So um how do I not run out of TP a third of the way through T10 and T11? Sigh.
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So um how do I not run out of TP a third of the way through T10 and T11? Sigh.
Yeah it's rough.
And the DPS complain about TP and MP and they even have the means to restore it by using a cooldown.
Such an unfair world.
Tips that you may already know but I'll say anyway....
Hold off on the overpower spams on adds, use berserk whenever possible so you recover a few TP during the 5 seconds pacification effect, use Infuriate whenever possible for an extra Inner Beast/Steel Cyclone so you don't spend TP for one GCD action and get a TP recovery tick, hold off on having Fractures up all the time (one every berserk should be fine), use Flash twice to aggro mobs, then Steel Cyclone (should get around 3 ticks of TP recovery doing that).
There's not too much to do beyond that.
=/
What's worse is WAR doesn't have Keen Flurry. Combined with Foresight and it would make a pretty good def cd combination. It's 40% as a cc skill but its still better than nothing.
I've been in T10 and I'm normally pretty good with tp. Use flash/SC to grab adds then I rotate the BB combo between the two.
You'll get Paeon when the BRD/MNK/DRG/NIN need it. Make sure to cross-class Flash. Otherwise, if you have a NIN, ask them to Goad you.
Drop Fracture if you are running low, don't hang onto Inner Beast, keep Unchained and Berserk on cooldown and don't Overpower the adds (What I do is Infuriate, Flash, Overpower, Steel Cyclone, and then just DPS down the daughter while using Steel Cyclone every chance). The only downtime I get as OT on T10 is when I step out of melee for 1 GCD during Heat Lightning, when I move to the adds, or the one second or so after being knocked away by charge. On T11 I never noticed any TP issues at all, Fracture is not worth it if you are in Defiance, it delays your Inner Beasts which do more damage and is a loss of TP instead of a gain like using IB. I drop Defiance a lot during t11, fitting Fracture into my rotation and still don't run out of TP before our MNK.
Macro
/micon "overpower"
/ac "steel cyclone"
/ac "overpower"
/ac "flash"
/item "mega-ether"
On a single button press this will give you the skill on top, utilizing steel cyclone (doesnt use TP) if you are fully infuriated first. If tou do dry up on TP, you'll begin to flash. If you dry up on MP you'll pop some MP recovery, which will allow more flash(s).
Ultimately, getting the most out of steel cyclone, which means never breaking your skill chain, is paramount.
You don't need a macro for that. Macros also delay your GCD. Just keep an eye on when you have 5 Wrath - if there's more than 1 mob and you don't need IB or you have Infuriate up, press Steel Cyclone. If you don't have 5 Wrath/Infuriate and need to conserve TP, press Flash. I don't think you'll ever be in a situation where you'll need to use a Mega Ether unless you are non-stop spamming Flash, which should never happen.
I admit to not having the reference, but I believe the delay is due to the following:
With regular GCD skills, it is possible for you to press the skill a half second or so before the GCD is actually finished and it will queue up the skill for use the immediate second the GCD is finished. With macros, I hear that this is not possible and you must wait for the GCD to finish before pressing the skill or it will not fire.
Don't have a reference, just have tested it myself. The game has to take into account what action should go first, so that will delay the skill activation. You can test it yourself if you'd like to verify. Regardless, you really don't need to macro GCD abilities for prioritization. Just look at your hotbar or your buffs, see if you have 5 Wrath or your SC icon is lit up, and then press it if you can. Your macro also goes SC > OP > Flash, which would only activate Flash if you're completely out of TP... which isn't how you should be managing your TP unless you're speedrunning 4 man dungeons. As an example, to conserve TP, you can go SC -> CD -> Flash -> Infuriate -> SC which will use 3 GCDs, maintain AOE aggro, and use no TP while you gain the passive in-combat TP regen. Also, OP has the highest hate per 1 uncombo'd GCD, so if you ever need to grab a mob with OP while @ 5 Wrath and then IB or Unchained, you won't be able to as your macro would prioritize SC.
Also, you should be using Flash like... once, potentially twice in all of T12. You're never going to go OOM unless you need to Flash a bunch of times, which should never be needed outside of potentially a SR, and only if you've ran out of TP from OP spamming and need to keep aggro or... something. You CAN use a Mega Ether if you'd like, it just doesn't really do anything unless you're doing something wrong.
T10 - Flash the adds 3 times. You will regain TP and its easy to hit and position them both at once. You do not need to use overpower on them. The flashes on both adds sets will net you enough TP to last until Paeon or your turn for Goad.
T11 - Don't use fracture, at this point in content this fight is not a huge DPS check, just keep hate, dodge and execute head. Very little downtime in this fight to make up lost TP but if you plan ahead you shouldn't run out. If the egg is dieing fast sometimes I'll just leave it and get in position for the final phase a little early, netting a few tics of TP.
T12 - You will make up TP kiting the Bennu to the proper death spots. During the adds phase once the group is low you can just hold hate with flash. Last phase you regenerate TP during the dodge transition.
As much as I hate using flash on a single mob, but it is really helpful on some of these new turn for regen your TP (especially, if you want to use facture.) you can ask NIN to Goad you but they better off Goading other DPS (if you group running 2 -3 TP base DPS. well Physical DPS)
Well it turns out you cant macro items anymore.
http://forum.square-enix.com/ffxiv/t...er-received%29
You could in 1.0, but this was nerfed, my mistake.
As for GCDs, convenience factor of the macro is worth losing the split second, if there's a loss at all. I'm still not convinced. I don't notice a difference.
Not sure if this is still an issue, but for a while I had a macro with Heavy Swing and Tomahawk macro'd so that I'd use Tomahawk if I wasn't in melee range for Heavy Swing. Problem was that often items I'd be in melee range but it'd cast Tomahawk. Needless to say this would screw up both my rotation and eat my TP.
It's personal preference, but I'd rather have a bunch of hot bars for all the abilities than have a few black box buttons, unless you have two skills that you would never use independent of one another that are off the GCD. Even if you use off GCD abilities I've noticed you can get a little lag on your GCD if you use it too late in the cooldown, but it's only something like half a second.
I recall this being an issue 2 or 4 patches ago. I don't notice it now.
FWIW, since gamepad users only have 8 pallettes at any one time, Macroed abilities save a ton of space and hotbar switching.
Lastly I see that an unmacroed ability seems to "click" faster, but the action is cued at the same rate regardless. With this in mind, you could shave a few fractions of a second off the time it takes between when a skill is ready and when you cue it by "pre-cueing" it with a non-macroed action. Not worth the inconvenience IMO. I like my DMG/Recovery macros too much.
http://img2.finalfantasyxiv.com/f/54...ffc0_50x50.jpg: Inconvenience of... what?
I'm my personal experience of using both macro'd and non-macro'd Spells, I find that macro'd spells are actually more inconvenient because I can't "queue" up the spells when GCD is at 75%, instead I have to wait for the GCD to finish. It feels slower and less reactive. If you like Macros more that's fine, and its up to you to use it, but please don't state things that are incorrect (not delaying GCD/make you slower when they do, because you take longer to start casting) or things that make no sense (non-macros are inconvenient).
my personal opinion; do as much damage as possible. wars are capable of extremely solid dps (plds too for that matter). use fracture, get ur pacification esunad, use rubys with a ton of skill speed. tp song helps your melee too, they will need it anyways. just be glad you arent a pld who uses ruby accs lol. i do have shield swipe but i think that evens out with the fact that wars have some off gcd abilities that dont expend tp like cyclone or ib.
on every fight of fcob, every melee, tank or dps, run low on tp at least halfway through the fight. let your bard replenish it for you, thatswhy hes there. you only need a short duration of armys to play before you are comfortable again
In a perfect world, SE would give us our own Provoke, then trade out PLD for DRG as one of our sub classes. :(
The loss is your ping to the server + how fast you can mash the macro when it's up. Depends where you live.
It's why ability queuing exists, it ensures that your ping to the server (as long as it's not 600ms or something) has no impact on your dps. (It kinda falls apart a bit with regards to mudras but that's a whole other topic)
yup, I would take LNC over PGL any day. Losing Internal Release is sad but Invig and BFB, even Keen Flurry would be welcome.
I can understand the issue of limited space but be smart about it. Use macros on your off GCD skills, where the lack of ability que doesnt matter. Macros on normal GCD skills however should be avoided.
There are other ways to compensate for the lack of space. First of all its 16 palettes rather than 8. Further, you can activate an additional 8-16 slots in the options menu by pressing L2+R2. Another nice trick for PC and Ps4 users is to enable HOTbars to montior the CDs of your skills that arent on your first Crossbar.
Here is a way without losing your queue ability: use chotbar change for your gcd skills.
What I do is make a macro with warrior gcd skill icon but does not contain its ac. It only has chotbar change to the another set. On that set place the actual skill on the same slot. Now when you mash the macro itll switch to the other set and trigger the queue. Now this seems pointless..until you put other skills on the other slots in the set you end up on. On maim macro press your skull sunder suddenly turns into storms eye! With 2 extra sets 'sacrificed' you can have all warrior combos in 4 buttons. Example: bb combo is square triangle circle, se combo is square circle triangle, sp combo is square circle cross for me.
This also works on kb btw, with hotbar change macro. I have set my bb combo to 123, se to 132, sp to 134. If you happen to mess up and jumped to the wrong combo set on controller, you can set the set selector trigger to only rotate to set 1 making it a reset button or you can set select manually if you are dexterous enough. As for kb, I havent checked if theres a set reset button but you can macro heavy swing on the extra sets to bring you back to your original set anyway.
I had this problem as well. What I did was go back into the macro and add 4 or 5 extra lines of heavy swing. It seemed to mess up less often but maybe it was coincidence since I'm not even sure if macros work that way.
Ultimately I ended up using the extra hotbar where you hold L2 and R2 together and putting tomahawk there. Also put fracture there.