Quote Originally Posted by Yagrush View Post
Also, I'm assuming that there's overgear when none exist? Are you saying that Relic + 1, ilvl90 gear isn't being overgeared for Titan HM?
If you think anyone described in that thread had a relic+1, then you can't read. Each one of them in the party was there because they couldn't get PUGs to take them so they could finish the relic quest.

Quote Originally Posted by Yagrush View Post
Also, I don't have the math to back it up, but I really doubt Wars only do 7-9% less dps than a dps geared DRG who knows what he is doing, while you are geared for tanking. Gearing for dps as a tank, imo, defeats the purpose of having the DF allow 2 tanks into the queue.
Try Valk's calculator. At 350 strength and 250 determination for WAR, a DRG will deal 7.45% more damage per potency due to passive +32 strength advantage. Both have 10% vulnerability (SE for WAR, Disembowel for DRG) and 20% damage (Maim for WAR, HT for DRG) boosts. The only differences are abilities (Berserk vs. Blood for Blood) and weaponskill potencies. If you compare main damage combo, you're looking at 880 for WAR versus 900 for DRG after accounting for autoattack influence (100 potency per 3 seconds). That's a 2.3% difference there. DRG also has more powerful and frequent interrupt (if it can be used), better DoT (290/18s for Phlebotemize, 300/30s for Fracture), better secondary combo (760 potency on Chaos Thrust combo, 610 on Storm's Eye combo), et cetera, but the difference is small, especially after accounting for autoattacks. Base stat (namely, STR) boosts are identical on armors and weapon between the two jobs.

Furthermore, there is certainly no problem with WAR, who already rolls VIT-melded DPS accessories (Gryphonskin Ring/Neck + VIT + Battledance) or STR-melded tank accessories (Rose Gold Wristlets + STR) since STR is also mitigation. The only real question at all is where people put the bonus points, and given the abundance of seals, I don't think it much matters.

Quote Originally Posted by Zoeila View Post
why is there so much misinformation about sword oath? sword oath adds an additional auto attack with 50 potency your normal auto attack has a potency of 75. also i believe it gives enmity equal to double the damage you would of dealt.
It does not directly affect enmity, but otherwise roughly correct. AA Potency is normalized to 100 per 3 seconds, so a weapon with an attack delay of 2.32 (Curtana) is 77.3 potency per attack. Based on P3 testing, Sword Oath adds a flat potency boost, raising it to 127.3 potency per autoattack. They might have changed it to a normalized boost (150 per 3 seconds instead of 100*delay/3 + 50 per attack).

Quote Originally Posted by Keneblerz View Post
To give you an idea. In my FC we have 2 paladins. When i off tank. If i go balls to wall with Sword Oath. I'll grab aggro almost immediately. If i wait for the MT's 2nd or 3rd rotation. i dont put a single dent into the target's emnity.
Right. Both are a net enmity increase, but Shield Oath is a larger enmity increase (multiplier on total enmity; I've seen it theorized to be 50% before damage reduction or 20% after, but I haven't tested myself -- P3 modifier of double enmity is no longer true) than Sword Oath (damage-based enmity only, maybe 5-10% increase in total enmity depending on how much you're using RoH).