I can kinda see why Flash and Unleash don't mess up combo rotation. They're the primary tools used to keep hate in groups of enemies, and SE is probably expecting players to have to use them mid-combo.
I can kinda see why Flash and Unleash don't mess up combo rotation. They're the primary tools used to keep hate in groups of enemies, and SE is probably expecting players to have to use them mid-combo.
Speaking of damage mitigation. Many people forgot about Storm's Path. Straight up 10% damage debuff for 20 seconds, does damage, AND heals you, for 60TP.
Also WAR's lowest potency combo, and buried at the end of a Maim combo (for a total cost of 190 TP). You can't just "do" Storm's Path, you have to waste a full rotation doing it.
#gitgud
Ongoing mission: Tank everything on DRG. On purpose.
Dev team I hope you are reading this. A tank class needs to ditch tank ability and focus on dps ability. You know what this shit means? Tanks are bored, less dps checks and more tank busters please.
Even in 2.55 you didn't use Path that often, because Eye and Butcher's were just plain more useful. If you alternated all three skills as MT, you would rapidly lose threat against competent DPS, because you were either letting Eye fall off, or not doing enough Butcher's to keep threat up. Path is only useful when you have such a massive threat lead that you can afford to use it; in those situations, you're already overgeared for the content so its damage mitigation value is questionable.
As OT, it's more useful, because you can alternate Eye and Path, but you're also not trying to tank in that slot, so...
#gitgud
Ongoing mission: Tank everything on DRG. On purpose.
Once again reinforced the fact the devs have no idea how to make contents for tanks since 2014.Even in 2.55 you didn't use Path that often, because Eye and Butcher's were just plain more useful. If you alternated all three skills as MT, you would rapidly lose threat against competent DPS, because you were either letting Eye fall off, or not doing enough Butcher's to keep threat up. Path is only useful when you have such a massive threat lead that you can afford to use it; in those situations, you're already overgeared for the content so its damage mitigation value is questionable.
As OT, it's more useful, because you can alternate Eye and Path, but you're also not trying to tank in that slot, so...
Because hitting an extra button or using a different combo every other minute or so is any more interesting. Right.
Ask people who play final fantasy record keeper why they need to use weapon breakdown/magic breakdown on 100+ difficulty contents
Is this a trick question? By your definition a more variety rotation is no more interesting than a less variety rotation?
Last edited by thunderbreak; 01-04-2016 at 06:09 AM.
I think Launched's point is that requiring 100% SP uptime doesn't actually change much besides lowering WAR's DPS a bit. This used to be a thing when bosses would actually hit hard relative to our eHP (ie SCoB Savage, T9, T12, T13) but keeping 100% SP uptime in itself wasn't really a challenge. What's truly missing from the current raids are hard hitting autos, cleaves that need to be mitigated, and tank busters that actually require tank stance. Currently everything hits like feathers and despite tanking being the easiest job in the game in 2.0, it's even easier in 3.0. I do hope that SE realized this from the progression in current Alex Savage and will be making adjustments to the next one.
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