
That's a good point, i'll have to think about this.
I see your point fully its true 33% up while able to still tank is good in any situation. But the problem lay with the skill itself it beggs what are we really getting with it .
Duration 10sec on average thats a 4 move line with current attack speeds that means casting unchained then cycling all the attack buffs to include infuriate you get at best 2 hits at maximum 3 if you add an infuriated move . Mind while performing this both healers and dps have cycled 3 or 4 rotations and bult aggro/hate so on a team standpoint does this skill really warrant dropping a hate building move for? Are we really doing the job if were dropping hate for damage ?![]()
Unchained has a duration of 20s - this is approximately 3 full combo attacks.
There is no reason to ever use Steel Cyclone in a single-target encounter - that is the only use for wrath stacks which generates enmity.
The 33% damage buff from Unchained when applied to a very nice rotation of Eye>Block>Maim>Deliverance is likely higher than 1 SC anyway in hate.
You're still in Defiance. No hate is sacrificed for this skill's use.
I'm trying really hard to understand why you're disagreeing. The points you're making are not applicable to the situation being discussed.
Ok 20 sec that little more then doubbles the 2 to 4 and also adds a half rotation to the healers and dps which seems worse .The duration for this skill would only hurt its case if not a end when recasted or given a much shorter cooldown.Wether it was 10 or 20 wouldnt change much
Combo attacks run to a single enemy at a time to get any real effectiveness to it needs to last combo rotation time not just attacks . Not even most boss battles are 1 on 1 so while you are hitting the 1 your group of 10or more is dispursing the hate buy generating there oun unless your spamming overpower but then that would be a waste wouldnt it . Incidentally unchaing a attack ignores damage debuff so does infuriate adding the two does not ignore it times 2 so using an infuriated move doesn't do extra cuse ur unchained that defeates the purpose of separating the 2 . In addition im assuming the tank isnt a 60 in wich case 90% of them arnt and would be intrested in the subject in the 1st place .
U asked why is wasnt contantly used to begin with this is the answer wether liking the skill or not isnt factored ito it . Its its practicality that it the factor . The effects are good not a single person is going to debate that . They look really good listed not a single person is going to debate that either . Wether it is worth it to use with god aweful long cooldown and extremely short duration is a different matter all together .
Example lets say to make this easyer for you a attack hits for 100 then u add the 300% what do u get ? 300 its really not that much compared to a regular dps output or even a whm.
All that effort and time taken to repeat an attack a dps does at regular is it worth it when you can instead use the space to either increase aggro generation to get a steady aggro flow or increase defense to take pressure off the healers

so, unchained and berserk in defiance(without unchained) which one gives bigger boost to damage?
Unchained raises you from 75% to 100% (A buff of +33.3% damage - stronger than Fight or Flight!)
Berserk raises you from 75% to ~75%x150% = 112.5%
Maim and Storm's Eye make the difference larger.


Because moar DEEPS.
Duh !
Yes, it's sad...
I think this really depends on the party setup.I'm assuming the reason people don't open up this way for the most part is that if say there's a dragoon in the party it's worth staying in deliverance on opening for that higher fell cleave crit chance.Given the long cooldowns on some of the party buffs in general you're probably still losing more dps overall.
Most competant MT's can stay in their offensive stance when dealing with a single target boss anyway.
Hell you could just open with a tripple cleave on warrior and hold agro on boss that way and let pld switch after anyway.
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