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  1. #11
    Player
    wlakiz's Avatar
    Join Date
    Aug 2013
    Posts
    61
    Character
    Lenneth Val'kyr
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Paikis View Post
    Nope. Makes me sad, but you don't get agro from our heals.
    No? Makes me sad too!
    (0)

  2. #12
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    It really depends on the situation since Coil has resource management to worry about too. On Snake Split you can use Unchained and Overpower. On T4 if you blow through the first set of spiders using UnChained Berserk Overpower then you will need Flash for the Soldier and Knight while you recover TP. If you are running as War MT then you can start off with BB out of combo for single target. It will only be 100 potency but it still has it's enmity multiplier making it the best skill for initial snap aggro.
    (2)

  3. #13
    Player
    Hahahahahahaha's Avatar
    Join Date
    Nov 2013
    Location
    Ul'dah
    Posts
    20
    Character
    Hahahahahahaha Hahaha
    World
    Zalera
    Main Class
    Marauder Lv 50
    For your examples (T1 and T4), flash is the best option. When you know the split is coming, you hang out next to the boss and as soon as he splits you flash and start in on your combo, same as a paladin. On turn 4, you stand where stuff is going to spawn and you flash it up, turn on berserk, and go to town with overpowers / your combo, basically the same as a paladin. Turn 4 resource management is surprisingly easy once you're familiar with where you need to be to pick stuff up so you don't end up needing to flash too often. In my experience there's not really a situation where you need to overspend your TP to keep up with threat.
    (0)

  4. #14
    Player
    AppleGrocer's Avatar
    Join Date
    Oct 2013
    Posts
    44
    Character
    Apple Grocer
    World
    Ultros
    Main Class
    Marauder Lv 50
    Flash is probably as good as it gets, tomahawk for range.

    Once 2.1 rolls around, Steel Cyclone will probably be our version of Flash.
    (0)

  5. #15
    Player
    Fallstrider's Avatar
    Join Date
    Aug 2013
    Posts
    39
    Character
    V'rai Fallstrider
    World
    Odin
    Main Class
    Marauder Lv 50
    Don't really see in what way PLD would have higher snap threat than WAR. Possibly because of CoS, but I doubt that a mere 100 potency does enough to make any real difference. Berserk is even better than Fight or Flight when it comes to burst.
    (0)

  6. #16
    Player
    Lemon8or's Avatar
    Join Date
    Aug 2013
    Posts
    1,304
    Character
    Lemon Nate
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Depends. For t1 threat on new snake, prepare a Butcher's Block (aka wait after Skull Sunder till the snake splits) and just use it when it does. Easily put so much aggro it doesn't matter but you can Tomahawk while you run to the other side. For the ADS's adds, I would just be careful with things like Regen/Medica II regen portion on me as that'll direct threat to healer if you use tomahawk to engage. In general for lots of mobs, Steel Cyclone.
    (0)

  7. #17
    Player
    Fireseen's Avatar
    Join Date
    Aug 2013
    Posts
    83
    Character
    Kaellyn Godbreaker
    World
    Exodus
    Main Class
    Marauder Lv 60
    Best snap is the same as PLDs but with WAR abilites... But as a WAR unless you are using flash or just terrible you, don't have aggro problems.
    Flash is crap, better L2position if you are going to be a WAR.
    For Cad know when the split is and just wait and pre load a combo'd butchers block > and either keep going or kite to OT spot (depending on strat)
    ADS watch stacks on other tank, preload combo block then = voke > block ...win
    (0)

  8. #18
    Player
    RhazeCain's Avatar
    Join Date
    Aug 2013
    Posts
    306
    Character
    Rhaze Cain
    World
    Behemoth
    Main Class
    Marauder Lv 60
    Turn1 split: Flash, tab target, start running, Tomahawk spam until in position.

    Turn4: Flash first, then berserk+overpower or enmity combo. 2nd or 3rd Flash also possibly if you're having trouble getting targets grouped.

    Flash first is important because 1) No target required saves a split second, and 2) higher immediate threat than some abilities.

    Steel Cyclone might be useful after 2.1.
    (0)

  9. #19
    Player
    Stalkster's Avatar
    Join Date
    Jul 2013
    Posts
    101
    Character
    Sir Stalkster
    World
    Behemoth
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Sleigh View Post
    PLDs in my FC are switching over to WARs, but some of them have concerns that their snap threat capability in situations like T1 and T4 might be low. I'm no WAR, and admittedly almost never run with any, so I can't give them advice or input.

    So, what are the best snap threat options? These include both when you have time before aggro is drawn, and when you need an attack out right away and a Butcher's Block just isn't fast enough (like in T4's Dreadnaught spawning)).

    Thanks.
    Hmm not to seem rude, Your Pld's are changing to War since there getting a buff?
    And then they have concerns how to generate proper enmity. I think the best advice to give them is learn how to play warrior outside of fates? War will be getting a enmity boost should make it easy, they should be trying to preload there combo's regardless of war or pld for stuff like T1/4 anyways.

    Pld will still be better at things so being a tank and having war and pld and bringing the proper 1 to the situation will be better. I kinda question your tanks, kinda sounds like there changing for the wrong reason. If they played War and Pld enmity should be the last thing they think of imo, and more of how they will add/take advantage of the upcoming buffs in the correct/proper situation. Not to stereotype or anything but your tanks maybe thinking war will be "OP" and jumping the wagon a little to early.
    (4)


  10. #20
    Player
    Sleigh's Avatar
    Join Date
    Sep 2013
    Posts
    1,563
    Character
    Philia Felice
    World
    Gilgamesh
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Stalkster View Post
    Hmm not to seem rude, Your Pld's are changing to War since there getting a buff?
    And then they have concerns how to generate proper enmity. I think the best advice to give them is learn how to play warrior outside of fates? War will be getting a enmity boost should make it easy, they should be trying to preload there combo's regardless of war or pld for stuff like T1/4 anyways.

    Pld will still be better at things so being a tank and having war and pld and bringing the proper 1 to the situation will be better. I kinda question your tanks, kinda sounds like there changing for the wrong reason. If they played War and Pld enmity should be the last thing they think of imo, and more of how they will add/take advantage of the upcoming buffs in the correct/proper situation. Not to stereotype or anything but your tanks maybe thinking war will be "OP" and jumping the wagon a little to early.
    It's not just my FC with PLDs switching to WARs in 2.1. Much in the same way that a large chunk of WARs switched to PLD shortly after people got to end-game in 2.0, there are going to be a ton of people switching from PLD to WAR for the benefit of their raid. People just want to play optimally, and as it turns out, WAR + PLD looks to be more optimal than PLD + PLD, so people are switching - there's nothing wrong with that.
    (0)

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