inc wall because numbers

Originally Posted by
Hierro
Personally, I start with unmend and plunge, followed by scourge.

Originally Posted by
Chronons
I think this is an interesting point, and for the sake of my own understanding i'd like to push back just a bit. Front loading potency while you are in Grit means two things: you get to get out of Grit faster, you reduce the probability that you have to go back into Grit.
You regard plunge as a potency loss for the melee dps as they must use their gap closers or sacrifice a sec or two to catch up, but do not address that plunge is an asset to DRK for holding enmity with ranged dps. You better believe as soon as you use Unmend your BLM is going to go ham. Plunge helps keep you ahead of the ranged dps in enmity.
Couple things:
1. If you lead with Scourge, you're locking yourself to +1 GCD in Grit before dropping it, which is a much bigger DPS loss than saving it to use when Grit drops.
2. See: all of the reasons Plunge Pull is bad. Because these reasons are valid and outweigh any perceived gains in Enmity which are either nonexistent or negligible.
"How negligible are they?"
Consider two openers below the cut:
[Grit+Darkside] Unmend > Low Blow > Hard Slash > Spinning Slash > Power Slash
[Grit+Darkside] Unmend > Plunge > Scourge > Hard Slash > Low Blow > Spinning Slash
Same amount of time has passed. I even give you a Low Blow there, and count 1 Scourge tick per gcd.
We can ignore the Grit/DS mods, since multiplication is commutative, so you could factor it out and ignore those gains. Instead, just looking at raw potency and enmity mods.
Mine: 150*3 > 100 + 150 > 220*3.5 > 300*5.5
Mine: 450 > 250 > 770 > 1650
Yours: 150*3 > 200 + 100 > 100 + 40 + 150 > 40 + 220*3.5
Yours: 450 > 300 > 290 > 810
You are generating literally +50*2.7 = +135 additional potency of enmity in the second GCD compared to what my opener does.
Fire 3 - the second GCD from a BLM, which comes approximately 1s into the fight, is 396 potency. Coupled with the initial F1, it's 666 potency of damage (Less than this... I counted AF1 as 1.5? Might be wrong). Your initial Unmend is 1215 potency of Enmity. That's nearly double the BLM's first two GCDs in the single initial hit. If you need +135 enmity potency to hold against the following F4 (Which, admittedly, is 739 potency and will hit 6x in the next 25-30s), you're massively undergeared.
"What!?"
One Power Slash in Grit is 1650*2.7 = 4455 enmity generated just from that single attack.
One Fire IV is 739. Six Fire IVs is 4434.
Oh. My one single Power Slash in the opener 3 gcds into the fight has already taken into account all six Raging Strikes Fire IVs in the Black Mage's opener, not counting Quelling Strikes or Silhouette.
Huh. It's almost as if I used two of those, there's no opener in the game that should even be teasing the 70% mark.
This is also all the more reason you should not be using Scourge there, but rather should be using your Power Slash combo first.

Originally Posted by
Hierro
Not to say that yours isn't well thought through, but to say what I'm saying isn't bad either.
I know this is confrontational, but I am absolutely 100% saying that pulling with Plunge is bad, and that you should stop doing it. It does literally nothing positive for you on the pull, and it hurts the melee dps in your party quite substantially, especially in the floors of Midas, where bosses start at the far north.
For the record! Melee numbers below the cut.
Dragoon's Spineshatter Dive - a potency comparison!
Used on pull: 170 Potency.
Used in opener: 170*1.15*1.1*1.3*1.3 = 363 potency
With Hypercharge or Trick Attack: 400 potency
With both: 439
For comparison, my Spineshatter Dive on the pull in A5S (because it's optimal to use it there) did 1030 last week.
My Spineshatter Dive in my opener on A7S regularly does 2600+ when it doesn't crit.
Not counting SSD's animation delay when using it on the pull, that's 1500+ damage I'm sacrificing because you need to use Plunge to pull.
And that's just me. I dunno about other Melee and how much they lose. It's also important to note that running up to the boss is more than "1-2 seconds" - it's at least a full GCD. Especially in Midas floors 2 through 4. You lose 1-2 full GCDs and start that much slower when you have to chase after a Plunged boss being held North.
Important note I need to keep reposting:
It is never - never - never - never - never preferable to a significant degree to hold the boss north at the moment the fight begins outside of cases where the boss is fixed in that position.
Specific examples under the cut.
Every encounter in A6 benefits from being pulled closer to middle before starting the encounter.
Quickthinx in phase 1 can be anywhere with exactly identical handling of mechanics
-- (in normal - in Savage, middle is preferred because of hammers)
Onslaughter is optimally held middle cheating north, not far north like 99.9999% of tanks like to do.
The only boss that a case could be made for is the first boss of Amdapor City Hard Mode, however the first Neuro Squama doesn't come out for a solid 30s+ into the encounter - plenty of time to move the boss after the encounter starts.
So.
Please.
Stop using Plunge to pull.
Thank you for your understanding in this matter. ♥

Originally Posted by
Chronons
If they have to wait for you to run the rest of the way to the target that is a one or two second dps loss for them.
Spoken like someone who has never tanked in this game until they picked up Dark Knight.
How to pull a boss as a Tank:
Step 1: Press Unmend, Tomahawk, or Shield Lob once the boss is in range.
Step 2: Meet the boss before your GCD spin even fills up in order to press an Off-GCD skill, followed by the first hit of your Enmity combo.
Step 3: Press the second hit of your enmity combo.
Step 4: Drop the Hammer.
Step 5: ?????
Step 6: Profit.
Do me and yourself a favor and just try this, just once, before you sit here and try to cry wolf over something I have been doing since I started playing tank in 2.1. I know it works. I know it has worked since forever. I know it still works now.

Originally Posted by
Chronons
Your rotation has one Power Slash Combo. There is no way that is going to hold hate with any kind of competent dps. Ever since 3.2 changes it takes at least 2-3 before you should consider dropping Grit. If you have to go back into Grit or use a Power Slash combo after dropping Grit the first time its a huge dps loss. Much more than using Plunge on the pull. In principle I think you are spot on, save potency for when it is not going to be debuffed. However, experience tells me to do that you will be saving plunge for far longer than one PS combo.
You need to carefully define "competent" in this situation:
My i216 DRK certainly has issues holding against an i230 BRD who actually knows what they're doing, using this strategy. I lost hate to one and let him die because I didn't look at hate bars and stopped pressing Power Slash for too long.
My i226 PLD has never had issues in any content holding hate solid with this strategy, even when encountering DPS with i240 Midan drops bursting for upwards of 2.3-2.4k. No Shadewalker.
I should be playing more conservatively on my DRK, I don't deny that. I should probably throw up a second Grit PS before going full dps, but I'm a greedy bastard, so I don't. C:
Now, as for the dps loss part of this discussion.
Yes. You're right. Using Power Slash out of Grit is a DPS loss compared to using a Syphon Strike combo out of Grit.
(Ignoring the Darkside bonus, since it applies the same to either)
Power Slash out of Grit = 150 + 220 + 300 = 670 potency
DA+SE in Grit = 150 + 250 + 400 = 800 potency - you're in grit so it's 800*0.8 = 640 potency
"But what about the fact that it doesn't have Syphon Strike built in?"
Interesting question.
As I've stated in an earlier post:
1 cast of Blood Weapon affords you enough bonus Mana to use 6-7 Power Slashes before you see a net loss in Mana compared to Grit (6 combos is 45s).
However, it is definitely, 100% optimal to stay in Grit as long as necessary to maintain a string of SS combos without ever needing to touch PS again, within reason. Using 2-3 before dropping it (IF NEEDED) is for sure optimal compared to dropping it sooner.
Blah blah blah.
- Leading with Plunge is bad. Don't do that.
- Using Power Slash out of Grit isn't a dps loss compared to staying in Grit.