What's a decent OT dps number as WAR? Highest is 280 on T13 with 2 str accessories, ilvl 130.
Printable View
What's a decent OT dps number as WAR? Highest is 280 on T13 with 2 str accessories, ilvl 130.
It really depends on the fight and strategy that your group employs. 280 with 2 str + 3 vit accessories is not bad depending on your uptime during adds phase. One thing about t13 is the fact that if your dps do a lot of damage during adds phase, then all adds die really quickly and you end up waiting a long time for divebombs and teraflares, this drops your dps by a lot in an unmerged parse.
The best turn in FCoB to evaluate and compare OT dps for tanks is probably T10 imo.
Eh, if you want to use T10 you might as well use a striking dummy.
For your reference, I use 3 str accessories, 2 melded str/vits, have no parry aside from my Dread Axe. I always have to throttle my dps in P2 because we push too fast and the 3rd add is up before I can path/the monk can DK bahamut for giga, (I drop fracture, rotate SP/SE, don't use berserk) and I am usually in the 320s. One run I had our SCH stop DPS completely in P2 so I could go ham and I think I finished with 342 or something.
280 is respectable, you are definitely worth your static's time @ 280 - get rid of those pants and hands (get the dread versions) and get the dread fending or slaying ring to lose that useless parry. You are doing a good amount of damage @ 280 though and its nothing to scoff at.
yeah, main reason parry is in some of those pieces is the accuracy cap, otherwise i would use the pants at least. I've been farming for the dread hands but no luck yet. lol
T13 dps rises as you become more comfortable.
Like unchain an add in phase2 otherwise leave defiance off. (Which add depends on your setup). Use thrill and vengeance on another and HG on the remainding add.
Only use defiance for ahk 1 and 3 and only with unchained. Even if you only see 3 still use unchained for the dps increase.
I'm just now learning WAR in t13 and its a pretty fun role coming from PLD.
I ended up learning warrior by being chucked into the thick, sink or swim I suppose. friend asked me what ilvl my warrior was and needed one for a static, accepted and from then on I've been focusing on warrior more. Still room for improvement, but for most people we can always do better.
I think the highest I've seen frpm a warrior in T13 is 360ish, but there's a lot of variables that go with that. But yeah, like Taint said a lot of it is about getting comfortable with the fight, particularly in last phase I think where there's a lot of chaos with the tethers and those pesky melee dps getting in the way.
In my case it's working out when it's safe to use berserk and any wrath abilities/infuriate before ahk morns. Been getting more comfortable with it and making adjustments as needed.
On a fight (or parts of a fight) where I don't have to do anything tank wise.
400+
With 30 STR and all 130 STR acc.
He's talking about highly specialized strategies in which the healers and other tank carry the WAR so that he can do more dps. Some find it valid, some don't.
Also specifically RE: your BLM taking hate, usually the DPS goes after the MT's adds first, you would have to adjust your strategy to avoid this if the BLM is on your adds first - unless you are doing the AE strat in which case I feel like you would know all this already.
My BLM taking aggro cause he hit with 3x Astral Fire stack and crit vs my second combo BB skill. This gives him 100-200 dmg over my hate (and I have full i110 crafted STR). After that I changed strat and play Skull Sunder on Zerk/Unchained always.
I dont use AOE, too low aggro. And I dont begin with BB, cause long animation and next skill has low enmity. I play SS, BB for enmity then IB for help SCH. On first add - Zerk, cause Def is off on 1 phase and Infuriated gives IB, then on 2nd phase Def is on, cause I need stacks for Unchained on 2nd add (my priority are balls near both melee DPSes), then Zerk with 3rd add.
You are both talking about completely different turns. Credor is talking about the dragon adds in the second phase of T13.
You should also have Voke ready which would help if you BLM is going hard or just tell your BLM not to use procs right away on the add. F3 Bahamut then go back to the add. Either way you should be able to handle it. They will also have quelling available for whichever add you have the least amount of threat on. (sounds like the 2nd in your case)
My mates in FC are specific, they like DPS maximizing. Sometimes this means hard way for tanks but ... this is challenge for all. So, I must use every available skills for catch and hold aggro, when they try burst damage. Quelling strike - yes, but there is 3 adds. Voke? This will work when DPS stop when get aggro :) Not in my FC.
But my strat with Zerk/Unchained is good way. Zerk gives +50%, Unchained +33%, this is sufficient to catch aggro with Skull Sunder, then next played BB gives enough enmity for hold add to his death.