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  1. #21
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Keep in mind a lot of WAR's sustainability for large dungeon pulls comes from it's self-healing effects on offensive abilities and proper utilization of them in tandem with your defensive CDs.

    What I found effective (moreso at 70 when IR replaces Berserk) is to switch-off between the following:

    - For one pull do Berserk/IR+Steel Cyclone spam, making sure to cycle in an Infuriate if using Berserk so that you get 3 Steel Cyclones out during Zerk. This should do a hefty amount of AoE damage, establish strong aggro and provide enough self-healing to pretty much offset the incoming damage. From this point I usually cycle into the standard Overpower spam and pop lower end defensive CDs like Rampart as necessary until the pack has been thinned enough that I can switch over to Deliverance and focus more on just killing off the remainders as quickly as possible since incoming damage is now much lower.

    - If Berserk/IR is on cooldown for a pull, I then usually pop Unchained, put up Vengeance for the mitigation and the little extra damage it does and go into Overpower spam. I also pop Infuriate to toss out as many Steel Cyclones as I can and tend to save Equilibrium for a little self-heal top-off here. Once the pack is sufficiently thinned and healing isn't much of a concern I pop over to Defiance and focus on clean up duty.

    I find doing the above helps spread out mitigation, factoring in both defensive CDs and self-healing, as well as helping to boost DPS out of IR/Zerk by pairing Vengeance with Unchained+OP, leading to a fairly smooth cadence going from mass pull to mass pull and pretty much makes it so you can do IR/Zerk+Cyclone one mass pull and then Unchained+OP+Vengeance the next pull and then back to IR/Zerk+Cylcone for the next and so on in the cycle.

    A couple of extra things to keep in mind.

    - Always keep up your Storm's Eye damage buff! You want to make sure that it is up before starting Unchained+Overpower or IR/Zerk+Cyclone spam or you will be losing out on a hefty chunk of DPS and potential self-healing. I personally like to try to pre-prep it for the next pull by doing a Storm's Eye combo on the last enemy of a pack just as it is going down so that the duration is refreshed and ready to go for the next pull. If the buff drops before you get the pull all under control and grouped up, do a quick Overpower or two to establish group agro and quickly get out a SE combo to get the buff up and then go nuts with the spam.

    - While Defiance is a dps loss over Deliverance, even with Unchained, a dead tank is an even greater dps loss. People love to parrot the meta mantra of avoiding tank stance, but that is only partially true and should only really become a goal once you have become somewhat comfortable with the job. If you are in situations of very high incoming damage, like with mass dungeon pulls, and your healer is being put under a lot of strain even with proper CD usage, you should probably be in Defiance and looking for additional ways to offset the damage such as making sure to take advantage of the huge amount of self-healing WAR has access to.

    At lvl70, WAR is imo the best at dealing with large dungeon pulls because IR+Cyclone spam just melts mob packs and provides so much self-healing that you are virtually invincible.
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    Last edited by TouchandFeel; 06-13-2018 at 02:02 AM.