direct damage skills, Halone combo easy to get to, Shield Swipe on same side since it is one of your most valuable abilities (will go over this later), on the other side we have the abilities we use for hate or interrupting.
This is what I was using for speed run situations, if you notice the right side, it has Sprint, defensive CDs, and hate grabbing tools. The left Side is for overflow abilities to use during training mobs and the stances to swap between.
Just what I use to access menus, travel, and pull out my battleboco.
So why not just test auto attack?
In the above photo Tagg is at 55 STR to my 234 and we take pretty much the exact same threat. So now we have the same baseline, let's try Shield Oath!
In the above picture we had Tagg wait a moment in order to see the change in enmity. I take the hit because of this delay, but as you can see in the party window, Tagg has hate, just just a little bit. So we went back to flash, the no damage potency trial.
I know it has been a while since my last actual content post, but I have simply been busy enjoying the game and with real life. Hopefully, this doesn't deter anyone from coming to this blog to checkout ideas and express opinions.
Disclaimer: This post shall serve as my take on endgame Paladin in FFXIV: ARR. The content will stretch between things every Paladin must do and what I personally do to maximize -my- play. Anytime you are playing an MMO it comes down to the method you are comfortable with doing things while still fulfilling your role (an example being a LOT of healers I know love mouseover macros, some healers don't, it comes down to personal preference and their ability to use mouseover skills without error).
The Setup
Keyboard and Mouse
Starting with the bars I use for every class;
Bar 3, the only things raid relevant here are the potions, ethers, and antidotes, obviously useful for sparse situations but worth having.
Bar 7, Job changes followed by my town PLD gear and my DPS PLD gear (lulz).
Bar 1:
1-5 easily accessible, abilities you should be using the most.
6 a bit of a stretch for my hands so it is nice for my mount as I use ~ for another feature.
ZXCVFR looking at the keyboard this is a nice wrap around the movement keys WASDQE, a lot of people will also replace QE strafing for other things, while I use these keys very seldom as I tend to mix between mouse and keyboard movement, or a hybrid there of, I just leave them be mostly out of my own muscle memory.
Bar 2:
I use a shift modifier for this row, other than that the explanations are the same, in WoW I also used an alt modifier for a third row of abilities; however, that isn't good for healing in that game because using ALT+ a heal will cast it on yourself, thus I have weened off that configuration.
Cross hotbar (Controller)
I've actually been playing quite a bit on PS3, it's relaxing and great for doing easy content. For the time being, I am using 3 cross hotbar pages for Paladin, and one of those is just my general bar.
Please note I used the "Mixed" mode for the triggers, meaning I can just tap R2/L2 to lock the bar or hold them for any time greater than 1 seconds so that they disappear when I release. It just means I get to lock the bar I am using without having to double tap it to close it so long as I hold for 1 second or more (great for mounting or getting to menus).
Set 1:
Pretty simple, I tap R2 and then have access to most of Paladin's direct damage skills, Halone combo easy to get to, Shield Swipe on same side since it is one of your most valuable abilities (will go over this later), on the other side we have the abilities we use for hate or interrupting.
Set 2:
This is what I was using for speed run situations, if you notice the right side, it has Sprint, defensive CDs, and hate grabbing tools. The left Side is for overflow abilities to use during training mobs and the stances to swap between.
Set 8:
Just what I use to access menus, travel, and pull out my battleboco.
While I don't claim to maximize the Cross Hotbar system, these set ups let me do any content I could want while leisurely sitting on my couch in the evening. And yes, these are PC pictures; however, I always opt for KB/M on PC.
Abilities
Fast Blade > Savage Blade > Rage of Halone
The enmity combo, pretty self explanatory, very nice that we have a STR down debuff on rage of Halone but I wish we had a combo to put slashing debuff on mobs like Warrior. Really nothing else to say, this is your bread and butter.
Fast Blade > Riot Blade
Honestly, I don't even use it enough anymore to keep Riot Blade on my Bars (it actually isn't on my Cross Hotbar setup). Restores a bit of MP, but we shouldn't ever MP floor unless we are picking up an ungodly amount of adds with Flash.
Shield Swipe
This is an ability that many Paladins don't seem to be aware of and this makes me incredibly sad since it is the KEY to having TP over the long course of a fight. Shield Swipe is on the GCD, decent potency, a pacification effect (stops skills from being used), and USES 40 TP. Oh, and not to mention that it doesn't disrupt your Rage of Halone combo and you can easily fit in 2 Shield Swipes before the combo will timeout. This ability is the only thing that keeps Paladin off the TP Floor during long fights or when they have to stun repeatedly. I can NOT stress its importance enough.
Flash
Minimal AOE threat per cast. A lot of Paladins are using this after Circle of Scorn to watch the timer and make sure they always get the full duration. A lot of Paladins seem to forget this is a blind that hits pretty much any mob or boss. Use it as such, it is part of your mitigation. For trash pulls, 3 of these or so at the start will give solid hate as long as you are using your off the GCD abilities on the primary target so the DPS don't take hate. Use at regular intervals to make sure healers don't taste dirt if you cant cycle the Rage of Halone skill on the secondary mobs while killing the primary (will discuss more later).
Provoke and Shield Lob
Threat at a distance. Provoke puts you at highest enmity+1, literally, +1, not 10%, not even 1%, just 1. Luckily Provoke is off the GCD so a quick Shield Lob for ranged threat and you are good!
Spirits Within
If you aren't saving this for silence then use it on CD, it is off the GCD, free damage and threat. If you know you aren't going to be topped off soon just blow it anyways, delaying the ability to wait for health for max potency isnt worth losing a use or two of this ability through the course of a long fight.
Circle of Scorn
AOE hit and a DOT. Also off the GCD, I usually weave it in as soon as I can.
Defensive Cooldowns
Not going to bother going into these (except 1) in detail as they are pretty self explanatory and I am sure you have read about them a hundred times already.
Bulwark
As I discussed Shield Swipe earlier we now have a secodary use for Bulwark. Use this ability when you are low on TP and wish to refill a bit.
Cross Class Skills
Ok, first off, CURE. IS. BAD. Thre I've said it. Your measly 200-250 cures are a waste of MP and not going to save you. Now, STONESKIN. IS. GOOD. Unlike Cure, Stoneskin scales with your gear and level. Get that Conjurer up to 34 and learn this ability, creating a 500-580 shield on yourself can really alleviate the healer's worry on some big fights. Use Stoneskin whenever you can't be attack the boss or the extra boost could save your ass.
Foresight is not what you think it is (this applies to probably 80% or more of people), read it again, it is not Rampart for Warriors. Foresight increases DEFENSE by 20%, it is not a 20% reduction in damage taken. This greatly deflates the abilities value but really, we don't have a lot to choose from. I will pair Foresight with Bulwark a lot of the time in order to pretend they are both actually a cooldown.
Fracture is a DPS gain for Paladin, I don't currently have it on my bars but admittedly should.
Bloodbath not a cooldown I would use to save myself from death, but a little bit of damage helps, especially paired with Flight or Flight.
Raise and Protect are things I use when doing DF dungeons, Raise was nice in case healer got aggro but insta casted a rez on you before death. Both have minimal uses in parties.
Skull Sunder no.
Mercy Stroke an off the GCD move that heals you if you get the killshot. Not great, not awful, useful for maximizing DPS if that is a concern. (When I have it equipped it replaces Riot Blade on my bar.)
Stat Priority
Basic Stats
VIT, maximize it. If you are thinking, "but Ventus, I never die, I could go STR and help do more damage!" Yes, you are right, but if you are thinking this you are obviously not in The Binding Coil of Bahamut. I will concede it might be worth sacrificing a VERY small amount of VIT if it will hit a new parry/block mitigation tier by getting some STR.
STR, second primary stat. More damage (threat) and the Parry/Block Mitigation amounts. Feel free to gear for it in accessories if you are overgearing the content, do NOT switch out your primary armor pieces though as you will lose DEF/MDEF and probably be a significant strain on the healers.
DEX, Shield Block Rate seems to work a lot like Evasion in FFXI. Think of the Block Rate listed on your shield as the size of your drinking glass and DEX as the amount of water you put in that glass. Once that glass is full then adding more water does nothing. Additionally, I am at a loss to find the link, but it appears that you get enough natural DEX to max or almost max your shield block rate. lolcritrate people.
MND, Cure potency! This isn't WoW. No.
INT, Who needs to be smart when you are valorous? No.
PIE, Riot Blade (lolcontradictions).
Secondary Stats
Parry Comes on a lot of tank gear, not sure if it reduces your Block Rate by having more or if they do not interact with one another.
Accuracy I have never seen a miss on a Primal or anything I have noticed in Coil. I don't know if we just get too much of this or we have enough naturally. I see no use for it myself.
Determination I don't know how the rumor started that it effect the damage you take. It doesn't. This boosts our damage/threat at a minimal outcome but we don't have a lot of choice in tank stats.
Skill Speed I don't mind that, proper play and Shield Swipe should keep us off TP Floor. Don't materia for it or anything, but it isn't shit other than the low low point to percentage ratio.
Crit My favorite stat after Parry. Our best DPS/threat increase.
Spell Speed More Flashes and Cures DAWG! No.
Opening Combat Against a Single Target
This is how I open combat against something like a Primal or other boss or even a single trash mob like the Dullahans in AK.
1. Pre-pop Fight or Flight
2. Shield Lob
3. Spirits Within if in Range
4. Fast Blade
5. Circle of Scorn if Spirits Within was used
6. Savage Blade
7. Blow Defensive CD if deemed necessary
8. Rage of Halone
Now, please not that 1, 3, 5, and 7 are all OFF the GCD. So I have just gotten in 8 abilities in 4 GCDs or roughly 10 seconds. Yay optimization! This set will get you solid initial threat on top of having your DPS CD started, your off the GCD skills recharging, and the option to pop a Sentinel/Rampart/whatever if your healers are sluggish.
Opening Combat Against Multiple Targets
Now this can vary depends on a couple factors: speed of the mobs, layout of the room/space you are in, special mechanics (like the gargoyle spawns in AK delaying/being triggered), etc.
Generally I will open and go through the fight as such:
1. Pre-pop Fight or Flight
2. Shield Lob 1 mob if I am pulling them back or running in and Flashing
3. Spirits Within if only 1 mob is near, Circle of Skorn if mobs are stacked
4. Flash
5. SW main target if I used CoS prior, CoS if I used SW prior
6. Flash
7. Possibly Off GCD Defensive CD
8. Fast Blade main target
9. Savage Blade main target
10. Rage of Halone non-main target
The key here is in step 10, you want to Rage of Halone the non main targets in order to lock thread down on them hard. Fast Blade > Savage blade on top of your already SW, CoS, and Flashes should not allow DPS to pull threat off you unless they were doing something silly like a BLM prenuking on pull.
Regarding Warrior
This is not intended as a rant on the Paladin master race or mudslinging on Warriors. I am going to explain the patterns I have seen and then my reasonings for them.
The Difference Been the Two Tanks
Let me show you some math that shows, as far as Effective Health is concerned (disregarding Parry and Block!), Warrior and Paladin are on equal footing to start with.
Warrior:
Defiance, +25% HP. -0% Damage Received.
HP*1.25/1.00= 125HP
Paladin:
Shield Oath, +0% HP, -20% Damage Received.
HP*1.00/0.8= 125HP
Conclusion: Assuming that no blocks, parries, dodges, or misses occur, no cooldowns used, and that both have the same Defense Value, then a Paladin or a Warrior can take the exact same amount of damage before dying because they have the same effective heatlh.
Avoidance: Paladin and Warrior both get Parry from Gear, Dodge and Miss naturally depending on blinds etc. We can Disregard these.
Mitigation: Paladins have a Shield, Warriors have Self-Healing. In an Ideal world Warriors would heal a little more than we block, I will explain why we want them to do it more in a bit. A Paladin with Relic Shield seems to have a respectable block rate and 26-28% reduction depending on his STR, Warriors do not mitigate this much through constant healing. Notably, Warriors should be setting at maximum Wrath for the 10% crit and 15% healing helping balance them a bit.
The Big Problem, Cooldowns: As we went over previously Foresight is pretty shit, Bloodbath is better on Warrior than Paladin but still not a good "oh shit" button. Warriors have The Thrill of Battle (+20% HP, 10s) and Infuriate (Max Wrath Stacks). Infuriate essentially lets you use a Wrath-Spender (usually Inner Beast for a nice heal) and instantly have your +15% healing buff again. Match these up against Paladin (Rampart, Convalescence, Sentinel, Bulwark, Foresight, Tempured Will, lolAwareness, and of course Hallowed Ground) and Warrior is just going to be taking pretty much full damage all the time where a Paladin can Rotate Cooldowns for a good couple minutes of solid mitigation boosting.
Not Done Yet: The problem isn't over yet folks. We have to consider the healers. Now, mana can be made a non-issue depending on group setup of course, and it should be obvious that Paladins take less damage so they require less healing to be topped off, so what are we really looking at here? The Global Cooldown. The GCD is a limiting factor on the throughput for healers. Warriors, despite their +15% heals taken are going to need a little less than 25% more healing that Paladins. This means it is a lot easier for the Warrior to get whittled down or float at a lower HP point and get killed by an ability+autoattack combo than a Paladin would.
Practical Application:
Paladins are the superior tank for Coil content and probably raid content once it is released (although 1 Warrior will be necessary for slash debuff). Paladins take less damage, require less healer resources (mana and GCD), and have cooldowns that Warriors seriously need in order to be effective.
Shield Oath, Sword Oath, and the Enmity Problem
Me and a few Company Mates/Friends have been trying to figure out how much enmity Shield Oath actually provides. This has led to a lot of confusion and headaches, so I am just going to present the data we have; however, before that, I want to dispel a serious problem with a table on http://valk.dancing-mad.com/?page_id=231.
Let me show you the Table I have an issue with:
First off, the above table has some problem because it isn't explaining the whole picture.
So you're a Paladin in Shield Oath, cool, -20% damage given/taken and according to this table x2 enmity. Let's first realize something as a community about the potency of your skills.
Looking at this table you would think:
Rage of Halone (in combo) is awesome, it is 260 potency x5 enmity from the skill (this has been verified) and woot x2 enmity from Shield Oath. That should be 2600 potencies worth of enmity for that single skill, 4100 for the full combo.
There is a fundamental flaw here that the above table does not account for and that I think people have just missed. You have a -20% damage dealth penalty on, this effectlive limits your potency buff considerably.
For the same of ease let us consider a 100 potency attack, and we will play with the idea that Shield Oath actually gives x2 enmity.
100 potency *0.8 *2 = 160 potency
So, going from no buff to Shield Oath does NOT give you 200 potency worth of threat, it only gives you 160 potency worth of threat because of the damage nerf.
This is why DPS can actually keep up with tanks on threat from a potency standpoint. Now on to the Main Show, Shield Oath testing...
Setup
Above you will find myself and Taggerung Jaskarath, on of our tanks in <RELIC>, he is wearing a 4 str ring to match my STR. These tests have also been performed with Jahaudant Rivea who is the same race/side as me.
Testing
As you can see by the buffs I have no stance and Tagg is in Shield Oath (decreasing the potency of his Flash by 20%) and look at that, I have more threat than him. Quite interesting.
Tested again, and again, and again. This was really quite interesting for us. We both have Curtana+1 and HS+1, we even upped his VIT with accessories to see if that had any bearing (it didn't).
So we thought, maybe the enmity bonus works on actual damaging attacks, let's do Shield Lob so the monster does not get auto attacked.
Oh look, different ability, same story. And we tested again, and again, and again... Next, we thought let's try Spirits Within since it does more damage, but we had to try several times so no one auto attacked to give accurate readings. Our first few have Autoattack hits because we had to figure out how to get the attack off without it triggering (a weird movement plus timing on SW).
This attempt shows the auto attack and the SW damage, notice the threat:
So why not just test auto attack?
So, we wanted to get a baseline (no buffs on) to check and see what was up. Note that almost all our stats are identical or the are a 1% difference (same determination, same STR, etc), so it is useless that things that small are making this large a difference, a 1% difference in STR (we always both had equivalent STR to this point). Here is what our baseline showed us:
Look at these 2 closely.
No buffs.
I even have more hate when I do less damage.
At this point all we could say is What The Fuck.
Again, we have the same STR, determination, attack potency, magic potency, same weapon, same shield. We can NOT figure this out. Our only real difference is that Azemya is my god and Halone is his, oh and his race. Maybe Male Miqo'te are just hated more by everyone...
So, to continue testing we pumped up Tagg's STR with accessories...
In the above photo Tagg is at 55 STR to my 234 and we take pretty much the exact same threat. So now we have the same baseline, let's try Shield Oath!
In the above picture we had Tagg wait a moment in order to see the change in enmity. I take the hit because of this delay, but as you can see in the party window, Tagg has hate, just just a little bit. So we went back to flash, the no damage potency trial.
Oh, pretty much the same difference in threat as the Shield Lob test.
Please note we did switch it up between either of us Shield Lobbing first, Flashing first, who had Shield Oath on. I realize most of these pictures show Tagg with Shield Oath on, they were just the ones that came out best, and additionally, if he had Shield Oath, should I have EVER beaten him on any threat test? My answer is no.
Conclusions on Enmity, Shield Oath, and Sword Oath
Unless I am missing something obvious it seems Square Enix has seen fit to give people hidden enmity values. I don't know if this is based on race, god choice, RNG, whatever, but with near identical stats accross the whole board I pull a considerable amount of threat more than Tagg does. We had to pump him to 21 STR higher than my base just so he got a little more enmity from Flash and Shield Lob than myself.
Eyeballing is never a good method of measure, but it unfortunately all we have with that threat meter SE has given us. When our baseline matched (me at 234 STR, tagg at 255 STR) we were able to see that Shield Oath DID in fact provide additional threat over no buff; however, it is not even close to being double. The flash test is good for this since it does no damage; however, I suspect it might have a damage range similar to any skill that actually does damage.
Take time, look at the numbers and the threat levels on the above screenshots. Shield Oath or Enmity in general is BROKEN and needs to be addressed very soon.
We did test Sword Oath; however, it seems to have no effect on enmity other than the bonus autoattack damage.
Summary or TL;DNR
Setting up your Hotkeys/Keybinds or Cross Hotbar is paramount in order to maximize your individual effectiveness as a tank.
We went over different skills sans Defensive Cooldowns.
We went over how to get great threat against single and multiple target pulls and maintain it.
Warriors need work, badly!
Enmity is broken as hell.
The threat table posted on http://valk.dancing-mad.com/?page_id=231 is misleading as fuck.
Shield Oath is no where near double enmity, maybe +50% at the absolutely seeable maximum from my testing.
Still use Shield Oath for -20% damage taken in hard content, Sword Oath if you overgear or need DPS.
I hope this post revitalizes interest in this blog and helps the level of knowledge in our community grow, as well as helps out anyone who can find something to learn from in here.
IF I have made a giant mistake in my theorycrafting on Enmity and Shield Oath CALL ME OUT. If you can find an error here it would make me feel better, because that would mean that SE are not complete fuckups.
Best,
Ventus Invictus
<RELIC> of Sargatanas
P.S. If you are a hardcore experienced player looking for a FC with a more casual raid schedule check out my FC <RELIC> relicfc.guildwork.com/recruitment
Content update 9/23
Stay tuned for this afternoon folks!
Been busy between enjoying this marvelous game SE has produced for us, testing most things that cross my mind, having fun with my FC <RELIC>, studying for an upcoming professional school entry exam and rocking out at my new promotion.
Today I am going to try to compose a guide on endgame Paladin with my own take and get it up sometime around 3 EST. Hope to discuss it with fellows in the comment section tonight, see you there!
Friday, August 16, 2013
Wednesday, July 17, 2013
Inventory Sort is Coming!
Taken from the beta forums:
Until now, we had planned for a sort/arrange process to take place on the server-side database which collects player information.
However, in phase 3 with the addition of the Armoury Chest, player inventories immediately increased to 400 slots, and we have had to revamp these processes that we had originally planned for.
While it will take a bit of work, we are now proceeding to switch the sort/arrange process to take place client-side. With this system in place, it should address the requests we have been receiving.
Below are the features that will be ready for phase 4:
The specs for the inventory item search feature have been completed; however, due to the fact that the person in charge of implementing this is the same for the above, it will be addressed after the sort-related features have been implemented. We appreciate your patience."
However, in phase 3 with the addition of the Armoury Chest, player inventories immediately increased to 400 slots, and we have had to revamp these processes that we had originally planned for.
While it will take a bit of work, we are now proceeding to switch the sort/arrange process to take place client-side. With this system in place, it should address the requests we have been receiving.
Below are the features that will be ready for phase 4:
- Inventory: It will be possible to use a feature that automatically separates items into categories when obtaining items.
- We will be making it easier to identify items that can be equipped and those that cannot by adding an "X" over the equipment icons.
The specs for the inventory item search feature have been completed; however, due to the fact that the person in charge of implementing this is the same for the above, it will be addressed after the sort-related features have been implemented. We appreciate your patience."
I don't know about you but this is a huge sigh of relief for me. Square Enix isn't ignoring our beta concerns like in 1.0 and are actively making the game better.
Monday, July 15, 2013
Eorzea Collection 2013
Looks like SE has put together a lovely little compilation of outfits for FFXIV: ARR. Can't wait for the vanity gear set to be in the game but I will likely always use AF for PLD anyways lol.
Friday, July 12, 2013
Pre-Raid Tanking Gear Comparisons
I admittedly have been trying out other classes over this last part of Phase 3 in order to just better my understanding of them; however, I have still had time to check out some info about the pre-raid gearsets we will have available (that we know of) and have made everyone a handy-dandy chart!
The Chart
Disclaimer: Let me say that my armor testing was in no way conclusive or elaborate. I did some testing against 3 types of mobs, recorded their damage on a spreadsheet, replaced a piece of armor and did it again. I then averaged the data, checked for standard distribution, then made my assumption that 500-600 def increase was roughly a 10% difference in the damage (for example: going from 40 to 44 damage taken per hit on average). I said "damage mitigation" on the spreadsheet, but damage difference is more accurate.
Now onto my thoughts!
The Stats
Accuracy: Paladin gets tremendous amounts of accuracy on their AF, I am not really sure why but that is the fact of it. In a raid environment will we actually need that amount of accuracy? I highly doubt it, yes, we will need to hit the boss to maintain hate, but with Shield Oath doubling the amount of enmity gained it just doesn't seems like Paladins need to be gods of accuracy in order to keep hate. For the purposes of this discussion I am assuming accuracy plays a minor role in threat generation and is otherwise useless to tanking.
Skill Speed: Warrior AF, similar to Paladin's, is just overflowing with skill speed; however, unlike Paladins, this is actually VERY good for their style of tanking. Warriors actively heal respectable amounts of damage through a fight, skill speed increases this, thus making it a psuedo-damage mitigating stat due to the reliable healing over time. But, this blog focuses on Paladin so we will not travel deeper into the merits of skill speed on warrior for the time being (expect something once Phase 4 hits though).
Defense: Still not 100% of the damage formula monsters->players so a lot of what I say regarding defense is speculative. Regardless, taking less damage per hit is better on your healers mana and heart rates. I won't start up the Paladin versus Warrior debate here, but that will also be in a future update.
Vitality: 1VIT = 15HP. Enough said, the more you have the more hits you can take.
Parry: I do not currently know the relation ship between parry rating and % of attacks parried. I am basically waiting for a working parser to come out in order to test this factor. For now, we include it as a position defensive stat, but judge its merit skeptically.
Materia Slots: These open up quite a bit of gear customization. For tanks, you can choose between Vitality, Parry, an elemental resistance, or upping a combat stat for threat/warrior active healing. At the moment, I am only considering Vitality, since there is no armor materia I am aware of and I believe it will provide the best general boost for tanking. (This does not mean that aquiring resist gear sets in the future may not be mandatory for on-the-edge progression encounters.)
Comparing the Gear
Artifact Armor (AF) is definitely better than in 1.0, it is a pretty decent set of (what I believe will be) easily obtainable gear. I would gather it just to be a completionist in the job even if they weren't required to get for some of the job quests. It is clearly the lowest set of gear in the "tier list" I have debated on for both Warrior and Paladin, but, it is still good armor to start you off in level 50 content.
Darklight Armor (DL) was epitomized as the "Best in Slot" gear of 1.0 by a lot of people. Frankly, Triple- and Quad-Melded gear actually surpassed it in quite a few areas, but I understand that it was really the best gear you could actively get outside of crafting relentlessly so I won't argue about it. Now, DA provides the most armor in the game for pre-raid gear currently, it is statted just like Paladin gear making it a direct upgrade for Paladins. I still consider it a hefty upgrade for warriors because of the armor bonus and additional vitality in lieu of skill speed. Having this gear will mean that you are absolutely ready for Crystal Tower in most cases.
Crafted Darksteel (DS) is something I originally had brushed off for a few reasons. It has the worst armor value, no parry, and considerably less BASE vitality than DL. BUT, then I took a look at 2 things; the iLVL (80) and those beautiful 10 materia slots. Level 4 VIT materia gives 7 per slot giving us a unparalleled amount of vitality by a decent margin. 134 VIT if fully melded compared to DL's 81. 53 VIT is going to equate to 795 HP for a Paladin and 993.75 HP for a Warrior with Defiance up. As a 50 PLD (depending on other slots) I have around 4600 HP and 702 def, switching from DL to this CRAFTED armor set with full melds would put me at roughly 5400 HP and 576 def. Yes, I am going to take a noticeable amount more per hit, but when you are adding almost 18% more HP by switching to a set of gear you can just buy off the market boards I feel this will negate a damage difference of 10% in the best case and 15% in my estimated worse case scenario. This is also where we may see some differences in the tanking classes gear choices, as a Warrior with Defiance up is going to take that 5400 HP and then sit at around 6750 HP. Again though, this set has the lowest armor and no native parry rating. If anything, I see this set being better for Warriors since it plays to their strength (HP).
Sentinel Armor (SA) is a set of armor that originally was obtained from beastmen strongholds, now it looks like it may be a dungeon drop/chest set. The individual pieces are pretty much AF with acc/skspd being replaced by materia slots (11 in total). Additionally, the armor value on SA is only 19 def less than of the DL set. Pretty amazing if you ask me! It is a set purely designed for tanking (parry and materia slots for the bonus stats) and I honestly love it. If this set were iLVL 75 or greater and able to use the tier 4 materia it would be the unquestioned best pre-raid tanking gear obtainable. As it stands, we are looking at 614 def (19 def under DL, 107 def over DS), 99 VIT (35 VIT under DS or 525(656) HP, 18 VIT over DL or 270(338) HP over DS) and it has 76 parry (26 parry less than DL, 76 more than DS).
Speculations
So, now we have a lot of options for tanking, but which one is the best you may ask...
Honestly, until we see the raid encounters, know how much the bosses hit for, how consistent and fast they hit for, how quickly the healers can heal, how the healers mana holds up, etc. We cannot yet fully determine which set of gear is going to be the best.
Tanks may need to stack tremendous amounts of HP to survive or they may need to stack as much armor/parry to mitigate damage because healers are having trouble with the keeping MP up for the duration of an encounter. We just don't know yet...
BUT, based off what we have seen in the mid level fates and dungeons, I highly doubt Healer mana nor HP will be a problem. Bosses seem to hit pretty hard, but they hit slow (likely hampered by the same lengthy GCD a lot of players are complaining about). With these bosses not hitting us so hard/fast that we simply need HP and cooldowns to survive, it looks like we should focus on gearing in 2 ways.
First, we want to have enough HP to give the healers a comfortable amount of time to heal us or for us to pop cooldowns and simply survive on our own.
Second, we want to mitigate damage so that MP does not become a problem and we eliminate some RNG screwing us over.
Because of this, I will personally be obtaining a full Sentinel's Set for my Paladin and a full Crafted Darksteel set for Warrior. Again, I like to play to the individual jobs' strengths. Shield Oath for Paladin gives them a flat 25% damage reduction (amazing!) and Defiance gives Warrior 25% bonus HP as previously mentioned. Because of Warrior's natural self healing, similar to a Blood Death Knight from World of Warcraft, I am currently predicting them to scale better with HP than Paladins concerning survivability. And why put Paladin in Sentinels then you might ask, because Paladin's self healing comes through cures and a couple JAs from Warriors I honestly won't use in all likelihood. Paladins can spam cures all day with Riot Blade once threat has been established (which is cake with Shield Oath doubling the emnity generated by skills). They will be a mitigation focused tank because that is the way all their cooldowns line up, Warrior lacks the amount of CDs given to Paladin and therefore cannot be played in the same style.
So, for the TL;DNR types out there:
PLD - Sentinel's Set > Darklight Set > Heavy Darksteel Set > Artifact Armor
WAR - Heavy Darksteel Set > Sentinel's Set > Darklight Set > Artifact Armor
If you have different opinions, questions, contradictions, or anything to say about this blog entry please leave me a comment! I absolutely love theorycrafting and interacting with readers!
The Chart
Disclaimer: Let me say that my armor testing was in no way conclusive or elaborate. I did some testing against 3 types of mobs, recorded their damage on a spreadsheet, replaced a piece of armor and did it again. I then averaged the data, checked for standard distribution, then made my assumption that 500-600 def increase was roughly a 10% difference in the damage (for example: going from 40 to 44 damage taken per hit on average). I said "damage mitigation" on the spreadsheet, but damage difference is more accurate.
Now onto my thoughts!
The Stats
Accuracy: Paladin gets tremendous amounts of accuracy on their AF, I am not really sure why but that is the fact of it. In a raid environment will we actually need that amount of accuracy? I highly doubt it, yes, we will need to hit the boss to maintain hate, but with Shield Oath doubling the amount of enmity gained it just doesn't seems like Paladins need to be gods of accuracy in order to keep hate. For the purposes of this discussion I am assuming accuracy plays a minor role in threat generation and is otherwise useless to tanking.
Skill Speed: Warrior AF, similar to Paladin's, is just overflowing with skill speed; however, unlike Paladins, this is actually VERY good for their style of tanking. Warriors actively heal respectable amounts of damage through a fight, skill speed increases this, thus making it a psuedo-damage mitigating stat due to the reliable healing over time. But, this blog focuses on Paladin so we will not travel deeper into the merits of skill speed on warrior for the time being (expect something once Phase 4 hits though).
Defense: Still not 100% of the damage formula monsters->players so a lot of what I say regarding defense is speculative. Regardless, taking less damage per hit is better on your healers mana and heart rates. I won't start up the Paladin versus Warrior debate here, but that will also be in a future update.
Vitality: 1VIT = 15HP. Enough said, the more you have the more hits you can take.
Parry: I do not currently know the relation ship between parry rating and % of attacks parried. I am basically waiting for a working parser to come out in order to test this factor. For now, we include it as a position defensive stat, but judge its merit skeptically.
Materia Slots: These open up quite a bit of gear customization. For tanks, you can choose between Vitality, Parry, an elemental resistance, or upping a combat stat for threat/warrior active healing. At the moment, I am only considering Vitality, since there is no armor materia I am aware of and I believe it will provide the best general boost for tanking. (This does not mean that aquiring resist gear sets in the future may not be mandatory for on-the-edge progression encounters.)
Comparing the Gear
Artifact Armor (AF) is definitely better than in 1.0, it is a pretty decent set of (what I believe will be) easily obtainable gear. I would gather it just to be a completionist in the job even if they weren't required to get for some of the job quests. It is clearly the lowest set of gear in the "tier list" I have debated on for both Warrior and Paladin, but, it is still good armor to start you off in level 50 content.
Darklight Armor (DL) was epitomized as the "Best in Slot" gear of 1.0 by a lot of people. Frankly, Triple- and Quad-Melded gear actually surpassed it in quite a few areas, but I understand that it was really the best gear you could actively get outside of crafting relentlessly so I won't argue about it. Now, DA provides the most armor in the game for pre-raid gear currently, it is statted just like Paladin gear making it a direct upgrade for Paladins. I still consider it a hefty upgrade for warriors because of the armor bonus and additional vitality in lieu of skill speed. Having this gear will mean that you are absolutely ready for Crystal Tower in most cases.
Crafted Darksteel (DS) is something I originally had brushed off for a few reasons. It has the worst armor value, no parry, and considerably less BASE vitality than DL. BUT, then I took a look at 2 things; the iLVL (80) and those beautiful 10 materia slots. Level 4 VIT materia gives 7 per slot giving us a unparalleled amount of vitality by a decent margin. 134 VIT if fully melded compared to DL's 81. 53 VIT is going to equate to 795 HP for a Paladin and 993.75 HP for a Warrior with Defiance up. As a 50 PLD (depending on other slots) I have around 4600 HP and 702 def, switching from DL to this CRAFTED armor set with full melds would put me at roughly 5400 HP and 576 def. Yes, I am going to take a noticeable amount more per hit, but when you are adding almost 18% more HP by switching to a set of gear you can just buy off the market boards I feel this will negate a damage difference of 10% in the best case and 15% in my estimated worse case scenario. This is also where we may see some differences in the tanking classes gear choices, as a Warrior with Defiance up is going to take that 5400 HP and then sit at around 6750 HP. Again though, this set has the lowest armor and no native parry rating. If anything, I see this set being better for Warriors since it plays to their strength (HP).
Sentinel Armor (SA) is a set of armor that originally was obtained from beastmen strongholds, now it looks like it may be a dungeon drop/chest set. The individual pieces are pretty much AF with acc/skspd being replaced by materia slots (11 in total). Additionally, the armor value on SA is only 19 def less than of the DL set. Pretty amazing if you ask me! It is a set purely designed for tanking (parry and materia slots for the bonus stats) and I honestly love it. If this set were iLVL 75 or greater and able to use the tier 4 materia it would be the unquestioned best pre-raid tanking gear obtainable. As it stands, we are looking at 614 def (19 def under DL, 107 def over DS), 99 VIT (35 VIT under DS or 525(656) HP, 18 VIT over DL or 270(338) HP over DS) and it has 76 parry (26 parry less than DL, 76 more than DS).
Speculations
So, now we have a lot of options for tanking, but which one is the best you may ask...
Honestly, until we see the raid encounters, know how much the bosses hit for, how consistent and fast they hit for, how quickly the healers can heal, how the healers mana holds up, etc. We cannot yet fully determine which set of gear is going to be the best.
Tanks may need to stack tremendous amounts of HP to survive or they may need to stack as much armor/parry to mitigate damage because healers are having trouble with the keeping MP up for the duration of an encounter. We just don't know yet...
BUT, based off what we have seen in the mid level fates and dungeons, I highly doubt Healer mana nor HP will be a problem. Bosses seem to hit pretty hard, but they hit slow (likely hampered by the same lengthy GCD a lot of players are complaining about). With these bosses not hitting us so hard/fast that we simply need HP and cooldowns to survive, it looks like we should focus on gearing in 2 ways.
First, we want to have enough HP to give the healers a comfortable amount of time to heal us or for us to pop cooldowns and simply survive on our own.
Second, we want to mitigate damage so that MP does not become a problem and we eliminate some RNG screwing us over.
Because of this, I will personally be obtaining a full Sentinel's Set for my Paladin and a full Crafted Darksteel set for Warrior. Again, I like to play to the individual jobs' strengths. Shield Oath for Paladin gives them a flat 25% damage reduction (amazing!) and Defiance gives Warrior 25% bonus HP as previously mentioned. Because of Warrior's natural self healing, similar to a Blood Death Knight from World of Warcraft, I am currently predicting them to scale better with HP than Paladins concerning survivability. And why put Paladin in Sentinels then you might ask, because Paladin's self healing comes through cures and a couple JAs from Warriors I honestly won't use in all likelihood. Paladins can spam cures all day with Riot Blade once threat has been established (which is cake with Shield Oath doubling the emnity generated by skills). They will be a mitigation focused tank because that is the way all their cooldowns line up, Warrior lacks the amount of CDs given to Paladin and therefore cannot be played in the same style.
So, for the TL;DNR types out there:
PLD - Sentinel's Set > Darklight Set > Heavy Darksteel Set > Artifact Armor
WAR - Heavy Darksteel Set > Sentinel's Set > Darklight Set > Artifact Armor
If you have different opinions, questions, contradictions, or anything to say about this blog entry please leave me a comment! I absolutely love theorycrafting and interacting with readers!
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