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  1. #11
    Player
    Paikis's Avatar
    Join Date
    Sep 2013
    Posts
    418
    Character
    Paikis Pryslack
    World
    Coeurl
    Main Class
    Dark Knight Lv 73
    Fracture potency: 100 initially then 20 per 3 seconds for 30 seconds (100+200=300 total)
    Heavy Swing: 100 potency
    Skull Sunder: 200 potency (threat mod: 3x damage = 600 potency of threat)

    A single combo'd Skull Sunder is double the threat of a Fracture that is allowed to run the entire length of the DoT. When you add Butcher's Block to the end, you get another 280 potency with a 5x modifier which completely destroys the threat generated by a fracture, even 3 fractures doesn't come close.
    (0)

  2. #12
    Player
    juniglee's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    804
    Character
    Delenia Forcentis
    World
    Tonberry
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Paikis View Post
    Fracture potency: 100 initially then 20 per 3 seconds for 30 seconds (100+200=300 total)
    Heavy Swing: 100 potency
    Skull Sunder: 200 potency (threat mod: 3x damage = 600 potency of threat)

    A single combo'd Skull Sunder is double the threat of a Fracture that is allowed to run the entire length of the DoT. When you add Butcher's Block to the end, you get another 280 potency with a 5x modifier which completely destroys the threat generated by a fracture, even 3 fractures doesn't come close.
    This was the reason I never incorporated Fracture into my rotation.

    Maybe I play too much like a Gladiator at lower levels, but pre-30, I was just spamming Fast Blade -> Savage Blade, and rotating occasionally. I guess the fun of Marauder is having more tools to play with.
    (0)

  3. #13
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Paikis View Post
    Fracture potency: 100 initially then 20 per 3 seconds for 30 seconds (100+200=300 total)
    Heavy Swing: 100 potency
    Skull Sunder: 200 potency (threat mod: 3x damage = 600 potency of threat)

    A single combo'd Skull Sunder is double the threat of a Fracture that is allowed to run the entire length of the DoT. When you add Butcher's Block to the end, you get another 280 potency with a 5x modifier which completely destroys the threat generated by a fracture, even 3 fractures doesn't come close.
    Oh my godddddddddddddddddddddddddddddddddddddddddddddddddddd.

    Ok, yeah, no, don't use Fracture. Sorry I tried to explain simple math here.
    (0)

  4. #14
    Player
    peaches's Avatar
    Join Date
    Aug 2011
    Posts
    384
    Character
    Egwene Al'vere
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by SpookyGhost View Post
    FB -> RB is 2 GCDs. Fracture is 1. Fracture does damage, keeps enmity, and is a DoT. It is literally your best option for holding hate on multiple mobs at a low level in every possible way. I don't know what you're trying to counterpoint here - you use it to do damage, and damage is enmity. Enmity modifiers do matter, yes, but you don't NEED one on Fracture for it to be the superior option in every possible way for low levels.
    I'm sure it does give some enmity, all I'm saying is that while it may be *enough* to hold enough enmity to say, prevent the enemies from attacking the healer after a single Cure, maybe two, it has such low damage and no bonus enmity that it wouldn't hold hate over the dots on any other class, thunder/thunder II from BLM, bio/miasma/bioII from SMN/SCH, probably even an Aero from any class, let alone a single medica.

    I've never really tested the enmity it gives you so you may be right, but like I said I can't see it as a viable method of keeping AoE enmity from the time it takes to get up Maim then Fracture every enemy. A single flash or overpower would work better by miles. Not trying to argue or anything, I just don't see how a 20 potency dot can really do anything enmity wise, I'm betting a single Cure II or regen ticking when you're at full health would pull a mob off that had no enmity except for Fracture


    Quote Originally Posted by juniglee View Post
    This was the reason I never incorporated Fracture into my rotation.

    Maybe I play too much like a Gladiator at lower levels, but pre-30, I was just spamming Fast Blade -> Savage Blade, and rotating occasionally. I guess the fun of Marauder is having more tools to play with.
    Yea the thing with Marauder is that you have the luxury of doing these things. After a flash and two overpowers you have tons of time to get maim up and dot everything before you have to worry about anything
    (0)
    Last edited by peaches; 01-10-2014 at 12:26 PM.

  5. 01-10-2014 12:24 PM
    Reason
    double post

  6. #15
    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
    Quote Originally Posted by juniglee View Post
    Hmmm...so it's not worth it to apply SP debuff to multiple mobs then? I usually spread my Halone combo as Paladin, so each mob has the strength reduction debuff.

    From what I gather, it seems it is not essential to keep Maim up as much as possible at lower levels, until I get Butcher's Block. I never use Fracture, because it's a loss of 2.5s GCD, when I could be rotating HS->SS to keep up enmity. I may have to try it.
    In a perfect world you would apply the SP debuff to all mobs but since it has no enmity multipliers like Halone it's not effective. On single target where you can have maim SE for 30% more damage it works good.
    (0)

  7. #16
    Player
    Teleniel's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    217
    Character
    Tele Nariel
    World
    Goblin
    Main Class
    Arcanist Lv 60
    Leveling you're best friends will be BB-combo, Overpower, Flash and Tomahawk.

    Post-50 in end-game content you can really start looking at SE/SP combo rotations. That isn't to say you can't fit them in before, but most of the time packs will die too quickly and a face-first burn approach is taken on bosses which makes you need to rush hate so you don't lose it.

    Post-50 how you get hate depends on the situation, for single-target, with adds : Tomahawk > Flash > BB-Combo > Flash > BB-Combo > BB-Combo 2nd/3rd targets.
    for mutli-target you'll be doing Overpower spam, make sure if you have hate that you STOP spamming it though so you can conserve some TP.
    (0)

  8. #17
    Player
    juniglee's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    804
    Character
    Delenia Forcentis
    World
    Tonberry
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Teleniel View Post
    Leveling you're best friends will be BB-combo, Overpower, Flash and Tomahawk.

    Post-50 in end-game content you can really start looking at SE/SP combo rotations. That isn't to say you can't fit them in before, but most of the time packs will die too quickly and a face-first burn approach is taken on bosses which makes you need to rush hate so you don't lose it.

    Post-50 how you get hate depends on the situation, for single-target, with adds : Tomahawk > Flash > BB-Combo > Flash > BB-Combo > BB-Combo 2nd/3rd targets.
    for mutli-target you'll be doing Overpower spam, make sure if you have hate that you STOP spamming it though so you can conserve some TP.
    Makes sense. Seems very much like Paladin rotating Halone for enmity then. With 1 or 2 Overpowers for good measure to hold hate on group. I see you didn't fit Main in for "leveling best friends", so I assume there's no reason for me to maintain Maim over enmity.
    (0)

  9. #18
    Player
    peaches's Avatar
    Join Date
    Aug 2011
    Posts
    384
    Character
    Egwene Al'vere
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by juniglee View Post
    Makes sense. Seems very much like Paladin rotating Halone for enmity then. With 1 or 2 Overpowers for good measure to hold hate on group. I see you didn't fit Main in for "leveling best friends", so I assume there's no reason for me to maintain Maim over enmity.
    The thing is, you won't need to spam your combo to hold enmity. You could probably get away with doing three or four full maim combos before you need to worry about it, so there's really no reason NOT to use maim for the damage buff. It'll make your fracture do more, your overpower and BB combo which in turn gives you more enmity. It's the same reason that most 50 WARs pop Infuriate (instant 5 wrath stacks) then Unchained (loses the 20% damage reduction from Defiance) right before pulling, for spike enmity. That 20% from maim can help a lot.

    And even if you don't want to do the full combo with Storm's Eye/Path, all it takes is two GCDs to get in a maim every 30s or so.
    (0)

  10. #19
    Player
    juniglee's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    804
    Character
    Delenia Forcentis
    World
    Tonberry
    Main Class
    Marauder Lv 70
    Quote Originally Posted by peaches View Post
    The thing is, you won't need to spam your combo to hold enmity. You could probably get away with doing three or four full maim combos before you need to worry about it, so there's really no reason NOT to use maim for the damage buff. It'll make your fracture do more, your overpower and BB combo which in turn gives you more enmity. It's the same reason that most 50 WARs pop Infuriate (instant 5 wrath stacks) then Unchained (loses the 20% damage reduction from Defiance) right before pulling, for spike enmity. That 20% from maim can help a lot.

    And even if you don't want to do the full combo with Storm's Eye/Path, all it takes is two GCDs to get in a maim every 30s or so.
    Just can't help but feel I'm doing something wrong, because when I was doing Tam-Tara yesterday (Duty Roulette), if I was not using Skull Sunder consistently, I was in danger of losing aggro to the Pugilist/Monk in my party. Even after 2 Overpowers, I felt like I wouldn't have a chance to not maintain aggro for 2 GCD to get Maim up.

    Maybe it'll improve when I get Butcher's Block, but I'll keep trying.
    (0)

  11. #20
    Player
    peaches's Avatar
    Join Date
    Aug 2011
    Posts
    384
    Character
    Egwene Al'vere
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by juniglee View Post
    Just can't help but feel I'm doing something wrong, because when I was doing Tam-Tara yesterday (Duty Roulette), if I was not using Skull Sunder consistently, I was in danger of losing aggro to the Pugilist/Monk in my party. Even after 2 Overpowers, I felt like I wouldn't have a chance to not maintain aggro for 2 GCD to get Maim up.

    Maybe it'll improve when I get Butcher's Block, but I'll keep trying.
    Hmm, that's strange. Was he attacking your #1 target? Sometimes after Flash>Overpower x2 I use the Skull Sunder/Butcher's Block combo on #1 if there's heavy damage on it then cycle through. It could simply be that he was a level 50 though. I know we get de-leveled but you definitely have much higher stats than a character actually at that level.

    I hate to ask, but you ARE using Heavy Swing before Skull Sunder right? I don't mean to be insulting, I've just encountered a lot of people new to the game, mmo's and tanking who didn't know. Either way it's most likely just the fact that he's more geared. Give it a try anyways and see how it goes - if it doesn't work out, then just do what works and is comfortable with you.
    (0)

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