Last edited by WhaleBiologist; 01-17-2014 at 03:12 PM.
I will say after running with my Pally for a few weeks now, the rotations are fairly simple. I have noticed one advantage WARs have that we dont is their ability to spam "Over Power" over and over and over again to really lock in that threat. While we get "Circle of Scorn" with is on a 25 second CD we don't get the luxury of mindlessly spamming one move until we feel comfortable we have threat. They way I see it, Pally were designed for MT-ing bosses and single targets. WARs were designed for multi-target purposes.
That's not how Overpower works. The TP cost is enormous, and WARs usually only have about 3 Flashes per encounter, which don't Blind. Additionally, the Halone combo is both enmity generator AND debuff in one; while the WAR's combos for enmity and debuffing are split into two different combos, making it more tricky to manage hate while debuffing enemies although they have less damage mitigation than a PLD. But if you want to over-simplify it, yes, PLDs are usually good MTs for hard-hitting bosses, WARs are great at holding down groups.one advantage WARs have that we dont is their ability to spam "Over Power" over and over and over again to really lock in that threat. While we get "Circle of Scorn" with is on a 25 second CD we don't get the luxury of mindlessly spamming one move until we feel comfortable we have threat. They way I see it, Pally were designed for MT-ing bosses and single targets. WARs were designed for multi-target purposes.
Also, Provoke is not a good idea to use on pulls if you have a party where dps or healers tend to peel aggro easily because they outgear you. You might wanna then keep it to peel it back off and onto you in a jiffy. Just saying.
I've only played a WAR to 20 and from how I'm seeing a lot of End Game WARs, constant spam of Overpower is all I see come up on my battle feed and on my parser :/That's not how Overpower works. The TP cost is enormous, and WARs usually only have about 3 Flashes per encounter, which don't Blind. Additionally, the Halone combo is both enmity generator AND debuff in one; while the WAR's combos for enmity and debuffing are split into two different combos, making it more tricky to manage hate while debuffing enemies although they have less damage mitigation than a PLD. But if you want to over-simplify it, yes, PLDs are usually good MTs for hard-hitting bosses, WARs are great at holding down groups.
Also, Provoke is not a good idea to use on pulls if you have a party where dps or healers tend to peel aggro easily because they outgear you. You might wanna then keep it to peel it back off and onto you in a jiffy. Just saying.
Technically you don't *need* to spam it. 2 Overpowers at the beginning of each pull is enough to make the mobs stick to you like glue.
The only thing I've found different between Warrior and Paladin is that I can't seem to chain groups as effectively with Warriors, than with Paladin. Due to higher TP consumption, and lack of a GCD stun.
If you find you're having trouble with TP doing trash pulls on your WAR, be sure you're utilizing Steel Cyclone in your moveset. It greatly alleviates TP consumption problems that WARs will run into if they rely too heavily on just Overpower for all their aggro needs.Technically you don't *need* to spam it. 2 Overpowers at the beginning of each pull is enough to make the mobs stick to you like glue.
The only thing I've found different between Warrior and Paladin is that I can't seem to chain groups as effectively with Warriors, than with Paladin. Due to higher TP consumption, and lack of a GCD stun.
I do my trash pulls with Tomahawk or Provoke > Infuriate (if Wrath < 5 stacks) > Flash to snap the group to me and pack them tight > Steel Cyclone > Overpower once or twice > start laying into them with Storm combos. Every second or third combo drop an Overpower if the DPS is really on the ball that day and is actually getting within the same postal code as me enmity-wise.
If it's a really big pull with lots of mobs that will take awhile to finish, Steel Cyclone again when you've got the Wrath and repeat as necessary. If not, by the end of the fight you've got the Wrath ready to go for your next Steel Cyclone on the following trash pack.
The stun thing, meh. Very few things happen that I would want to avoid with a stun that I can't just step away from. I generally use my stun as a lock down button should something actually be pulled away from me during a fight (unlikely). Gives me enough time with the mob standing there in a daze to get off a Butcher's Block (combo'd if possible), use Provoke if necessary or just generally give me a moment to sort things out and pick the right tool to get things back on track. It isn't needed often enough for it to be a concern that it isn't recharged in one GCD.
1 - generate enmity
2 - ?
3 - profit
|
![]() |
![]() |
![]() |
|
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.