
Originally Posted by
Eorzean_username
Is there a set of recommend cross-class actions for PvP? Does Provoke do anything in PvP, like force a target switch, or should I just swap it out? (My usual loadout is IR, Aware, Convalesce, Second Wind, Provoke)
Provoke is useless in PvP. It does nothing, not even force a temporary jump in targeting. Normally, I wouldn't recommend bothering to switch it out, because swapping your skill set every time you want to PvE or PvP is a pain in the ass (though, I suppose you could macro it);
however, War's do get a potential benefit from ditching Provoke. Given that provoke is a throw-away ability in PvP, there's nothing to stop you from getting a little boost out of Mantra, which, in my opinion, is your best cross-class PvP option. The reason for this is because War generally lacks party defense utility in PvP. 5% additional healing is crap, to be honest, but it's still better than nothing, especially compared to Haymaker or Feather Foot. War doesn't need additional mitigation or Dps. All in all, though, I don't think anyone will notice if you don't change a thing about your cross-class abilities. The edge they give you in the arena is marginal at best.

Originally Posted by
Eorzean_username
Should I swap to Defiance outside burst periods to reduce pressure on heals, or just ignore it because of the nasty –Dmg effect?
Not unless you need to. War's primary benefit to the team is in how much pressure they can apply in offense, and the amount of eHp you get form defiance is not worth the switch in
most cases. It's actually ~5% lower than what a Pld gets from Shield Oath, so you're not really doing your healer a big favour by swapping to Defiance alone. Further, you lose more defensive utility by swapping, as you drop your potential returns from Bloodshower.
The only time I'd recommend switching to your defensive stance is if you actually
need to play defensively. This usually happens at around 4 or more stacks of heavy medal. The amount of damage you receive starts to jump quite quickly at that point, and killing the tank (you) becomes a serious consideration for the enemy dps team. You should be particularly aware of this near the end-game, when the dps start to charge their Lb's. If you become the focus a dps burn, then it might be more useful to swap stances and utilize the Hp returns of Equilibrium and the defensive bursts of Inner Beast, rather than Fell Cleaves. Keep in mind that if you swap stances, you are limiting your party utility by lowering your dps. Therefore, if you are
not the target of a dps burn, then it might be better to stay in your offensive stance and just make sure to pay extra attention to your surroundings. Another deciding factor is the score. If you're close to even, or losing, then your team probably needs your maximum possible utility. If you're winning by a decent point gap, however, then playing defensively and waiting out the timer might be safer than risking a loss to a late-game LB.

Originally Posted by
Eorzean_username
Is Storm's Path (10% dmg down) effective in PvP, should I be keeping it up on dangerous targets?
Yes and no. Storm's Path does work in PvP, however it's utility is debatable. In theory, you could see a good return from Storm's Path on the target that currently has the Offensive Supply Box buff; however, when it comes to War, using your maximum burst is almost always the best way to maximze your utility, especially if it facilitates a kill. A dead target loses all buffs, so you stand to gain more from successfully killing a dangerous target than you do from de-buffing them. In between burst cycles, it
might be worth while to apply it on any target that is harassing your healer, but that's a big
'might.' The better bet is to just apply Storm's Eye and see an immediate return on self-heals and dps.

Originally Posted by
Eorzean_username
Is Storm's Eye (10% slash resist) as important as it is in PvE?
Simply put, YES.
Storm's Eye is the best way to keep your personal dps burst at it's maximum. You'll get the greatest return on your Fell Cleaves and self-heals via bloodshower when using it, so you should practically always be using it on your primary target (typically the healer). The only effect of Storm's Eye which
doesn't work in PvP is its Hp recovery reduction (20%). That feature is void in the arena, so don't bother trying to apply it on targets to reduce their incoming heals. Your focus for it's use is almost purely for your own personal Dps. The only time you should even be considering adapting its usage is if you have a Ninja in the team, as they see the highest benefit to it out of every other Dps. If you have a Ninja, you should be trying to coordinate your efforts with them (and they should be doing the same with you). That means focusing down targets together with Storm's Eye. If not, then it's all about you and your dps.

Originally Posted by
Eorzean_username
Are dots like Fracture useful pressure / Esuna-pollution, or should I not waste the GCD / TP? Do dots keep NIN out of stealth?
That's probably a question best posed to a healer, but in my experience, no.
The main difference between damage dealing in PvE vs PvP is the time of effect. In PvE, you're interested in doing your maximum damage possible over a lengthy amount of time. In PvP, you're looking for the strongest burst damage possible in a short amount of time. DoT's are included in this as well, but Fracture is a pitiful drop in the bucket compared to War's overall burst potential. You also might not have the time to apply it. PvP arenas are frantic places. Every second counts, so unless it's part of your bust combo it's often best to leave it at the door.
Further, healing isn't handled the same way as it is in PvE; so, a Healer might not necessarily esuna every little thing that ends up on the party status bars. In my limited experience, they're looking for more important status effects that can lead to an imminent death, such as stuns, binds, etc. Purify also throws a wrench in the works, as everyone has access to it.

Originally Posted by
Eorzean_username
Also, does Rating stay the same between Jobs / Roles? That could get dangerous, for example going from experience Tanking into trying out Healing but being thrown in to higher-rank matches right away.
To my knowledge, yes. Your personal ranking is not job specific. It's character specific. There's a lot of pressure to play as one job and one job only, even from a gear and hotbar standpoint. If you want some cross-job experience in the Feast, it's probably best for you to get it while still at a low rank or in the pre-season times, when your ranking counts for less.