StrawHats - A FFXIV Company Linkshell: Ranking Gladiator to 18 Experiance - StrawHats - A FFXIV Company Linkshell

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Ranking Gladiator to 18 Experiance

Posted 26 July 2010 - 08:53 PM (#1) User is offline   Aku Hakujin 

  • Lieutenant
  • View gallery
  • Group: Administrators
  • Posts: 323
  • Joined: 10-October 09
  • LocationPhiladelphia
  • Final Fantasy XIV


    Name:Aku Hackujin
  • Clan:Dunesfolk Lalafell
  • City-state:Limsa Lominsa

Taken from Beta Player's Site

Quote

Details of gladiator skills up to rank 18. Having trouble getting any points currently.

Basic: Light slash (~1/4 stam), Light stab (~1/6 stam)
Slash/stab resists vary with different mob types. For example, puks take the same amount of damage from slash and stab, but stab costs only about 2/3 the stamina. For every other mob I've come across, slash does enough extra damage to justify its additional stamina cost.
Guard (~1/3stam)
Equip a shield, and your will automatically get this in the first blank action slot (,which is a bit of a pain if you want to move its position). With this up you'd often see 0 damage even when being critical-ed. I haven't tested if shields give any passive defense, but you definitely need Guard up for blocks to occur. Guard will stay up for 10-15s, and in high-congestion areas (Bearded Rock) it can be hard to put up Guard again before your opponent sneaks a hit in. There is a small chance (maybe 10%, could vary with mob accuracy) to not block even with Guard up.

2: Red lotus (1/2stam 1000TP 10MP, 5s Cooldown?, Fire damage)
When I had to fight bandits, who were gladiators since they used a shield(but not block, strangely) and had red lotus as well, I took single digit damage with blocks but a whole 60+ from red lotus. So my guess is that it should be used on heavily armoured stuff, but I've not come across any to test it on so far. Otherwise, its stam/tp/mp cost do not justify the mediocre damage.

4: Rampart (1/2stam, 5min CD)
Boosts defense for about 20s. Useful when you've had a streak of bad luck.

6: Circle slash (1/2stam 1000TP CD?)
Glad's only AoE skill as far as I've seen, but it seems to keep missing flying mobs such as bats. Roughly the same single-target damage as red lotus. ie not enough for its stam cost, but of course this one is meant for groups.

8: Phalanx (~1/10stam 250TP)
[bug?]The description says that it is usable only after a block, but I've found that even when you fail to block, phalanx is usable. This isn't the case if you evade though. So currently, read this as "Usable after blocking, or being hit with Guard active".
For its low, low stam and TP cost, it outdamages most other TP moves, and far outstrips them all in terms of stam efficiency. Use this as much as you can, which is a small window of a few seconds after being hit/blocking with Guard up. In high-congestion/lag areas such as Bearded Rock, this can be frustrating. Spamming seems to cause it to not occur at all, so that doesn't help with laggy situations.

10: Provoke (1/2 stam, 20s? forgot CD I'm writing this all offline :P)
Seems to generate static threat since (1)it doesn't pull off mobs that have been hit for a lot, (2) you can keep using it on a mob already on you and maintain threat without doing anything else (I've done this with 1-2 rank14's).

12: Spinstroke (1/2stam 1000TP 5sCD)
The first 1000TP move worth its stam cost, even when used without its bonus, which is dealing more damage to targets not "engaging" you. With my crummy weathered gladius I could do ~180dmg on mobs attacking party members. With all the caveats of anecdotal "evidence" AKA a small sample size, the bonus also seems to trigger when your target is casting.

14: Still precision (?stam 1minCD)
Raises accuracy and reduces evasion. Lasts 20s? I hardly used it. Would be more useful when there's actually a tank of course. Could trigger more blocks(and more phalanx) by dodging less maybe? Though I'm not sure if or how block chance is related to evasion.

16: Howling vortex (1/2stam 1000TP 5sCD)
Applies slowcast on hit. Same damage as an unbonused Spinstroke. I may not be writing much here but this is currently my main TP dump.

18: Obsess (1/2stam 40sCD)
Raises defense against target but reduces defense against all other targets. Lasts 1 min so you could easily use it and wait to recover the stam before engaging. Approximately halves damage, not that you'd really need that with the overpowered Guard :P

Unlike pugilist/conjurer/thaumaturge/lancer/marauder with their chakra/cure/sacrifice/HP leeches, gladiator skills are pretty much just damage, damage, damage, and more damage. There's nothing in it for other jobs to dip into until Obsess at rank 18, but 18 is just way too troublesome to get to just for one skill.
After logging in again I've found out some of this info is pretty far off. Will edit after this beta session.

0

Posted 27 July 2010 - 12:10 PM (#2) User is offline   Jester King 

  • Captain
  • View gallery
  • Group: Administrators
  • Posts: 678
  • Joined: 10-October 09
  • LocationWinter Park, FL
  • Final Fantasy XIV


    Name:Jester King
  • Clan:Highland Hyur
  • City-state:Limsa Lominsa

K now find me maruader proper :lol:
Posted Image
Posted Image
0

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users


Enter your sign in name and password


Sign in options
Log in with Facebook   Or sign in with these services