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  1. #1
    Player Yurikitty's Avatar
    Join Date
    Aug 2013
    Posts
    342
    Character
    Yuri Shineko
    World
    Leviathan
    Main Class
    Conjurer Lv 80

    Pulling threat as a whm in Coil

    Turn 4, its a mess. Does anyone have good suggestions for keeping your tanks up and your threat down in turn 4? Personally I'm not having to much of a hard time with it, but we have a few white mages in our groups that do, and by that I mean they will stop turn 4 in its tracks because they always rip agro.

    Problem is I have tried to describe what I do to keep my own agro down (eye for a eye, stoneskin preload with a divine seal/cure 2 when needed followed by a shroud and then regen and carefully spaced cures, rinse and repeat for dreadnaught drops ((please dont flame me if Im doing it wrong, I havent pulled agro yet)) and they say they are doing "something similar". Does anyone have some sure fire tips to help this poor whm out? Thanks!
    (0)

  2. #2
    Player
    Eriane's Avatar
    Join Date
    Sep 2013
    Posts
    147
    Character
    Ire Valkyr
    World
    Siren
    Main Class
    Arcanist Lv 50
    Unless they are overhealing by a significant margin its probably a tank issue.
    (0)

  3. #3
    Player
    Hiro_Protagonist's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    35
    Character
    Hiro Protagonist
    World
    Midgardsormr
    Main Class
    Conjurer Lv 50
    This was covered in another thread: http://forum.square-enix.com/ffxiv/t...rn-4-WHM-Aggro

    There's only so much you can do; healers know what abilities they have to reduce aggro and they know that more potent heals = more aggro. I have a comment in that thread above about what I do; preload stoneskin (although I don't always do this now and still never pull aggro), use eye for an eye (again, I almost never do this anymore), and use Virus to reduce the need to heal. Make sure you (or "your friend") are not using aoe heals in phase 2, and stick to Cure 1 unless absolutely necessary. If you're pulling aggro in any phase other than 2 then you probably have bad tanks unless you have to spam heal.
    (0)

  4. #4
    Player
    Lani's Avatar
    Join Date
    Jun 2012
    Posts
    82
    Character
    Lei Lani
    World
    Hyperion
    Main Class
    White Mage Lv 60

    General guide

    P1: Stoneskin and cure 1. Right before transition ensure tanks have Stoneskin.

    P2: Divine Seal with cure 1, use cure 2 as needed. (Avoid shroud usage, if your tanks are doing their job you should
    not need it). Once again transition make sure tanks have SS.

    P3: Eye for eye, virus, divine seal, cure 1. cure 2 only when needed. Shroud when dread around 50%. Transition tanks with SS.

    P4: Divine seal. Cure 1. Put regen to top off dps.
    SS tanks for transition. Run to outer edge of map to left of dread spawn area to avoid agro by proximity.

    P5: divine seal and cure1. Cure 2 as needed. Use shroud if needed. Transition with SS.

    P6: Rotate divine seal, presence, virus, and eye for eye. Pop shroud at this phase if you havent used in phase 5. Remain at side of arena. Dependent on what strat you are using. Use your judgement with MT with two dreads start popping cool downs immediately. If one pop cool downs on OT to help other healer. Top off dps with regens.

    Other Tips:
    You can regen at start of each phase and if you get caught with it on ask your tank to pay attention and click off if it's on right before transitions.

    In some groups when healers are having troubles with this you can switch your focus tank half way through fight this usually solves any hate issues.
    (1)
    Last edited by Lani; 12-10-2013 at 10:20 PM.

  5. #5
    Player
    Bridgeburner's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    155
    Character
    Doctor Witch
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 86
    Shroud of Saints is a good way to lower aggro.. =)

    But more seriously, it has to do with skill selection and timing. Perhaps the WHMs that are having trouble are laying on Regen or Medica 2 that carries over through a phase change. The incoming mobs with the next phase start with blank threat tables, so a ticking regen or two will make you very popular.

    All phases ('cept the last) run for a maximum of 60 seconds. If all targets are killed before the 1min mark, the next phase starts 2 seconds after the last enemy dies. Regen and M2 should stop being cast at the 30 second mark. (Regen runs for about 20s, Medica 2's regen ticks run slightly shorter.. 15s?). If you stop casting Regen at the halfway point in a phase you should be okay when the transition comes.

    Modify cast times for your group's DPS of course. (Faster DPS? Stop regenning sooner.)
    (0)

  6. #6
    Player
    Githiun's Avatar
    Join Date
    Sep 2013
    Posts
    218
    Character
    Githiun Smallsword
    World
    Midgardsormr
    Main Class
    Gladiator Lv 50
    For me, agro is usually only a problem on phase.....4(?) when the next set of Knights/Rooks and spiders drop. This is when OT is taking all the trash, DPS is spliting up spiders and knights(or whatever they all are) and MT is on DN1 and then 2.

    My goal is to time shroud so just shortly after they drop I can shroud and drop my agro. Other than that I almost never have a problem. I don't use Medica I or II until the last phase. That will significantly help with agro. You should get 2 maybe 3 shrouds if timed correctly and decent dps, make sure you have clear healing assignments because nothings' going to pull agro like Healer 1 topping off a tank right before your crit-heal2 drops.
    (0)

  7. #7
    Player
    Vid's Avatar
    Join Date
    Jun 2013
    Location
    Limsa Lominsa
    Posts
    235
    Character
    Iggi Wunohwun
    World
    Sargatanas
    Main Class
    Machinist Lv 90
    Completely depends on your strategy used for this particular fight, as there seem to be a lot of them floating around. However let's break it down into phases. My group runs with a Paladin, Warrior, White Mage, Scholar, Bard, Black Mage, Summoner, and Dragoon (for reference purposes).

    Phase 1: Spiders, easily manageable with threat, you can toss out a Regen on the tanks at the very beginning (once they've established aggro) and don't re-apply it afterward. The reason for this is due to the phase change you don't want a Regen to be up so you are pulling aggro.

    Phase 2: Herp Derp Robots, I typically stand between the two spawns when they appear so in case I end up getting aggro for whatever reason the tanks can easily pull it back. Usually doesn't happen too often, but if I have to throw out some big heals I can tend to wrack up the aggro pretty fast.

    Phase 3: Now this is just because I'm comfortable doing it, but I will throw a Regen on the 2nd tank right before this phase hits, and stand directly between the spiders and the Dreadnaught that spawns. This usually ends up with me getting aggro on 1 or 2 spiders and them coming straight for me and then being absorbed by the Dreadnought very quickly. When this is done I will stack on the Dreadnoughts backside (we position him in the middle), and use Virus on the Dreadnought at about 25-30% health, and will typically use Shroud at this point when my mana reaches 3-3.5K (I have 4.7K total mana).

    Phase 4: Spiders And Rooks. Right as the Dreadnought dies I will toss a Stoneskin on the tank who will be taking all the spiders and 1 Rook by himself. This will gain me initial aggro, but I'm in the middle next to the tank so any aggro I pull he can easily get off me. Our Paladin is the one tanking all the spiders and 1 rook. Once aggro is established I jump out of the middle and continue to heal.

    Phase 5: Dreadnought + Herp Derp Robots. Our Warrior ends up picking up the first Dreadnought and tanking it by himself while moving it to the south corner, dps focuses down the 2 herp derp roboots and I will typically stand between the tank and where these robots spawn. Aggro typically isn't an issue past the first 5 seconds of spawning.

    Phase 6: Dreadnought, Herp Derp, Spiders, Rook. Now this is where things can get a little hectic, however our tanks are already in their appropriate positions. The reason the Warrior went south is to pick up the Herp Derp Robot that spawns down there and tank it along with the Dreadnought he currently has. Our Paladin is just to the west position where he picks up the single Dreadnought and the other Herp Derp Robot, the spiders are then brought over to the Dread and the Rook is tanked and killed by the DPS instead. Usually after initial aggro from the tanks I will start to pump out big heals. However our Paladin pops his Invuln once he has established aggro on the Dread + 2nd Robot. So our heals are focused on the Warrior until it goes off. After invuln is down the Warrior then pops his cooldowns. During this time I may or may not pop shroud depending on how aggro looks and how much I've healed. Then after the first Dread is dead, DPS focuses on the other robot on the Warrior, and the Warrior then picks up the Robot currently on the Paladin, leaving the Paladin with just the Dreadnought to tank.

    Hope this helps, again it completely depends on what your group does mostly for Phases 5 and 6. Some choose to kill the Dreadnought in Phase 5, and then focus down the 2 Robots. And Phase 6 has all sorts of strategies. Good luck!
    (0)

  8. #8
    Player
    sharazisspecial's Avatar
    Join Date
    Mar 2011
    Posts
    672
    Character
    Bunny Boo
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    You will need to shroud on the start of phase 6. That spinrook will not leave you alone if you don't.
    (0)

  9. #9
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    The biggest tip I can offer has already been covered, ensure that you don't have regen on when a new phase starts as it's a sure fire way to get agro (I actually use it intentionally on a few people to quickly feed the phase 3 bugs to the first clockwork dreadnaught). Medica 1/2 don't really have a place in T4 so shouldn't come into it. Another technique I can offer up is to weave heals between tanks for phase 2 rather than having a healer pick a tank each.

    Beyond that, the posts above have most stuff covered, get reading!
    (0)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

  10. #10
    Player
    Thunderz's Avatar
    Join Date
    Sep 2012
    Posts
    421
    Character
    Thunderz Canadia
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Do you have 2 WHM's?

    because if you do then have 1 switch to SCH asap
    (0)

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