Just as the title ask. Gunna try to learn to tank on War so what do you do as your enmity cycle?
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Just as the title ask. Gunna try to learn to tank on War so what do you do as your enmity cycle?
Flash, Voke, Rampart, Sentinel and Antagonize whenever they are available. Never have any hate problems on Ifrit if I use those right when they are up.
For Chimera I do: Antagonize, Sentinel, Voke, Flash, Vengence, WS
Heavy Swing, Skull Sunder, Steel Cyclone.
Faceroll across the keyboard always worked for me. :3
I find holding hate much easier once the other 7 ppl in my party die and get out of the way.
First things first: RAMPAGE! (I always seem to forget this after class change XD)
Antagonize > Sentinel > Provoke > Flash > Rampart > Steel Cyclone Combo > Vengeance. Naturally prioritize Steel Cyclone Combo, filling in Godsbane if I have enough TP. Pair Sentinel and Vengeance with Provoke+Flash+Combo.
WAR is really simple. Keep Rampage up and just hit things with AA, combo when enough TP, and use Provoke/Flash at recast.
All depends on the situation, if there are mobs popping then yes, you would have to agro them first, but where do you go from there if you have sentinel and antagonize up, with nothing to continue striking the mobs with besides overpower on parry and whirlwind(Probably not enough tp for that yet). You will pull more enmity from the first part of the combo on your main target, more enmity from each hit on the mobs with Steel Cyclone, be buffed to take the damage you are pulling, and have all recast timers on cooldown earlier if you use those abilities first.
I feel saddened by the lack of Collusion in this thread.
I usually cucle like this... agro, sentinel, provoke, flahs, combo, rampar, wait recast of voke and flahs, antagonize, provoke, flash, collusion, and alternate sentinel and antagonize whit the vokes. 100% enmity.
From http://www.bluegartr.com/threads/107...=1#post5128457
This means that during a boss fight, you want to use as many enmity-generating abilities as possible while Antagonize is up to gain the 1.5x multiplier effect.Quote:
Quickly:
- No difference in enmity generated from Provoke and Flash (from 1.20).
- Sentinel's enmity bonus seems to be broken for abilities, but works fine for damage.
- Antagonize's enmity bonus is x1.5 (works for both abilities and damage dealt). x1.65 when AF is worn. Unknown if it stacks with Sentinel (the tester didn't test this because it looked like Sentinel was completely broken, but he later figured out Sentinel still works with damage dealt.)
- Vengeance's redirection damage does not generate enmity.
- Collusion transfers enmity generated by a WS or a spell 100% to the WAR
- Skull Sunder's enmity bonus generated from a combo was reduced to x1.75 of damage dealt (previously x2.5 in 1.20). This bonus is on top of enmity generated from damage dealt from Skull Sunder (ex: you do 300 damage with Skull Sunder in a combo, it generates a bonus of 525 enmity, thus generating a total of 825 enmity).
Antagonize first - Then in any order:
Rampart, Provoke, Flash, Heavy Swing > Skull Sunder > Steel Cyclone in 15 seconds.
If your team is well-coordinated, you'll want to time Collusion right before a high-damage ability such as Howling Fist, Flare, or Barrage.
Finally, overlapping abilities like Sentinel and Vengeance with Foresight and Featherfoot is not a good idea. Vengeance reduces and reflects less damage when stacked with Sentinel. Sentinel gets less use while Foresight and Featherfoot are active because you are minimizing damage while you have a high chance to parry or evade.
A better rotation would be pre-loading Featherfoot and Foresight before a fight. Once those effects are depleted, activate Vengeance until its duration is depleted. Then, activate Sentinel until its duration is depleted. This maximizes the amount of time spent taking reduced damage rather than letting those effects all go to waste in the first 20 seconds of the fight and being defenseless for the rest.
When fighting trash mobs with massive AoE spam, Collusion the BLM, activate Vengeance, and do the Steel Cyclone combo. Then mash Overpower if necessary.
Sentinel does not give any enmity, this is only useful for dmg mitigation and increasing WS/AA(?) enmity gains. This should not be poped until you are about to open up the steel cyclone combo.
Antagonize with AF head is 15% extra enmity per action, this is almost enough for me to consider not wearing heavy DL (body/head) piece.
I'm not a fan of using the full heavy dark light set. The regular offensive set is far more interesting if you can get away with lower emnity. Right now I'm going for heavy legs/boots & regular everything else.
I would also like to remark that, not only does Antagonize raise the emnity of other abilities, it raises emnity when used as well.
Have you tried doing a set amount of dmg say 1k, then poping antagonize. Follow that with a 2nd player trying to AA up enough dmg to pull hate, see if hate is pulled at 1,001 dmg? or 1,151 (assuming you gain 15% more enmity on already incurred actions). I hope your correct but I highly doubt it.
Depends what I'm tanking.
For wolf camp I:
Aggro everything > Do sentinel, rampart, or collusion > steel cyclone combo > win> repeat
For ifrit I:
Antagonize > Provoke > Flash > steel cyclone combo > repeat as cooldowns are up
Yes I know I am missing out on a lot of abilities I could use for hate generation, but I find I don't really need them.
I base this on the situation I get in dungeons sometimes: I agro all mobs just by running around (blinking red), whm throws buffs on me and gets hate (colors of mobs goes to yellow, green), I use Antagonize and hate goes back up to red-ish.
Not a proper test, just something I see happening.
I just call Ifrit names, tell others to go to hell, sacrifice the lalafell with a punt, then destroy my party.
d(^.~)b
Auto-attack -> Antagonize -> Sentinel -> Flash -> Provoke -> Rampart -> Steel Cyclone combo.
Repeat as cooldowns allow.
Pretty much what Forerunner said.
This is what i've been using for everything. Don't think i left anything out...
In General for 1 on 1...
#1:
(Collusion used on someone at start & mid-fight afterwards while going through these actions)
Attack >> Antagonize >> Provoke* >> Flash >> Vengeance >> Rampart >> Second Wind* >> Foresight* >> Featherfoot*
#2:
Build TP (try not waste time using too many random actions at this time)
(Some people use throwing weapons right after an auto-attack for more TP gain)
#3:
http://www.bluegartr.com/threads/107...=1#post5128457
(Sentinel apparently isn't working on regular actions, but does for Damage)
Sentinel* >> BloodBath(if need) >> Steel Cyclone combo (If enough TP or Cooldown, Godsbane Combo)
Repeat.
*Depending on the fight, you may save these, but may use them at the very start usually & as needed.
Usually don't whirlwind combo that often unless everything is on cooldown, if that.
For 1 vs Many, sentinel/antagonize as usual & prioritize your Steel Cyclone & Whirlwind Combos. Using single target actions on any strays.
At start, collusion a BLM excrutiate/flare or firaga usually.
Keep Vengeance up for more damage.
I been going Antagonize > Provoke > Flash > Rampart > Steel Cyclone > Vengeance
This thread needs a hotfix update.
Maddening Potion > Auto Attack > Collusion
Sentinel > Flash > Provoke > Steel Cyclone Combo + Bloodbath
Rampart > Second Wind > Vengeance > Auto Attack
Antagonize > Provoke > Flash > Steel Cyclone Combo
Collusion anyone in red or next highest dmg WS
Auto Attack to 2500 TP and hold off on cures
Sentintel > Provoke > Flash
Bloodbath > Mighty Strikes > Path of the Storm > Steel Cyclone Combo
I tend to stay away from using Featherfoot or Foresight, unless I'm really in need, just to make sure my HP is always low enough to get full cures & enmity from Bloodbath, Second Wind, and cures from Crits & Mog Axe.
Hate cycle is mentioned above, no need to rehash what's already been said.
The key to winning the moogle king fight as a WAR tank is collusion a BLM during the song, right before the BLM pops flare (a marco works best). Immediately afterthe song, when the moogles are closest together, pop a maddening potion and do steel cyclone (by itself). After that, run around flailing your arms until all the moogles are down but the king, then beat the crap out of the king.
With this, my LS wins the moogle fight with me on tank 95% of the time.
Steel Cyclone.....
oh wait.... nerfed T_T