

As long as the healer is okay with it too, it's not selfish. It's good gameplay. I've had two regular healers as a tank. One of them eggs me on to bigger pulls, more damage, and stands around spamming holy if I don't pull big enough for him. The other freaks out if my health drops below half and prefers I do smaller, safer pulls. With the first healer I can run a dungeon in full deliverance, with the second I only stance dance on bosses. So there has to be an assessment of your healers capabilities and comfort level, whether you're in DF or a premade.
But, truly, what I hear from all kinds of healers is so long as no one dies, it's all good. And if the tank needs more heals but they're doing more damage than the healer could in CS, that's also good. I clock around 1k easily in expert dungeons. My healer can do around 400 if dpsing. It's an easy choice as to which of us should be on which stance.

Except it doesn't make you easier to kill, really...
Unless you're the guy who never uses CDs, that is...
No, it's not. Because doing more dps means things die more quickly, which means less dmg taken and less healing needed. If it bothers you that SE is actually confirming the idea that WAR are the tank that makes the perfect OT, then go play a PLD or DRK.
No, a bad tank is the guy who doesn't know how/when to use CDs.
Advice:
Learn to use your cooldowns. Cooldowns are your bread & butter. Nothing makes it easier in a dungeon (for EVERYONE) than being the tank who goes, "LOL! WHAT DAMAGE?!". If you use 2-4 CDs per pull, you'll have several more still available. Plus, chances are, half the CDs you use will be up before the next pull anyway.
Last edited by Ralvenom; 11-20-2015 at 06:28 AM.
"I've been playing MMO's a long time and if there's one thing I've learned, it's that lions do not concern themselves with the opinions of sheep. Just take that little voice in your head that tells you to be tactful and understanding and shoot it...shoot it in the goddamn face." - SAO Abridged (Ep.2 | 8:35)



meh. Raiding as a WAR is "use all your CDs for the tank buster and never leave dps stance"
In dungeons, CDs are useless as soon as you have 15 ilevel more than the minimum to enter. Unless you do the "all room pulls" but they usually aren't the fastest ones anyway as you give up a lot of tank and healer dps.
We're no tank anymore. We're glorified dps.
Hopefully SE will fix their crap at some point in the future.
Proper raiding with WAR is understanding the enemies rotation, stance dancing into defiance and Inner Beast + a Cooldown whenever the tank buster (or high damage phase) gets in the way. Being a good WAR requires you to have a certain degree of knowledge of the fight, hence why its probably the most difficult tank class to master. But a WAR that just stays in DPS stance and never changes back to defiance at ALL? If we assume this is a difficult raid then that's bad tanking. If its some of the easier encounters and cooldowns are used properly then there is nothing wrong with this.
Actually no, WAR is easily the sturdiest tank when dealing with large pulls (far more than Paladin or Dark Knight) as he can almost freely DPS while remaining in DPS stance and heal himself at the same time (I'll elaborate on that later).
WAR is not only a good DPS but also a great tank in the hands of a capable player. There is a good reason people are crying out "WAR OP!" people who think that WAR is less sturdy just don't know how to use them properly. WARs sinergy with its own skills is just too darn good atm.
In regards to the original TCs question, I'd like to offer up a few advice as well:
- Bloodbath + Berserk is an incredibly broken Combo. This is specially true during large pulls. Once you hit level 52 (and gain Deliverance) you can activate the following skills: Bloodbath, Berzerk, Inner Release, Infuriate (for extra critical hits) and switch into Deliverance and proceed to just SPAM overpower. You will easily heal yourself 2k+ HP every swing (on top of any regen and fairy heal) allowing a properly geared warrior to practically take care of themselves for the 20 seconds berzerk is activated. The raw amount of mitigation this offers easily outclasses what any of the other two tanks can do. Healers will easily find themselves with enough time to DPS, save only for the more extreme pulls. You should be able to easily break the 1K DPS mark, keep the healer DPS healty and, assuming the DPS are doing their job, easily clear most mobs by the time zerk runs out (or at least near death). Using Decimate (level 60 skill) before berserk expires is just the cherry on the top.
- Every pull should START in Defiance, only switch to Deliverance once you've established emnity and are confident in your healer vs the current damage you're suffering (this takes practice).
- When in dungeons use your cooldowns, don't just wait until you get to the boss as you'll probably have them back by then anyway. Your first pull? Pop in Bloodbath + Berzerk, Next pull? Vengeance, Next one? Raw Intuition + Awareness. Next One? Thrill of Battle + Convalscene, etc. Rotate them, don't just let them rest in your hotbar without use.
- Unchained is INCREDIBLY good when trying to establish emnity against bosses, always start a boss pull in Defiance with Unchained activated, you're never going to loose emnity even to the best DPS.
- Raw Intuition (level 56 skill) and Awareness (level 34 Paladin Cross skill) have incredibly good synergy, it's a great idea to use them together during large pulls (when other cooldowns aren't available).
- Inner beast is an insanely useful skill but requires you to know the bosses rotation when trying to properly use it. A good WAR will know when the tank buster is coming BEFORE it comes in order to prepare stacks, switch to Defiance and pop in Inner Beast + a cooldown whenever the tank buster hits, mitigating massive amount of damage every single time.
- Always use Mercy Stroke when its available, its hard to get the kill hit with it (don't rely on it) but its a DPS gain, so just pop it when you can.
- Same goes Brutal Swing, as long as stun is not needed against the mob or boss.
- Thrill of Battle + Convalscene is 20 seconds of Defiance without having to be in defiance (hint: Deliverance) or double defiance when you're in a pinch.
- Vengeance and Raw Intuition give a stack for your currently active stance, this can be important when trying to get the most out of berzerk as its possible to unleash a Triple Fell Cleave by burning one of them. If you burn both in one go you can Triple Fell and pop it up with Fracture. This is probably only a good idea when OTing or during 4 man dungeon runs (as bosses are really gentle in those).
Also...
I kinda half agree and disagree with this. Up until level 54 (when you get Fell Cleave), keeping fracture up is without a doubt a DPS gain. When you, however, gain Fell Cleave fracture is easily a DPS loss since you are delaying Fell Cleave and fracture "only" has 300 Potency (with trait) versus Fell Cleaves 500 potency. This doesn't mean that Fracture is entirely useless. It should still be used when you use Berzerk (always use it when you have max stacks of Abandon) since you're trying to squeeze as much DPS as possible within that window and Fracture becomes a DPS gain. If I'm wrong feel free to correct me.
Edit: I might be wrong about this, reading the post below mine.
Aside from that Freyyy's post is pretty much spot on.
...That's what comes to mind atm.
Last edited by Merkava; 11-21-2015 at 05:25 AM.

"I've been playing MMO's a long time and if there's one thing I've learned, it's that lions do not concern themselves with the opinions of sheep. Just take that little voice in your head that tells you to be tactful and understanding and shoot it...shoot it in the goddamn face." - SAO Abridged (Ep.2 | 8:35)
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