
Same thing for me. If I see that I can't hold hate, I just focus on adds. I still see many many tanks fighting for MT and totaly ignoring adds when I'm on my SCH. Having to run all over the place to stay alive is really annoying.
Ha haa, thanks for all your input. I don't really plan on maining a tank at all, but I do plan on at least playing as one, and I'd like to be competent about it when I do.
I also had no idea you can /tell in raids now. That's extremely helpful...ugh.
When raiding in an mmo, the two tanks usually send whispers to each other asking if each one is experienced in the fights. The lesser experienced one usually gets the easier job. Among tanks it's considered extremely rude to fight each other for aggro, (which I imagine is less of a problem in FFXIV since there are no AOE taunts). It's also a big no-no to taunt a boss away from the other tank if it isn't part of a tank swamp.
It's actually kind of funny. In a raid scenario, tanks usually get along pretty well. Outside of raiding, tanks generally can't stand being around each other.
When a 7 ft Roe walks into the room decked in Armor you already know who is the Main Tank ;-)
As my static puts it, it's all about asserting your dominance.
You pull first, you're the MT.


Here's my rules of thumb for etiquitte:
Pulling and Deciding MT Outside the Heat of Battle
-If someone expresses desire to be MT in the chat before any other Tank does, let them MT.
-Otherwise... always assume that the most geared Tank will want to MT. This often overlaps with the Tank with the most Strength.
-Examine the other Tanks before the first pull. If I'm obviously the most geared, I'll try to take charge. You know, to enforce the previous rule.
-If people are putzing around before any pull while all 24 people are inside the barrier, just go take the boss regardless of Tank gear. However, the second rule applies more often than not and Mr. Geared steps up
While in Battle
-If a DPS starts the fight, every Tank is likely to go ham just so any Tank will have it. If another Tank has obviously taken the lead in this regard, back off.
-If a Tank other than myself takes it and then loses Aggro, I'll relieve them of their duties. Hopefully, it'll be before the squishy dies. The previous rule applies if all other tanks follow my lead.
-If an aggro fight begins and I lose aggro without another Tank using Provoke, I back off immediately.
-If another Tank attempts to provoke a boss off of me, forgive the first time. It is possible that they couldn't tell that the boss was stuck to a Tank. If the Provoke didn't steal the boss from you and it happens again, it is a sign of significant and petty desperation to be MT. If there are no adds or off-tank duties to worry about, it doesn't matter what happens from here. If I'm in no danger of losing threat, I just keep it. Otherwise, leave it alone if the other Tank manages to steal it for more than five seconds or so. If there are off-tank duties, then I'm fighting with a Tank who clearly won't perform them, so I should back off and go do them.
-If I fear for a Tank's survival, I sometimes use a harmless Provoke(Provoke and then don't attack for a few seconds) to ensure that another tank is number 2 on threat in case of a Tank death.

I wait a few seconds till everyone in the boss room. If no one goes running towards the boss I tank otherwise I don't care and take care of adds. Tanks that fight each other for aggro while the adds are running around after dps/healers are the worst.
that should be official rules for raidtanks
even if i feel uncomfortable to do "DPS" with sword oath - its not even rude to try and steal of aggro from the actual tanking MT by using provoke, it is dangerous for the entire raid. Aggro Ping Pong forces the healers to split their attention on two tanks that get maybe heavy blows (two hard hits in a row can kill you sometimes).
In Addition: wasting your provoke, makes it alot harder for you to grab adds of healers and DD.
At this point a question regarding provoke:
how does it work in detail - as i researched it just give a massiv temporarely burst in single targethate that decays even before the CD is up again, wich means for me, it is great for taking over the aggro or to get a comfortable start right at the pull, but its useless to maintain permanent aggro. But despite the "taunts" in other mmo there is no "forces the enemy to attack you for a certain amount of time"-effect on it?
Am i right, or did i missed something important?
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