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  1. #11
    Player
    Mister-Wonderful's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    425
    Character
    Mister Wonderful
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Kitfox View Post
    First things first: RAMPAGE! (I always seem to forget this after class change XD)

    Antagonize > Sentinel > Provoke > Flash > Rampart > Steel Cyclone Combo > Vengeance. Naturally prioritize Steel Cyclone Combo, filling in Godsbane if I have enough TP. Pair Sentinel and Vengeance with Provoke+Flash+Combo.

    WAR is really simple. Keep Rampage up and just hit things with AA, combo when enough TP, and use Provoke/Flash at recast.
    This. /Thread
    (0)

  2. #12
    Player
    KumaAkuma's Avatar
    Join Date
    Mar 2011
    Posts
    803
    Character
    Kuma Akuma
    World
    Omega
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Mister-Wonderful View Post
    This. /Thread
    Unless you're tanking multiple mob, then you have to do the Steel Cyclone combo first (or the other stuff won't have any effect (if you don't agro everything first)).
    (1)
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  3. #13
    Player
    Mister-Wonderful's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    425
    Character
    Mister Wonderful
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by KumaAkuma View Post
    Unless you're tanking multiple mob, then you have to do the Steel Cyclone combo first (or the other stuff won't have any effect (if you don't agro everything first)).
    All depends on the situation, if there are mobs popping then yes, you would have to agro them first, but where do you go from there if you have sentinel and antagonize up, with nothing to continue striking the mobs with besides overpower on parry and whirlwind(Probably not enough tp for that yet). You will pull more enmity from the first part of the combo on your main target, more enmity from each hit on the mobs with Steel Cyclone, be buffed to take the damage you are pulling, and have all recast timers on cooldown earlier if you use those abilities first.
    (0)
    Last edited by Mister-Wonderful; 04-01-2012 at 06:43 PM.

  4. #14
    Player
    MakiMakaa's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    34
    Character
    Maki Kato
    World
    Alpha
    Main Class
    Marauder Lv 90
    I feel saddened by the lack of Collusion in this thread.
    (1)
    The Hammer is a solution to everything.

  5. #15
    Player

    Join Date
    Jan 2012
    Posts
    5
    I usually cucle like this... agro, sentinel, provoke, flahs, combo, rampar, wait recast of voke and flahs, antagonize, provoke, flash, collusion, and alternate sentinel and antagonize whit the vokes. 100% enmity.
    (0)

  6. #16
    Player
    kro's Avatar
    Join Date
    Mar 2011
    Posts
    122
    Character
    Rachel Alucard
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    From http://www.bluegartr.com/threads/107...=1#post5128457

    Quickly:

    - No difference in enmity generated from Provoke and Flash (from 1.20).

    - Sentinel's enmity bonus seems to be broken for abilities, but works fine for damage.

    - Antagonize's enmity bonus is x1.5 (works for both abilities and damage dealt). x1.65 when AF is worn. Unknown if it stacks with Sentinel (the tester didn't test this because it looked like Sentinel was completely broken, but he later figured out Sentinel still works with damage dealt.)

    - Vengeance's redirection damage does not generate enmity.

    - Collusion transfers enmity generated by a WS or a spell 100% to the WAR

    - Skull Sunder's enmity bonus generated from a combo was reduced to x1.75 of damage dealt (previously x2.5 in 1.20). This bonus is on top of enmity generated from damage dealt from Skull Sunder (ex: you do 300 damage with Skull Sunder in a combo, it generates a bonus of 525 enmity, thus generating a total of 825 enmity).
    This means that during a boss fight, you want to use as many enmity-generating abilities as possible while Antagonize is up to gain the 1.5x multiplier effect.

    Antagonize first - Then in any order:

    Rampart, Provoke, Flash, Heavy Swing > Skull Sunder > Steel Cyclone in 15 seconds.

    If your team is well-coordinated, you'll want to time Collusion right before a high-damage ability such as Howling Fist, Flare, or Barrage.

    Finally, overlapping abilities like Sentinel and Vengeance with Foresight and Featherfoot is not a good idea. Vengeance reduces and reflects less damage when stacked with Sentinel. Sentinel gets less use while Foresight and Featherfoot are active because you are minimizing damage while you have a high chance to parry or evade.

    A better rotation would be pre-loading Featherfoot and Foresight before a fight. Once those effects are depleted, activate Vengeance until its duration is depleted. Then, activate Sentinel until its duration is depleted. This maximizes the amount of time spent taking reduced damage rather than letting those effects all go to waste in the first 20 seconds of the fight and being defenseless for the rest.

    When fighting trash mobs with massive AoE spam, Collusion the BLM, activate Vengeance, and do the Steel Cyclone combo. Then mash Overpower if necessary.
    (3)

  7. #17
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by kro View Post
    From http://www.bluegartr.com/threads/107...=1#post5128457



    This means that during a boss fight, you want to use as many enmity-generating abilities as possible while Antagonize is up to gain the 1.5x multiplier effect.

    Antagonize first - Then in any order:

    Rampart, Provoke, Flash, Heavy Swing > Skull Sunder > Steel Cyclone in 15 seconds.

    If your team is well-coordinated, you'll want to time Collusion right before a high-damage ability such as Howling Fist, Flare, or Barrage.

    Finally, overlapping abilities like Sentinel and Vengeance with Foresight and Featherfoot is not a good idea. Vengeance reduces and reflects less damage when stacked with Sentinel. Sentinel gets less use while Foresight and Featherfoot are active because you are minimizing damage while you have a high chance to parry or evade.

    A better rotation would be pre-loading Featherfoot and Foresight before a fight. Once those effects are depleted, activate Vengeance until its duration is depleted. Then, activate Sentinel until its duration is depleted. This maximizes the amount of time spent taking reduced damage rather than letting those effects all go to waste in the first 20 seconds of the fight and being defenseless for the rest.

    When fighting trash mobs with massive AoE spam, Collusion the BLM, activate Vengeance, and do the Steel Cyclone combo. Then mash Overpower if necessary.
    Thanks for this, I was wondering it antagonize increased enmity of voke, rampart, flash, and sentinel. I'm having a lot of fun with WAR might switch my main from DRG.
    (0)

  8. #18
    Player

    Join Date
    Sep 2011
    Posts
    289
    Sentinel does not give any enmity, this is only useful for dmg mitigation and increasing WS/AA(?) enmity gains. This should not be poped until you are about to open up the steel cyclone combo.

    Antagonize with AF head is 15% extra enmity per action, this is almost enough for me to consider not wearing heavy DL (body/head) piece.
    (1)

  9. #19
    Player
    KumaAkuma's Avatar
    Join Date
    Mar 2011
    Posts
    803
    Character
    Kuma Akuma
    World
    Omega
    Main Class
    Marauder Lv 90
    I'm not a fan of using the full heavy dark light set. The regular offensive set is far more interesting if you can get away with lower emnity. Right now I'm going for heavy legs/boots & regular everything else.

    I would also like to remark that, not only does Antagonize raise the emnity of other abilities, it raises emnity when used as well.
    (0)
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  10. #20
    Player

    Join Date
    Sep 2011
    Posts
    289
    Quote Originally Posted by KumaAkuma View Post
    I'm not a fan of using the full heavy dark light set. The regular offensive set is far more interesting if you can get away with lower emnity. Right now I'm going for heavy legs/boots & regular everything else.

    I would also like to remark that, not only does Antagonize raise the emnity of other abilities, it raises emnity when used as well.
    Have you tried doing a set amount of dmg say 1k, then poping antagonize. Follow that with a 2nd player trying to AA up enough dmg to pull hate, see if hate is pulled at 1,001 dmg? or 1,151 (assuming you gain 15% more enmity on already incurred actions). I hope your correct but I highly doubt it.
    (0)

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