Click your less used keys?
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But of course :). I still have to click activate a bunch of them - but i tend to not want to do that during certain moves to prevent trip ups.
So in general i am curious what kind of skills do you trigger by clicking and which ones do you trigger via keybinds.
At the moment i lay out most of my defensive cooldowns below WASD for easier access.
Put my high use combos from 1 to 6 (BB, SE,SP).
Overpower and Toma on QE and Provoke on ~
R & F tends to change from time to time depending on my needs as with the Mouse 4 and 5.
The damage reflected is how much you would have done, but for some reason it happens with Flash too.
Me and another Paladin took the same amount of damage from it despite that our gear was different. We had Curtana in common.
Then when he +1'ed his Curtana and I didn't, he took more damage from it.
One can only assume that the amount of damage is proportionate to the enmity generated by flash.
While I would like to throw many combos out, I'll stick with a sequence that focuses on using all 3 combos: BB, SP, & SE.Quote:
Question: I have pulled the mob and I now have aggro. What combos should I use after I pull?
Ask yourself these questions each time going from 1 to 3; you will find deciding what to use after the pull much easier.
(Aggro = agro = threat = enmity)
Main Tank:
1. Do I risk losing aggro to another party member on my target?
Yes: Use a Butcher's Block combo.
No: Proceed to 2.
2. Does my target have the damage reduction debuff applied?
Yes: Proceed to 3.
No: Use a Storm's Path combo.
3. Does my target have the slashing resistance debuff applied?
Yes: Use any combo you want (apply debuffs if they're about to run out via SP/SE or gain extra aggro/do more damage via BB)
No: Use a Storm's Eye combo.
Note from the Poster: It is another way of looking at the "priority list" Paikis mentions earlier in this section.
Disclaimer: This method may not work for everyone, and if there is another way that works better for you I encourage you to use that instead.
Off-tank:
Quite literally, a rotation between SP/SE to keep debuffs up on the target.
Start with SE first though, so both you and the main-tank can gain more aggro/do more damage with their attacks.
Be sure to have Provoke/tomahawk ready to use in case an add slips, MT dies, or you need to tank swap.
Use Ctrl/Shift/Alt modified binds, works like a charm; you may need a bit of adjustment time, but it's worth it. I even went as far as to reassign Caps Lock to Shift since I was constantly hitting it on accident (who ever uses Caps Lock any way!?).
Current binds are F1 F2 M1 M2 F G (no Mod)(Shift)(Alt) ` 1 2 3 4 5 Q E R T and I have enough room for more than every ability on every Job with room to grow.
What I really wish SE would do is allow for modifiers to be added to macros to cut down on Hot Bar real-estate.
You moved Flash to the "optional" category and replaced it with Internal Release, but you didn't change the commentary/explanations. Might be a bit confusing for someone reading it from scratch to see the Internal Release being discussed in how it related to Berserk and Overpower.
But flash does have the advantage of not needing to target for use, though situations where that is required aren't common. It's helpful when I'm on a controller and I need to grab aggro quickly I'd flash and use the GCD to find the monster instead of tabbing through 5, 6 monsters first to throw a tomahawk. I'm fairly new to tanking but so far I've used it as OT on Cad split, Thornmarch to grab GLD and MRD instantly since they spawn next to each other and Rotten Eyes in CT.
Fixed, thank you. I'm honestly thinking the last two slots should be set as 'pick whatever you like' because Internal Release is a really minor damage buff (5% for 15 seconds).
I have reformatted the abilities section to highlight the ability names. I don't like what Griever has done with his formatting though, as empty lines between every ability just seems like so much unneeded bloat. I've also made up some nice tables to match the ones in Griever's PLD guide (mostly because I'm lazy) and will add those in at some point. I also want to do a more comprehensive section on gearing because at the moment all that I have is 2 lists and a couple points. Something on Bravura Zenith vs Dual Haken perhaps, though that really is a no-brainer.
It's interesting just how adamant people on reddit are that Bravura Zenith is a waste of Tomes. I got mine as my first myth upgrade way back when, so perhaps I'm not the best person to be asking, but I've never regretted it. What do you folks think?
I have both BravuraZ and Dual Haken, reasoning being that they have different distributions. It's not like Dual Haken is explicitly *better* than BravuraZ; if you need the acc, yes Dual Haken is better, but BravuraZ brings more parry and a healthy does of skill speed, which, depending upon your opinion of it, is the best thing to stack after you've topped off your acc. This means that, if you can get the acc from Dual Haken through other sources, you're better off using BravuraZ. I keep them both for much the same reason that I have both the Allagan wrist and the Hero's wrist: one has the "preferred" secondary stats but the other has more itemization devoted to parry rating. It could be considered kind of wasteful, but it allows me to make sure I get only the proper amount of accuracy while maximizing my parry rating.
I'd encourage Warriors to actively change their cross-class skills and tailor them to the encounter they'll be facing.
I agree that Provoke, Convalescence, and Featherfoot are the three "must haves" here. As for the others, describing the situations where you would want certain skills would be a great addition to the guide.
Mantra - Fights with heavy AoE healing. eg. Titan, Ifrit
Internal Release - Fights that can benefit from the extra damage output. Typically damage races or ones with adds. eg. Garuda, Titan, Turn 4
Second Wind - Fights where you can get hit with dangerous burst damage that can one-round you if you're not topped off. eg. Caduceus, Twintania, Ifrit, ADS.
Awareness - Similar to Second Wind, to further reduce potential for damage bursts from crits.
Flash - Fights where you need AoE threat generation and TP conservation. eg. Turn 4
Well written guide and input from others.
I have nothing to add btw.
It's a bit fallacious to say that no boss in Coil crits. They *can* crit, but the only attacks that NPCs (any NPC, not just bosses or NPCs in Coil) use that can score crits are their auto-attacks. Given that auto-attacks make up a very small portion of their total damage and/or risk of killing the tank, the amount that crits will affect you in Coil is negligible.
Against Twintania, some people will actually counsel you to use Awareness for Death Sentences because, while Death Sentence might not be able to crit, the auto-attacks before and after it most definitely *can*. When you're surviving an attack by less than 1-2k hp, a critical hit *could* actually kill you when a normal hit would not have. The issue that arises is whether those attacks would have crit if you'd had Awareness up, given that enemies have remarkably low crit rates.
I have actually been killed by getting spiked and then crit in coil (in both t1 from Cad and t4 from 4 stack dread; nothing the ADS uses can crit though, afaik) so I wouldn't say that it's *worthless*. Since you can't really predict when the RNG is going to decide to give you a bad time nor can you assume that it will occur at a rate in which you'll have Awareness up for it, Awareness does have severely limited value.
As such, it's *bad*, but it's not completely worthless. Just mostly worthless.
Looks more amazing every time I check it out. Nicely done, mate!
Adding in some extra stuff to pump it up a bit.
Resources (in progress atm):
So you want to tank EX Primals (Tips Section)
B.L.I.T.Z.B.A.L.L. (Mechanics and Formulas)
Getting your Relic weapon
FFXIV Database (xivdb.com)
Warrior "Macro"oni in Thread
Making Macros (Reddit)
Navigation Links to Guide:
Introduction & Change Log
Abilities
Wrath, Infuriate, & Standard Combos
Pulling & Rotations
Macros, Gear, & Stats
In Titan HM, I suppose you don't repeat it much :-), if you flash before each Mountain Buster, you may dodge 2, 3 or more if the fight lasts long enough (it does last if you kill him.) This makes a difference.
One thing you are not taking into account is that flash has the blind effect that against some mobs makes it much more likely that you dodge the attacks. It is not just to gain enmity, although we normally use it for that. I think most of us (PLD included) use flash less than it would be ideal, we forget about it except when it is very clear we need it (PLD don't have Overpower so Flash is much more needed.) I am leveling Marauder and I love Overpower a lot.
Perhaps I skipped over this when I was reading through the guide, but what's the best way to allocate our bonus stats? I guess I'm still stuck in the 2.0 mindset of people arguing over STR vs VIT, but has anything definitive been discovered? If not, I think I'll stick with my +30 STR for the additional damage, enmity, and HP regen from Bloodbath, Inner Beast, and Storm's Path. ...then again, the farthest my tank has gotten is Garuda HM, so I don't know if the additional 30 VIT is particularly necessary.
It's in the guide. Vit all the way. It's like the fifth post on the front page and even bolded for easy notice. It says Vit vs Str.
This was a valid tactic in 2.0. As Mysteltain said, it increases your self-healing, as well as helping with agro and parry reduction. The 45 STR from a set of Gryphonskin was about 15% extra damage (and thus healing) as well as at least 1% parry. Well worth the loss of ~400HP at the time.
Thanks Paikis! I guess I must've skipped over that one sentence ("30 Points in VIT is now the only correct choice."), because I even went back and reread that section a second time before I posted my question. I guess I was just focused on the gear you mentioned than the bonus stats.
I'll be honest, though, seeing some of my crits during Inner Beast makes me wish we still had the 300% heal. Ah well, I've got the seals saved up for a stat reset, and I doubt I'll be looking back afterwards.
I'm quite certain that nobody cares, but I'm quitting.
Anyone who wishes to copy+paste this guide to continue it is more than welcome to. I do ask that you give credit where appropriate and make sure no one else has made a copy before you though, as we don't need 17 copies.
Thanks guys, it was fun while it lasted.
I can only give you my opinion on the matter. I signed up to be a warrior because self healing appealed to me quite a bit. It wasn't great, and it needed lots of work, but I was willing to ride the storm in hopes that they'd take the time to actually make it work with %HP returns, or absorbs, or something! However, I eventually decided that I didn't want to wait another month or so because I had selected the wrong class at start, only to hear, and then experience, that it was paladin or bust, so I quit in October and only came back a few days ago to see these changes.
What I got was a bandaid fix (granted it works, don't get me wrong) that makes me feel like paladin v2.0. After a few days of playing (NEET here, so by playing, I mean lots of it) I don't have that same drive I used to. First time I hit IB, I was dismayed by it. I expected that somewhat large number to pop up. Did I get it? Nope. Saw a nifty little buff for 20% damage reduction that lasts 6 or so seconds. I thought, "hey, not bad!" Then I started thinking about it and looked at my other abilities and how they were changed up or left alone.
I saw the SP buff and thought it was great, but I still don't understand why it gives such a pittance of healing. I looked at Bloodbath, nothing happened there. So I fired up the patch notes and spent an hour or so looking over everything and doing some thinking. Eventually I came to the conclusion that I should have just leveled a paladin. Nothing we do is unique compared to them. We stepped into their territory, giving up identity for a quick (and easy) fix.
As much as they want a thriving game (and I do too), this is borderline unacceptable to me. %HP returns, absorption, anything like that would have made me happy. Because of the identity of the class. I want to really dig in and get into the game, but it's ridiculously hard for me to do when I feel like another class in different gear mechanically. IB is our lifeline. It is the one thing we can reliably do to handle predictable burst. During beta when I saw all the small bits of self healing and such, I was excited. I was impressed another company wanted to have diversity in their tanks (especially since there's only two).
It'd take lots of work (more than SE apparently cares to do, but that's just me upset about it). I have plenty of ideas that'll never see the light of day to make it work, genuinely because I feel SE is very happy where things are. At this rate, I'm not sure I really want to wait on another tanking class and hope it's not only different, but has actual effort put into making it work so it doesn't step on the toes of paladins.
Warriors have a very fun kit to use, but mechanically, I'd rather just play a paladin instead. That said, I won't because their kit looks boring as hell with neat effects tied to them. I mean, not seriously anyway. Might level one up so I can see the CDs, effects, and how their abilities work so I can just draw up a way to make self healing work for a warrior treating returned HP/absorbs like a %dmg reduction effect just for my own peace of mind.
To you other warriors, please, I'm begging you, help me get over this dark cloud and enjoy the class again, because at this rate, I'm just not sure and it really sucks.
Kinda feels like you didn't really read much of anything I wrote. I never once mentioned I have issues with managing wrath stacks. It's more of a loss of identity and lack of interest in the direction of things. I wanted to see that trickle become stronger, wanted it to be more. Honestly, I wouldn't even call that icing on the cake, because it isn't. It's not even noticeable in the grand scheme of things. But that's alright, I had a moderately long conversation with a few people. It's not ideal, nor what I want out of things, but I do feel better about the situation. Just a bit disappointed overall, but I'll live.
pally or bust? yeah i leveled one to 50.. but one thing you're missing
pally is hella boring to play its just halone halone halone halone.. then spirits within / circle of scorn (both off the GCD so just stuff it in there while doing ur halone halone) .. then nothing else.. probably occasional stoneskin or so during transitions
WAR is still very much engaging to play since we have 3 chain combos = buff to piercing / debuff to boss / aggro
-10% from debuff + IB -20% damage redox can yield you -30% for a 6 second duration pallies at -20% (yeah i know its a small window but timing IB right for those big hits is the ONLY thing that matters ie: double wicked wheels / mountain buster/death sentence etc) since passive damage (auto attacks) from bosses are easily healable
the only real differentiation are cooldowns like hallowed ground and lets just hope SE does something about it
Pallies are so boring and way too easy to play
And that's the issue. You're focused upon the mechanic as opposed to the playstyle. A class is defined by its playstyle, not by the mechanics used. WAR has always been defined by Wrath generation and management rather than the self healing that you (and many other people) focused upon to the exclusion of pretty much anything else. All of the WAR self healing could be removed completely and be replaced by more mitigation and it wouldn't do anything to the WAR playstyle. The only difference is the specific mechanic used. The Defiance benefits could be replaced by a flat 20% DR (yes, *slight* buff, but that's beside the point) and, even though WAR would see smaller heals on it and wouldn't get to experience the huge max hp numbers, it wouldn't change how WAR played because 20% DR does the exact same thing as 25% + hp and 25% +healing.
Basically, you focused on the wrong aspect of WAR when choosing it. You focused upon a mechanic rather than the playstyle. Mechanics are *always* fluid and prone to changing, especially for balance purposes (which is what you're perturbed about; self-healing wasn't effective so a majority of it was replaced with flat mitigation) but playstyle is a relative constant (changing overall playstyle requires massive changes to a class/job).