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Thread: WAR Questions

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  1. #1
    Player
    nijian's Avatar
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    Sep 2013
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    Character
    Vesuvan Nijian
    World
    Diabolos
    Main Class
    Marauder Lv 50
    Storms Path is SUUUUPEEEEER important! Thats 10% less dmg from EVERYTHING the boss does yo. >_> Don't ever say we WAR don't help team mates! My Raid Leader yells (not really..) at me if I don't have SP up 100% of the time in T13. :P

    Overall, I don't think WAR need much else to support their team. I would like to see a Charge ability or "Intervein" from WoW. But yeah, WAR are good fun, skill challenging, and do good DPS for a tank.
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  2. #2
    Player
    aisustrong's Avatar
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    Dec 2014
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    limsa
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    Character
    Aisu Strong
    World
    Ultros
    Main Class
    Marauder Lv 60
    Quote Originally Posted by nijian View Post
    Storms Path is SUUUUPEEEEER important! Thats 10% less dmg from EVERYTHING the boss does yo. >_> Don't ever say we WAR don't help team mates! My Raid Leader yells (not really..) at me if I don't have SP up 100% of the time in T13. :P

    Overall, I don't think WAR need much else to support their team. I would like to see a Charge ability or "Intervein" from WoW. But yeah, WAR are good fun, skill challenging, and do good DPS for a tank.
    yeah, ive been running ex roullete a lot today and keeping sp up on all the bosses
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  3. #3
    Player
    nijian's Avatar
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    Vesuvan Nijian
    World
    Diabolos
    Main Class
    Marauder Lv 50
    SP is pretty important, and worth your GCDs to maintain 100% of the time. Especially in harder content like FCoB.
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  4. #4
    Player
    aisustrong's Avatar
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    Character
    Aisu Strong
    World
    Ultros
    Main Class
    Marauder Lv 60
    Quote Originally Posted by nijian View Post
    SP is pretty important, and worth your GCDs to maintain 100% of the time. Especially in harder content like FCoB.
    only time i dont mantain it is in content that people outgear significantly
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  5. #5
    Player
    stoxastic's Avatar
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    Character
    Stox Diamond
    World
    Leviathan
    Main Class
    Marauder Lv 60
    The usage of Storm's Path as a skill is one of the more debated topics when it comes to WAR tanking, and it's the reason why WAR is probably one of the most complex jobs in the game. Some people swear by it and make sure to keep it up 100% of the time, others will only keep it up during progression raiding, and even then some tanks will only use it before hard hitting moves.

    The reason for this is the tradeoffs that are present. You give up a good amount of potency by using Storm's Path combo (150 + 190 + 250 = 590) compared to Storm's Eye combo (610) and Butcher's Block combo (630). Ideally, you will want to keep up Storm's Eye combo full time, and in order to have full up-time on Storm's Path, you'll need to completely omit Butcher's Block. This is fine as OT, but you may experience enmity problems at MT. Even as OT, you are giving up a potential +40 potency by using Storm's Path rather than Butcher's Block. So is letting that Storm's Path debuff drop for a bit in order to get that 40 extra potency worth it? That's the question that all WARs should be asking themselves.

    In the first phase in T13, I make sure to have Storm's Path up for the Megaflare and subsequent Flatten + Flare Breaths. I don't refresh it for the Earthshakers because I don't feel it's necessary and use Butcher's Block instead for the extra damage.

    MTing as WAR has even more decisions. Now you are forced to use Butcher's Block at least some of the time, which means it's impossible to keep up both debuffs full time. What do you do? Do you prioritize Storm's Path or Storm's Eye? Maybe you have a NIN in your group and they can keep up Dancing Edge during these times, allowing you full ability to keep up Storm's Path full time.

    In the first phase of T11, I will alternate between Storm's Path and Storm's Eye as to not rip hate from the MT so keeping up both debuffs is not a problem. However, I will need to start using Butcher's Block on the Weapons Node (Sphere) when it spawns in order to grab and keep enmity. Since the Sphere also deals a large amount of AoE damage, keeping up Storm's Path is a pretty good idea right here. So in this instance, the NIN will be sure to keep up Dancing Edge here in order to maximize the effectiveness of our DPS while also keeping up the 10% reduction of damage.
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    Last edited by stoxastic; 01-24-2015 at 02:44 AM.

  6. #6
    Player
    nijian's Avatar
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    Character
    Vesuvan Nijian
    World
    Diabolos
    Main Class
    Marauder Lv 50
    You make good points, Stoxatic, but I don't like to overcomplicate complicated things. I keep it as simple as possible.

    OT = SP up all the time, and Eye up as much as possible. Fracture too, up as much as possible.
    MT = Enmity Combo and SP combo only. Fracture is fine if TP is not an issue.

    I do have a Ninja in my Static, so Eye is much less priority for me. When it comes to swap heavy fights, like T11, I opt for SP/SE combos as OT and not chancing pulling aggro back with BB combo. However, I suppose, if one is careful enough with enmity, it would be POSSIBLE to squeeze BB combos in, and get more enmity.

    To me, it's a fundamental thing to keep Storms Path up 100% if possible on Progression and raid bosses. Other junk, like WoD/ST/CT or Dungeons, I don't usually bother with 100% uptime. Primals I try to keep it up as much as I can.
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