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Thread: Storm's Path

  1. #11
    Player
    Ehayte's Avatar
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    Ul'Dah
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    Character
    Supply Demand
    World
    Adamantoise
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    Warrior Lv 72
    Quote Originally Posted by Sleigh View Post
    SP was pretty useful learning T10 in i110, definitely made surviving Wild Charge > potential floor DoT ticks easier in final phase, also affects Prey. By now in i120+ it's not particularly useful anymore.
    Mmm... I think think its nice for Crit Rip and adds. As OT maintaining Path on both adds and then putting up Eye for the NIN when they switch to OT adds helps out the healer a lot.

    Quote Originally Posted by Sleigh View Post
    T11, it's nice for mechanics. Nerve Cloud was always survivable with only DK and full HP but SP can save people, quite a bit more useful for the auto-crit one though. Tanks get chunked pretty well in this turn too.
    Tanks tend to get smacked around pretty good in this turn, to my experience. And since I've just been provoking>IB>Thrill for Main heads then letting the PLD take enmity back I just pretty much go SE>SP>Repeat unless I'm berserked/unchained trying for a phase change.

    Quote Originally Posted by Sleigh View Post
    T12, aside from Revelation Phoenix isn't a particularly threatening boss, and the two things it'd be really nice for, Bennus and Flames of Rebirth, you can't put up SP for if you're MTing and/or in add phase. I could see this turn seeing the removal of SP before T11/13.
    I like to make sure it is always up 5 seconds before Flames of Forgiveness come out, but I find it really hard to get it on Bennus in P1. In the add phase since enmity is so sticky I will have Eye up on my Bennu that is getting DPSed for the NIN, and then just rotate path on the rest. What do you mean I can't put up SP if I am MTing? I don't even use Butcher's Block most of the time to 100% uptime Eye and Path, I just zerk every time we swap and no one has even gotten close to me on enmity yet.

    13 I have no experience in, my group got through add phase in 12 last night
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    Last edited by Ehayte; 12-09-2014 at 01:55 AM.

  2. #12
    Player
    Sleigh's Avatar
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    Character
    Philia Felice
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    Gilgamesh
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    Thaumaturge Lv 70
    Quote Originally Posted by Ehayte View Post
    T10-12
    You should consider whether SP is actually saving GCDs/MP for your healers, or saving lives, in T10 and T12. In most cases the answer is no (except for progression/i110 VIT, that's quite understandable).

    There comes a point where more damage is more damage and SP is just being polite to your healers.
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  3. #13
    Player
    Ehayte's Avatar
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    Supply Demand
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    Adamantoise
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    Warrior Lv 72
    Quote Originally Posted by Sleigh View Post
    You should consider whether SP is actually saving GCDs/MP for your healers, or saving lives, in T10 and T12. In most cases the answer is no (except for progression/i110 VIT, that's quite understandable).

    There comes a point where more damage is more damage and SP is just being polite to your healers.
    I am considering that; the meta here is if it actually does enough to say that you can save a cast from a healer, or if the damage is in increments such that whether there is 3000 or 2700, the same spells are going to be cast at the same time.
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  4. #14
    Player
    Cabalabob's Avatar
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    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Ehayte View Post
    My argument is that 10% is a big enough impact on healer mana and Ballad up-time that its more valuable than the extra DPS. When you say its most useful against Tank-killer mechanics I'm not sure how that checks out - it has the same 10% effect on all damage. A 3k raid-wide is going to do 24,000 damage, and you will have mitigated 2,400. As opposed to something like Revelation that does 9000, you've mitigated 900.
    I don't quite agree with this logic, although raid wide damage is bigger overall, to the individual it is much less. For example, if an AoE attack does 1000 damage to each person, 10% is only 100 damage reduction. Yes it's 100 damage reduction to 8 people making it 800 damage reduction. But to each person it's still only 100. That's not enough that it will mean the healer won't have to use an AoE heal that will likely more than cover that 100 damage anyway. While for a tank buster that does 8000 damage to one target that 10% is a 800 damage reduction to one person. That's basically a cure 1 and can actually make the difference between that big hit killing or not killing its target.

    I'm not arguing either way to using storm's path btw, I simply don't agree with your logic here.
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    Last edited by Cabalabob; 12-09-2014 at 06:44 PM.
    Quote Originally Posted by Gilthas View Post
    The anonymity of the internet is what leads people to become jerks online.

    You could make a game where all you did was run through fields of flowers holding hands and you'd still get a guy telling you you're doing it wrong.

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    Everyone knows you skip through fields of flowers holding hands, running noobs need to go back to WoW.

  5. #15
    Player
    Ehayte's Avatar
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    Supply Demand
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    Adamantoise
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    Warrior Lv 72
    Quote Originally Posted by Cabalabob View Post
    I don't quite agree with this logic...
    I mean if you set the parameters to make it fail then of course the logic will fail anecdotally, the question is whether it is actually worth it to have SP up all the time, for tank killer moves and specific raid AEs, or just for tank killers.

    I've seen most people argue for just tank killers but I'm just challenging the form as a 10% damage reduction at all times is pretty powerful.
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  6. #16
    Player
    Rbstr's Avatar
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    Robin Ster
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    Sargatanas
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    Marauder Lv 70
    The point, though, is that 900 damage mitigated to one person and 2400 damage mitigated over 8 people are not really comparable because of AOE healing.

    Far more apt is comparing that 900 damage vs. the 300 damage. Adding 300 more damage to a 2700 hit is way less threatening than 900 damage added to a 8100 damage hit. That 300 damage probably doesn't expend an additional GCD and 3k isn't all that life-threatening. A 9k hit represents a much more serious threat of dieing to a tank.
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