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Guardian Fighter vs Paladin

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  • helpimblindinrlhelpimblindinrl Member Posts: 972 Arc User
    OP is straight up better than GF. They can make the group immortal forever, especially with a dc around, no issues holding threat. Why even bring anything else for pve. Its like why bring dps other than gwf this mod, everything else is trash in comparison and the only reason you would want "control" is if the paladin is badly geared.
  • wentriswentris Member Posts: 542 Arc User
    edited July 2015
    OP is straight up better than GF. They can make the group immortal forever, especially with a dc around, no issues holding threat. Why even bring anything else for pve. Its like why bring dps other than gwf this mod, everything else is trash in comparison and the only reason you would want "control" is if the paladin is badly geared.

    This is wrong. Most PvE dps comes from stacking powerful buffs/debuffs and it works like that since day 1. GWF has highest raw damage, but no team support. He will always top paingiver, but not necessarily make the run fastest.
    Example - eLoL, you have OP and 4 GWFs (with Vorpals). Each GWF does, lets say 100k dps. OP does 20k dps. Total group DPS = 420k. Now remove 1 GWF and take a GF with permanent Into The Fray +50% damage buff for everybody and 20k personal dps. Now you have 340k team dps +50% with ITF = 510k with just 1 encounter. The GF will probably have some weapon enchantment that lowers targets defense + permanent combat advantage + some other buffs I cant remember, not to mention additional movement speed that hastens run even more and safety, because of "backup" tank.

    This is just an example. Stacking GWFs will not optimise your damage. Especially that GWF, except of damage, is worst class to have in dungeon.

    Also, GF holds threat better than OP.
  • romotheoneromotheone Member, NW M9 Playtest Posts: 729 Arc User
    But that's the thing, why hold aggro when nobody dies?
  • dfncedfnce Member, NW M9 Playtest Posts: 509 Arc User
    OP is straight up better than GF. They can make the group immortal forever, especially with a dc around, no issues holding threat. Why even bring anything else for pve. Its like why bring dps other than gwf this mod, everything else is trash in comparison and the only reason you would want "control" is if the paladin is badly geared.
    DC with Gift Of Haste and OP with almost permanent Divine Protector daily - no one loses HP except OP, DC is focused on OP to heal and feed him with AP. I don't say it easy task for OP, my opinion is that 100% DP immunity is way superior than only 50% reduction from Knight Valor and you don't spend more effort on healing OP alone compared to effort to heal GF plus party, rather opposite.

    EX-DL-BtS / ITF-KC-KB / BF-HD-IBS / FtF-IT-ST-Dis / CA-GW-PG
    "When no appropriate rule applies, make one up."
    — (The unwritten rule)


  • eion311eion311 Member Posts: 338 Arc User
    But if your GF is holding aggro you're only healing him anyways. Couple that with SD and your GF is barely taking any damage in between dailies. At any rate it just comes down to personal preference. Though I know when I hit ITF you can see huge chunks of hit points dropping off npcs.
  • wentriswentris Member Posts: 542 Arc User
    romotheone wrote: »
    But that's the thing, why hold aggro when nobody dies?

    Because since your damage reduction (especially under sancutary) is way higher than DPS damage reduction you get hit for way less when you take damage, rather than when damage is redirected to you. Sure, it may not matter that much if you bring 3k+ OP to t1 dungeon, but it helps in fights where you have to care about your survivability
  • onegaki101onegaki101 Member, NW M9 Playtest Posts: 327 Arc User
    After playing both GF and OP, OP wins hands down in all categories.
    They have better survivability and best protection for the group. Members in the group will pull agro or get hit by aoe or regular attacks at some point regardless of types of tanks. However, only the OP can guarantee their survivability via DP. KV will not guarantee their survivability.

    DPS boost: ITF is a nice boost, but usually accounts for roughly 10~20k dps for each member of the group, not the 50% as it has been incorrectly provided in this thread. Aura of Courage provides the same range amount. The difference between the two is that one is an encounter while the other is a class feature. AoC is always active and as long as members stay within 30(40if feated) feet of the paladin. ITF drawback is that it is an encounter so it uses one of the three encounter slots. It also needs to be casted every time and members need to stay near the GF for the buff, probably 30 feet. If the GF is engaged blocking, he cannot cast it while OP always has it active.

    Agro management: Boss agro is easy for both, they both have ways to get and keep agro. For trash mobs, agro does not matter so much to the OP as DP will keep everyone alive, regardless of who has agro. On the other hand, if GF does not have agro, whoever has agro will die in seconds unless the GF can grab the agro or the mob gets CC.

    Own survivability: Both are capable of surviving by themselves (without healer), but it is a lot riskier with a GF. This is assuming the GF is a swordmaster and has steel defense slotted. OPs have lots of temp hp and shields that mitigates a lot of damage. Rarely will you see paladins lose actual hp. Furthermore, since paladins can self maintain much more easily, your healer (or bring extra dps class) becomes more of a buffer/debuffer. Paladins can also ignore all damage with binding oath. They might fix this in the future, but doesn't seem likely.

    If you want easy mode tanking/easy dungeon run, you bring a paladin.
    If you want advance mode/not so easy dungeon run, bring a gf.
  • dfncedfnce Member, NW M9 Playtest Posts: 509 Arc User
    edited July 2015
    eion311 wrote: »
    But if your GF is holding aggro you're only healing him anyways. Couple that with SD and your GF is barely taking any damage in between dailies. At any rate it just comes down to personal preference. Though I know when I hit ITF you can see huge chunks of hit points dropping off npcs.
    Steel Defense applies only to you. Divine Protector is Steel Defense (except cc part) placed on rest of team.

    Let consider situation when bad thing happens. Whole team takes huge series of spike damage in form of lag, AoE and addfest invasion, all together enough to kill average+ OP(DP)/GF(KV).

    At this very moment when tank dies, in OP team rest of players has still 100% HP, while in GF team they will lose of 30-70% of HP, in lucky circumstances.


    EX-DL-BtS / ITF-KC-KB / BF-HD-IBS / FtF-IT-ST-Dis / CA-GW-PG
    "When no appropriate rule applies, make one up."
    — (The unwritten rule)


  • urlord283urlord283 Member, NW M9 Playtest Posts: 1,084 Arc User
    I am the worst Tank ever

    Never got the hang of it

    Urlord
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited July 2015
    dfnce wrote: »
    eion311 wrote: »
    But if your GF is holding aggro you're only healing him anyways. Couple that with SD and your GF is barely taking any damage in between dailies. At any rate it just comes down to personal preference. Though I know when I hit ITF you can see huge chunks of hit points dropping off npcs.
    Steel Defense applies only to you. Divine Protector is Steel Defense (except cc part) placed on rest of team.

    Let consider situation when bad thing happens. Whole team takes huge series of spike damage in form of lag, AoE and addfest invasion, all together enough to kill average+ OP(DP)/GF(KV).

    At this very moment when tank dies, in OP team rest of players has still 100% HP, while in GF team they will lose of 30-70% of HP, in lucky circumstances.


    both are good only if played correctly.
    and one question why with op is easy mode? for WHO? those dont avoid red ? or attacks? nice gameplay.

  • clericalistclericalist Member, NW M9 Playtest Posts: 595 Arc User
    both are good only if played correctly.
    and one question why with op is easy mode? for WHO? those dont avoid red ? or attacks? nice gameplay.

    Its not easy mode its cheesy mode. I had a virtuous cleric but I switched paths, one of the reasons I switched was because the Palladin was immortal, they turned hard dungeons to what felt like playing in cheat mode. It got so sick of running PUGs runs with Palladins that I started leaving them as soon as I saw a Palladin in the party, I want a challenge I don't want to play in endless god mode. What I don't get is why some people will proudly declare their class the best when it ends up being a "press this button to win game" class.


    As for who is a better tank, a tank is somebody who pulls aggro and takes damage for the party, Palladins don't draw aggro and that god mode trick I would imagine will be nerfed. I consider it broken design and it should not be used in debates about tanks.
  • dfncedfnce Member, NW M9 Playtest Posts: 509 Arc User
    both are good only if played correctly.
    and one question why with op is easy mode? for WHO? those dont avoid red ? or attacks? nice gameplay.
    It is different game mode for rest of party because they don't lose health when DP daily active. It is not easy mode for OP. For cleric it is slightly easier because only one member (tank) takes damage and has to be focused to receive heals. It applies to situation when DP daily active. In other cases, OP without DP is comparable to GF without KV, each has own ways to aggro and provides nice buffs.



    EX-DL-BtS / ITF-KC-KB / BF-HD-IBS / FtF-IT-ST-Dis / CA-GW-PG
    "When no appropriate rule applies, make one up."
    — (The unwritten rule)


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