Page 1 of 9 1 2 3 ... LastLast
Results 1 to 10 of 83
  1. #1
    Player
    bokchoykn's Avatar
    Join Date
    Sep 2013
    Posts
    368
    Character
    Bokchoy Mcnuggets
    World
    Sargatanas
    Main Class
    Marauder Lv 80

    Warrior Tanks: Maximizing DPS Output

    This thread is about dealing damage as a Warrior. No, not as Marauder or as janky DPS wannabe, but as a Warrior Tank.

    Conventional wisdom tells us that the tank's job is to:
    1) hold aggro
    2) mitigate damage
    3) ensure proper positioning of enemies
    However, one aspect to tanking that should be considered equally important but is often neglected or ignored:
    4) Maximize DPS output.
    If you aren't actively trying to deal the most damage you safely can, you're simply not playing your class to its full potential. This is particularly true of Warriors compared to Paladin. Warriors are a much more dynamic class in this respect and has many more opportunities to increase damage output. If you don't utilize these opportunities, you're not a Warrior. You're simply a Paladin without a shield.

    Why is Tank DPS so important?

    I see many arguments as to why Tanks don't bother: "When DPS classes push 300+ DPS and tanks can't come anywhere close, what's the point? Our group's DPS is good enough without me worrying about damage. I'll focus on my primary responsibilities, and they can do theirs."

    When one Monk averages 270 DPS to another equally geared Monk's 230 DPS, you would probably consider the first Monk to be substantially better than the second, right? If a tank can push 40 DPS more than another equally geared tank simply based on technique alone, provided that there is no major compromise to his other tanking duties, is the overall benefit not the same? So, wouldn't you say that this tank is substantially better than the other?

    The bottom line is this: Every fight is a DPS race in some way, shape, or form. This race isn't simply about beating an enrage timer either. It is also about shortening the length of the fight and pushing bosses through phases quicker. It is about quickly killing adds to reduce overall damage taken and maintaining the party's control and stability. It's about making up for dead DPS and giving your group the best chance at recovering from an otherwise lost situation.

    Overall, it is about increasing the margin of error for your party to successfully clear the encounter.

    How do I improve my DPS as a Warrior?

    For starters, the most important thing you can do is drop Defiance when you're not tanking. Too many tanks unnecessarily stay in their tanking stance when they don't have to. Paladins need to be somewhat selective when doing this because switching to Sword Oath and then back to Shield costs you two global cooldowns and also breaks your combo. However, for Warriors, stance changes don't take up a global cooldown and does not interrupt your combo. Warriors have much more freedom in this area than Paladins do. One small cost for Warriors is that they aren't building Wrath stacks while not in Defiance, but that's what Infuriate is for.

    Warriors have other opportunities to improve their DPS. They have three combos: Their enmity combo (Butcher's Block), their mitigation combo (Storm's Path), and their damage combo (Storm's Eye). Two of those combos give Warrior the Maim buff, which increases damage done by a whopping 20%. Knowing which combo to use in which situation is very important to safely maximizing your damage.

    When tanking in Defiance, Warriors should recognize when aggro is solid and when is a good time to prioritize damage over enmity. One key realization that every Warrior needs to make: You don't necessarily need to generate as much enmity as possible. You simply need to have more than everyone else.

    One way to look at it: Warrior has several different "gears", like a race car. Each "gear" serves a different purpose and determines which combos you are using. A good Warrior is constantly shifting gears to whatever is appropriate to the situation.
    SnapEnmity: Butcher's Block combo only - This is what you want to be doing to start a fight in order to build a healthy enmity lead on the rest of the party. For tank swaps, a couple of combo'ed Butcher's Blocks is enough to solidify aggro.

    Standard Tanking: Storm's Path, Butcher's Block x2, Repeat - This generates high enmity while maintaning while getting the damage boost from Maim and mitigation from Storm's Path.

    High Damage: Storm's Path, Storm's Eye, Repeat - Alternating between these two combos maximize the uptime of Storm's Path and Storm's Eye. Use this when aggro is solid or when you're not tanking. A warrior played correctly will find themselves in this gear most of the time.

    Max Damage: Storm's Eye, Butcher's Block, Repeat - In situations where applying Storm's Path for mitigation is not important. This does 40 more potency per 6 weapon skills than the above gear, which isn't groundbreaking, but there's no point putting Storm's Path on things like Granite Gaols, Infernal Nails and Conflagurations.
    On top of that, you're squeezing in Inner Beast to mitigate bursts and to do big damage. As for Fracture, this is somewhat arguable but I keep Fracture up when not tanking (provided that the target won't die or become invulnerable for the next 30 seconds) and otherwise don't bother using Fracture when Defiance is up. The damage boost is small, it hurts your enmity generation, and it is a Weaponskill that doesn't contribute to Wrath stacks. When Defiance is down, Fracture becomes your highest damage-per-second and damage-per-TP ability.

    Offensive cooldown management is pretty much based on common sense. They are strongest when used in conjunction with each other. Use them as often as possible, but also make sure that you have them for the key moments in the fight. Unchained and Berserk are good for starting fights, for tank swaps, and snap-aggro on newly spawned adds.

    Gryphonskin Accessories (& Rose Gold Ear Screws)

    First of all, let's take a look at the stat differences of Crafted i70 vs Full Allagan Accesories + Hero Ring of Fending

    If you're going for optimal melds (8 Vit, 6 Det/9 Crit, 6 Parry, 6 Parry, 2 Vit):
    -25 Vitality, -15 Parry
    +45 Strength, +45 Dexterity, +19 Accuracy, +32 Determination, +16 Crit Rate, +7 Skill Speed
    The loss of Parry made up for by the increase to Dexterity, which increases Parry rate. Moreover, the Strength boost also increases the damage reduction from parries by roughly 1%. This actually mitigates more than any other jewellery set in the game. The main difference though, is that you're trading 25 Vitality for 45 Strength and a ton of other supporting damage stats. Even without optimal melds in which you'll lose some Det/Crit, the trade is still very worthwhile.

    I consider these to be best-in-slot for half of the 8-man content in the game. The mentality amongst many tanks is that VIT is king and they should increase this stat at all times and at all costs. While it is true that VIT is definitely the most important tanking stat, HP increases are subject to diminishing returns. Depending on the encounter, once your HP has reached a certain threshold, further increasing your HP beyond that point has a reduced value and only serves as an additional safety buffer.

    This HP threshold is an abstract number and it varies from encounter to encounter as well as your role in that encounter. On top of that, the importance in pushing higher DPS numbers also varies from encounter to encounter. Knowing which jewellery set (VIT vs STR) is best for each encounter depends on understanding the encounter and recognizing which is a greater benefit to your party: Increasing your HP from X -> Y or the DPS gains from your Strength accessories.
    Garuda EX (MT): i90 VIT - As Main Tank, Double Wicked Wheel is the main hazard in this fight. Whether you try to dodge or mitigate it, it's safer to go with max VIT. This is somewhat arguable.

    Garuda EX (OT): i70 STR - Nothing really does significant damage to you. I'd even take it a step further and use i90 Melee DPS accessories with 0 VIT.

    Titan EX (MT): i70 STR - If Mountain Busters are properly mitigated with cooldowns and bombs are properly avoided, nothing should come close to testing your HP total in this fight. Damage is the bottleneck here. Pushing phases and ending the fight quickly is what's important.

    Titan EX (OT): i70 STR - See above.

    Ifrit EX: i90 VIT - Your damage is not important in this fight. Winning this fight is more about maintaining stability. The extra HP will come in handy.

    Coil T1: i70 STR - The key is to burn Caduceus down before he gets strong and simply rely on your cooldowns and damage output to survive.

    Coil T2 (Regular): i90 VIT - This fight has always been a battle of attrition more than it is a damage race. While there is value in ending the fight quicker, the real hazards that are associated with the tank's gear: missed High Voltage silences, bad tank swaps, and getting hit by dumb things. The extra HP comes in handy for each of these things.

    Coil T2 (Enrage): i70 STR - Just kill him. Also, shame on you.

    Coil T4 (MT): i90 VIT - Dreadnoughts hurt and the MT doesn't really play a significant part in the real DPS race in Phases 5 and 6. Hold the Dreads in place, don't die, and let DPS go to work.

    Coil T4 (OT): i70 STR - Even if your strategy entails tanking four adds, the key to survival is staggering Soliders and killing quickly before your defensive cooldowns wear off. Dumping 1000 TP on Overpowers with Unchained, Berserk and Maim up while wearing STR Accessories is what being a Warrior is all about.

    Coil T5 (MT): i90 VIT - Death Sentence. Enough said.

    Coil T5 (OT): i70 STR - The DPS requirement for this fight is high. Especially since your stunning sucks on Dreadknights.
    Is it necessary to carry an extra set of STR jewellery? Probably not. If you're content with using i90 accessories for everything, you'll be fine. If you're using a mixture between i70 craftables and i90, that's fine too. However, if you want to go that extra mile to make your Warrior godlike, this is the way to do it.


    Questions? Comments? Criticism? Post away!
    (19)
    Last edited by bokchoykn; 03-07-2014 at 10:28 AM.

  2. #2
    Player
    zdub303's Avatar
    Join Date
    Sep 2013
    Posts
    309
    Character
    Zahra Dubs
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    Good post, I may have missed it but one thing to consider.

    A warrior with unchained and infuriate up is technically higher dps than with defiance off due to the crit b us on wrath. So depending on the timing of tank swaps you can stay in defiance and maintain pretty high dps as well and then be ready for the swap with defiance still up. For any sustained dps situation though, then you would want defiance off for max dps.
    (0)

  3. #3
    Player
    bokchoykn's Avatar
    Join Date
    Sep 2013
    Posts
    368
    Character
    Bokchoy Mcnuggets
    World
    Sargatanas
    Main Class
    Marauder Lv 80
    Quote Originally Posted by zdub303 View Post
    Good post, I may have missed it but one thing to consider.

    A warrior with unchained and infuriate up is technically higher dps than with defiance off due to the crit b us on wrath. So depending on the timing of tank swaps you can stay in defiance and maintain pretty high dps as well and then be ready for the swap with defiance still up. For any sustained dps situation though, then you would want defiance off for max dps.
    You're right that Unchained + 5 Wrath stacks does more damage than dropping Defiance, but I wouldn't recommend using it this way. Instead of remaining in Defiance while not tanking and DPSing with Unchained on, why not use Unchained when you ARE tanking so you can drop Defiance when you are NOT tanking. Using Unchained to DPS when not tanking is an enormous waste of your single best cooldown for damage output and enmity generation.

    Suppose each tank is tanking for 30 seconds at a time.

    What you are proposing:
    30 seconds of tanking, Defiance on
    20 seconds of not-tanking, Defiance on, Unchained on.
    10 seconds of not-tanking, Defiance off
    Total time with Defiance penalty: 30 seconds

    What you should be doing:
    20 seconds of tanking, Defiance on, Unchained on
    10 seconds of tanking, Defiance on, Unchained off
    30 seconds of not-tanking, Defiance off
    Total time with Defiance penalty: 10 seconds
    Not to mention the insane enmity you built.
    (2)
    Last edited by bokchoykn; 02-05-2014 at 07:04 AM.

  4. #4
    Player
    Shadowzanon's Avatar
    Join Date
    Aug 2013
    Location
    Winter Haven Florida
    Posts
    334
    Character
    Aether Flow
    World
    Cactuar
    Main Class
    Red Mage Lv 70
    Your numbers are a bit off. The gryphonskin choker you cannot add det to it but you can add 12 crit. The earrings have 6 det so you can only add 2. to them but of course you may add.12 more crit. same goes for the wrists. you can only add 2 det but you are likely to add 12 crit. the rings you can add 10 hp, 8 det or 12 crit on each or half n half. you can potentially get 45 str, 45 dex, 50 hp, 60 crit if you go crit all the way. 30 parry. 20 det. or you can get 45 str, 45 dex, 50 hp, 36 crit, 36 det. 30 parry.
    (0)

  5. #5
    Player
    bokchoykn's Avatar
    Join Date
    Sep 2013
    Posts
    368
    Character
    Bokchoy Mcnuggets
    World
    Sargatanas
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Shadowzanon View Post
    Your numbers are a bit off. The gryphonskin choker you cannot add det to it but you can add 12 crit. The earrings have 6 det so you can only add 2. to them but of course you may add.12 more crit. same goes for the wrists. you can only add 2 det but you are likely to add 12 crit. the rings you can add 10 hp, 8 det or 12 crit on each or half n half. you can potentially get 45 str, 45 dex, 50 hp, 60 crit if you go crit all the way. 30 parry. 20 det. or you can get 45 str, 45 dex, 50 hp, 36 crit, 36 det. 30 parry.
    I don't add 12 Crit to anything.

    I prioritize 10 Vit and 12 Parry, and that takes up 4/5 melds per piece. I otherwise put 9 Crit on Choker/Earscrews/Wrist & 6 Det on each Ring.

    You could forgo the Parry and replace them with offensive stats, but these are still tanking accessories and 30 Parry is a lot to give up for extra secondary DPS stats. Not worth it.

    So, my numbers aren't "off". I just melded differently than you suggested.
    (0)
    Last edited by bokchoykn; 02-05-2014 at 07:04 AM.

  6. #6
    Player
    Hitokirinomad's Avatar
    Join Date
    Aug 2013
    Posts
    55
    Character
    Vyctoria Elizabeth
    World
    Famfrit
    Main Class
    Archer Lv 91
    I guess then the question is, if you are making a thread about maximizing Warrior OT threat, why are you not adding 12 crit? I'm assuming if you are doing this level of min/maxing, you have a set of i90 tank accessories, so you are ONLY using the Gryphonskin in situations where you won't be tanking anything significant, and can add i90 vit accessories piece by piece depending on the amount of VIT you need?
    (0)

  7. #7
    Player
    bokchoykn's Avatar
    Join Date
    Sep 2013
    Posts
    368
    Character
    Bokchoy Mcnuggets
    World
    Sargatanas
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Hitokirinomad View Post
    I guess then the question is, if you are making a thread about maximizing Warrior OT threat, why are you not adding 12 crit? I'm assuming if you are doing this level of min/maxing, you have a set of i90 tank accessories, so you are ONLY using the Gryphonskin in situations where you won't be tanking anything significant, and can add i90 vit accessories piece by piece depending on the amount of VIT you need?
    Damage. Not threat. Threat is a joke.

    And you've missed the point of that section. It's about the value of 25 VIT vs 45 STR + other secondary stats, and how the notion of VIT > STR has exceptions. It's not about extreme min-maxing. Someone on a budget might meld Parry 6, Parry 6, Vit 4, Vit 4, Vit 2. And it would still be worth it.

    If you choose to meld your i70 crafted jewellery a different way, that's up to you. Personally, I think going with 9 Parry instead of 12, and freeing up a spot for another secondary DPS stat would have been better than the melds I chose, but I digress.
    (0)
    Last edited by bokchoykn; 02-05-2014 at 07:35 AM.

  8. #8
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Only problem with Gryphonskin pentameld is that if you don't have it at this point it's a bit of a waste to go out of your way to get it. Especially buying or farming the Materia for it. In 2.2 we'll have even better (hopefully) crafted DPS accessories, which will probably be worth holding out on. OT DPS in T5 is pretty important if the rest of your DPS are lacking, but otherwise it's not really relevant how much you're pushing out because Twin will die regardless. Also you have the option of going 30 STR for 30 VIT, which is a worse trade but a more cost/time effective one.
    (1)

  9. #9
    Player
    cearka's Avatar
    Join Date
    Sep 2013
    Posts
    393
    Character
    Cearka Larue
    World
    Sargatanas
    Main Class
    Goldsmith Lv 60
    Quote Originally Posted by bokchoykn View Post
    Gryphonskin Accessories (& Rose Gold Ear Screws)
    Alternatively, you could make a rosegold set (gorget, earcuffs, bracelet, 2x rings) and meld it with str. This way you actually still get a lot of parry as it takes an astronomical amount of DEX to make up for loss of parry (as in the gryphonskin doesn't really give you enough), and the dex from gryphonskin doesn't entirely benefit you a whole lot as a tank (it does some, but not much).

    With an HQ rosegold set thats melded with STR IV and STR II material, you'll get +50 VIT and +45 STR for the whole set, and well as a lot of parry, and 3 additional slots to meld with det, crit, or whatever the hell you want.
    (0)
    Last edited by cearka; 02-05-2014 at 07:45 AM.

  10. #10
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    A good burst rotation that keeps your buffs/debuffs when you have threat established is this:

    Off-Defiance:

    Fracture > Bloodbath > Heavy Swing > Maim > Brutal Swing* > Storm's Path > Heavy Swing > Maim > Berserk* > Storm's Eye > Internal Release* > (Heavy Swing > Skull Sunder > Butcher's Block) x2 > Fracture.

    *= use the skill in between the weapon skills.

    Basically this rotation maximizes fracture up time while allowing you to have the 10% slash debuff and pull off two full BB combos. At the end if you were quick you should have two seconds of Berserk/Internal Release to pull out a last fracture to keep up the dot while you are pacified. Use Brutal Swing again on the last BB combo when its off its cd. Not perfect imo but it definitely works out pretty well. This is disregarding the fact that you have access to IB anytime so feel free to put it in during Berserk.

    Note that this is off Defiance and if you are in Defiance simply add Unchained before Berserk so your rotation would look something like this:

    Defiance:

    Fracture > Bloodbath > Heavy Swing > Maim > Brutal Swing* > Storm's Path > Heavy Swing > Maim > Unchained > Berserk* > Storm's Eye > Internal Release* > (Heavy Swing > Skull Sunder > Butcher's Block) x2 > Fracture.
    (0)
    Last edited by Marxam; 02-05-2014 at 08:00 AM.

Page 1 of 9 1 2 3 ... LastLast