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  1. #1
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by HiirNoivl View Post
    So far that I and other people can see, Inner beast heals your damage dealt x3 and is never effected by anything outside damage dealt. The modifier for Second Wind is attack power only.
    I think you might be right. Inner Beast can't be effected by anything else since it's a straight damage -> 300% absorb.

    It might still effect Second Wind due to it having a potency modifier, but in saying that it would seem Convalescence would be more effective in another situation regardless.

    Thanks very much for the information.
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  2. #2
    Player
    RhazeCain's Avatar
    Join Date
    Aug 2013
    Posts
    306
    Character
    Rhaze Cain
    World
    Behemoth
    Main Class
    Marauder Lv 60
    I was wondering about this part:
    Pull Skills - Pop Infuriate - Tomahawk to pull - Steel Cyclone (AOE is a little easier to manage than the conal Overpower until the mobs are lined up) - Overpower - Pop the Defense Macro
    Skills used directly after a pull is something I've been wondering about. Like there's a lot of ways to do it and maybe mine not certainly the best.

    According to http://valk.dancing-mad.com/?page_id=231 , Steel Cyclone is barely half the agro of Flash. Similar for Overpower. Not sure that source is entirely correct, but it's not something I can test easily myself. So compare to this plan:
    Infuriate - Tomahawk to pull - Foresight - Flash - Convalescence - Flash - Bloodbath - HS/SS/BB combo
    - This plan keeps Infuriated buff up the full time
    - If sleep is being used, it's not broken
    - Higher agro from Flash over Steel Cyclone
    - Less AoE damage (disadvantage)
    - More primary target threat

    Please note that I'm aware these 2 plans have different length:
    OP's plan has 3 weapon skill cooldowns followed by 3 off GCD abilities (with animation the defense macro is going to take a few secs). So lets call it 4 GCDs roughly. 10 sec about.
    My scenario here has 6 weaponskill abilities. So 15 sec about. Assuming OP's scenario is followed by HS/SS/BB combo, then my scenario is ahead on primary target threat because HS already happening by the 10 sec mark. Fast primary target threat is for those eager DPSers - flash/overpower alone can't keep up in my experience.

    Comments? Like I said, I think there's room for improvement here. But not obvious to me yet.
    (1)
    Last edited by RhazeCain; 09-28-2013 at 01:49 AM.

  3. #3
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by RhazeCain View Post
    According to http://valk.dancing-mad.com/?page_id=231 , Steel Cyclone is barely half the agro of Flash. Similar for Overpower. Not sure that source is entirely correct, but it's not something I can test easily myself. So compare to this plan:

    - This plan keeps Infuriated buff up the full time
    - If sleep is being used, it's not broken
    - Higher agro from Flash over Steel Cyclone
    - Less AoE damage (disadvantage)
    - More primary target threat

    Fast primary target threat is for those eager DPSers - flash/overpower alone can't keep up in my experience
    For Enmity numbers, Flash and Overpower are about the same. Steel Cyclone generates ~2/3 the enmity that they do. For sleep purposes, Flash would be the best choice, but most groups just burn down the mobs, which you need a lot of AOE emnity for.
    Each group you party with may be a little different and your choice of skills looks pretty solid.
    (0)
    "I don't always drink beer, but when I do, it's often."
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  4. #4
    Player
    Nabian's Avatar
    Join Date
    Apr 2012
    Location
    Limsa Lominsa
    Posts
    413
    Character
    Blanitar Abarhyrsyn
    World
    Excalibur
    Main Class
    Dark Knight Lv 80
    bump because it was too damn hard to find this thing
    (0)

  5. #5
    Player
    Exrage's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    114
    Character
    Rage Bladerunner
    World
    Behemoth
    Main Class
    Marauder Lv 50
    Lol, a 2.0 to my guide eh? It's not too bad but I'd point out the error on suggesting Mantra. It's 5% if you use it cross class and is overridden by a Monk as their bonus is 20%, making their healing contribution well sought out for in end game and necessary to have a 6th skill to swap out for as these are common even when doing dungeon finder PUG groups. You also swapped internal release for featherfoot, I would like to see the math on an STR warrior on why you are suggesting this.

    I would also point out the unnecessary /wait commands in your macros- Macro logic is very clear about using the first available ability in a sequence.

    Lastly is the point of those "Warrior combo" macros not being sure-fire. Adding a /wait 2.5 will work most of the time, but if you lag for even a second or miss either the initial heavy swing or skull sunder your macro will force the player to waste an un-combo'd butcher's block and potentially a skull sunder and this should be noted in your guide.
    (1)

  6. #6
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Exrage View Post
    Lol, a 2.0 to my guide eh? It's not too bad but I'd point out the error on suggesting Mantra. It's 5% if you use it cross class and is overridden by a Monk as their bonus is 20%, making their healing contribution well sought out for in end game and necessary to have a 6th skill to swap out for as these are common even when doing dungeon finder PUG groups. You also swapped internal release for featherfoot, I would like to see the math on an STR warrior on why you are suggesting this.

    I would also point out the unnecessary /wait commands in your macros- Macro logic is very clear about using the first available ability in a sequence.

    Lastly is the point of those "Warrior combo" macros not being sure-fire. Adding a /wait 2.5 will work most of the time, but if you lag for even a second or miss either the initial

    heavy swing or skull sunder your macro will force the player to waste an un-combo'd butcher's block and potentially a skull sunder and this should be noted in your guide.
    You guide is very informative as well. I have been piecing mine together for a couple weeks. Although it wasn't polished, I figured there was enough info to toss it up here on the OF.

    Thank you very much in pointing that out about Mantra. I definitely overlooked that it was not 10%, as I didn't even read the skill text since Phase 3. Even if it stacked with PGL/MNK, that 5% is pretty useless. I will probably swap the Internal Release for Featherfoot or Awareness. Featherfoot seems better by far as on a miss damage would negate to 0, where as a critical only deals ~40% more damage and is not common on endgame bosses and only trash mobs.

    I like to keep Internal Release for the HP Absorb Macro. Adding an additional 20% onto the 10% from having Infuriate tends to make Second Wind and Inner Beast Crit very often.

    Edited: I added in some of my math from what you can gain from stacking STR. It's not fully complete.

    The reason for the /wait command in my Macro is because I want all those skills to fire in order to buff the double Inner Beast. Without the /wait line, the accuracy of the Macro is not very good. Although as a macro, it can fire the first buffed Inner Beast in ~1.5 seconds.

    Having those two Combo's Macro'd does take some getting used to, as you are correct that if you run out of range of the mob or doing anything that would cause a skill to "error" then it will move to the next skill in order effectively losing your combo bonus. I'm working on a way too for it to trigger the next skill during the 3/4 of the GCD so as to speed up the macro as well. Managing that skillset by Macro is pretty straight forward and really cleans up the action bar. I will add a warning of the issues to the macro guide though, in case there are those that may not be familiar with the function of Macro's.
    (0)
    Last edited by Judge_Xero; 09-29-2013 at 08:01 AM.
    "I don't always drink beer, but when I do, it's often."
    Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community

  7. #7
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Exrage View Post
    I would like to see the math on a STR warrior and why you are suggesting this.
    I got everything fairly updated. Hope you find the read interesting. I don't have any testing on Parry mitigation from increasing STR as I was mostly looking into Warrior's lack of mitigation from spike damage on bosses.
    (0)
    "I don't always drink beer, but when I do, it's often."
    Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community

  8. #8
    Player
    Lhun's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    103
    Character
    Samuel Bellamy
    World
    Aegis
    Main Class
    Marauder Lv 11
    Quote Originally Posted by Exrage View Post
    snip
    I was under the impression that Mantra is 10% under 45, not 5.

    Regardless, I feel the only useless cross class skills are Savage Blade (skull sunder is the same) and depending on the boss, Inner Release can be a better choice then Featherfoot or Awareness. Savage Blade is the only truly useless skill for War, but Awareness, Featherfoot, Release and Mantra all have rolls to play.

    Second wind should be comboed with berzerk.
    (1)
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  9. #9
    Player
    Exrage's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    114
    Character
    Rage Bladerunner
    World
    Behemoth
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Lhun View Post
    ... but Awareness, Featherfoot, Release and Mantra all have rolls to play.

    Second wind should be comboed with berzerk.
    A very good point, but unless you provide clear examples the OP can't include it in his guide or won't so his guide isn't as confusing. Some fights favor more evasion, true, but no boss has a notably high crit rate worth the 25% crit reduction bonus in lieu of dodge that I've run into yet. A good point on second wind that should be noted, I tend to pop it just prior to berserk to maximize damage.
    (0)

  10. #10
    Player
    Altimis's Avatar
    Join Date
    Apr 2012
    Location
    Unknow
    Posts
    423
    Character
    Altimis Farron
    World
    Aegis
    Main Class
    Arcanist Lv 50
    So VIT not important to Warrior anymore?

    Higher HP - More Hits before you are dead? Not important?

    Especially you tanking Titan (if Party want you to tank him solely)
    (1)

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