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  1. #11
    Player
    EasymodeX's Avatar
    Join Date
    Sep 2013
    Posts
    900
    Character
    Lunairetic Emx
    World
    Midgardsormr
    Main Class
    Lancer Lv 50
    What from what I've seen, tanks tend to die from the crit autoattack after a Death Sentence / Mountain Buster. Not the DS/MB itself.
    (0)

  2. #12
    Player
    Maelwys's Avatar
    Join Date
    Sep 2013
    Posts
    449
    Character
    Womble O'flaherty
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by EasymodeX View Post
    What from what I've seen, tanks tend to die from the crit autoattack after a Death Sentence / Mountain Buster. Not the DS/MB itself.
    Yup. In the time between taking a BIG DAMAGE hit and getting healed, you can get hit by an autoattack and/or a random instant-cast ability which takes the last bit of your HP away.

    Ideally the healers will be precasting cures before the hit takes place so that you get topped up again pretty much instantly... but unfortunately you'll often not find yourself in "ideal" situations (Lag, Sudden need to dodge or rez someone, Random Derps, RL aggro, etc). That's why "eHP" is considered so good for tanks - you might not technically need all that health and mitigation in order to survive the hardest-hitting abilities in a fight, but the extra buffer gives your healers more time to react. It doesn't all have to come from the tank though - SCH shields and Stoneskin and Virus and Eye-for-an-Eye etc. all help. We lost virus rotations and Bard RoD spam, but the stacking damage debuff from WAR and PLD seems a pretty decent substitute post-patch.

    Awareness is no longer bugged, so using it on the offchance of a mistimed Autoattack Crit doesn't do any real harm... but it's still pretty poor in terms of helpfulness. Not sure if I'd want to trade Mantra for it on Bosses (assuming you're willing to drop Internal Release for Mantra) and Haymaker would almost always be more useful on anything that isn't Slow-immune. In fact, even Second Wind (guaranteed light Off-GCD Heal at just the right time) might be better for those "Big hit + Crit Autoattack" situations.
    (0)
    Last edited by Maelwys; 12-21-2013 at 02:10 AM.

  3. #13
    Player
    Nahara's Avatar
    Join Date
    Aug 2013
    Posts
    669
    Character
    N'hara Tia
    World
    Excalibur
    Main Class
    Astrologian Lv 80
    I've been running Flash, Provoke, Convalescence, Second Wind, and Internal Release.

    The reason I was given for running Internal Release was that it, coupled with Berserk, made for some very big numbers when you got lucky with the old version of Inner Beast (which returned triple the damage dealt as HP). Since Internal Release has a lower crit chance and Inner Beast doesn't heal as much, it's probably a less useful combo now. Not sure I'd trade it out for Featherfoot, since I've honestly never noticed a difference in my dodging with it on.
    (0)



  4. #14
    Player
    Tat_Alaskar's Avatar
    Join Date
    Nov 2013
    Location
    Limsa Lominsa
    Posts
    8
    Character
    Tat Alaskar
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    I have provoke, flash, Internal release, Featherfoot, Convalescence. I find awareness useless reducing crits is based on rng it doesn't nullify so no thanks, and we don't get the trait to make it last a bit longer. As for second wind, It is not really needed with the way war is now with static +heal on defiance. Inner beast and now actually using storm's path is more than enough besides we have thrill of battle. It's a healers job to heal anyways, 300-700~ HP from second wind wont do much in the end.

    As for mantra, if you have convalescence seems kind of redundant for what it does.
    (0)

  5. #15
    Player
    nidlo's Avatar
    Join Date
    Sep 2013
    Posts
    9
    Character
    Sharielle Thanidlo
    World
    Adamantoise
    Main Class
    Marauder Lv 50
    I utilize Flash, Provoke, Featherfoot, Convalescence, and juggle between Haymaker and Second Wind. I prefer Haymaker simply because it is cheap, and on huge pulls, specifically in DF for farming Philo/Myth, after a TP dump it allows for some throughput while recovering some of that resource. TBH second wind is pretty bad, even when everything is blown to increase the healing from it, the cool down makes it a truly negligible in the long term.
    (0)

  6. #16
    Player
    bokchoykn's Avatar
    Join Date
    Sep 2013
    Posts
    368
    Character
    Bokchoy Mcnuggets
    World
    Sargatanas
    Main Class
    Marauder Lv 80
    I switch depending on what's most appropriate for what I'm about to do. Warrior is probably the only class with more than 5 useful cross-class skills.

    Mantra and Awareness seem weak, but I definitely don't need Flash for any of the Extreme Primals or Twintania.

    Provoke, Featherfoot and Convalescence are pretty much always on my bar. The other two slots are flexible and I use it on: Internal Release, Second Wind, Mantra, Awareness (in order of how frequent I use them).
    (0)

  7. #17
    Player
    Dragonsoad's Avatar
    Join Date
    Sep 2013
    Posts
    24
    Character
    Atacocries Hawtsoz
    World
    Famfrit
    Main Class
    Marauder Lv 50
    Personally, I think it's BS that we have to cross class Provoke.

    Every tank should learn a Taunt on their class, end of story. Make Marauder learn a skill called "Threaten" like in 1.0 and have it do the exact same thing as provoke.

    It's stupid that warrior has to Cross Class a tanking standard ability, Especially with some other fights requiring tank swaps, PLD shouldn't get away with having an extra Cross Class slot over Warrior for something they NEED to perform their given function.
    (2)

  8. #18
    Player
    Teleniel's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    217
    Character
    Tele Nariel
    World
    Goblin
    Main Class
    Arcanist Lv 60
    I will be the first to say I'm not 'THE BEST' War but I' e tanked Turn 1/2 and Ultima so I feel like my choices aren't the worst in the world.

    Flash - good for CC'd enemies, when you're pacified sometimes on pull for stubborn enemies who refuse to stay in overpower.
    Provoke - Very helpfull for tank swapping, also good if you need to get hate after a death (yours or main tanks)
    Feather foot - when you dodge you take 0 damage. Basically 15% DR
    Convalescence - more incoming heals
    Inner Release - more DPS

    I would use mantra instead of IR if I had it. I don't think I would use awareness instead of feather foot unless I know I wouldn't be tradin hate.
    (0)

  9. #19
    Player
    TurboSol's Avatar
    Join Date
    Sep 2013
    Location
    Limsa-Lominsa
    Posts
    192
    Character
    Choptimas Prime
    World
    Gilgamesh
    Main Class
    Marauder Lv 50
    just my .02. I keep convalescence, internal release, featherfoot, second wind, and swap between flash and provoke depending on what content I'm running.
    (0)

  10. #20
    Player
    Kitru's Avatar
    Join Date
    Sep 2013
    Posts
    1,334
    Character
    Kitru Kitera
    World
    Cactuar
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Maelwys View Post
    For the OP: Flash/Provoke/Featherfoot/Convalescence are definitely the "usuals", with Second Wind/Mantra/Internal Release/Haymaker as-needed.
    TBH I'd usually just stick with Internal Release unless you think Mantra is going to make/break a raid for some reason...
    I don't really see any reason to have Flash on my bar any more, what with the new Overpower animation and Steel Cyclone. The only reason I used it before was because of t4 and needing to get snap aggro on the knight/soldiers. Now, I can just wait to the side and throw an Overpower to get everything I need. The whole "use while out of TP" thing never really held much water with me because, if I'm out of TP, I've already gotten so much aggro on the target that I can just sit around for the next minute and regen my TP back to full without any change of losing aggro; the Pacification issue has never existed for me because I always make sure to not be Pacified when something new is about to spawn (even if I have to cancel Berserk early).

    Haymaker is another one of those attacks that I just don't understand anyone taking. Its damage is pathetic by WAR standards (only 170) and the Slow is both negligible and suffers from DR really hard so that you're not really getting much out of it. If it were off-GCD (even if the damage were nerfed to something like 50), it would be a good pick, but, as an on-GCD attack, I just don't see it as being worthwhile (esp since that means it slows down Wrath acquisition).

    My loadout is Provoke (obvious), Convalescence (obvious again), Featherfoot (you don't use it for mitigating spike damage; that's what IB is for; you use it on CD to increase mean mitigation), Awareness (now that it's bugged, it's actually a good one to use when you're expecting to take a huge hit because it reduces the maximum amount of damage, which makes healing you more predictable and therefore easier), and Internal Release (10% crit with 25% uptime is still pretty damned good especially with the Unchained CD reduction so that you can use IR twice for every Unchained). I've debated swapping out Awareness for Mantra, but I figure that making healing me more predictable is worth more than increasing healing on the melee by 5%, even if it does end up providing a lower numerical benefit over time.
    (0)

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