every dragoon dives and fetters immediately, why? you get the most utility out of fetter by doing this, but it just seems stupid when someone can sit on you behind the opposing wall. if I see a dragoon sprinting through mid I wait for him to get on our caster/healer, wait for the cooldowns and peel once fetter ends (which all happens in the span of 4-5s).
I feel as a dragoon you should save it for when you do not want to be denied a kill, when you know you're going to get pushed away/slept/stunlocked. fettering immediately presents you as an imposing dps, it wastes precious cooldowns like Night Wing/Fluid Aura but it also can hurt you when even a pub team is aware of an overextended player
As a BLM, worst time you can use it is charging at me. Im just gonna sprint, purify any big stuns (or wait on holmgang if your MRD is a threat), and look for your healer. By the time hes slept, my stun will be on DR (hopefully) and Ill surecast a sleep or bind on you as fetter falls off. Best time you can use it is right AFTER your healer gets slept, because thats when Im gonna be looking to CC you and then turn to burst. Even worse is if you wait on Equanimity to get popped, and stun me the moment a fire3 cast gets half finished, since you essentially just negated 7 seconds of my 20 sec equan.
-- Edited by Sui on Wednesday 5th of February 2014 11:02:14 AM
-- Edited by Sui on Wednesday 5th of February 2014 11:03:03 AM
Well I find that popping fetters straight away works for me as sort of a vanguard for my team, if I'm the first one out there 90% of the time CCs will be thrown onto me, I mean yeh if the team was more aware they could save their CDs but most pug teams will blow all of their CCs on me because I'm the closest one to them, this then is advantageous to the team if they do so because I will be the one eating all of CCs leaving my team free to do whatever while the enemy team's CC are cooling off.
Not only that it also makes the opposing healer panic and start running, when a healer starts running they will probably start losing sight of where their team is, giving my team more room to CC or Kill the 3 other players.
I dive because I want the game to flow in a certain direction, yes fetters could be good for securing the kill however I find that I always have enough skills to counter and still manage to kill their healer.
glory slash shearing is random as far as i can tell. i have removed protect after regen was cast, so it's not 'most recent'. i've removed barrage immediately as it was applied amidst 3 other dmg buffs (so good). i've also never been able to shear an attuned player to confirm that claim, probably due to my abysmal hit rate.
protect is still a great buffer against shear and i would never play with a healer who didn't utilize it (looking at you darth slippers), protecting our team's more beneficial spells like adlo and regen
sprint i have never seen removed outside of weapon throw. i think it functions like a personal hardbuff, as would any stance or procedural buff