Quote Originally Posted by Fernosaur View Post
The thing with enmity in FFXIV is that it's permanent, unlike in some other MMOs, in which you lose enmity as you take damage, etc.

The amount of enmity you generate by using your enmity combo in tank stance is pretty massive, as both the enmity modifiers in both the stances and the attacks are pretty big. I believe DRK's Spninning Slash is x3.5, while Power Slash is x5.5 enmity, x6.5 when using Dark Arts (not much of a gain, tbh). This is then multiplied by Grit's enmity modifier, which iirc is x2.7. Also, everything you do inside Grit (any oGCD ability) also gets the x2.7 modifier, so Scourge (rip as of SB), Dark Passenger, Low Blow, Reprisal, etc, generate almost thrice as much enmity as they normally would.

Meanwhile, enmity generated normally by any attack is only half of the actual action's effect, both for attacks and healing spells. So a WHM casting Cure II and healing you for 7000 generates 3500 points of enmity. If you hit an enemy with Power Slash in Grit and you deal 2000 damage, you're generating 35100 points of enmity if you used Dark Arts on it. Literally ten times as much as that one Cure II.

That's the main reason why it takes the DPS and healers a while to catch up: the enmity cushion you build with your enmity opener is pretty massive due to the multipliers.

Once you take Grit off, though, your attacks will only generate half the amount of damage in enmity, so that's why the DPS catch up to you.
Awesome information, thanks! By the sounds of it I should ditch enhancing Power Slash then, since it's a waste of MP at the start. I guess if I'm going in with full MP I could do it once just to get myself off full MP.

I do wish that the enmity meter was easier to read. The fact that it stays a constant size and the value of increments just changes over the course of the fight makes it hard to judge exactly how far ahead I am on enmity, especially when handling multiple opponents.

I recently encountered another question too, if I may:

Awhile back (before I started tanking), I ran a 4-man synced TitanEX with no echo (we cheesed the system to do undersized sync by having 4 players join then drop out). In order to deal with the tank debuff, our tank (PLD) used Hallowed Ground to block one of the tank busters and supposedly timeout the debuff - or that's what I seem to recall the tank saying. However, I've had several people now tell me that Hallowed Ground cannot be used in that way because taking 0 damage will still give you a debuff. That being said, as the healer in that fight, I had a prime vantage point for seeing the tank timeout the debuff (if he hadn't done so, the stacks would have become unmanageable due to the lack of DPS from being undersized.

Who's right here? Can Hallowed Ground actually be used that way?

I have tried tanking TitanEX myself recently and I did notice that the debuffs naturally timeout before the post-ultimate phase begins, so maybe I had just assumed the tank had been using Hallowed Ground to avoid it due to not having the tank's point of view back then.