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  1. #25
    Player JackFross's Avatar
    Join Date
    Apr 2014
    Location
    Gridania
    Posts
    680
    Character
    Eve Malqir
    World
    Balmung
    Main Class
    Dragoon Lv 80
    The bottom line is that SorceressVal is completely misconstruing the argument and question. The initial post made no mention at all ever about trash pulls, because nobody gives a shit about how trash pulls are handled.

    This thread is a discussion of Unchained being used on the pull in a boss encounter with two tanks. Every point raised by Val is completely meaningless and wildly off-base. You're taking the question and applying it to a situation where it actually becomes more of a grey area since then you compare Steel Cyclone to Unchained... but then that's still CLEARLY favoring Overpower.

    With enmity multipliers, Overpower and Steel Cyclone generate the same amount of aggro. With Defiance's damage penalty, Overpower generates 75% of the enmity of a single Steel Cyclone. If you turn Unchained on, you'll get that 25% back on every Overpower hit - after just 4 shots out of your 8-9 gcds under Unchained, you've now eclipsed the aggro benefit of pressing Steel Cyclone.

    So stop making a moot argument, please and thank you.

    Several people gave actually reasonable and realistic arguments for why people don't do the Unchained > Provoke opener earlier in the thread. These ideas can be broken down as follows:

    1. People have the "MT" and "OT" roles deeply ingrained. Pulling as the "OT" is just weird, so people don't do it.
    2. It's a JP strat to maximize initial enmity by pulling with WAR in Unchained and provoking the real tank in - they have a different approach to raiding and team design than NA/EU (which is where we're discussing this right now, on the EN forums).
    3. Nobody ever really thinks about how to maximize the pull, because people are more concerned with just clearing fights and the undeniable raid DPS increase afforded by this strategy is just not important to a group focused on mechanic execution.


    ALSO.

    In what world is a 20s cooldown a SHORT duration!? There are only TWO cooldowns (not stance stuff) which last LONGER than 20s that I can think of in the entire game. Awareness lasts for 25s and Fight or Flight has a 30s duration. Everything else is 10-15-20 with very very little elsewhere.

    And I need to address the other major fallacy you're mentioning: how the heck are you only hitting 4 skills in 20s? Are you just not pressing buttons? If that's the case, your argument loses all credibility, because you're not even performing at the base level. Do you just not use Dreadwyrm Trance because you'll only get 2 casts in so it's a waste of time because you just many times stand around with your thumb up your butt doing absolutely nothing? I'm very confused by all this and would like an explanation.
    (2)
    Last edited by JackFross; 05-21-2016 at 01:11 AM.

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