
What lvl to I need to get Marauder to for Mercy Stroke?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?
I use:
Stoneskin
Foresight
Bloodbath
I have Raise, Protect, but they're just extras because I didn't know of any other cross skills to replace them with.
marauder gets mercy stroke at 26.
it's a good ability but not a necessity. the cooldown of 90s, in my opinion, is really too long to make it super useful. marauders can get it down to 40 seconds i believe. it does do a lot of damage though. it makes me feel i did something in the burndown of a boss lol.
here is the ability description.
Cast: Recast: Range: Radius:
Instant 90s 3y 0y
Delivers an attack with a potency of 200. Can only be executed when target's HP is below 20%. If delivered as the killing blow, up to 20% of your maximum HP will be restored.
raise and protect are also good in their own right. i have come across white mages lately that don't like to refesh protect so i have to do it. also it is useful while adventuring alone.
Last edited by Rextab; 04-30-2014 at 09:29 PM.

marauder gets mercy stroke at 26.
it's a good ability but not a necessity. the cooldown of 90s, in my opinion, is really too long to make it super useful. marauders can get it down to 40 seconds i believe. it does do a lot of damage though. it makes me feel i did something in the burndown of a boss lol.
here is the ability description.
Cast: Recast: Range: Radius:
Instant 90s 3y 0y
Delivers an attack with a potency of 200. Can only be executed when target's HP is below 20%. If delivered as the killing blow, up to 20% of your maximum HP will be restored.
raise and protect are also good in their own right. i have come across white mages lately that don't like to refesh protect so i have to do it. also it is useful while adventuring alone.
I leveled MRD from 16 to 26 over the last three nights, only to find out that, yeah, that cooldown is a little long for Mercy Stroke. If it guaranteed a 20% heal, I could see that long a cool down, but being that it's conditional on the enemy's health, and that there's only a slim chance of a heal, it should probably be a 30s cooldown instead of a 90s one.
It would be too large of a DPS increase at that point; if it were a guaranteed heal, it would also be too large of a heal. It's a 200 potency attack that WARs get every 40 seconds (16 GCDs), which is a 12.5 potency/GCD increase for the final burn. It might not seem like much, but it's a ~4.2% increase to your DPS for that period (WARs manage ~300 pot/GCD without factoring in damage multipliers like Maim and SE). Reducing it to 30 seconds as an additional would bring it up to 16.67 pot/GCD ~5.5% increase as an additional ability while also necessitating some significant buff for it to WARs, which means that it would provide a similar offensive benefit as the pure genertic DPS additionals (IR provides a ~1.2% increase in damage for everyone but PLD; it's slightly more for PLD) while simultaneously providing greater burst when you need it (since it's loaded on the final kill portion when you most often need the big deeps to deal with final phase mechanics) on top of healing utility.I leveled MRD from 16 to 26 over the last three nights, only to find out that, yeah, that cooldown is a little long for Mercy Stroke. If it guaranteed a 20% heal, I could see that long a cool down, but being that it's conditional on the enemy's health, and that there's only a slim chance of a heal, it should probably be a 30s cooldown instead of a 90s one.
The problem with Mercy Stroke isn't that it isn't up often enough, doesn't heal for enough, or doesn't do enough damage. The problem is that it requires such precision timing on its use to get the heal from it that the heal might as well not exist. The "fix" for this would be having it throw a debuff on the target that lasts for a tiny period (~2-3 seconds) that heals you if the target dies while it's affected. That way you'd still have to be precise in its use to get the heal but you'd actually stand a real chance of getting the heal. If the devs wanted to reward precision especially, they could reduce the debuff heal to 10% such that you get more with the kill but at least get *something* if you use it right before it dies.
I skipped after page 1, but my personal defense for Flash still being on my bar is that for times when you need to buy an extra second or two to line up/gather adds for overpower to do the real work. The 360 degree aspect is what I use it for more than anything. Yes I know Steel Cyclone does the same, but I can hit flash once or twice as I'm moving to position, where Steel Cyclone I want to be 99% sure to hit everyone.
More applicable to speed runs, and when I do content that doesn't require that sort of gathering of mobs I do remove it, but even without being as strong as SC/Overpower and not something to rely on for hate, it still has it's uses.
I stopped even trying to time it and just see it as an offGCD DPS move.

Featherfoot really sucks in the new coil.
Maybe we can find some new data on this, but I've recorded maybe 3-4 dodges in hours of Turn 9 attempts over the past two weeks. The 15% Dodge chance on Featherfoot either does not work as advertised or bosses have above 100% hit rate and pushes most of the dodge off of the table.
In any case, I've since dropped Featherfoot in T9. I use Provoke, Convalescence, Mantra, Second Wind, Internal Release. I will pay closer attention to Featherfoot results tonight in Turns 6 and 7. (I don't tank Turn 8).
I've been dodging plenty in t6 and t7 with Featherfoot even without anyone Blinding.

Today: 31 Auto Attacks from Rafflesia. 25 Auto Attacks from Lamia Deathdancers. Parsed 0 Dodges. Extremely small sample size (I prob had FF up for about 15 AA's total) but still... 4 dodges on many, many T9 attempts (all on Golems and Dragons who can be afflicted by Ruin II).
Needs more testing but I'm probably gonna drop FF for T9 anyway. Both Mantra, SW, and IR all seem more appropriate.
Last edited by bokchoykn; 05-07-2014 at 07:34 PM.
I wouldn't be surprised if the 2.2 bosses basically have a 100% hit chance so that the only time you can dodge is while they're blinded or you have Featherfoot up. It would grok with observations thus far about the rarity of dodges since you would basically only have a 15% chance to see them 16.67% of the time.
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