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  1. #1
    Player
    Rextab's Avatar
    Join Date
    Sep 2013
    Posts
    63
    Character
    Kitana Rass
    World
    Coeurl
    Main Class
    Gladiator Lv 50

    rank cross class abilities

    For my Paladin I use the following cross class abilities. I have them in this order of availability.
    Fracture (for bleeds to maintain aggro on off targets)
    Bloodbath (paired with Fight or Flight for self heals)
    Foresight (for an extra 20% def cooldown. i can stack with rampart if need be)
    Mercy Stroke (for finishing off mobs/boss burndowns)
    Stoneskin (just in case i need to use it. usually dont need it in groups)

    Any change in availability (due to level sync). Any alternate ability suggestions?
    (0)

    Kitana Rass - Coeurl - .:Sleeping Forest:. - Paladin - iLVL 87 - PC/PS4
    http://na.finalfantasyxiv.com/lodestone/character/4326022/

  2. #2
    Player
    Rbstr's Avatar
    Join Date
    Aug 2013
    Posts
    512
    Character
    Robin Ster
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    As a war:

    #0 Provoke
    #2 Convalescence.
    #63 Internal Release
    #256 Featherfoot
    #90k Flash
    (0)

  3. #3
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Rbstr View Post
    As a war:

    #0 Provoke
    #2 Convalescence.
    #63 Internal Release
    #256 Featherfoot
    #90k Flash
    #0 Provoke
    #2 Convalescence.
    #63 Internal Release
    #256 Featherfoot Second Wind
    #90k Flash

    I macro Second Wind with Unchained since they have the same timer and I'm always berserk + IR, so I get the max use of second wind. Roughly 900 - 1.2k heal.
    (0)
    Last edited by Marxam; 04-29-2014 at 06:27 AM.

  4. #4
    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 Marxam View Post
    #0 Provoke
    #2 Convalescence.
    #63 Internal Release
    #256 Featherfoot Second Wind
    #90k Flash
    If you're going to take Second Wind over anything on that list, it should be Flash. Flash is basically worthless thanks to Overpower and SC. Featherfoot is also going to mitigate a helluva lot more damage over time than Second Wind will (a single boss auto-attack is going to hit as hard as Second Wind; if you dodge 3 auto-attacks every 4 Featherfoots, you're more than breaking even over Second Wind).

    I'm guessing the OP is asking for the particular slots for the CC abilities along with the entire list. As such, I wouldn't put Provoke in the first 3 for WAR because real reason you should need Provoke is tank swapping (which won't happen without another tank around) since, if you're getting outdone on enmity before 40, chances are that Provoke isn't going to cut it (unless you honestly plan on dying during boss fights wherein you'll need it).

    My order is Convalescence (strong tank CD for when you only have the weakest tank CD in the game), Internal Release (because damage is nice), Featherfoot (see Convalescence), Mantra (it's like a really weak Convalescence) or Awareness (it's like a really conditional Foresight), then Provoke. I don't see the value in Second Wind since it contributes less over time than even Mantra does, and for burst functionality, it's worth less than any of your other CDs barring Featherfoot.
    (0)

  5. #5
    Player
    Pizzaparty7's Avatar
    Join Date
    Mar 2014
    Posts
    40
    Character
    Ty'phon Mobos
    World
    Exodus
    Main Class
    Gladiator Lv 50
    As paladin, none of the warrior cross skills really shine. Foresight is ok if I got nothing left but with such a short CD on rampart, its always up. Mercy stroking an add or a conflag for a heal is cool but nothing reliable. Outside of stoneskin from CNJ, none of the cross class skills do much. I just take them to take them.
    (1)

  6. #6
    Player
    Altimis's Avatar
    Join Date
    Apr 2012
    Location
    Unknow
    Posts
    423
    Character
    Altimis Farron
    World
    Aegis
    Main Class
    Arcanist Lv 50
    Blood Bath is nice, its added small extra hate, use it everytime when you start pulling

    Foresight is extra defense added, Total physical damage reduction is roughly around 5% no matter how high your def numbers, its not completely useless

    Mercy Stroke is also good for finishing off, extra dmg dealt to mobs/boss is nothing hurts

    MRD cross skills is not useless after all
    (0)

  7. #7
    Player
    Pizzaparty7's Avatar
    Join Date
    Mar 2014
    Posts
    40
    Character
    Ty'phon Mobos
    World
    Exodus
    Main Class
    Gladiator Lv 50
    Blood bath is 140 enmity for the buff plus whatever you heal for times 0.05. Not likely that the sum total exceeds the enmity of a single flash. Not useless but far from useful.

    5% physical DR every 2min vs. 20% total DR every 90 sec. Again not useless but nothing to write home about.

    Mercy Stroke: hilarious IF/WHEN you can time the heal. Neat but not game changing.

    I'd much rather get Featherfoot or Keen Flurry than any MRD skill. Contrast that with PLD skills like Convalescence or Provoke, which actually do something. PLD gets the short end by being crossed with MRD
    (0)

  8. #8
    Player
    Kimura410's Avatar
    Join Date
    Oct 2013
    Posts
    287
    Character
    Kimura Blaze
    World
    Exodus
    Main Class
    Blacksmith Lv 50
    for warrior: depends on the fight. brayflox speed runs, i use flash, conva, internal R, feather foot, provoke. coil with a single target, i use conva, Internal R, provoke, awareness, second wind. feather foot does nothing against bosses, at least not in the new turns, and don't need flash, unless you wanna use it during pacification but its kinda minimal aggro that you could go without.

    cross class skills really need a revamp to make them more useful and open up more customization in fights.
    (0)

  9. #9
    Player
    bokchoykn's Avatar
    Join Date
    Sep 2013
    Posts
    368
    Character
    Bokchoy Mcnuggets
    World
    Sargatanas
    Main Class
    Marauder Lv 80
    Good
    Provoke - Some fights aren't even possible without it. Even in fights where you don't even plan on using it, it could still save the day.
    Convalescence - Just a really good ability. Perfect for when you're taking high sustained damage. Thrill of Battle + Convalescence = Super Defiance!

    Okay
    Featherfoot - Not guaranteed to do anything, but strong enough to save your life when it does. Low cooldown too.
    Internal Release - Roughly a 1% overall DPS increase, but at least it's always guaranteed to do something.

    Situational
    Second Wind - While the effect is weak, it gives you a pseudo-boost to your effective HP if used to top yourself off before bursts or used in between attacks.
    Mantra - Decent in the right encounters. Still does something useful in the others.

    Bad
    Flash - Outclassed by Overpower and Steel Cyclone. There are a few applications in end game, but not very many.
    Awareness - Boss auto attacks have less than 5% chance of critting. 12.5% uptime on an ability that might not even help you, and when it does, you're still taking damage.

    Useless
    Haymaker - Why is this even an ability, period?!
    Savage Blade - A Skull Sunder I can't even combo into. Cool.
    (0)
    Last edited by bokchoykn; 04-30-2014 at 08:48 AM.

  10. #10
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Kitru View Post
    snip
    I guess this can be categorized in to two: Low level (15-49) and End game (50-coil)

    As far as low level goes my list still stands. Second Wind is there as a free cure and nothing more and it scales with dmg so its helpful in a pinch. I would say Flash is a necessity since its basically a free aoe enmity grab. You may say the Steel Cyclone is better, and it is, but at 5 stacks I can use IB instead. In the 15-20 dungeons flash can keep you from wasting too much tp since your only threat rotation is going to cost you 130 tp very 6 secs. Though I do agree with you that when you know how to WAR inside and out flash is not needed (though handy). T4 is an example of a place with tons of mob grabs but can be done w/o flash and good use of SC. Mantra is "helpful" if you don't have a monk but at 5% as a cross skill its weak especially when you consider that only you, as the tank, will be getting hit.


    End Game:

    1. Provoke
    2. Convalescence
    3. Internal Release
    4. Second Wind
    5. Mantra

    Provoke, obviously you need it for end game since you'll be tank swapping. Convalescence, IR, and Mantra, I agree with you since there will always be stacking phases where your party aoe heals and 5% can help. Featherfoot I still fail to see the use for. Yes its 90 sec but I've been using it sine 2.0 and I have yet to notice a consistent dodge rate. I can't blind the boss and I honestly don't know which stats affect it, if any so feel free to correct me on that. Awareness is to niche for me to consider. I can't predict the crits from a boss and if I can predict a big hit IB does the job much better. Also I'm not sure if it was fixed but doesn't Awareness still block incoming crit heals? (need confirmation) I still stand by Second Wind as from my experience it has saved me on more than one occasion where our healer died and the other healer is having trouble keeping up.

    TL;DR, You shared your opinions and I shared mine, lets do tea sometime
    (0)

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