does anyone else think it sucks how overpower requires a targeted enemy to use it? and drk/pld dont have to target anything for flash/unleash.
does anyone else think it sucks how overpower requires a targeted enemy to use it? and drk/pld dont have to target anything for flash/unleash.
Given that Overpower is a directional AoE (unlike PLD and DRK's), it seems like it would be difficult to use reliably when you're running around trying to pick up adds.
Having a target or not doesnt change its reliably (And if anything, Id imagine the opposite, running through mobs, hitting overpower, and a mob kept moving past u, or changed its position enough the cones direction gets altered, as mobs like to push eachother around)
All SE has to do, is make it a ground targeting AoE in front of you, like Salted Earth, except you dont get the extra step to chose where you place it, just where you were lasting facing.
This sounds MASSIVELY easier to use, than needing a target, and with the delay of when mobs are within range of overpower, and then the delay of it noticing it, mobs are already on top of you, despite having a longer reach than the other tank AoEs.
To be "optimal" you'd ideally avoid unleash, but some scenarios require you to get aggro the moment adds spawn in savage. and depending on the fight, abyssal drain wont reach all adds, since its a smaller circle. Once all adds are rounded up, then abyssal is able to reach all adds.
(Again, dependent on the fight)
In some cases, there can be so many adds, that they push eachother away from you, so far, than unleash almost doesnt reach them all, and unleash "can" out DPS abyssal then, but ONLY then. (Its not in savage content yet, so this scenario has only really occurred in aquapolis/lost cannals)
Last edited by Claire_Pendragon; 07-24-2018 at 03:17 AM.
CLAIRE PENDRAGON
While Overpower may be a little harder to initially get a hang of, it is really not all that hard to use after a little bit of practice.
Overpower also has it's advantages compared to Unleash and Flash. For starters it does way more damage than either of the others. It also has a greater reach (8y vs. 5y) which allows you to tag the group from the edge of them instead of having to be right in the middle of them. This is really useful when doing a mass pull because you can tag groups as you run past while staying off to the side instead of running straight through the middle of them which can help keep some distance between you and the trailing mob pack and therefore lessen the amount of auto attacks you take during the pull. It also provides greater range on the mob pack when you are tanking them since you try to keep all the mobs grouped on one side of you between you and the rest of your group, so if it is a really big group that is not tightly packed you are more likely to hit all of them.
While Abyssal requires a target, it also can be cast at range which is incredibly useful and valuable since you can tag groups from a distance such as when you run past in a mass pull without getting too close or if a group spawns during a fight and you want to tag them all without moving.
So which one is more "user friendly" is debatable since one requires no target but requires you to be in the middle of the enemies which may require you having to move to them, while the other requires a target but allows you the flexibility of hitting them from range.
Abyssal Drain is not smaller than Unleash, they both have an area of effect of 5y.
The only instance in which Abyssal may not hit all targets while Unleash would is if the mobs spawn in directly surrounding the player. In such an instance, the target requirement would offset the area of effect of Abyssal to the side the target is on and potentially miss some mobs on the opposite side from the target.
In my experience this can pretty easily be compensated for by proper repositioning and targeting.
From what I have seen, Unleash does just under twice the agro per use compared to Abyssal Drain for a smidge less MP, while Abyssal Drain does a bit over twice the damage of Unleased for a smidge more MP.
https://www.reddit.com/r/ffxiv/wiki/enmity
Basically Unleash is way more MP to agro efficient while Abyssal Drain is way more MP to damage efficient.
As maintaining agro is widely considered fairly easy and damage is seen as more valuable, Abyssal Drain is seen as the superior of the two abilities.
In most cases Abyssal will be your "go to" AoE agro ability, however in instances where a high level of snap AoE agro is needed Unleash may serve better depending on other factors such as where and how the mobs spawn.
Last edited by TouchandFeel; 07-24-2018 at 11:45 AM.
true, i guess i personally dislike how its directional unlike the others. i still love warrior though
Dark's don't use unleash once Abyssal Drain is learned.
Warriors can generate a large amount of global threat through Thrill of Battle and Equillibrium.
Okay, I've seen this before, but since the game doesn't explicit numerize Enmity gain for various skills, does Unleash generate less Threat than Abyssal Drain?
Also Unleash has better ease of use. Abyssal requires a target, while Unleash just requires said targets to be in range. If it is that Abyssal Drain turns out to be better than Unleash, then Dark Knight needs a new spell to make up for not needing unleash on my front crossbars. I suppose there is the rare occasion you get pulled into a low level dungeon, below the level of Abyssal Drain, but even then you can stop and change something in I guess.I'm think Dark Knight needs a new low level spell that stays relevant at higher levels.
Last edited by Selvokaz; 07-24-2018 at 03:10 AM.
Unleash generates a lot more aggro than Abyssal, but shouldn't be used for dps purposes in any circumstance. Only use Unleash to grab groups of adds, or increase your aggro meter when you really need to in trash pulls. Abyssal should be used as a dps gain in mobs of 4+.Okay, I've seen this before, but since the game doesn't explicit numerize Enmity gain for various skills, does Unleash generate less Threat than Abyssal Drain?
Also Unleash has better ease of use. Abyssal requires a target, while Unleash just requires said targets to be in range.
When your fighting mobs of 6+ you can Dark Arts+Abyssal Drain to get Hp back to ease the stress on Healers when doing large pulls. Just make sure to back this up with Quietus and Blood price for constant mp regeneration to fuel the Dark Art+Abyssal Drains. If you're out of MP total, Do your Syphon Strike combo for 2400mp back. Also using The Blackest Night fuels more Quietus and mitigation.
Last edited by Rubytoe; 07-24-2018 at 03:18 AM.
Unleash is 50 at like a 13x modifier or something.Okay, I've seen this before, but since the game doesn't explicit numerize Enmity gain for various skills, does Unleash generate less Threat than Abyssal Drain?
Also Unleash has better ease of use. Abyssal requires a target, while Unleash just requires said targets to be in range. If it is that Abyssal Drain turns out to be better than Unleash, then Dark Knight needs a new spell to make up for not needing unleash on my front crossbars. I suppose there is the rare occasion you get pulled into a low level dungeon, below the level of Abyssal Drain, but even then you can stop and change something in I guess.I'm think Dark Knight needs a new low level spell that stays relevant at higher levels.
Abyssal Drain is 120 at x5 or so.
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