Results -9 to 0 of 14

Threaded View

  1. #3
    Player
    LukeyP666's Avatar
    Join Date
    Nov 2013
    Location
    Limsa Lominsa
    Posts
    143
    Character
    Sabbah Sunblade
    World
    Odin
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Drtoxicmedica View Post
    1.) rarely is it worth using.
    2.) vengeance is good to use during large trash pulls or heavy hits like titans mountain buster etc.
    3.) if your gonna ot during hard modes or you have enough hp to lose the vit knock yourself out. But that's really if you want to hit slightly harder.
    I wouldn't consider Hard Modes end-game to be honest....

    I use Fracture, but only on certain fights if there will be an extended period of downtime from the boss, like adds or something. For Turn 6 I try and keep it up as it's extra damage if there are Bulbs or Hornets up, or through Blighted Bouquet. For Turn 7, as OT at the start, I leave a Fracture on Melusine before going to pick up the adds, and also before going to burn down the Bowyers. And on Turn 9, I pretty much keep it up on Nael all the time as it will continue ticking when he's jumping around all over the place (I go Monk on Turn 8, so yeah...).

    Vengeance is Warrior's biggest mitigation skill outside of Inner Beast. I tend to use it coupled with an Inner Beast for extra mitigation for heavy hits. On Turn 9 if you're going to be taking Ravensbeaks for example. If you know you aren't going to need it for damage mitigation, which is often the case, you should use it as an extra Wrath stack generator to get to Inner Beast quicker during your Unchained/Berserk/Internal Release phase.

    I was specced as 30 Vitality for a long time, using all Fending accessories, but if you're in a static and you trust your healers, and they're okay with it, I would recommend the switch. The extra damage is nice, but won't drastically change the outcome of most fights. But as an OT on Turn 9, I can hit a sustained 300 DPS on Phase 1 with my 30 STR Warrior equipped with i110 Slaying/Penta-melded Ruby accessories. I also MT Turn 6 with this set up as well and start Turn 7 as OT but switch to MT before the Prosecutor (Paladin Hallowed Ground = Win).

    Basically, its entirely subjective to your role in your Party. If you will be MTing Turn 8 or 9, I would suggest staying specced with 30 Vit and Fending accessories for progression and learning the fights (if you plan on switching from Paladin to Warrior), and then slowly over time, maybe start switching out your accessories for Slaying ones. You could also go for penta-melded Ruby if you happen to have vast sums of Gil you want to get rid of
    (1)
    Last edited by LukeyP666; 10-05-2014 at 06:28 PM.