(08-12-2016, 12:53 PM)Sounsyy Wrote: Going to talk about warriors a little bit.Yeah, generally rotating between targets and dispersing dots and aoe has helped me avoid excessive tp usage in dungeons from Overpower. Granted, I never did really super difficult content as WAR, but the bit about holding FC until after you land Heavy Swing makes a lot of sense and is something I've reminded myself to do more consistently these days. In non dungeon content usually I would replace Flash with Awareness, if I needed to MT ever.
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(08-11-2016, 10:52 AM)Melkire Wrote: WAR generally doesn't need to lead most pulls with Unchained or Berserk. Sure, it helps a lot and if you can then by all means, but it's not as vital as, say, Fight or Flight to a PLD's pull.
Tomahawk (skip if facepulling, depending on positioning) -> Overpower x2 (modify quantity and/or supplement with Flash as needed) -> Storm's Eye Combo (skip if heavily outgeared) -> Butcher's Block Combo (distribute SS and BB evenly across mobs, always land Heavy Swing on a mob with Eye, land SS and BB preferably on mobs with Eye unless aggro is building fast on those without) -> Overpower/Flash (as needed) -> Gradually Distribute Eye to All Mobs -> Overpower/Flash (as needed) -> "Rotation"
This isn't a bad rotation for Trash pulls in dungeons. A few notes: be sure to be mindful of your Overpower usage. At max, you should be limiting yourself to roughly three Overpowers per Trash pull to ensure you're not overtaxing your TP. Cleanly weaving into Deliverance for Equilibrium (TP) helps manage this somewhat, but remember that AoE Enmity is primarily useful for maintaining hate against steady enmity build by DoTs and Heals. If DPS are targeting multiple enemies, Overpower spam will not hold them and will only drain you of resources. It's better to perform the single-target enmity combo on any mobs being directly attacked by DPS, but dispersing your combo evenly across multiple enemies will hold hate far better than any AoE ever will.
Compare:
Overpower: 430 dmg x 5.0 multiplier x 2.7 defiance = 5805 enmity
Skull Sunder: 950 dmg x 3.5 multiplier x 2.7 defiance = 8978 enmity
Butcher's Block: 1400 dmg x 5.5 multiplier x 2.7 defiance = 20790 enmity
An exception to the conservative Overpower rule would be during Big Pulls in which you face 10+ enemies. In this instance, combining Vengeance, Berserk, Internal Release, Bloodbath, Steel Cyclone, and Overpower spam not only generates massive AoE damage and enmity on all enemies, it also enables a WAR to almost sufficiently self-heal sustain themselves solo through the pull by ensuring HP return from each mob hit. This allows Healers more leeway to add AoE dps to Big Pulls. However, this tactic really should only be used on groups of enemies that number too many to effectively single-target combo across and is increasingly more effective the more enemies you're facing.
For MTing bosses in raids or dungeons as WAR, I recommend the following rotations:
Additional rotations for OTing, OT Opener, and DPS rotation can be found below:
As for Flash, use it if you wish, but it isn't recommended for WARs. Especially as it conflicts with better cross-class options. (Convalescence, Provoke, Awareness, Second Wind, Internal Release) While it uses MP for AoE enmity generation instead of TP, thanks to 3.0's Equilibrium WARs are no longer plagued by TP drain. If you find you're running out of TP quickly, the first step should be to reconsider the rotation you're using for enmity gain. Additionally, if you're finding you're actually having AoE enmity troubles as a WAR and you are using Flash, it might be the cause.
Flash Pros:
-Uses MP instead of TP.
-Can be used when Pacified. (WAR should not be hurting for enmity after completing a Berserk rotation, even in Deliverance.)
-Does not interrupt combo. (Steel Cyclone also does not though and generates way more enmity.)
Flash Cons:
-Activates Spell GCD, delaying combos which deal significantly more dps and enmity.
-Does not deal damage. This lowers WAR's dps output, party utility, and cannot be used for self healing.
-Cannot Crit and is not affected by damage buffs such as Maim, but is affected by Berserk. However, you'd never want to use Flash during Berserk because of Spell GCD.
-Generates 10% less enmity for WAR than it does for PLD thanks to Defiance.
-Smaller range & radius than Overpower and may require sacrificing frontal position against adds to hit all targets in range.
-Consumes a cross-class slot.
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(08-11-2016, 11:45 AM)Melkire Wrote: I can think of only three scenarios in which to not burn Wrath/Abandon stacks. Otherwise, burn stacks as soon as you hit five of them depending on what you need:
Like you said, in most cases you can burn stacks as soon as you earn them. Especially Wrath, the stacks of which only increase your Parry chance by 10% and essentially are inconsequential. When in Deliverance, stacks of Abandon increase your Critical Hit Rate, so if the previous combo-finisher gained your 5th stack, you should hold Fell Cleave until after your next Heavy Swing so it benefits from the increased CHR and does not generate a stack therefor no penalization. Always blow the 5th stack before using your next stack-generating weaponskill, unless you're saving for upcoming Berserk rotation as discussed above in the rotations spoiler.
Hopefully that helps if you're a WAR and you're having enmity issues. ^^
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AV by Kura-Ou
Wiki (Last updated 01/16)
My Balmung profile.