Results 1 to 10 of 10
  1. #1
    Player
    Ragnah's Avatar
    Join Date
    May 2016
    Posts
    31
    Character
    Chabis Raclette
    World
    Shiva
    Main Class
    Warrior Lv 70

    Looking for pro Warrior tips and help

    Hello

    I'm currently looking for ways to improve my Warrior skills.

    What are your tips and tricks that makes a good Warrior to a very good WAR?

    I know the ways to do a triple Fell Cleave in the opener or mid fight.

    Stance dancing is nothing new to me but i'm sure I haven't mastered it yet. Maybe someone has some good tips on this?

    Using CD right and combine them. for example the common ones are Thrill+Conva, Zerk+IB, Vengance+Bloodbath, Conva+EQ(+Zerk) etc.
    Maybe there are very good combos I've never heard of?

    For big pulls I use Vengance (if needed activete Bloodbath with it). Build 5 Stacks and inbetween use some Overpower/Flash to not lose aggro. Activate Zerk+IR+Bloodbath switch to Deliverance do a double Decimate and spam Overpower .
    Sometimes I don't build up the 5 Stacks and do only one Decimate. (needs high party aoe damage)

    Then I go back to Defiance and use sometimes Conva+EQ.

    Now the big question. To use or not to use Fracture?

    I appreciate your help and and your will to reveal your little secrets

    sorry for my bad english
    (0)
    Last edited by Ragnah; 12-04-2016 at 04:54 PM.

  2. #2
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Conva doesn't affect Equilibrium, same with Second Wind.

    Fracture is a DPS gain as long as you get the full duration out of it. You can skip it and only see a very minor loss however, so if you don't want to worry about it too much just make sure there's at least an application in your Zerk window.
    (0)

  3. #3
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Also, Zerk effects Vengance dmg, and of course how much you heal with bloodbath. (you can remove tank stance to increase how much it heals further. just make sure u can survive any tank busters as is.)
    (0)
    CLAIRE PENDRAGON

  4. #4
    Player
    Steady's Avatar
    Join Date
    Jun 2013
    Location
    Limsa Lominsa
    Posts
    713
    Character
    Steady Styrmdraga
    World
    Faerie
    Main Class
    Warrior Lv 90
    Personally, I find it good to remember that Infuriate + Berserk + Internal Release + Bloodbath can be as good as a defensive cooldown when your attacks are applied to enough mobs. I've had my health go from half and creep up to fill with overpower spams alone to heal me while healer spams Holy/Grav/Dots. Granted you don't want to let yourself die in the windup. I'll usually pair that with Thrill of Battle, and if I took too much in the pull... an Equilibrium heal is pretty huge with all buffs up.

    After a full charged wind up on bosses (with the above listed abilities and enmity combo), it's extremely rare anyone will catch up to your enmity at that point. So long as you are good with managing cooldowns, there's not much reason to go back into tank stance.

    Holmgang is much more than an o-$#!t button. It's also useful for dragging stubborn mobs into the mix, avoiding pushbacks for extra damage, and can keep mobs from chasing others (Normal Mode 2nd boss Wanderer's Palace.).

    I don't use Bloodbath as a pair with vengeance. While it's synergistic.... it's much more effective to use with Berserk and AOE dmg group mobs for the massive self heals. Also while some abilities, Thrill/Conv work well together, it's important to weight whether you need them both. Also Awareness has a new found use with Raw Intuition. It's useful to avoid those side/back crits, or if you find yourself needing to move. Just keep in mind that Awareness doesn't last as long as Raw Intuition... so better to only activate if if you know your at risk of getting hit from side/rear. It also makes Raw Intuition great for boss fights to save Vengeance/Thrill for your big pulls.
    (0)
    Last edited by Steady; 12-04-2016 at 10:08 PM.

  5. #5
    Player
    TomShane's Avatar
    Join Date
    Jun 2015
    Posts
    24
    Character
    Thurmin Murmin
    World
    Leviathan
    Main Class
    Arcanist Lv 70
    Your CD management is wat will set u apart from other warriors. Mostly berserk and infuriate. Don't sit on these. Triple fell cleaves are great but if infuriate is ready and berserk still has 20 seconds or so, it would be a DPS loss to sit on that infuriate. Use the infuriate to get off a double fell cleave then when berserk is up use raw intuition for a stack to get off a another double fell cleave.
    (0)

  6. #6
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    Quote Originally Posted by TomShane View Post
    Your CD management is wat will set u apart from other warriors. Mostly berserk and infuriate. Don't sit on these. Triple fell cleaves are great but if infuriate is ready and berserk still has 20 seconds or so, it would be a DPS loss to sit on that infuriate. Use the infuriate to get off a double fell cleave then when berserk is up use raw intuition for a stack to get off a another double fell cleave.
    This is wrong. You want to sync your Infuriate and Berserk. The exception where you can just use Infuriate outside of Berserk is when encounter specific down-time forces you to delay Berserk long enough that you can squeeze in 2 Infuriates between Berserk activations.

    If you Infuriate on CD, you're getting 500 potency per 60s. But, you are trading a Berserked FC for a Heavy Swing every 90s which is a loss of 175 Berserk bonus potency.

    If you adjust Infuriate for 90s usage, at 500 potency per 90s the recast efficiency drops a third. Even then, you still lose less raw potency than what you gain by holding for Berserk. That's not factoring in the side bonuses of Berserk synchronization like getting a crit Berserked FC and having it sync with other damage buffs like hypercharge, trick attack, balance, etc.

    There might be some merit to using Infuriate on CD but you would do it alongside triple FC Berserks by front-loading the Berserked FCs in your first Berserk and then back-loading the FCs in the second Berserk so that you can stretch the window to ~110s (90s Berserk CD + 20s Berserk Duration) every other Berserk. You would only need to hold Berserk ~10s which might not result in a lost Berserk for the fight.
    (3)
    Last edited by Brian_; 12-05-2016 at 12:41 PM.

  7. #7
    Player
    Hierro's Avatar
    Join Date
    Oct 2015
    Posts
    722
    Character
    Ziero Rehw-bidit
    World
    Malboro
    Main Class
    Warrior Lv 100
    Okay, so here's how you want to play WAR in dungeons. Basically, dungeons have their bosses separated by two sets of huge pulls. You want to divide those up the best you can and assign what cooldowns are going to be used for them.

    First big pull, vengeance is going to be enough assuming everyone's at a competent so-so level. At that pull, everyone's going to have their CDs up and there's going to be lots of synergy and damage going out. Things will die pretty quickly so vengeance should be more than enough. I like using flash at this point because of its' circular nature, lets me grab everything while i'm setting up 5 stacks. on setting up 5 stacks, I always do a eye combo first, then use maim. After maim, I press berserk, IR, and deliverance, and go with double deci and OP spam. Some people like blowing raw int+awareness for the extra stack without the extra GCD, but I like having maim refreshed without the risks of crits.

    Second pull is definitely more free style because at that point zerk's down and you'll more likely want that up for the boss. Usually if it does come up during that pull, most things are dead so ti's not so worth to pop zerk then. conva+ToB, and blood bath+ foresight is usually what I do, or equil if you need a bit more. Since I always queue with my healer buddy, I tell them to put on e4e on the second pulls for extra padding. Again, go for 5 stacks then switch to deliverance, but do pop int release and go for deci and OP spam. Up to you if you'd like to go with infuriate for a second IR'd deci, but since the 2nd pull is usually right before a boss, I like to have infuriate for unchained, so I hold onto it most of the time.

    For the current patch expert dugneons, there's a big monster (or 2 for xelphatol) before the final boss. those have quite a bit of health but not too much, but it should allow you to use berserk on the previous pull, which would normally come off CD when there's a few stranglers left. But hey, if it'll be up for the boss and won't be used for the 'mini boss,' you may as well use it on those stranglers.

    On boss fights, most WARs have a good handle on things, but here's one thing I'll add from personal experience: It's a general rule of thumb to save internal release and infuriate for berserk, but during boss fights, fights don't last much longer than 2 minutes. That said, you would'nt get much use from popping berserk a second time in a boss fight, better off holding onto it for the next big pull, SO you might as well pop IR and infuriate when it comes off CD for a buffed fracture and double fell cleave. The big exception is always the final boss since there's nothing else after that, which is when you want to triple FC for your 2nd berserk.


    Barring final boss, these cooldowns are going to be up for their respective pull when you get to them mostly all the time. You can reliably count on them being there and you can plan with them in mind as to how you'll achieve burst the best you can. Of course, there are exception, like the first pull after 2nd xelphatol boss, where you really don't need any CDs and can practically jump straight to deliverance, or the first pull after gubal 2nd boss, where you want to use practically all the cooldowns, but you can plan around those too. It's all about planning ahead and looking for opportunities to jump into deliverance and deci/op spam with berserk in mind.
    (0)
    Last edited by Hierro; 12-06-2016 at 04:29 AM.

  8. #8
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,486
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Essentially, don't use Defiance whenever possible.
    It offers no defensive value to yourself and only serves for enmity and tank busters. Even with Mist tank busters (savage Alex included) you don't need Inner Beast nor higher max HP for it. Using Vengeance or Holmgang is usually more than enough. Holmgang is a ridiculously low cooldown timer for what it does. Use it in place of other cooldown whenever you see fit. Never hold it for a 'possible emergency' since ideally, emergencies do not happen.
    The entire Warrior gimmick is pushing out high DPS, this includes while main tanking. So an Unchained pull of you must but the rest of the fight should be completely comfortable in Deliverance.
    (0)

    http://king.canadane.com

  9. #9
    Player
    SmallHobbit's Avatar
    Join Date
    Dec 2014
    Posts
    602
    Character
    Small Hobbit
    World
    Odin
    Main Class
    White Mage Lv 80
    to be a good WAR you need forget that defiance even exsist :3
    learn to keep aggro while dps stance more or less always.
    keep in mind that maim buff give you 20% more damage! most ppl forget about this.
    dungeon pulls:
    run while use flash(save TP for more OP when you stop more potency) to collect all mobs -> when you stop use vengence -> get maim up -> dps stance + berserk + decimate and spam overpower. -> should over 2k dps at this point, use CDs over time in rotation
    dungeon boss:
    get storm eye up -> dps stance right before using skull sunder -> butcher combo -> berserk+ triple cleave.
    Savage:
    adjust your rotation on fights.
    you MT: use Infuriate 20 sec before pull -> Unchained -> after aggro combo -> dps stance triple cleave -> stay in dps stance -> never go back again.
    (try to use Fracture always when you have 5 stacks, higher crit chance)
    tank swap:
    you are in dps stance! -> heavy swing -> provoke -> skull sunder -> butcher block -> normal rotation aggro should be good now.
    dont use storm path -> only for tank busters or in reallly emergency case -> also use defiance and holmgang only in emergency ONLY when everything else fails.

    regards hobbit

    Edit: also keep in mind that WAR has the most potency lose when he tank in tank stance (DRK only lose grit potency, PLD lose sword oath potency + shiled potency, WAR lose defence potence + deliverence potency + FELL CLEAVE potency when he tank which is a huge dps lost) also know that best tank aggro in dps has (WAR than PLD and the worst aggro in dps stance has the DRK)
    (1)
    Last edited by SmallHobbit; 12-08-2016 at 02:03 AM.

  10. #10
    Player
    Kitfox's Avatar
    Join Date
    Nov 2011
    Posts
    1,113
    Character
    Lynn Nuvestrahl
    World
    Moogle
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Canadane View Post
    Holmgang is a ridiculously low cooldown timer for what it does. Use it in place of other cooldown whenever you see fit.
    While Holmgang is great for avoiding death, I find it really disturbing when WARs use it instead of other cooldowns. Holmgang offers zero mitigation and unless you're taking a multihit buster that will kill you many times over, you're just making the healers play catch up to top you off. If you have other cooldowns ready, I think you should always use those instead. (Bearing in mind the fight specific CD rotation of course.)

    There are specific mechanics where Holmgang is a definite gain, but if it makes healers spend more time on you than other CDs would have, it's a net loss.
    (0)