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  1. #71
    Player
    SorceressVal's Avatar
    Join Date
    Apr 2016
    Posts
    62
    Character
    Alexis Kitsune
    World
    Diabolos
    Main Class
    Summoner Lv 83
    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 .
    (0)

  2. #72
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by SorceressVal View Post
    ...


    Unchained is a buffing skill placed on the Warrior that lasts for 20 seconds. During which, the warrior gains 33.3% damage for spending 5 stacks of Wrath. 20 seconds is 8-9 GCD skills that will be boosted in damage and enmity generated.

    The other options are Inner Beast, and... what was that skill from 2.X called... Iron Typhoon? Oh! Steel Cyclone.

    Inner Beast is a single GCD skill that deals 300 potency, heals for 100% of the damage dealt, ignores the Defiance penalty, and grants a 6 second buff on the warrior that reduces damage by 20%.

    Steel Cyclone is a single GCD skill that deals 200 potency in a 5 yalm radius, increases enmity generated on the skill itself, and ignores the Defiance penalty.

    Single Target damage and aggro: Unchained > Others.
    Multi-target damage and aggro: Unchained >Others.

    In almost every single situation aside from requiring the 20% damage reduction from Inner Beast, Unchained is the best skill to spend Wrath Stacks on. It grants the highest gains in personal damage and enmity out of all three Wrath skills. All the while having a measely cooldown of 120 seconds or 2 minutes.

    The opening post was discussing why Unchained isn't being utilized in opening pulls for the standard play since it is arguably the highest raidDPS gain method at very little personalDPS cost to the WAR. Allowing your PLD/DRK essentially access to 20%+ damage in their openers and removal of potential Rage of Halones and Power Slashes out of their fight rotation will trump the -5% damage the WAR suffers for the first 20 seconds of the fight.
    (0)
    Last edited by FallenWings; 05-20-2016 at 06:17 PM.

  3. #73
    Player
    SpookyGhost's Avatar
    Join Date
    Sep 2013
    Posts
    3,403
    Character
    Kori Fleming
    World
    Cerberus
    Main Class
    Marauder Lv 80
    Quote Originally Posted by SorceressVal View Post
    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 .
    I've no real idea what you're saying here, but I'll try and attempt a response. I'm not sure if you think that being Infuriated is the same as being under the effect of Unchained, or if you just mean that when you use a 5 stack move (Inner Beast or Steel Cyclone) that they ignore the damage penalty. The latter is true, however both are bursts of high damage - after they've done their job you have to slowly build back up to your 5 stacks again while all your abilities are doing 25% less damage. Unchained, on the other hand, removes that penalty and (especially coupled with Berserk) will net you higher damage during the course of that 20s than you would gain from the burst with IB/SC. In terms of threat and damage, Unchained beats both as long as you get the full use out of it. I see you play Summoner, so think of it as a difference between using Ruin 3 for a big 1 GCD of damage or one of your DoTs which takes awhile to fully work but will give you more damage in the end. Not the best comparison, but hopefully that clears things up.

    In terms of adds spawning in a boss fight, it's worth noting that Unchained should be used at the start of the boss fight (Infuriate before you pull or have 5 stacks ready from previous trash -> pop Unchained -> Tomahawk -> etc.) so any point where an add would pop up you've probably already ran through the full duration of Unchained and it (hopefully) won't be back up again before the next trash pull. You also say "spamming overpower but then that would be a waste wouldn't it" - however, it's worth noting that @ 3 mobs OP is your strongest GCD (360+ potency every. single. GCD). In terms of Wrath usage, it depends on the situation - if you've got Unchained available, it's insanely powerful as it allows your OP spam to be powered up by Berserk + Bloodbath. If Unchained isn't available, you just decide between Steel Cyclone (damage + snap aggro on multiple mobs) and IB (20% damage reduction, so good when you're running weaker CDs and there's a lot of damage incoming).

    But. Yeah. Hopefully that clears things up maybe? I'm not sure if your first language is English or not so I'm not trying to be offensive here but I just had a difficult time putting together your points.
    (0)

  4. #74
    Player
    SorceressVal's Avatar
    Join Date
    Apr 2016
    Posts
    62
    Character
    Alexis Kitsune
    World
    Diabolos
    Main Class
    Summoner Lv 83
    Your simply stating the action as listed what you are missing completely is the point those effects are nominal but extremely short lived . 1 volly of healing just 1 and that puts the total effectiveness to shame. As i said b4 it isnt the effects or use its the skill its not practical to have that much aggro generation with no little to no duration and a cooldown that prevents reuse unless its a boss fight in wich case they take so much less in damage its better to leave damage completely to the dps who can do steady high damage without buff waiting . How is that not seen . The skill is akin to darkside its use would need similarity for effective output .
    (0)

  5. #75
    Player
    SorceressVal's Avatar
    Join Date
    Apr 2016
    Posts
    62
    Character
    Alexis Kitsune
    World
    Diabolos
    Main Class
    Summoner Lv 83
    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
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  6. #76
    Player
    SorceressVal's Avatar
    Join Date
    Apr 2016
    Posts
    62
    Character
    Alexis Kitsune
    World
    Diabolos
    Main Class
    Summoner Lv 83
    No it really isnt practical especially in large groups where the dps are doing aoe or different targets at once . If it lasted like darkside that would change things but at best once in a blue moon you can be a average dps for 20 sec . That while being a tank counted on to hold giant groups of enemies it is not practical.
    (0)

  7. #77
    Player Brian_'s Avatar
    Join Date
    Jun 2015
    Posts
    710
    Character
    Graylle Celestia
    World
    Tonberry
    Main Class
    Warrior Lv 70
    So you're basically saying that because tanks deal less damage than DPS and Healers, that we should just forego all DPS we can do and just turtle it up / generate more enmity.

    Yea... I'm just not in the mood right now to teach someone the fundamental concepts of this game. I think before you express any opinion you should have some grasp on those concepts already.

    If someone else wants to have a go at it, more power to you.
    (0)

  8. #78
    Player
    Kitfox's Avatar
    Join Date
    Nov 2011
    Posts
    1,113
    Character
    Lynn Nuvestrahl
    World
    Moogle
    Main Class
    Machinist Lv 90
    Quote Originally Posted by SorceressVal View Post
    No it really isnt practical especially in large groups where the dps are doing aoe or different targets at once . If it lasted like darkside that would change things but at best once in a blue moon you can be a average dps for 20 sec . That while being a tank counted on to hold giant groups of enemies it is not practical.
    You're arguing that people shouldn't use cooldowns at all because they're not worth the trouble? Gee, such solid reasoning. Are you one of these summoners who only use Ruin because DoTs aren't worth the trouble?
    (0)
    Last edited by Kitfox; 05-20-2016 at 07:27 PM. Reason: Better wording.

  9. #79
    Player
    SorceressVal's Avatar
    Join Date
    Apr 2016
    Posts
    62
    Character
    Alexis Kitsune
    World
    Diabolos
    Main Class
    Summoner Lv 83
    Personally i like the skill but with its short time and high cooldown they put it right on the edge of good or bad and basicly copied its concept and gave the finished version to drk .
    (0)

  10. #80
    Player
    SorceressVal's Avatar
    Join Date
    Apr 2016
    Posts
    62
    Character
    Alexis Kitsune
    World
    Diabolos
    Main Class
    Summoner Lv 83
    If attempting to attack 1 good time drops aggro and puts the TEAM at risk who is really being selfish ? Seirously we all get the same opportunity to que as any role . If you want to dps then que as a dps if you want to heal then que as healer if you want to tank then que as tank. The reality is repeat dyng isnt playing optimal it takes less time to do the job kill and move on then to wipe and restart .
    (0)

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