Ok, I've done some messing around with War/Dnc in Campaign. Anyone who has the sub by now probably knows how awesome it is for that. I've been discussing with a lot of people over the power of War/Dnc and whether it would be an effective tank this is some thoughts on the matter. This seems fairly self explanatory to most I'm assuming so I'm not really sure if this really belongs in advanced but it's not a question or something I've seen explained so here goes.
As such I'm using:
Main: Fort. Axe
Sub: Pole Strap
Ammo: Virtue Stone
Head: Walahra Turban - Genbu's Kabuto
Neck: Fortitude Torque
Ear1: Fowling Earring
Ear2: Brutal Earring
Body: Kirin's Osode
Hands: Dusk Gloves - Koenig Handschuhs
Ring1: Rajas Ring
Ring2: Ulthalam's Ring
Back: Amemet Mantle +1
Waist: Swift Belt
Legs: Byakko's Haidate
Feet: Amir Boots
I get approx. 170ish Curing Waltzes depending on what gear I'm wearing at the time.
This is basically what I wanted to figure out.
Fort. Axe with Brutal Earring (no merits to make things easier) equals over 100 swings you'll get 165 swings if you have a 90% acc (maybe a bit high some HNMs) that nets to 148.5 hits or 1.485 swings per round. Minne seems to me to be the better choice for Brd songs so only regular mage haste. My build is fairly standard haste gear so let's go with that amount. Delay is 504 so 17% gear + 15% haste equals approx. 343 Delay.
Fort. Axe with 32% Haste 1.485 hits every 5.7 sec. in other words with Rajas 3.73 TP and 5.21 HP every sec. (AKA average drain samba II.)
Now Rune Chopper with 25% gear +15% haste (40%) would be an average of 1.035 swings per round (ya stacking double attack without acc suck amirite?) every sec. 2.96 TP and 4.14 HP
Adding more haste would increase the advantage slightly to Rune Chopper but for all intensive proposes they are fairly equal and don't need to really be much faster then this unless you want to add a minuscule amount of HP gained through Samba.
So let's break this down into a 2 minute round because that is the stretch of recast for Samba which you'll want to maintain.
If you're tanking hopefully you can TP 100% before hand be it through Sleep Pots or an Icarus Wing (having points for Flourishes at this point isn't really important.)
Fort. Axe*, Rune Chopper**
Time 0:00 ... 100% TP - 25% Drain Samba -10% Quick/Box Step -35% Curing Waltz II = 30% TP + gain TP rates over 15 seconds (FA* = 55.95%) (RC** = 44.4%) = next total
Time 0:15 ... FA = 85.95% RC = 74.4% -10% Step -35% Waltz
Time 0:30 ... FA = 96.9% RC = 73.8% -10% Step -35% Waltz
let's skip ahead
Time 2:00 ... FA = 151.65% RC = 74.04% -25% Samba -10% step, -35% Waltz
So obviously if you're using Rune Chopper you need to have a bit more haste or skipping a couple of steps would help you maintain waltz and samba. Now I also haven't taken into account the mob hitting you which probably would bring your TP with Rune Chopper up to more than enough to maintain all casts of the abilities. Obviously there is a huge amount of variance depending on your accuracy for that reason it's probably paramount to use Sushi as food.
As you can see Retaliation isn't even needed it will only add damage and will not increase the amount cured.
Now this is arguably the best macro build for Curing Waltz. (I wouldn't want to remove virtue stones for the odds of losing a swing might be pretty big, Rajas is debatable.)
Main: Fort. Axe +7 Vit
Sub: Pole Strap
Ammo: Virtue Stone
Head: Koenig Schaller +10 Vit +10 Chr
Neck: Fortitude Torque +5 Vit
Ear1: Melody Earrings+1 +2 Chr
Ear2: Melody Earrings+1 +2 Chr (There are +3 vit and +3 chr earrings but they are from spending Einherjar Ichor so ya right)
Body: Koenig Cuirass +20 Vit +20 Chr
Hands: Koenig Handschuh +10 Vit +10 Chr
Ring1: Vit Ring +5 Vit
Ring2: Vit Ring +5 Vit
Back: Knightly Mantle +4 Vit
Waist: Corsette+1 +6 Chr
Legs: Koenig Diechlings +10 Vit +10 Chr
Feet: Koenig Schuhs +10 Vit +10 Chr
+86 Vit +70 Chr Hume Base Stats 62 Vit 63 Chr. ((281)/4+130)= 200 (Damn SE nerfing it)
So over the course of 2 minutes the War/Dnc will be able to cure themselves approx.
FA = 2025 HP, RC = 1896 HP
What does this exactly mean well it all boils down to whether or not a War/Dnc can hold hate and vs a regular HNM 2000ish HP is next to nothing over the course 2 mins. We're talking easily a HNM hits a person in that sorta gear for 200 every 3.5 sec (not really taking into account slow here or WSs or Spells) but you'd take over 6500 damage (probably more.) As it stands War/Dnc is not an effective HNM tank that's just the bottom line. As much as we want it to work apart from Faust you're very unlikely to be more efficient then a War/Nin, Pld/Nin, or Nin/War. Not to mention that some HNMs just can't be meleed. This isn't even taking into account whether or not War/Dnc could even hold hate (which is very unlikely due to the enmity lost through physical damage.)
In short War/Dnc will never be a HNM tank unless def/vit formulas are drastically changed.
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