@the force because I can't quote on phone for some reason: well I asked you how you tank out of genuine curiosity but you just seem like you want to get mad and fight with anyone who disagrees with you lol.
need to chill out for real.
@the force because I can't quote on phone for some reason: well I asked you how you tank out of genuine curiosity but you just seem like you want to get mad and fight with anyone who disagrees with you lol.
need to chill out for real.
Better spamming 3 skills than only one skill. And you dont go much faster exept maybe if you have only aoe class like summoners in the team but you lose a lot of power when you spam aoe because melee dps and black mage monotarget skills are stronger and bard dps is weak if you dont Apply dots on each target (impossible with 18 ennemies)
I like pulling huge when I tank purely because I find tiny pulls boring and then at least you get to use your cds and manage aggro a bit more.![]()
BRD got more AOE power in ShB. Their AOE isn’t weak at all. You only need to DoT 3-4 mobs, and then you Quick Nock spam while weaving in Rain of Death resets and Apex Arrow (at level 80). You don’t need to DoT every single enemy; just a handful. Then bask in the glory of all the procs you get during Mage’s Ballad from Repertoire, or from Quick Nock spam (at level 74, Enhanced Quick Nock Trait gives you a 30% chance to reset Rain of Death’s cooldown).Better spamming 3 skills than only one skill. And you dont go much faster exept maybe if you have only aoe class like summoners in the team but you lose a lot of power when you spam aoe because melee dps and black mage monotarget skills are stronger and bard dps is weak if you dont Apply dots on each target (impossible with 18 ennemies)
A lot of jobs got additional AOE skills in ShB, so it’s not always spamming one button unless you get synced down to a low level. In the higher level dungeons, most jobs have at least a two-tier AOE combo system. I believe DRG gets a 3-tier AOE combo during levels 71~80. And you do kill things more faster when you AOE. You also help out your tank and healer by getting rid of mobs faster so that they don’t have to use up all their resources on a single pull.
I guess I picked a bad time to consider learning/practicing tanking
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For new players this is the biggest thing to keep to heart as it's true. It all comes down to simple math, lets say DRG is a perfect example:
A lot of jobs got additional AOE skills in ShB, so it’s not always spamming one button unless you get synced down to a low level. In the higher level dungeons, most jobs have at least a two-tier AOE combo system. I believe DRG gets a 3-tier AOE combo during levels 71~80. And you do kill things more faster when you AOE. You also help out your tank and healer by getting rid of mobs faster so that they don’t have to use up all their resources on a single pull.
DRG's main single target 1-2-3 rotation goes 240/350/530 then if you do both extenders it adds on 640/720. So all together your total damage is (if positionals are hit) is 1840
DRG's AOE 1-2-3 rotation goes 170/200/230. Which seems smaller but let's add the general rule of thumb for AOEing and say there are three mobs present. So you would multiply those numbers by three would be 510/600/690 making it 2010. Three is the minimum but the number will keep growing overtime the more mobs that are present. While you're not doing that much damage to a SINGLE target, remember that all of that damage is going to the current pull so it is going by faster. So in turn the AOE would be more powerful based on how many enemies you hit, these skills have the exact same weaponskill CD time and that's not even factoring in moves like Dragonfire Dive, Geirsh, Nastrond, and Stardiver which you can weave in.
Add in that it's more Crowd Control for the healers to heal through easier as they all die in tandem, tanks can save their big mitigation for the beginning of the pull and you're getting all of your buffs like BoTD and it's a fantastic way to make pulls go by faster.
For new players this is the biggest thing to keep to heart as it's true. It all comes down to simple math, lets say DRG is a perfect example:
DRG's main single target 1-2-3 rotation goes 240/350/530 then if you do both extenders it adds on 640/720. So all together your total damage is (if positionals are hit) is 1840
DRG's AOE 1-2-3 rotation goes 170/200/230. Which seems smaller but let's add the general rule of thumb for AOEing and say there are three mobs present. So you would multiply those numbers by three would be 510/600/690 making it 2010. Three is the minimum but the number will keep growing overtime the more mobs that are present. While you're not doing that much damage to a SINGLE target, remember that all of that damage is going to the current pull so it is going by faster. So in turn the AOE would be more powerful based on how many enemies you hit, these skills have the exact same weaponskill CD time and that's not even factoring in moves like Dragonfire Dive, Geirsh, Nastrond, and Stardiver which you can weave in.
Add in that it's more Crowd Control for the healers to heal through easier as they all die in tandem, tanks can save their big mitigation for the beginning of the pull and you're getting all of your buffs like BoTD and it's a fantastic way to make pulls go by faster.
Can you elaborate more on this?
If I hit each monster for 1840 damage individually dont they die faster when hitting 6 monster for 2010?
Because the way I understand your AoE explanation, your overall damage output is higher, because you hit 6x the targets, but you're going to have to hit many more times with your AoE because you're not hitting each mob individually for 2010, or are you?
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Think of it this way. Each pack of mobs is going to have a total amount of health for the entire group. To kill all of them, you will ultimately need to do all of that damage. Using AoEs for 3+ monsters will reach that total faster than soloing down each one individually.Can you elaborate more on this?
If I hit each monster for 1840 damage individually dont they die faster when hitting 6 monster for 2010?
Because the way I understand your AoE explanation, your overall damage output is higher, because you hit 6x the targets, but you're going to have to hit many more times with your AoE because you're not hitting each mob individually for 2010, or are you?
Last edited by DirkTungsten; 11-16-2019 at 10:00 AM.
In low level content it's pointless, most classes can't even AoE.
In higher level content you ask first; make sure everyone's on the same page so people aren't blowing CD's prematurely, stealing aggro or falling behind.
If a lot of people in this game weren't so socially inept this wouldn't be very complicated.
Last edited by Goji1639; 11-16-2019 at 12:43 AM.
That 1840 is specifically just a single target rotation, while the 2010 is an overall sum for multiple targets in a single rotation. My example is just using 3 targets, which is the usual point at which AOE outpaces single target combos. The big reason this is important is this is the exact same cool down time, so you're doing more damage in the same amount of time to multiple targets it's just divided among them. Add in that the other 3 people are also doing the same and the overall damage output is much higher compared to everyone focusing on just the one target if there are more mobs to make up that difference.Can you elaborate more on this?
If I hit each monster for 1840 damage individually dont they die faster when hitting 6 monster for 2010?
Because the way I understand your AoE explanation, your overall damage output is higher, because you hit 6x the targets, but you're going to have to hit many more times with your AoE because you're not hitting each mob individually for 2010, or are you?
Probably an easier example for you to get is it for Healers. White Mage's single target (Glare) does 300 while their aoe (Holy) does 140. They both have the exact same cast time as well.
Glare makes sense to cast at two targets, because a single Holy on two targets (140 x 2 =280) do not cover the gap of a single glare(300) . HOWEVER the moment three targets are thrown in Holy becomes the more damaging option over time (140 x 3 = 420). So if I had to chose between in a case of three mobs casting Glare (300) or Holy (420) I'm going to go with Holy because it does more damage to the mobs as a whole. Then per cast that number keeps adding up. It looks like it's less but keep in mind the damage is just sorted out differently, it's MORE damage just divided among the mobs instead of banked on a single one.
Last edited by Noitems; 11-16-2019 at 12:51 AM.
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