FC is putting 2 or 3 groups through turn1-4 each week now. Pretty much always WAR/PLD and I've never heard of agro cap problems. More likely to mess up on agro switching or interrupting boss abilities.
WAR gives the 10% slashing resistance enhancement from Storm's Eye, so that would help both tanks' agro. As for the comment about your WAR having worse agro, I don't think that should be the case. For example, Dreadnaught in turn4 wave 3. PLD picks him up, we wait for it to eat the bugs, then myself (WAR) and all the DPS start in somewhat later. I have to watch agro bar there to avoid taking agro from PLD, even after that much head start, because I'm burning offensive cooldowns at that point. WAR agro should be fine.
Beyond that, just tell them to do anything to increase damage.
- Fight or Flight, Circle of Scorn, Spirits Within (PLD)
- Berserk, Internal Release, Maim, Storm's Eye (WAR)
- Potion of Strength
- DPS food
- Upgrade armor (myth/allagan armor, or crafted jewelry -- all of these have more STR than DL or ilvl90 jewelry)
- Wear a piece or 2 of STR jewelry if you're desperate
Edit: Oh also, your tanks are spending the minimal amount of time dodging area stuff, right? Less time dodging = more time hitting.
