Ah, It wasn't my intention to say Warrior is worse than the other two, only that in the role of main tank It requires slightly more effort to meet the standard that DRK/PLD set in the role.
I play all 3 tanks and to be honest the WAR does not really require more effort than the other two. In my oppinion the WAR even needs less effort than the DRK...PLD ok everything requires more effort than playing the trashcan.![]()
To clarify my original statement, in my opinion it requires slightly more effort to mitigate better than the other two.
I based this around timing Inner Beast for tank busters almost exclusively. "Slightly" more effort seemed appropriate, but again this was just my opinion. I too, play all three tanks at 60, I just chose Zieg for my avatar as warrior was the class I main.
IF you are in tank stance the WAR has it pretty easy since he can save his stacks for inner beast if he knows what comes. But i think it depends on the player what he finds harder or more effort, so lets just stop with this discussion over that.To clarify my original statement, in my opinion it requires slightly more effort to mitigate better than the other two.
I based this around timing Inner Beast for tank busters almost exclusively. "Slightly" more effort seemed appropriate, but again this was just my opinion. I too, play all three tanks at 60, I just chose Zieg for my avatar as warrior was the class I main.![]()




I used to think this as well, back when I first started playing WAR. If you're activating it in reaction to the cast bar for the tank buster, it definitely is harder to time, because it's a GCD ability, unlike every other mitigation ability (it's also subject to pacification, but that's another story). What I didn't realise, at the time, was the importance of a cooldown's recast. If you pop Rampart/Shadowskin/RI about 18-19 seconds in advance of a tankbuster, then you shave that time off of the recast.
This becomes pretty useful when tanking fights with a damage type that your job doesn't specialise in (i.e. PLD on magical fights, DRK on physical fights). As long as the interval between tankbusters is greater than 35 seconds, you gain an additional use of Rampart/Shadowskin. Making efficient use of your long recast cooldowns in a rotation is actually significantly more technically challenging to do. You should never really be waiting for the cast bar.
IB is a bit of a crutch, and it was actually a bit too versatile. I suspect that part of the reason that FC was introduced was in part to discourage its use, and I wouldn't be surprised at all if it received a more direct adjustment down the line.
Edit:
I've seen suggestions for a Intermediate version of the Beginner's Hall. That's something that could be useful, if designed with player feedback. The problem with tutorials are that they are an open loop design, and real players will always have an easier time troubleshooting exactly what you need to work on from watching you play. It's fairly straightforward to "spectate", if there's a player you want to study. Guides on fight-specific optimizations are rare, but you can figure out quite a bit by watching someone play.
They could also modify the GUI to help players track things like buffs/debuffs/DoTs. That may also emphasise their importance to newer players.
Last edited by Lyth; 10-30-2016 at 09:51 AM.
All you need is a 9-hit Berserk speed while minimizing non-stack GCDs (dropping Fracture and obviously not starting on Heavy Swing).I actually think that Triple Berserk Fell Cleave was unintentional. Without Client/Server latency from long distances (a situation the expansion was likely tested in with the QA team being in/near the server building) and on paper, 3FC every 90 seconds is impossible without a GCD of 2.22 or less. This latency problem is likely what also caused problems for WM and other abilities at release.
Some GUI adjustments could definitely go a fair ways in helping to bring out what's important. As would the potential for official addons or greater HUD customization in general.I've seen suggestions for a Intermediate version of the Beginner's Hall. That's something that could be useful, if designed with player feedback. The problem with tutorials are that they are an open loop design, and real players will always have an easier time troubleshooting exactly what you need to work on from watching you play. It's fairly straightforward to "spectate", if there's a player you want to study. Guides on fight-specific optimizations are rare, but you can figure out quite a bit by watching someone play.
They could also modify the GUI to help players track things like buffs/debuffs/DoTs. That may also emphasise their importance to newer players.
But since we can't even get our own DoTs to show up consistently on most 25-man raids at the moment...
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