But of course. I still have to click activate a bunch of them - but i tend to not want to do that during certain moves to prevent trip ups.
So in general i am curious what kind of skills do you trigger by clicking and which ones do you trigger via keybinds.
At the moment i lay out most of my defensive cooldowns below WASD for easier access.
Put my high use combos from 1 to 6 (BB, SE,SP).
Overpower and Toma on QE and Provoke on ~
R & F tends to change from time to time depending on my needs as with the Mouse 4 and 5.
Why don't you use F1 F2 1 2 3 and 4? You could also use modifiers like Alt and Shift with those keys.
The damage reflected is how much you would have done, but for some reason it happens with Flash too.
Me and another Paladin took the same amount of damage from it despite that our gear was different. We had Curtana in common.
Then when he +1'ed his Curtana and I didn't, he took more damage from it.
One can only assume that the amount of damage is proportionate to the enmity generated by flash.
Rotations - Maintenance
I've put this in here because it is expected, and not because there actually are any real rotations as such. Warrior rotations are not so much a list of combos that you use one after the other, but are more a priority list. You want to maintain agro first and foremost, with Storm's Path being the next most important, followed by Storm's Eye. With that said, it is almost impossible to create a rotation as such. There are a few sequences of combos that do get used often though, and they can go here.While I would like to throw many combos out, I'll stick with a sequence that focuses on using all 3 combos: BB, SP, & SE.Question: I have pulled the mob and I now have aggro. What combos should I use after I pull?
Ask yourself these questions each time going from 1 to 3; you will find deciding what to use after the pull much easier.
(Aggro = agro = threat = enmity)
Main Tank:
1. Do I risk losing aggro to another party member on my target?
Yes: Use a Butcher's Block combo.
No: Proceed to 2.
2. Does my target have the damage reduction debuff applied?
Yes: Proceed to 3.
No: Use a Storm's Path combo.
3. Does my target have the slashing resistance debuff applied?
Yes: Use any combo you want (apply debuffs if they're about to run out via SP/SE or gain extra aggro/do more damage via BB)
No: Use a Storm's Eye combo.
Note from the Poster: It is another way of looking at the "priority list" Paikis mentions earlier in this section.
Disclaimer: This method may not work for everyone, and if there is another way that works better for you I encourage you to use that instead.
Off-tank:
Quite literally, a rotation between SP/SE to keep debuffs up on the target.
Start with SE first though, so both you and the main-tank can gain more aggro/do more damage with their attacks.
Be sure to have Provoke/tomahawk ready to use in case an add slips, MT dies, or you need to tank swap.
Use Ctrl/Shift/Alt modified binds, works like a charm; you may need a bit of adjustment time, but it's worth it. I even went as far as to reassign Caps Lock to Shift since I was constantly hitting it on accident (who ever uses Caps Lock any way!?).
Current binds are F1 F2 M1 M2 F G (no Mod)(Shift)(Alt) ` 1 2 3 4 5 Q E R T and I have enough room for more than every ability on every Job with room to grow.
What I really wish SE would do is allow for modifiers to be added to macros to cut down on Hot Bar real-estate.
It never interrupted your combo, even in 2.0. You're simply misremembering it or conflating MS with Fracture (which actually *does* break your combo).
You moved Flash to the "optional" category and replaced it with Internal Release, but you didn't change the commentary/explanations. Might be a bit confusing for someone reading it from scratch to see the Internal Release being discussed in how it related to Berserk and Overpower.[SIZE="3"]Cross Class Abilities:
These are my picks. I consider the first 3 to be a requirement, Flash is arguable and the last slot can be changed depending on your circumstances. I do use Flash in almost every fight, and do keep it cross classed for that reason.
Provoke - This is probably the only cross class skill in the game that is 100% required and you can't do your job without it. Tank swaps without this ability are impossible to manage. You need this ability.
Convalescence - A very strong defensive cooldown, combined with Thrill of Battle it is a very effective cooldown.
Featherfoot - 15% chance to take no damage. It is chance based though, so this could do nothing. But it could also see you dodge all damage for the duration (unlikely).
Internal Release- You want this to have something you can use while Pacified by Berserk. Using it in AoE situations will also conserve your TP, a major consideration for Warriors. This ability is much less useful since the Overpower buff, but still better than most of your other choices.
Mantra/Second Wind/Flash/Awareness/Haymaker - The last slot can conceivably go to any of these, although Awareness would be last on my list. I generally just use Flash and call it done. In extreme cases of min-maxing, you will want to swap these out depending on the fight.
But flash does have the advantage of not needing to target for use, though situations where that is required aren't common. It's helpful when I'm on a controller and I need to grab aggro quickly I'd flash and use the GCD to find the monster instead of tabbing through 5, 6 monsters first to throw a tomahawk. I'm fairly new to tanking but so far I've used it as OT on Cad split, Thornmarch to grab GLD and MRD instantly since they spawn next to each other and Rotten Eyes in CT.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.