What are you even calculating there?
WAR 20k base HP and ToB = 20,000 * 1.2 = 24,000 eHP (+20% eHP)
PLD 20k base HP Rampart = 20,000 / 0.8 = 25,000 eHP (+25% eHP)
Edit:
A 36% damage reduction is btw a 56,25% increase in eHP.
What are you even calculating there?
WAR 20k base HP and ToB = 20,000 * 1.2 = 24,000 eHP (+20% eHP)
PLD 20k base HP Rampart = 20,000 / 0.8 = 25,000 eHP (+25% eHP)
Edit:
A 36% damage reduction is btw a 56,25% increase in eHP.
Last edited by Alphras; 01-19-2016 at 06:22 AM.
I might be flamed for this but what the heck, you want to enjoy this class, and I have mained everything as a Warrior since 2.0 so here it goes.
1) Storm's Eye is the ultimate combo you put out. Only 20 potency less than your Butcher Block, yet it is so much more damage. One, maim is 20% increase on ALL damage, and two, Storm's Eye increases your damage again on all your attacks, your OT's attacks, and saves the random Ninja your playing with a dps loss. Your IB's will be more potent health returns, all attacks(including Overpower) under Bloodbath will yield more hp returns, and when you pop Berserk, look out. Storm's Path, on the other hand is situational in most content. When your in a progression group for end game raids, sure you want storm's Path up as much as possible. 1st boss of Alwaysreap? who cares really. Fights are very structured in this game, so overall knowledge of the encounter can help you time Storm's Path for the big hits only.
Opening with SE is viable, do it all the time. Your boss opener should go Infuriate>Tomahawk>Unchained>Storm's Eye combo>Brutal Swing>Butcher Block's Combo. You have aggro no prob, and now Maim and Storm's eye up. Feel free to rotate another Storm's Eye in while waiting for Unchained to wear off, then you're ready to swap to Deliverance and own it.
TL; DR Storm Eye trumps BB once you have attained aggro; Deliverance is your best friend, own it.
2) When it comes to CDs, again knowledge of the fight your in and the timimg of all the major mechanics/Moves the boss has is always more important than a generalised CD rotation. Example; I'm MT for Alex 4 nm, we attack left leg first, and I'm in Deliverance by the time the first orbs pop. Lucky for me they start spawning in the 11 o'clock corner. I can now step back a bit to line up with them, pop holmgang on the leg and eat all 3 orbs while not losing aggro or dps, Healer fixes me and away we go. That is a very suituational example, but I hope it clearly demonstrates my point that each fight should be looked at individually instead of relying on a generic CD rotation.
Another strong example is building stacks in Deliverance, tank buster cast bar appears, make a quick switch to Defiance, use that IB, follow it up with Equilibrium to fill your HP bar and wait on the auto attack to take you back to 15-17k hp, then back to Deliverance.
TLR learn the fight
3) I play PS4, and I could list my hotbar here but I'd find that pointless. Easy points I could mention is 2 hotbars, youll need at least 2 for the amount of skills you have by lvl 60. Again there are ways to shorten this. Most ppl will tell you action macros are terribad, but again it depends on their execution. Currently , I use 3 action macros, 2 of them for combos and 1 for buffs. I don't have Heavy swing on my action bar, what I do have is a macro that does Heavy Swing>Skull Sunder> Butcher Block. I still have both those 2 actions on the bar, since you have to use /wait 3 and the GCD is 2.5 so I will click Skull Sunder and Butcher Block manually. Thing is, If I lag, or I have to move
I don't want my combo to fizzle and lose a stack, so having this combo macro'd to my heavy swing makes sure I never lose aggro, even if it takes an extra 1 second to do it. I have the same macro for SE combo on Bar 2, but again I have Maim, Storm's Path and Storm's Eye on my bar so I can execute them manually and fall back on my macro if something happens, it's like a safety net.
My 3rd macro is my one button buffer; I placed the skills in the macro according to priority, so really I only have to hit one button repeatedly to either pop em all(for huge roulette speed pulls) or pop them based on what I need for the situation individually. Again spend sometime fooling around with it to figure out your personal order, but my goes: Internal Release( 30 second CD)>Featherfoot>Foresight>Convalescence>Awareness>Blood Bath(I should point out that I also have Bloodbath on my hot bar separately, but it's last in line here so I can pop em all for speed run without too much thought)
The order of priority is important; Internal release should be combo'd with Berserk for those badass triple Fell Cleaves(If your skill speed allows it) but both Blood Bath and Berserk are on 90 sec cds, so I have IR there at the front to utilize it more often. Featherfoot is next due to being fluff that I only use for Duties that allow dodge, and I want it popped before anything else for fluff mitigation. Same for Foresight; I see no reason for this not to be up As Much As Possible. Convalescense is nice for helping a healer out while you're in Deliverance, same goes for Awareness( ppl will argue this should be combo'd with Raw Intution, not I. If you can't keep the mobs in front of you, either don't pop it, or go practice some more rookie. Using them separately grants you two different CDs, and I like to burn my RI a lot to push those Fell cleaves/IB's)
Ultimately, set your bar up in a way you can comfortably use your actions when you need to. There really isn't a "top" hot bar placement, and play experience will help you decide what to do with your hotbar more than looking around for someone's.
TL;DR: Muscle Memory; set that hotbar up to fit you in a way you do not have to even look at to do what you want to do.
Hope any of this helps, and before anyone starts ridiculing my post:
/equip "Flameshield" <se.6>
Bring it.
Last edited by Iagainsti; 01-19-2016 at 06:34 AM.

To OP, Q#3, here's my hotbar setup (with Hotbar 2 being accessible via the Expanded Hotbars option in the configuration menu):
I've tried to keep my most often used skills on the R2 side of things to make it easier to move around with L3 (since L2 side uses the directional pad). I usually will just hold down R2 so those skills are up and it let's me target quickly as well.
I'm super excited about this though:
This would allow me to move two more powers to Hotbar 1. I'm thinking Provoke and Berserk. And then maybe add HP/VIT/STR potion or spine drops or something to Hotbar 2. I did this already on my DRG for Fang and Claw and Wheeling Thrust. Not sure why I didn't think of it here. Kudos!
Last edited by RojGardoth; 01-19-2016 at 06:11 AM.
Thrill should be 24k there.
The difference in eHP provided by Thrill and Rampart is tiny. Anything you could reliably survive with Rampart could be survived by Thrill too, and using Convalescence with it will also provide only slightly less healing compared to a PLD with Rampart.
Yeah right sorry, doesnt change the %'s though.



Thanks!
And a note of correction to my post above. I did that hotbar graphic from memory and I ended up giving myself 6 cross class skillsThe Featherfoot slot was actually another Provoke in case I selected the wrong expanded hotbar during a swap and did not want to waste any time. But I'm working on a complete retool now using those handy macros. I've tied IB/FC together as well as SC/Decimate. Now i need to implement the fancy version using the actual skill icons. Additionally, I dropped Second Wind and picked up Internal Release which I also added to the afore mentioned macros (Iagainsti talked me into getting IR with some good points above). IR will probably be up by the time any of those Wrath powers are ready to use, so seems like a no-brainer. I think I still prefer Awareness to Featherfoot though. I also replaced Heavy Swing with a full BB combo macro, a la Iagainsti once again (thanks!). Anyway, that's about it for now.
Seriously, you're welcome and I am glad my 2 cents help you and anyone else clarify things. Concerning cross classes, Second Wind's healing potency meshes with Warrior very well as an instant heal(especially with a full Str spec and Berserk up, it's beyond ridiculous, and then your chance for it to crit, it becomes godly) and shouldn't be overlooked, especially in end game content. Featherfoot is what you have already come to realize, more fluff than anything, and is great for large pulls as your first pop, but is only relevant in content where dodge is possible, and should be dropped for any raiding.
I'm a devout believer in not leaving your cross class skills "static" and always tell ppl who are willing to listen to adjust per what you are currently tackling. When I run roulettes or help lower levels clear content, I tend to drop Awareness and Provoke for Flash and Featherfoot for sake of speed. When raiding, outside of SA2 where flash is useful, I swap them both out again for Provoke and Awareness. Now if only I could find a really good reason to utilize Haymaker.....
Anyway, you'll love Second Wind's "Holy Sh** Button" utility in Deliverance when combo'd with increase to crit chance provided by wrath stacks and/or Berserk and IR.
Last edited by Iagainsti; 01-20-2016 at 06:06 AM.
You want to keep up Storms Eye at all times since it not only increases your damage, but the damage of all tanks and ninjas.
For Cooldowns you are best off combining them with Inner Beast, only use storms eye if you absolutely need it as it is the lowest dps combo. That being said it is one of warriors most useful skills.
For your hotbar layout honestly if it works for you then it is optimized. I would recommend organizing it with your most used things like gcds and very common cooldowns like Brutal Swing on your main hotbar, then your less used on your second/expanded hotbar. I would definitely recommend using the expanded hotbar Its easy access and very useful, but again if your layout works for you then go for it.
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