i have flash provoke, covalesece.
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i have flash provoke, covalesece.
I personally let the wildcard slot flit between Flash for dungeons and Second Wind for any Trial or Raid that Flash wouldn't have a use in.
Awareness is a great safety net for Raw Intuition and Internal Release is useful for helping with burst threat. I would say both are useful enough to always stick around.
I'm guessing this is on a WAR, and I would say that you could actually drop Flash for Second Wind since it does no damage and you should be able to keep agrro well enough without it. I personally don't have a lv60 War, but I'm pretty sure you can't use it very often in the first place since you have a low max mp and no way of mp regen like PLD and DRK. Convalescence, Awareness, and Provoke are must haves though, as they are all extremely useful as a tank.
Definitely don't drop IR.
Awareness works well with Raw Intuition, it guarantees you ll parry from the front (crit ALWAYS bypass parry) as well as side/rear auto-crits, though the duration difference means you have a small vulnerable window.
Flash is probably the best one to drop, since it is pretty situational.
Of those I would drop Second wind. It's not that effective unless your running a str build, it has a longer cd than Equilibrium. But they do have their uses. In a raid fight with no adds drop flash for sw, in dungeons flash is great because a) you don't need a target B) can use while pacified and C) can use it to help recover TP. Second wind IMO is kinda meh, cd is twice as long as equilibrium and for only 1/3 of the potency.
I wish CC skills were tied to gear sets
Voke/Conv/IR/SW/Awareness
or
Voke/Conv/IR/Flash/Awareness
I personally think Voke/Conv/IR/Flash/SW is best on A2S, since you can just RI the Jagd that doesn't get killed and sit in Deliverance, then it'll be back up around the last phase again. Flash + Awareness is safer, though.
Never replace IR. For solo content you can replace Voke or Conv with Featherfoot, but... usually not really necessary.
The only time I recommend having flash is if your in a long fight and you need to be pick up alot of adds that spawn through out the fight since it would save on TP.
dropping IR on a post 3.0 warrior is bad.. we have crit up on abandonstacks too;not to mention our gear has ALoT of crit. Even if it on the defensive side Berserk IR Inner Beast 6 sec start a combo... inner beast a crit is a massive increase now that critical damage has been reworked meaning, critical HP and uh Equilibrium? I've done alot but Holmgang Berserk i/r equilibrium is gonna crit ME (my build) for around 12k
edit: I use flash ... it grabs attention and when you are pacified its golden...
Awareness is useful as auto attacks in raid content can crit.
IR is DPS. Warrior is the strongest DPS tank at this point.
Flash is useless on WAR in raid content honestly, dungeons maybe some use but never had to actually use it. I dunno what your endgame goal is tho just giving my 2 cents.
Whatever you end up doing, dropping IR shouldnt be one of them
You have equilibrium. There's zero point in second wind. That's complete redundancy.
Keep Flash for the times your berserk pacifies you and you need to grab enmity. It also doesn't break combos.
Second wind is garbage.Awareness is especially handy for bosses that hit like a truck.
I'd drop flash for Second Wind in certain circumstances. I used to be a proponent of flash. Personally, I still like it. It does one thing no other useful CC ability does: something to use a GCD on when pacified. But besides that, I like it when pulling a group of mobs. Instead of needing to blow a lot of TP on OP while gathering mobs up, you could use flash which will hold hate long enough until you can just OP all of them. But, i'm not too concerned about CC abilities in expert dungeons.
In A1S, flash has no purpose. By the time you are pacified, you won't have a need for flash. Use Second Wind.
In A2S, the only time I like flash there is when the 4 Jagd Doll spawn. I position myself between my 2, hit flash, run through one of them, then OP both as I position them. Without flash, there are times when I hit the first one and then even though I land something on the 2nd, it still smacks the WHM once due to latency or something. That's a corner case.
In A3S, haven't found a use for flash.
IMO, most of the time, SW > Flash.
Contrary to what's been said here so far, I still find second wind to be incredibly useful, and awareness to be as lackluster as ever.
For anything that requires adds picked up en masse (dungeons, A2, etc) then flash is useful, otherwise I typically drop it and sub in mantra.
For something like A1, I take internal release, provoke, convalescence, second wind and mantra. After tank buster, I have mantra up for a bit extra regen strength, then also use second wind at an appropriate moment to recover some health. Equilibrium isn't useful here since I am not leaving deliverance, and this cooldown set allows my healers to DPS the rest of that phase while being self sufficient in my hp. In the seven weeks I've cleared A1 since release, I have never received a crit in that part if the phase, which gives awareness an effective value of zero. That isn't to say you can't be crit there, but if the crit rate is so low (and by nature, unpredictable) then the value of that cooldown drops.
Equilibrium's heal can't be used in Deliverance. That's why you take Second Wind.
In any situation where you're not taking Flash, you should be taking SW + Awareness. There are even some situations where you're better off replacing Awareness with Mantra, as Whiston said. I personally still use Awareness in A1S because there's times where I don't want to be crit and Oppressor crits like it's going out of style.
Second Wind(Universal) > Flash(Situational) unless X situation where Flash is more useful than Second Wind. Examples off the top of my head, T13 OT Picking up Phase 2 adds before they become targettable and A2S where in W7 you can pick up both Jagd Dolls and save Wrath Stacks for an extra IB/A GCD to get into position faster.
Other than that, its good to get into the habit of just using Overpower and positioning correctly for it.