Another point to keep in mind is that the damage from Rage of Halone only goes out after the (lengthy) animation finishes. You can observe this effect on both the scrolling combat text as well as your combat log. As a result, unlike with Fast Blade and Savage Blade, there is a bit of a delay between the activation of the skill and your enmity generation. You may have noticed this yourself; sometimes when you use Rage of Halone just as you lose aggro on a mob it will take a few steps away from you, turn, and come back to you after the animation finishes and the damage registers. You can speed this up marginally by weaving in an oGCD ability, but PLD doesn't have too many good options to do this with.
RoH is better suited for consolidating enmity than it is in gaining initial aggro. In low level dungeons, shield lob is good to open on a single target, and flash will work fine on multiple targets before going into your enmity combo.
In higher level content where you need to quickly gain aggro on a mob or tank swap, you'll want to try to be on the second step of your combo when you land your first hit in order to generate the maximum enmity in the shortest amount of time. RoH is too slow for an initial attack. Barring that, WAR and DRK have Overpower and Abyssal Drain respectively as less efficient alternatives that work in a pinch, if you didn't time your rotation correctly.
Don't worry, at least on single target, healers can't reach anywhere near the DPS of an actual DPS class. Sometimes this happens just b/c the DPS are bad, other times they can be on jobs like MNK that can need a build-up before they hit their stride.
I can sustain 1100+(on the a8 dummy I hit for 1200+ as an example) outside of party on SCH so in party it might be higher (maybe lol and obviously assuming I can just embrace and minimal moving.) So it happens a little too often. xD
Last edited by Rawrz; 04-16-2016 at 10:02 PM.
Take into account that an equally geared and skilled DPS would probably be doing 2k+ on that same dummy, though. I mean, it's not hard for me as a SCH to keep up 800+ dps throughout a dungeon but even a halfway decent SMN is gonna destroy that.
In any case, not even sure what this has to do with the thread if you are comparing to DPS and not tanks.
Last edited by Ashkendor; 04-17-2016 at 12:03 AM.
I was just saying how I found it strange that healer aggro gets so high dpsing for no apparent reason. It's pretty common to steal a few adds from tanks in pulls, as well. I thought it was due to a punishment mechanic, but testing it, it is not. So I'm just wondering why it's so common for healers (in my experience) to be ahead of all the dps, even without healing, especially on AOE, but still frequently on single target. This thread was discussing enmity, so I was adding to it.
(The main point of this thread has been answered 3 times at least)
Last edited by Rawrz; 04-17-2016 at 12:31 AM.
Its because healers are not only dpsing, they also might have things like regens ticking unless they are a SCH.I was just saying how I found it strange that healer aggro gets so high dpsing for no apparent reason. It's pretty common to steal a few adds from tanks in pulls, as well. I thought it was due to a punishment mechanic, but testing it, it is not. So I'm just wondering why it's so common for healers (in my experience) to be ahead of all the dps, even without healing, especially on AOE, but still frequently on single target. This thread was discussing enmity, so I was adding to it.
(The main point of this thread has been answered 3 times at least)
It is also possible you get a lot of dps that are not good at their job
TLDR: Dont use the enmity meter to compare dps
I agree that the enmity meter is a poor dps gauge, but if the only healing you're doing is through embrace and you're pulling second highest threat on every mob, without the dps casting quelling skills, what the hell is going on. xD It does make it easy to see who is performing, because the better dps do get ahead of me (as the healer.) It just seemed too common to be poor dps from dps players.
Last edited by Rawrz; 04-17-2016 at 12:42 AM.
Oh hmm. Maybe it's just a potency thing?
Monk's 1 2 3 combo of Bootshine (150) true strike ( 190 ) Snap Punch (180) = 520 potency
White mage could use Stone 3 in the same amount of cooldowns for (210) x 3 = 630 potency
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