Quote Originally Posted by Hurlstone View Post
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...
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.

Quote Originally Posted by Hurlstone View Post
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.
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)

Quote Originally Posted by Hurlstone View Post
Perhaps a better alternative would have been to flip MT and Overpower around in the learning/rotation order?.
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.