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  1. #1
    Player
    karateorangutang's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    779
    Character
    Celest Ru'milan
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by ruskie View Post
    *grabs popcorn and munches on it while watching people argue*

    Now on to the topic at hand -
    If you have a paladin in a dungeon setting pulling multiple packs - lets face it your TP is NOT an issue you are mainly spaming flash for the aoe barrage incoming on mobs - so goad is for the most part useless on a paladin at that point. Give it to your other physical DPS.
    If you have war you'll do a couple of overpowers, and possibly a steel cylone and then keep doing cyclone every so often most likely - not really a TP issue.
    If you have a drk - well your aoe aggro skill uses MP so... again no TP issue there(but maybe there are other aoe skills that do use TP later down the line).

    Now lets see... if your co DPS is not a summoner or black mage - you goad them if they are seriously aoeing. But really it should be on large pulls only - otherwise it's just wasted.

    In 8 mans if it's DF... well the DPS that burnt through most TP is a good bet. Tank after rez, DPS after rez. If premade well it's obvious you'll talk about it.

    The same goes for foe, army's and mage's. In DF go with whatever works, in premades you discuss the flow and when it makes sense.
    Not really here to argue, but if your running WAR and just overpowering a few times and not abusing bloodbath and berserk for its entire up-time in DPS stance on any large pull then your doing it wrong.

    That being said, WAR does have equilibrium now which is most of the time enough to keep pulls fast. Throwing a goad my way only speeds up the process though.
    If there's a DRG or another NIN in the group though they should be getting TP to AOE.

    This is all 4-man content. 8 man long fights are quite obviously a completely different mechanic. PLD and DRK both burn through TP at troubling rates, WAR has less problems here (sans dying) unless for some reason equilibriums tank stance heal is necessary.
    (2)
    Last edited by karateorangutang; 02-11-2016 at 09:40 PM.