There's a war question thread a couple threads down and part of it is mass pulls. So reposting what I did there cuz /lazy.
On mass pulls I tend to:
*use flash to grab mobs and Toma for any I missed so I have full tp for the good part.
*Infuriate as I get near the end of the pull.
*Vengeance when I stop to ease that initial ouch when they all catch up.
*1 OP to secure threat (each mob also has 1 flash or Toma from the pull).
*heavy> bloodbath(30 sec)> maim (24 sec)> unchain/zerk> OP> internal release> OPOPOPOPOPOPOPOPOPOPOPOPOP.
*conva/ToB/foresight etc as needed depending on how it's going. If multiple pulls I'll vengeance 1 and tob+conva the other.
That's my general way. But the instants get shuffled around. Not the end of the world if you use bloodbath 2 sec later or whatever. If mobs are weak (hm dungeon or whatever) then I'll delay vengeance until unchain/zerk are up to buff the damage return for the full duration since I'm not as afraid for my life I'll make it more offensive.
Paladin AoE threat rotation: Flash, CoS, flash, flash, flash, flash, flash, FB->RB, flash, FB->-RB, CoS, etc. You might think I'm joking, but more often then not that's ALL I ever need to hold threat on groups of enemies.
this works but you might end with no mp and next pull to do so you have to start building mp again towards end of enemies hp to keep the dungeon run smooth and not stalled by not being able to flash enough to hold proper hate on next pull.
you can start to shield bash the heck out of everything towards the end to save mp for next set of pulls as the tp isn't as important on the big pulls. try not to go dry though.
Last edited by chidarake; 01-18-2015 at 03:11 PM.
For AOE hate one thing that both paladins and warriors should keep in mind is the composition on their party and the maximum HP of the monsters they're fighting. For DPS classes, nearly 100% of their enmity comes from damage dealt. If you're in a party with two black mages that are doing equal damage and fighting monsters who have only 1,000 HP, the most enmity each black mage will generate from damage is 500. If you know your flashes generate 300 enmity, you'll only need two of them to hold hate for the entire life bar. On the other hand, if one of those black mages is doing 100% of the damage, you'll need four flashes. Overpower deals damage as well, essentially reducing the enmity ceiling for the DPS in your party.
OP, regarding defensive abilities, you should use the biggest ones first. More stuff is alive at the very start of the fight, so you have more incoming damage, and using something powerful like Hallowed Ground, Sentinel, or Vengeance early will help stabilize you until some of the weaker monsters die off and the healer gets comfortable. This also starts them recharging early so that you get more total uses of them in each dungeon. Of course, you have to use your best judgment - you shouldn't blow your entire wad unless you have a good 2+ minute boss fight area to recover in after doing so.
Last edited by Brannigan; 01-19-2015 at 06:49 AM.
plus vengance has the recoil damage
which only gets more and more awesome the more things there are slapping you
Its really this simple on trash mobs in 4 man dungeons. Some of you are overthinking it imo.
I never have this problem. Pay attention to hate bars and regain mp back accordingly. You can refil almost all the way after flashing half your mp away at start.this works but you might end with no mp and next pull to do so you have to start building mp again towards end of enemies hp to keep the dungeon run smooth and not stalled by not being able to flash enough to hold proper hate on next pull.
you can start to shield bash the heck out of everything towards the end to save mp for next set of pulls as the tp isn't as important on the big pulls. try not to go dry though.
Last edited by Peachy; 01-19-2015 at 08:13 AM.
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