nice. well alrighty then. thanks everyone for your awesomeness![]()
nice. well alrighty then. thanks everyone for your awesomeness![]()
It did not. Pre-2.1, SC was just pure damage. If you don't believe me, go check the 2.1 patch notes. It explicitly says "Now generates increased enmity".
Overpower's enmity generation was also increased in 2.1 (check the patch notes).if not... then i am thinking the 4x multiplier is also now applied to Steel Cyclone. which would certainly cause Steel Cyclone to make more hate then Overpower.
As to the enmity modifiers, those are a known quantity because the enmity generated on enemies you're in combat with is stored clientside so the parsers (which hook into the game's memory) can find the explicit amount gained with a given attack. Since you can also see the damage, it's simple arithmetic to figure out what the multipliers are.
yeah. i seen that in the 2.1 notes. which is why i asked about the tooltip. though i did not look for Overpower in the patch notes.
I was thinking that SC performed way better than my numbers suggested, apparently my info was way outdated - thanks for clarifying that ^.^
BB has a 5x enmity modifier and does 280 potency, which is 1400 potency, without factoring in Defiance. If you want to factor it in, it's 2100 (do the same for SC and you get 1200) so it's a helluva lot more than SC. It would be more accurate to say that it's like getting slightly less than a Skull Sunder crit on everything around you (Skull Sunder is 200 * 3 * .75 * 2 = 900; crit is 50% more, which is 1350).
So far, and I'm only 48 so take this with a grain of salt, I've found OP more than sufficient to hold mobs in everything I've done. I'll usually toss one down between full rotations which is sufficient so far to allow me to not to have rotate through mobs yet. I'm sure this will change as things go on but I pretty much always save a full Wrath stack for IB. And I don't even have Flash as one of my additionals. Again though, I'm sure that will change as I go on and the fights get bigger with multiple mobs that need to grabbed/held.
i have a lot of fun playing WAR. and constantly gain new experience with it. there are many new things a WAR can try. whereas in my experiences of playing not only AS but also WITH other PLD's. it seems that the approach for a PLD is very linear and basic for any player. while again, the WAR is more versatile. allowing for more variety.
HOWEVER... the game is still early. and i suspect what WAR can do with actions. a PLD will be able to do with stats.
like you could make a STR PLD. you could make a DEX PLD. so both jobs offer alternate routes of progression and play style. the differences may just not be very apparent at this stage in the game.
I'm really enjoying WAR too. There's quite a few subtleties I keep learning. I've tanked Garuda story 3 nights in a row to get friends past it and by the third time I had my defensive cool downs in a nice rhythm, my anticipation of when to pop a burst damage into IB rotation was spot on, and I could notice how much less I needed heals. Drastically different from the first time.
given the increased threat of tanks since 2.1. I think having a 360 aoe that grabs threat and does dmg is great. Overpower is great for the initial pull since the enemies will be in front of you but I almost always use flash or SC to keep it.
Not 100% certain on things nowadays, but the following is my impression and it's probably right:
In terms of pure agro: Steel Cyclone > Overpower > Flash
Flash and Steel Cyclone both are circle effects centered on you. Great for using while moving. Or when you need that agro *NOW* for a new add. Or when there are targets both in front and behind you. (Compared to Overpower where you have to target and face)
Flash gives you something to do while under pacification from Berserk, or when out of TP.
Overpower is like the "bread n butter" area attack though: repeatable damage & agro. I like going Berserk + Bloodbath + overpower spam. Mix in a Steel Cyclone or Unchained perhaps.
Also, when agro'ing newly spawned adds and positioning them, I like to go Tomahawk then Overpower because Overpower has a longer range than melee and relatively high agro amount (way better than a 2nd Tomahawk). Example: Dancers in t7.
And for those who said Steel Cyclone is free... it costs you a crit buff and the opportunity to use Inner Beast/Unchained. A cost worth paying perhaps, but not free.
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