Whilst I dont play warrior, changing samurai's cone to a circle felt horrible to me. So I agree, bring back the cones. If it ain't broke, dont fix it!
Whilst I dont play warrior, changing samurai's cone to a circle felt horrible to me. So I agree, bring back the cones. If it ain't broke, dont fix it!

I would say that I prefer the circle shaped one. Especially cause some mobs who group up have a tendency of circle you, and if you keep moving to hit every enemy you can take mob's away form other characters area.
I see the claim that mobs just group up around you/circle around you alot, however, in all my runs, I do not remember that ever happening. I play every tank with the goal of keeping everything infront and that is what I do. I also only have to move to dodge AoEs, at which point I'm back and the pack hasn't move that much.
With this in mind, I want to make the claim that mobs circling you isn't a product of the mob A.I. but more of a player skill level. I tanked The Dead Ends today as PLD and had no issues keeping everything infront and I do not remember a dungeon where it was the case where I couldn't, feel free to name any, I have tanked alot of dungeons in my time.
So really, I want to know, how do people who always have mobs encircling them do the pull? When you get to the last pack do you just pull them to you and stand still? Do you do what I do and run through them so that they are all on one side? There might be other cases I am not considering but that is the only point at which I can think of where the difference would be.
Idk about them circling you completely, but for sure the mobs push each other around if they can't "reach" you, while they all desperately fight to be the closest for your autograph, eventually leading to a full circle, but usually you have to adjust before that happens due to outgoing aoe anyway. Very dependent on pack and mob size.
On topic I don't care about Overpower's shape, it makes no difference to me, can adjust to either, don't feel like either has a difficulty difference, a thematic difference or such a huge advantage that it's worth mentioning, second AOE is circle already, along with other AOE's on WAR, so you're going to be adjusting for circle shapes anyway. That's not to downplay or dismiss those of you really passionate about the change from cone, only that it doesn't matter to me personally.
Last edited by Imoen; 04-20-2022 at 05:00 AM. Reason: meh
The thing is though, I don't experience that at all, they all stay infront, without having to continuously reposition. This is why I ask for a pull where people were having this issue as it could be a particular mob pack, so that I can investigate for myself.Idk about them circling you completely, but for sure the mobs push each other around if they can't "reach" you, while they all desperately fight to be the closest for your autograph, eventually leading to a full circle, but usually you have to adjust before that happens due to outgoing aoe anyway. Very dependent on pack and mob size.
Also, once you have everything pulled, the circle will still hit everything infront of you, the extra range on the cone is purely for the pull, no need to keep running in and out.
I don't have a strong opinion either way, however the main points in favour of the circle, 'mobs circle you anyway' and 'you had to run in and out for the combo' really just do not apply as they issues with the player rather than the AoE.
Before this year I had never attempted Tanking on any game. Decided to take the plunge, and Warrior is the one I settled on for most of my Tank journey. At first I did find the fact that Overpower was a cone a little more hectic compared to the other AOE skills Tanks had. I was very fearful of not being able to get all the mobs agro before they could smack the healer/DPS, but in time I saw its longer reach as an advantage and it was a good way to learn how to line mobs up... that said in higher content I do sometimes 'cheat' and use Mythril Tempest on its own when going wall-to-wall, just to make sure I did catch the agro of the mobs. Anyway I can see why SE decided to change it, but at the same time it feels rather unnecessary. Perhaps a better alternative would have been to flip MT and Overpower around in the learning/rotation order? Also the shockwave animation in circular form is in no way as cool as the wavey animation of the cone.
Funny you say that, because I had said in my previous post that it seemed "off" to me, but edited and deleted it like "Meh, not important" lol Good to know it's not just me.
Yar it's not a big deal, I know it's happened to me before in the past though, so I know it's a thing. Usually involves a few larger mobs and a large number of smaller ones being pushed by the large ones, probably depends on the types of mobs and their attack range too, doesn't annoy me enough that I would make a case for a circle vs a cone on Overpower, or commit an example to memory though. So, sorry I can't point out a specific example or I would.
Last edited by Imoen; 04-20-2022 at 11:13 AM. Reason: I'm sick and words are hard, im sorry. lol

I suppose that's how we all started. It's kinda sad that they had to take away this skill that one could built over time.Before this year I had never attempted Tanking on any game. Decided to take the plunge, and Warrior is the one I settled on for most of my Tank journey. At first I did find the fact that Overpower was a cone a little more hectic compared to the other AOE skills Tanks had. I was very fearful of not being able to get all the mobs agro before they could smack the healer/DPS, but in time I saw its longer reach as an advantage and it was a good way to learn how to line mobs up...
We (used to) have both. It'd be foolish not to use the options are our disposal to the fullest. Most pulls I open with Overpower, but there's exceptions, learning when to use which ability to most effectively grab the mobs was what kept dungeon tanking fun (especially in PUGs where one might need to compensate for unexpected party behaviour)
I've seen this suggestion a few times and I'm afraid I have to disagree with it being a good idea. I usually want to use Overpower as opener for numerous reasons that have been expanded up already in this thread (range, time at which you'd use it etc etc), only occasionally I'd want to use the Mythril Tempest before Overpower (which would usually be Tomahawk -> Mythril Tempest situations rather than Mythril Tempest -> Overpower anyway).
So while Overpower has its perks while tanking packs it's especially great at pulling, as such I don't feel switching them around in the combo makes much sense.
Generally, it's more intuitive for the tool given first to be the one that's easier to pull/engage with... which would actually be Overpower, anyways.



Squad MRDs Overpower are circles to. Which I was surprised to be honest. Squads still have old abilities that they can do and you can't. I was expecting them to lead Squad MRD to be a cone. Nope, they made it a circle too.
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