Forum Settings
       
Reply To Thread

Gladiator - Other Classes to levelFollow

#1 Sep 24 2010 at 6:13 PM Rating: Excellent
*
63 posts
I was wondering what other people have experienced with Gladiator cross-over skills. Which are worth it and which aren't? Here are some of my experiences/thoughts. I am focusing on the lower levels now but I plan on extending this as I go. I plan on testing the untested things ASAP.

 
Pugilist 
 Second Wind(6) - Use 250TP to restore HP.  
   - Rrequires almost half a Stamina bar to use. 
   + Heals approximately 183. (Rank 10 - 13) 
   + Very low cast time. 
 Taunt(10) - An extra provoke! 
   + Does not share cooldown with Provoke. 
   + Great for pulling adds off Mages. 
 Featherfoot*(12) - Increases evasion. Might prevent more guard(and therefore phallanx). 
 
Conjurer 
 - Gladiator's cannot cast spells as AoE. 
 Cure¹(6) - Paladin!    
   + Heals approximately 150. (Rank 10 - 13) 
   + Requires very little stamina. 
   + Seems to generate decent enmity. 
   - Has a cast time. 
 Stoneskin¹ᶳ(8) - Blocks damage. 
 Shock Spikes¹ᶳ(8) - Returns damages and stuns when attacked. 
   + I have found it returns around 50 Damage.  
   + Stun seems to be about 10-25% of the time with my 16 INT Gladiator 
 Radianceᶳ(10) - Grants MP back based on dmg done. 
   + (100dmg @ 5% = 5MP for 1000TP) 
   + Can prevent the need for returning to distant Aether's while grinding. 
 
Thaumaturge  
 - Gladiator's cannot cast spells as AoE. 
 Sacrifice¹(4) - Decent heal over time. 
   - Even though sell description says AoE it is not when used by a Gladiator. 
 Punishing Barbs(10) - Returns 100% of the damage taken 
   + Great spell for difficult leves 
   + Lasts 50 seconds 
   - Has a 3:40 cooldown 
 Stygian Spikes¹ᶳ(16): Gives MP for damage taken. 
   + Best ability to return mana as Gladiator 
 Absorb DEF¹(18): Takes targets defense and gives it to you! 
  - 60 second recast 
 
Marauder 
 - Gladiator's cannot see when they gain steadfast but can get the effects. 
 Defender(10) - Reduces damage taken 
  + Considerably reduces damage taken. 
  - It reduces the damage dealt. This may cause enmity problems. 
  - Steadfast means you have to stand still 
   
 
Lancer 
 Ferocity(4) - Makes next attack or weapon skill more damaging. 
  + Increase damage on next attack by 60%. 
  + The skill itself adds generate a reasonable amount of enmity. 
  - Does not work with Radiance. 
 
* Theory only untested. 
** Read but untested. 
¹ Requires Mana 
ᶳ Better for solo play.(Use is negated or lessened in party environment) 
Strongly Recommended 


I have finally raised every War/Magic job to Rank10(except Archer)!

Edited, Sep 30th 2010 3:17am by Brentmeister

Edited, Oct 6th 2010 4:09am by Brentmeister

Edited, Oct 6th 2010 4:09am by Brentmeister

Edited, Oct 6th 2010 4:12am by Brentmeister

Edited, Oct 6th 2010 4:12am by Brentmeister

Edited, Oct 24th 2010 8:25pm by Brentmeister
#2 Sep 25 2010 at 4:09 AM Rating: Decent
I haven't had a chance to play around with it on Gladiator yet, but Radiance might be well worth getting for solo (and possibly even group). Rank 10 Conjurer ability; uses 1000TP and returns 5% of damage done as mana. So a Radiance that hits a mob for 100 damage will return 5 MP to the caster. The reason I say decent for solo is because it means you can load up the MP consuming abilities (Stoneskin, Shock Spikes, Cure) and then if you start running low on mana you can just smack something around with Radiance for a while without having to go back to an aetheryte node. I just started ranking up my Pugilist and Cure + Radiance were two of the abilities I equipped and it works a treat.
#3 Sep 25 2010 at 4:43 AM Rating: Decent
*
63 posts
Sounds good I will add it to the list. So far Cure/Second Wind is working wonders with my Glad. I am able to Breeze through the ~10 Leves on 3 stars.
#4 Sep 25 2010 at 8:37 AM Rating: Decent
Scholar
24 posts
While i understand the thought process, behind a "mage" type of class with glad. Is it really feasible?
I haven't tested them past level 6-7, but it seems to me like you will visit the aetheryete stone frequently for mana.
How about these three classes.

Pugilist - level 10 Taunt. Separate Cooldown from provoke. Always nice to have 2 taunts.

Marauder - level 10 Defender. The skill says it all. Stacked with still precision, you have an enmity machine.

From pug and rauder, those are just 2 of the skills that i see useful early. Not to mention everything you get down the road.

Lancer - This one if kind of iffy. Personally i like 1 skill. level 10 Speed surge, the ability to generate stamina faster is unquestionable. The absorb is an added bonus.
#5 Sep 25 2010 at 4:27 PM Rating: Decent
*
63 posts
I have used Conjurer heal with some pretty good success. It has saved me several times on leves. Cure isn't that great for grinding but I have found its a pretty effective hate generator and tanking skill(Guard/Phallanx and Cure holds aggro pretty well). I heal for about 150. I have read Punishing Barbs works even on Disciples of War but I haven't tested it for myself yet. The problem with using Defender with Gladiator is we don't get access to Steadfast. It still may be effective for the defense bonus though.

Also I have yet to run out of mana on a leve yet, they tend to be very short. Even while grinding I keep Cure on to save myself in dire situations, I just use it more sparingly.

Edited, Sep 25th 2010 6:31pm by Brentmeister
#6 Sep 26 2010 at 9:43 AM Rating: Decent
Scholar
24 posts
The defense bonus off defender is nice. Personally i don't have threat issues. Especially since i went pug 10 also and got taunt. Depending on who you run with, i swap out still precision for second wind if i run with a thaumaturge and not a conjurer.
All personal preference though.
#7 Sep 26 2010 at 4:21 PM Rating: Decent
Scholar
*
216 posts
Do people consider lvl 10 Pugilist to be required? I really don't want to go level up a Pugilist to 10 right now. I know it doesn't take all that long, but I spent most of my time in beta as a Pugilist and didn't find it all that fun.
#8 Sep 26 2010 at 8:16 PM Rating: Decent
*
63 posts
TheLufia wrote:
Do people consider lvl 10 Pugilist to be required? I really don't want to go level up a Pugilist to 10 right now. I know it doesn't take all that long, but I spent most of my time in beta as a Pugilist and didn't find it all that fun.


Pugilist has helped me greatly in maintaining aggro. I think its hard to say anything is "required" at this point but I really think Taunt is probably the most important side skill you can get on a Gladiator.
#9 Sep 26 2010 at 9:41 PM Rating: Decent
10 posts
I have found Marauder and Conjurer to be the best combo to use with Gladitor, while I do see the merits of pugilists and thaumat but one gets to the point of having to many abitilies spaced out to chose from. It seems better to focus on con, mar, and gla/as main.
Right now 15gla/10mar/10con and here is what i use
1. Light Swing
2. Guard
3. Phalanx
4. Trunksplitter (like better the Red Lotus cause no mp consum)
5. Red Lotus
6. Circle Slash
7. Provoke
8. Cure
9. Stoneskin
0. Shockspike

I do change things up every now and then but currently this works for me, but open to new ideas.

Some of the main reason i decided not to play pugilist is provoke and taunt work similar enough, cure work just as good a second wind plus lower refresh.

#10 Sep 26 2010 at 10:23 PM Rating: Decent
*
63 posts
TheHolyKnight wrote:
I have found Marauder and Conjurer to be the best combo to use with Gladitor, while I do see the merits of pugilists and thaumat but one gets to the point of having to many abitilies spaced out to chose from. It seems better to focus on con, mar, and gla/as main.
Right now 15gla/10mar/10con and here is what i use
1. Light Swing
2. Guard
3. Phalanx
4. Trunksplitter (like better the Red Lotus cause no mp consum)
5. Red Lotus
6. Circle Slash
7. Provoke
8. Cure
9. Stoneskin
0. Shockspike

I do change things up every now and then but currently this works for me, but open to new ideas.

Some of the main reason i decided not to play pugilist is provoke and taunt work similar enough, cure work just as good a second wind plus lower refresh.



9. Stoneskin
0. Shockspike
These don't work well in parties with Conjurers that can AoE buff. However, they are useful solo.


4. Trunksplitter (like better the Red Lotus cause no mp consum)
Once you get Spinstroke this isn't needed(also pugilists can give you concussive strike).


Taunt is incredibly useful because of Provoke's long cooldown. I have had situations where I pull hate with provoke off a mage. It hits me a few times and I fail to cement aggro and it goes back. Taunt can save lives in this scenario. Taunt is also great for AoE tanking. DPS one mob. Taunt and Provoke the other to keep it on you for a majority of the time.

So far I see very little benefit to leveling Marauder until we can gain the benefits of Steadfast.

I think discussion is good though so if there are other reason's you might think Marauder is good lets get the topic rolling.


#11 Sep 27 2010 at 1:56 AM Rating: Decent
Radiance works well for restoring mana in the field. It's not very good for tough and higher mobs because you don't do enough damage with it to get much MP back, but I was running around tonight thumping dodoes and when my MP started to dip I'd just go punk a few rats. 5% of 120-140 damage is 6-7mp. It doesn't sound like a lot, but we don't use a ton of MP unless we're in over our heads. I never use cure between fights, only in the midst of them if my HP hits yellow and Second Wind is on CD. With the right abilities equipped from other jobs, any class can become relatively powerful. I can handle virtually any mob up to 4-5 levels above me. I had to run from a dodo at rank 7 because it was hitting me for more than I could cure through, but I came back at rank 8 with a bit better chance to hit and Phalanx and curbstomped him.
#12 Sep 27 2010 at 7:52 PM Rating: Decent
Scholar
24 posts
Defender is a huge part of Glad, i got Marauder to rank 10 asap for that ability. We don't get the enmity boost but honestly.... do you have problems holding the mob to you? I don't. Defender is a must.
#13 Sep 27 2010 at 9:30 PM Rating: Decent
Scholar
24 posts
Defender is a huge part of Glad, i got Marauder to rank 10 asap for that ability. We don't get the enmity boost but honestly.... do you have problems holding the mob to you? I don't. Defender is a must.
#14 Sep 27 2010 at 10:15 PM Rating: Good
Sage
***
1,424 posts
Radiance it's nice until your party gets to level 18, but the real mp regenerator is Stygian Spikes from the Thaumaturge, those return a portion of damage as mp.

Speaking about spikes, while useful, they harm our chances to block, in this game the damage from those spells is considered a "counter" and you either block or counter but not both.

Defender indeed is a great ability for Gladiator, it can be kept up all the time and significantly increases defense, Taunt as a second provoke is useful for crowd control, specially in levequests where several targets are paired, giving the option to have the attention of both at the same time as long as you dedicate one of those abilities for each target.

A word of advice, it's preferable to avoid gladiator until you get your hands on a shield (anyone is fine), shield skill seems to be one of the hardest to increase, and playing gladiator w/o one will only make it harder.

Ken
____________________________
FFXIV Signature
"Maybe it means: you're the evil man, and I'm the righteous man, and Mr. Nine-millimeter here, he's the shepherd protecting my righteous ass in the Valley of Darkness." - Jules.
K&K forever!, FFXI: Kenage, retired, My gear sets
#15 Sep 27 2010 at 10:44 PM Rating: Decent
*
63 posts
kenage wrote:

Speaking about spikes, while useful, they harm our chances to block, in this game the damage from those spells is considered a "counter" and you either block or counter but not both.
Ken


I have been able to both block and counter. I'll try to get a screencap next time I play and post it.


Gompi wrote:

Defender is a huge part of Glad, i got Marauder to rank 10 asap for that ability. We don't get the enmity boost but honestly.... do you have problems holding the mob to you? I don't. Defender is a must.


I'll add it to the list and will try to test this ASAP. Hopefully I can get to it tonight after Thau.

@Aurelis: my thoughts on radiance exactly.
#16 Sep 28 2010 at 10:01 AM Rating: Decent
Scholar
24 posts
Stygian Spikes is a big 1. I run with a Thaumaturge so i've never need to level to get it. Difficult to grind a Thaumaturge to 18 and keep up with the rest on glad right now though. So i wouldn't focus on it considering you get enough abilities to be effective now.
#17 Sep 29 2010 at 1:18 AM Rating: Good
Sage
***
1,424 posts
Brentmeister wrote:
kenage wrote:

Speaking about spikes, while useful, they harm our chances to block, in this game the damage from those spells is considered a "counter" and you either block or counter but not both.
Ken


I have been able to both block and counter. I'll try to get a screencap next time I play and post it.
Does anyone else can offer a confirmation of this, I have been trying to pay close attention to my log but so far have never seen "partially block" and "you counter" on the same attack.

I appreciate any additional info on the matter.

Ken
____________________________
FFXIV Signature
"Maybe it means: you're the evil man, and I'm the righteous man, and Mr. Nine-millimeter here, he's the shepherd protecting my righteous ass in the Valley of Darkness." - Jules.
K&K forever!, FFXI: Kenage, retired, My gear sets
#18 Sep 29 2010 at 1:38 AM Rating: Decent
4 posts
I originally leveled Thaumaturge without doing much research, and have been using Sacrifice on both my Lancer and Gladiator. Has anyone got a decent comparison between Sacrifice and Cure? They seem incredibly similar, with sacrifice costing 2 less mp, and gaining regen. Cure definitely gets a better instant return on HP. I just rerolled to change race, and was wondering if I should bother with Thaumaturge at all in the short run?
#19 Sep 30 2010 at 1:21 AM Rating: Good
*
63 posts
TheAvondahl wrote:
I originally leveled Thaumaturge without doing much research, and have been using Sacrifice on both my Lancer and Gladiator. Has anyone got a decent comparison between Sacrifice and Cure? They seem incredibly similar, with sacrifice costing 2 less mp, and gaining regen. Cure definitely gets a better instant return on HP. I just rerolled to change race, and was wondering if I should bother with Thaumaturge at all in the short run?


Sacrifice is AoE on Gladiator/Lancer. Cure is not? Not sure what the HP differential is though will test when I get back to leveling. Currently I am grinding Weaver. BORING!
#20 Oct 03 2010 at 9:27 PM Rating: Good
*
63 posts
Update here is that screencap. I have Punishing Barbs and Shock Spikes up.

[img=http://imgur.com/QfbdE.png]
#21 Oct 04 2010 at 2:27 AM Rating: Decent
2 posts
Well I have been doing some testing with the steadfast ability on gladiator;

Here is what I Did;
Marauder skills:
Lv10 - Defender
Tighten your guard, increasing defense and reducing attack power. Increases enmity generation while under the effect of steadfast.
Cast time 0
Recast time 30


Lv8 - Skull Sunder
Strike an enemy in the head, dealing slashing damage and additional damage over time. Attacks enemies in a cone before you while under the effect of steadfast.
Cast time 0
Recast time 10
Tp cost 500

I grouped with some LS mates and i found that if i just spammed Light Slash i would easier hold aggro when i stood still for a few seconds as it says in the describtion on defender this is an added effect, though you might say this is just teories what really made me sure that glads do gain the steadfast when stading still is this
Attacks enemies in a cone before you while under the effect of steadfast.
after standing still for around 5 secs my Skull Sunder actually hit mobs in a cone infront of me turning Skull Sunder into an AOE.

So my conclussion is this we do infact gain "Steadfast" I do not believe that we gain the benefits of said ability but we gain the added effects of other abilities that are tied to it aslong as we stand still to get the "buff"

#22 Oct 05 2010 at 6:36 PM Rating: Decent
Scholar
*
53 posts
SumoZeb -> I've had the same experience on a Lancer when standing still and using Skull Sunder, I was able to get the AOE version out by standing still for a period of time and using this skill. I'm not sure if it's a bug or an intended feature but I suspect the former.

A gladiator friend of mine also triggered the same thing and decided to take out Skull Sunder due to the risk of aggrovating curious nearby mobs.
#23 Oct 05 2010 at 8:38 PM Rating: Decent
27 posts
TheAvondahl wrote:
I originally leveled Thaumaturge without doing much research, and have been using Sacrifice on both my Lancer and Gladiator. Has anyone got a decent comparison between Sacrifice and Cure? They seem incredibly similar, with sacrifice costing 2 less mp, and gaining regen. Cure definitely gets a better instant return on HP. I just rerolled to change race, and was wondering if I should bother with Thaumaturge at all in the short run?


Sacrifice takes some HP to cast, and has lower burst healing potential. Cure shines more as a cross-class heal.
____________________________
FFXI - Endyne(Asura) RDM 78, NIN 85

FFXIV - Endyne Asuran (Mysidia)
THM 18 // GLD 20 // CON 13 // BSM 17 // GSM 13

LWR 9 // WVR 13 // MNR 15 // LNC 21
#24 Oct 05 2010 at 8:39 PM Rating: Decent
27 posts
Stygian Spikes would be a better MP return spell to have. As for the time it takes to level THM, think about this: you can level shield skill while on THM, as well as CON, so theres more than just getting it to rip a spell.
____________________________
FFXI - Endyne(Asura) RDM 78, NIN 85

FFXIV - Endyne Asuran (Mysidia)
THM 18 // GLD 20 // CON 13 // BSM 17 // GSM 13

LWR 9 // WVR 13 // MNR 15 // LNC 21
#25 Oct 06 2010 at 7:17 PM Rating: Decent
5 posts
I'd have to agree that Marauder and Pugilist are 2 great classes to level. Both of their level 30s abilities will be crucial for tanking Gladiators.

Edited, Oct 6th 2010 9:35pm by leojreimroc
#26 Oct 26 2010 at 9:09 AM Rating: Decent
4 posts
Sacrifice has a 1 sec casting time and requires but does not cost any hp to cast and is my preferred heal. Cure has a 2 sec casting time and heals slightly more initially. Honestly though as a level 23 Gladiator both heals are a moot point because you'll break even with the damage mobs do to you and come up short when they use a tp move or spell. To be fair Aegis Boon allows you to mitigate all normal damage while getting 2-3 heals off. Additionally there is a nice trick where you can raise your shield w/guard while casting. If you're set on healing spells as a gladiator get the rank 2 and get firm conviction, 8k thm marks, to reduce damage while casting so you at least come out ahead.
#27 Oct 26 2010 at 1:57 PM Rating: Decent
*
178 posts
Sacrifice 2 is great and recovers alot of HP.
#28 Oct 26 2010 at 3:07 PM Rating: Decent
9 posts
Under Mar you forgot to mention bloodbath, not that big of a deal since you get it before defender but might be worth putting on the list
#29 Oct 26 2010 at 6:24 PM Rating: Good
*
63 posts
I didn't add bloodbath because I feel it isn't that useful for a gladiator. Perhaps in some solo situations but skills like Second Wind and Cure are my preferred way of healing mid fight.

EDIT: and Aegis Boon.

Edited, Oct 26th 2010 8:24pm by Brentmeister
#30 Oct 27 2010 at 9:49 AM Rating: Decent
4 posts
I've seen the "partially block" come up and then a "Counter!" message, however if the shield blocks all the damage the counter doesnt do any damage. I use shock spikes for when the mob attacks and my shield has not raised again.
#31 Oct 27 2010 at 11:53 PM Rating: Good
*
63 posts
Mortran wrote:
I've seen the "partially block" come up and then a "Counter!" message, however if the shield blocks all the damage the counter doesnt do any damage. I use shock spikes for when the mob attacks and my shield has not raised again.


This is correct. Spikes deal a portion of the damage taken back to the enemy. Punishing Barbs is 100% for instance but shock spikes is some other percentage(that I believe fluctuates).
#32 Nov 18 2010 at 7:19 AM Rating: Decent
23 posts
About the Rank you write, now Cure is rank 4 not 6 and Stoneskin is 6 not 8 ^^

For Punishing Barbs, i got it on my Action bars but only for "problem", it's not really a good spell to use on every fight. For now, in FFXIV there is no reason to kill a mob only for kill it, you mostly want to gain SP even in Leves I never saw someone wanting to do a Leves only for the reward, ppl want the bonus of SP you can gain from it. So when you use Punishing Barbs the mob died to fast and you dont get a lot of SP... So the only time its good to use is in a pinch like to much mob on you, someone in the party died...

Edited, Nov 18th 2010 8:20am by Mahouneko
____________________________

FFXIV Signature
#33 Nov 19 2010 at 9:03 PM Rating: Decent
**
821 posts
I don't see any use for "other classes" abilities at all so far. Sure it's nice versatility...but mandatory for anything? Probably not.

What sure WILL be mandatory later on are the passive Ability Traits you get for Guild Marks on Rank 20 though...these are the ones you should look out as a Gladiator Tank.

For example Pugilist Trait Rank 20. Gives 10% additional Heal on all Healing effects on you(works with Aegis Boon as well)
And Marauder Rank 20 Trait gives additional +10 Enmity on all your actions you perform.
Lancer Rank 20 Trait gives you 20% +moving speed while in active mode.

These are the ones I'm going for and these are the only ones IMO really worth getting...stuff like Stygian Spikes, Punishing Barbs, Defender...all nice to have but no real need for them at all except for some solo activities.

PS: The only real ability worth somehow would be Taunt I guess, although only if you need to tank more than 1 mob...which shouldn't happen at all. If there are any endgame situations to come, where you need to tank several mobs, its prolly be done by several tanks instead of just one, as "multiple target tanking" is pretty much not possible right now.
#34 Nov 20 2010 at 5:06 PM Rating: Decent
*
100 posts
Have you guys really found Stoneskin to be useful cross-class? It completely rocks on my conj but i have the suspicion that the amount of damage it blocks is reduced when you use it on another class. on my R13 glad It absorbs maybe 2 hits and i'm not sure its worth the mp. I have quite a bit of MP so I use it regardless but I think i might swap it out once i get still precision.
#35 Nov 22 2010 at 6:28 AM Rating: Decent
23 posts
I'm only using stoneskin for solo. I only do duo with a friend and my Stoneskin stop only 1 hit so I dont imagine when you fight mob in a party (more tough)...
____________________________

FFXIV Signature
#36 Nov 22 2010 at 12:52 PM Rating: Decent
Scholar
*
59 posts
I honestly don't use many of the cross class skills at 33, they are just too weak. The only skills I still use are Shock Spikes, Taunt, Defender, Second Wind, and Cure. Even of those, they are all hardly used, the most used being Taunt, Shock Spikes and Second Wind (this is soloing mainly). In groups, you really don't need any of them, but Taunt.

I am working on getting PUG to 20 for the passive trait, as the traits seem MUCH more useful than any of the skills. I already have the +50% guard, and the +10 enmity per action. When I get PUG and LNC up to 20, I will have +10% healing done to me, as well as +10% (or is it 20%?) movement speed in combat. Then, I also want to eventually get the int->str and pie->dex traits to boost those stats for "free" without spending 15+ points to increase them.

Most cross class skills don't seem THAT good to me, especially when grouping. Focusing on what your class does best, is more important, at that point.

As for what some others have posted, the only thing I strongly disagree with is Stoneskin. That spell is complete garbage, on basically any class. Shock Spikes is hundreds of times better for soloing, especially on a Gladiator.

Edited, Nov 22nd 2010 1:53pm by MattVid6
____________________________
FFXIV Signature
#37 Nov 23 2010 at 8:25 AM Rating: Decent
18 posts
Agree to what most ppl said.

Been looking at other class abilities and not mentioned that seemed they might be useful is disorient and accomplice. Has anyone tried these on their glad yet? I havent got either pug or mar that high. But I will once i get glad to 50, hopefully by this week.
____________________________
FFXIV Signature
#38 Nov 23 2010 at 2:24 PM Rating: Decent
Scholar
31 posts
Disorient comes at a heavy stamina cost and provides little in the way of benefit. While it recasts in far less time than Still Precision, the latter is most definitely the better skill.

Pros:
+ Reduces Target's evasion.
+ Effect can stack up to Three (3) times.
+ Fast recast time.

Cons:
- Heavy (~50%) stamina cost.
- It CAN miss.
- YOU can still miss, even if the target does not evade.

Compare to Still Precision

Pros:
+ Increased accuracy. You hit more.
+ It is pretty hard to miss yourself. Effective 100% of the time.

Cons:
- Long recast time.
- Short effective duration.
- Heavy stamina cost.

Were the stamina cost less and facing targets with high evasion, it would be a skill worth having. But, wearing accuracy rings and using Light/Heavy thrust (at no "extra" stamina cost), and using Still Precision, I would say let this one slide. I hardly ever use it, even as Marauder (where I do have noticeably fewer hits per swing than Gladiator).

Scribo Wootz, Fabul. 24 MRD; 18 GLA; various crafting jobs.

Edited, Nov 23rd 2010 3:25pm by pigiron
#39 Nov 23 2010 at 7:35 PM Rating: Decent
Scholar
*
63 posts
As soon as the patch drops I plan on rushing Marauder and Pugilist to 20 for the traits. 10% more healing and +10 enmity is something you can't pass up.
____________________________

FFXIV Signature
#40 Dec 09 2010 at 1:51 PM Rating: Decent
Scholar
*
74 posts
Should add in here the guild mark traits from other classes to get in here.

Intimidation/Firm Conviction(my favorite)/Driven By Faith/Will to Power etc
____________________________


FFXIV Signature
#41 Dec 11 2010 at 3:25 PM Rating: Good
***
1,534 posts
About your note on Featherfoot, Haymaker should be a must-have anyway. I always equip Phalanx, Haymaker and Feint. That way the only time I don't get a hit on the mob is if it outright misses me. Featherfoot is just a way to ensure you can sneak a Haymaker in.

#42 Dec 17 2010 at 1:29 PM Rating: Decent
***
1,963 posts
Brentmeister wrote:
I didn't add bloodbath because I feel it isn't that useful for a gladiator. Perhaps in some solo situations but skills like Second Wind and Cure are my preferred way of healing mid fight.

EDIT: and Aegis Boon.

Edited, Oct 26th 2010 8:24pm by Brentmeister


With the right timing, Bloodbath+Phalanx is a nice 80-100 hp back. However, Still precision is kind of necessary, as missing with bloodbath up is kind of annoying.
____________________________

FFXIV Signature
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 10 All times are in CDT
Anonymous Guests (10)