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  1. #11
    Player Divinemight's Avatar
    Join Date
    Aug 2013
    Location
    Windurst
    Posts
    606
    Character
    Saviour Divinemight
    World
    Leviathan
    Main Class
    Archer Lv 60
    Quote Originally Posted by Phenidate View Post
    If you're getting focused down early in the fight either the enemy teams an idiot or you're not with your party.
    Frontline is not Wolf's Den. You are there to group control as Warrior and Paladin. How can you group control if you die so fast as Marauder? Marauder is working effective in Wolf's Den is only because Warrior is not as good as Paladin in group control in small scale team pvp environment. Marauder is able to provide enough damage pressure to make up the weakness control ability.
    (1)

  2. #12
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    I've given plenty of info on how MRD extends their survivability in PVP. You just keep blandly saying they die easy, but frankly I see plenty of other MRDs doing just fine. The only thing WAR gets for using Defiance is a bit more HP and a heal buff, and a little bit more damage mitigation. But then again, MRD also gains mitigation from elsewhere as well.

    WAR can pvp just fine sure, but keeping defiance up all the time and thinking you're going to be as useful at disrupting the team as a PLD is ludicrous. MRD atleast provides pressure with excellent burst damage and reasonable survivability. No other class or job in the game has access to as many DPS boosters as a MRD - there's a reason MRD excell at bursting down people in both Den AND Frontlines.

    Now, this argument is going in circles - make whatever counter argument you want but I'm dropping it here.
    (0)

  3. #13
    Player
    Logo's Avatar
    Join Date
    Aug 2013
    Posts
    332
    Character
    Thera Logo
    World
    Sargatanas
    Main Class
    Lancer Lv 52
    Go MRD, Totes OP and good fun.

    Phen is right, no one does WAR who rocks PVP.
    (0)

  4. #14
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Critical Hit increase: Rises and falls with your wrath, from 2% to 10%.

    Internal Release: Increases Crit by 10% with no need for build up time. Your wrath stacks don't do anything that Internal doesn't already do for MRD.

    Area Control? From what, using Cyclone? Overpower? MRD can do everything a WAR can do except reduce their damage by 25%, increase their health and healing received. Deal a 300 potency attack and an ok AoE nuke every ~20 seconds if they manage to land every single attack in their combo

    Me?
    I pop my CDs, I holmgang your healer. Every attack hits hard and doesn't rely on wrath or skills that ignore the self inflicted damage penalty. All my skills boost my damage. When I'm done and it hits the fan, I pop my cooldowns.

    You want to talk about tricks of the trade, I'll give em to you.
    (0)

  5. #15
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Defance Potencies
    Heavy Swing 112.5
    Mercy Stroke, Skull Sunder 150
    Butchers Block 210
    Maim 142.5
    Storm's Eye 202.5
    Brutal Swing 75
    Fracture 75, 15 dot
    Inner Beast 300
    Cyclone -> 200 (AoE)
    Over Power -> 90
    Example rotation: Hvy->Maim->Eye->Hvy->Sunder->Butchers->Hvy->Sunder->(Innerbeast/Butchers)
    20us for this rotation total (varies by skill speed)
    War:
    Heavy x3 337.5
    Maim 142.5
    Eye 202.5
    Sunder x2 300
    Butcher 210
    Finish with a Inner Beats, 300
    War: 1492.5 total potency dealt
    +2% Crit every weapon skill (excl. Heavy) At least every 20s

    MRD:
    Heavy x3 450
    Maim 190
    Eye 280
    Sunder x2 400
    Butcher 560
    Finish with another Butchers Block
    MRD: 1880 total potency dealt
    Internal Release every 60s, 10% crit for 15s

    AoE? With Internal Release MRD can spam Overpower with impunity, for the full 130 potency. 2 overpowers, 260 TP will do the same as a Cyclone with the requirement that they be in the cone before you (and boy is it a wide cone). Invigorate.
    (0)

  6. #16
    Player
    Vandril's Avatar
    Join Date
    Jul 2014
    Location
    Ul'dah
    Posts
    555
    Character
    Ter'vin Valash
    World
    Diabolos
    Main Class
    Ninja Lv 70
    Edit: For those actually interested in what I posted on the matter, I was incorrect on part of this. Part of my math was flawed, because I mistakenly believed that Inner Beast was off the GCD. MRD does about 10% more DPS w/o even using CDs than a Warrior using Defiance does, making MRD the all-around better class for Frontlines, except for in survivability.

    My own two cents: even if what some are implying about WAR being greater overall DPS than MRD is true, WAR BURST is NOT better than that of MRD's. There is no arguing that. At all. At level 40, my (admittedly twinked out) MRD can crit for 800-1000 damage (and crits a LOT) during my burst CDs, and I'm still missing one of them (the DRG one). No WAR can ever do that at that level. The same will also apply at the level cap, because the stats will still be similarly comparable between MRD and WAR.

    The bottom line for comparison between WAR and MRD is that MRD loses out on WAR Job skills and about one piece of gear's worth in every attribute, of which only STR, DEX (for Tomahawk - yes, DEX increases its damage, same with GLD Shield Lob) and VIT actually matter at all. So, let's take a look at WAR Job abilities, shall we?

    Reference (WAR)
    Reference (MRD)

    As a WAR, over a MRD, you gain Defiance, and four abilities that only work when it's active. Between a WAR's higher STR, access to Inner Beast, and ability to use Unchained (though, remember, you're using this INSTEAD of Inner Beast), I could imagine a WAR's overall DPS being on par with MRD, give or take a few percent depending on how, exactly, Wrath's crit bonus works. Assuming a WAR starts at 0 Wrath, and that the average rotation to 5 Wrath is: HS > Maim > SE > HS > SS > BB > HS > SS - then, due to defiance, the WAR loses out on approximately 397.5 Potency. Let's assume that 5-stack Wrath gives an additional 10% chance to crit altogether (not sure if it does this or just increases your Critical Strike Rate stat by 10%). The amount of potency lost lowers to roughly (a little over, I believe) 300, which can be made up for by Inner Beast usage. The higher STR values of WAR should bring its overall DPS to more or less where MRD would be.

    Now, while WAR may be able to pull off similar DPS to MRD, MRD has MUCH higher burst. A WAR's strongest attack should be Inner Beast which, when beefed up by CDs (unless I'm misunderstanding how potency, Attack Power, and damage multiplying buffs react to one another), hits for approximately 594 Potency. If a Warrior were to use Infuriate right after the first fully-buffed Inner Beast, that equates to 1188 Potency from just using Inner Beast twice. This is assuming that Attack Power from Berserk and the damage bonus from Maim react multiplicatively, and this is excluding the slashing resistance reduction from Storm's Eye, since I have no idea how to factor that in. A MRD on the other hand, with access to the same offensive CDs/buffs/debuffs as WAR but without Wrath and also with the addition of Internal Release (which should make up for the lack of Wrath), Strait Shot (ARC), Raging Strikes (ARC), and Blood for Blood (LNC), will have his strongest attack, Butcher's Block, hit for 665.3 Potency on average.

    What does this mean? This means that WAR and MRD's strongest abilities hit nearly as hard under perfect circumstances. However, since WAR's damage outside of Inner Beast is reduced by 25%, and MRD's is NOT, WAR's overall burst damage during offensive CDs is around (with guesstimated math) 15-20% lower than that of MRD's.

    In addition to higher burst, MRD also get access to many important utility CDs such as Hawk's Eye (ARC), which makes all attacks always land on their target (never miss and the like), making MRD burst more reliable and usable through effects like Blind; Invigorate (LNC) which regenerates 400 TP instantly, which ACTUALLY brings MRD's overall long-term DPS for long fights HIGHER than WAR's AND gives them the ability to use Sprint TWICE (when considering the PvP action that does the same thing) in a short span of time nearly risk-free; Feint, which is a reliable, spammable Slow effect; Featherfoot (PUG) and Keen Flurry (LNC), both of which help counterbalance MRD's lower health pool than WAR by increasing survivability elsewhere; Virus (ACN), which lowers STR/DEX of a target, which can be used to weaken enemy DPS in a pinch and possibly save a healer/other teammate; Eye For An Eye (ACN) which can be used, again, to help save a friendly healer/party member; Mantra (PUG), which increases healing taken by your entire nearby party by a small amount; and, lastly, Stoneskin, which can be used 2-3 times per full MP bar as MRD and is, again, a great support spell to use on a focused/in danger party member.

    So, let's compare Pros, shall we?

    WAR
    * About the same single target DPS as MRD.
    * Higher potential AoE DPS than MRD.
    * Higher personal survivability and easier to heal.
    * Very painful one-two punch in fully beefed IB > Infuriate > IB.
    * A painful one-two punch AoE in the form of a fully beefed SC > Infuriate > SC.

    MRD
    * About the same DPS as WAR.
    * Some of the highest burst damage in the game while offensive CDs are active.
    * MUCH more defensive utility for use on teammates. Can save a key player with certain cross-class skills and can debuff enemy DPS to lower their damage.
    * More offensive utility, through the ability to always hit reliably (Hawk's Eye).
    * More mobility, through being less restricted by TP due to Invigorate, allowing more Sprints without forsaking damage.
    * Longer damage sustain for long fights, also due to Invigorate, but at the cost of using that TP for a sprint.

    And...that should be about it, unless I missed something. It should be fairly obvious that both WAR and MRD have their own valid roles in Frontlines. MRD is all about taking out key targets with that insane burst and doing moderate single-target pressure DPS while supporting your allies with its various cross-class CDs during downtime. WAR, being much more straight forward, is all about aiding another bursty DPS in taking out key targets (with that mega 1-2 punch on an already injured target, followed up quickly by a Mercy Stroke) and dealing high AoE damage (through the similar 1-2 aoe punch) in attempts to finish off already injured targets or force healers to AoE heal to compensate for that sudden AoE damage that was just dished out to their entire team.

    Neither WAR nor MRD are better than the other in Frontlines, given these (admittedly loose) numbers (gotten via napkin math). They are just different and fill different roles.

    As for the actual topic of this thread... Well, OP, read what I said about either WAR or MRD and decide if that sounds worth it to you. :P
    (2)
    Last edited by Vandril; 07-20-2014 at 06:15 PM.

  7. #17
    Player
    Vandril's Avatar
    Join Date
    Jul 2014
    Location
    Ul'dah
    Posts
    555
    Character
    Ter'vin Valash
    World
    Diabolos
    Main Class
    Ninja Lv 70
    Edit: For those actually interested in what I posted on the matter, I was incorrect on this. The AoE DPS of MRD is actually greater due to Invigorate which, despite it already being mentioned numerous times, I forgot to take into account as a offensive-utility ability for AoE damage. I mention this in a later post on page 3 of this thread. I'm leaving the rest of my post unedited for posterity and to remind myself to avoid saying phrases like "in fact" unless I'm 100% sure I'm right. :P

    Quote Originally Posted by Phenidate View Post
    [potency math]
    There are a few factors you forgot on both sides, such as using Infuriate for an extra Inner Beast/Cyclone during burst or an initial Unchained before burst as WAR and the potential crit from Strait Shot for MRD. But you math nonetheless expresses more or less what mine found, just above this post.

    Quote Originally Posted by Phenidate View Post
    AoE? With Internal Release MRD can spam Overpower with impunity, for the full 130 potency. 2 overpowers, 260 TP will do the same as a Cyclone with the requirement that they be in the cone before you (and boy is it a wide cone). Invigorate.
    This is irrelevant, since any good WAR would turn off Defiance before spamming Overpower for AoE damage in PvP and would do so after using their Wrath stack in some way. WAR potential AoE DPS is, in fact, higher than MRD's.
    (2)
    Last edited by Vandril; 07-20-2014 at 06:14 PM.

  8. #18
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    On your first point: Every 60s you get to pop a free 200 potency AoE or a 300 potency attack that ignores your damage reduction. MRD without the damage penalties out does that in a single Eye/butchers combo by close to 200 potency.

    The tanking benefits of Inner Beast only comes into play when you're being attacked, and Second Wind + Featherfoot are used to reinforce there.

    Quote Originally Posted by Vandril View Post
    This is irrelevant, since any good WAR would turn off Defiance before spamming Overpower for AoE damage in PvP and would do so after using their Wrath stack in some way. WAR potential AoE DPS is, in fact, higher than MRD's.
    If you turn defiance off you lose the use of all WAR weaponskills until it's turned back on. You can not accumulate wrath. You're reduced to using MRD skills and your meager selection of cross class skills.

    A MRD can overpower for longer than WAR can. Invigorate, Enliven, up to 1250 potential TP at your fingertips to WAR's 750 (assuming you specced enliven). Internal Release, Raging strikes to boost your damage past what a WAR can do. Since you said defiance is off, you lost your crit stacks.

    Edit: And I think the take away here is that compared to a PLD, WAR is an inferior tank for his team; no blinds, no tetsudo, no cover, no stoneskin, no spammable stun to use on everyone around you and stunlock for 6s until DR resist kicks in. Counting on damage to kill dps and keep your healers safe? Compared to a MRD he is inferior in both burst and sustained DPS.
    WAR suffers in Frontlines and Arena. Luckily, all WAR are a crystal away from MRD.
    (0)
    Last edited by Phenidate; 07-19-2014 at 06:16 PM.

  9. #19
    Player
    Sen_Terrechant's Avatar
    Join Date
    Jan 2014
    Posts
    307
    Character
    Sen Terrechant
    World
    Leviathan
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Divinemight View Post
    Frontline is not Wolf's Den. You are there to group control as Warrior and Paladin. How can you group control if you die so fast as Marauder? Marauder is working effective in Wolf's Den is only because Warrior is not as good as Paladin in group control in small scale team pvp environment. Marauder is able to provide enough damage pressure to make up the weakness control ability.
    If you want control you go Paladin. There is literally no reason to ever go Warrior over Marauder in PvP at all. No Frontlines is not closer to PvE where Defiance magically becomes good. All you have a stun, a knockback PvP skill and Defiance. Thats not a very good controller.

    Phenidate is 100% correct, Marauder > Warrior in PvP easily. If you all dont want to believe the truth, thats fine :]
    (0)

  10. #20
    Player
    Danbo05's Avatar
    Join Date
    Apr 2014
    Posts
    440
    Character
    Project Ziek
    World
    Exodus
    Main Class
    Arcanist Lv 90
    MRD gets invigorate, WAR does not. Enough said. kthxbye
    (0)

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