
Do we know that you get 1 point of damage back for 1 point of hate, or is it just a set amount of damage you take for each spell cast? I don't play a caster, so I've never really noticed.You're right. I should have said "scaled better with gear". Yes, Flash scales with weapon damage (probably the Magic Damage stat) and apparently nothing else. I've confirmed this in Turn 4 via the reflect damage I take when hitting Clockwork Knights with Flash. I don't know if this can be considered hard evidence, but I think it's pretty conclusive.

The damage reflected is how much you would have done, but for some reason it happens with Flash too.
Me and another Paladin took the same amount of damage from it despite that our gear was different. We had Curtana in common.
Then when he +1'ed his Curtana and I didn't, he took more damage from it.
One can only assume that the amount of damage is proportionate to the enmity generated by flash.
Rotations - Maintenance
I've put this in here because it is expected, and not because there actually are any real rotations as such. Warrior rotations are not so much a list of combos that you use one after the other, but are more a priority list. You want to maintain agro first and foremost, with Storm's Path being the next most important, followed by Storm's Eye. With that said, it is almost impossible to create a rotation as such. There are a few sequences of combos that do get used often though, and they can go here.While I would like to throw many combos out, I'll stick with a sequence that focuses on using all 3 combos: BB, SP, & SE.Question: I have pulled the mob and I now have aggro. What combos should I use after I pull?
Ask yourself these questions each time going from 1 to 3; you will find deciding what to use after the pull much easier.
(Aggro = agro = threat = enmity)
Main Tank:
1. Do I risk losing aggro to another party member on my target?
Yes: Use a Butcher's Block combo.
No: Proceed to 2.
2. Does my target have the damage reduction debuff applied?
Yes: Proceed to 3.
No: Use a Storm's Path combo.
3. Does my target have the slashing resistance debuff applied?
Yes: Use any combo you want (apply debuffs if they're about to run out via SP/SE or gain extra aggro/do more damage via BB)
No: Use a Storm's Eye combo.
Note from the Poster: It is another way of looking at the "priority list" Paikis mentions earlier in this section.
Disclaimer: This method may not work for everyone, and if there is another way that works better for you I encourage you to use that instead.
Off-tank:
Quite literally, a rotation between SP/SE to keep debuffs up on the target.
Start with SE first though, so both you and the main-tank can gain more aggro/do more damage with their attacks.
Be sure to have Provoke/tomahawk ready to use in case an add slips, MT dies, or you need to tank swap.

Fixed, thank you. I'm honestly thinking the last two slots should be set as 'pick whatever you like' because Internal Release is a really minor damage buff (5% for 15 seconds).You moved Flash to the "optional" category and replaced it with Internal Release, but you didn't change the commentary/explanations. Might be a bit confusing for someone reading it from scratch to see the Internal Release being discussed in how it related to Berserk and Overpower.
I have reformatted the abilities section to highlight the ability names. I don't like what Griever has done with his formatting though, as empty lines between every ability just seems like so much unneeded bloat. I've also made up some nice tables to match the ones in Griever's PLD guide (mostly because I'm lazy) and will add those in at some point. I also want to do a more comprehensive section on gearing because at the moment all that I have is 2 lists and a couple points. Something on Bravura Zenith vs Dual Haken perhaps, though that really is a no-brainer.P.S. @Paikis, could you reformat the layout so that way it looks a little more reader-friendly? (Here's an example: http://forum.square-enix.com/ffxiv/t...mpendium-2.0.1) (This is targeted primarily at the "Abilities List" and "Best in Slot" section of the guide (1. There should also be a notice that the number before the skill means the level you get it at & 2. Add in a picture like how the link does for the BiS; not only is it a visual, it shows you exactly what stats are there for each item and the sum of them))
It's interesting just how adamant people on reddit are that Bravura Zenith is a waste of Tomes. I got mine as my first myth upgrade way back when, so perhaps I'm not the best person to be asking, but I've never regretted it. What do you folks think?
I have both BravuraZ and Dual Haken, reasoning being that they have different distributions. It's not like Dual Haken is explicitly *better* than BravuraZ; if you need the acc, yes Dual Haken is better, but BravuraZ brings more parry and a healthy does of skill speed, which, depending upon your opinion of it, is the best thing to stack after you've topped off your acc. This means that, if you can get the acc from Dual Haken through other sources, you're better off using BravuraZ. I keep them both for much the same reason that I have both the Allagan wrist and the Hero's wrist: one has the "preferred" secondary stats but the other has more itemization devoted to parry rating. It could be considered kind of wasteful, but it allows me to make sure I get only the proper amount of accuracy while maximizing my parry rating.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote




