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  1. #1
    Player
    Shanir's Avatar
    Join Date
    May 2020
    Posts
    12
    Character
    Shanir Sh
    World
    Phoenix
    Main Class
    Summoner Lv 80

    Help me be better!

    I started tanking but got distracted but now I’m getting into it again I have a few questions.

    At what point should I pop a defensive cooldown? And is there a particularly order like should I save the 30% until last, is there a common rotation or all depends on how many mobs you pull?

    Wall to wall pulling, is this a thing I should do in level 50 dungeons or wait until higher levels.

    So far it’s going ok except the disaster hull breaker isle (bloody final sting).

    Should I spam aoe until there’s only 2 enemies left then go onto single target attacks.

    Do you usually pull one pack and see how you get on and that determines how you will play for the rest of the dungeon?

    It is really difficult giving up control of your health and relying on others (I usually play healer)

    Any other pointers would be grand I am focusing on paladin at the moment but will work through them all.
    (1)

  2. #2
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Yes. I think you can stun final sting, but perhaps pop a cooldown if you cant. Everything else sounds like basic tank play imo. Yeah it totally sucks having your HP at the mercy of the healer, at least youll come back to healing knowing a tanks perspective. Sounds good otherwise.
    (0)

  3. #3
    Player
    Pepsi_Plunge's Avatar
    Join Date
    Nov 2018
    Location
    Limsa Lominsa
    Posts
    927
    Character
    Pepsi Plunge
    World
    Lich
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Shanir View Post
    At what point should I pop a defensive cooldown? And is there a particularly order like should I save the 30% until last, is there a common rotation or all depends on how many mobs you pull?
    For bosses, you pop your cooldown either right before you know a tankbuster&mechanic is gonna hit you. Usually you pop your best cooldown but by learning the fights and doing them more often you may realise that a smaller one may be also enough, especially if you know that something harder comes along later.

    For pulls, you gather your mobs and once you decide to stop you pop your cooldowns. Usually you will also start with your biggest one but it also depends on how many mobs you pull. If this is a small pull mit maybe 2-3 mobs and a larger pull will be coming right after you may save your 30% cooldown for that big pull later. If you pull big from the beginning start with 30% and go down that road once they run out of duration. In the beginning you can (and should) also throw in smaller CDs like arms length or Reprisal together with your bigger CDs.

    If you are playing PLD and have holy ground you can and should also use it on big pulls as your first big CD, when you take the most DMG. Don't use it just as an emergency button.

    Wall to wall pulling, is this a thing I should do in level 50 dungeons or wait until higher levels.
    The thing is more about your equipment and the equipment of the party. You can do this in most dungeons but you may not survive this if you're not equipped for the task. Same is true for the healer as they won't be able to keep up with the incoming dmg if their equipment is lacking. And also if your DDs won't do good damage the mobs will take forever to die and you may run out of CDs. It's a group thing so make sure your group is okay with the big pulls, especially if there are newbies in your teams.

    Should I spam aoe until there’s only 2 enemies left then go onto single target attacks.
    Yeah, most of the time you want to hit everything because you don't want to lose aggro.

    Do you usually pull one pack and see how you get on and that determines how you will play for the rest of the dungeon?
    That may be a good idea to test the waters, especially if you are not sure if your team is equipped well enough (see above)
    (2)
    Last edited by Pepsi_Plunge; 10-07-2020 at 08:19 PM.

  4. #4
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,978
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Pepsi_Plunge View Post
    In the beginning you can (and should) also throw in smaller CDs like arms length or Reprisal together with your bigger CDs.
    I would not use arm's length and reprisal together with your 30% cd. Since arm's length slows the mobs attack speed the only thing you get out of it is less mitigation from your big CD.

    Pop arm's length about 3-4 seconds before your 30% runs out so by the time you have no mitigation up the enemies are slowed and then combine it with reprisal as "intermission" mitigation before popping something like rampart.

    I should also add that you want to be careful with a WHM as your healer. If they actually know what they're doing then they'll start spamming holy for a while as soon as you stop pulling more mobs. This means that the enemies will be stunned for about 7 seconds and using your defensives during that means you're potentially wasting half of your 30% CDs duration since nothing is attacking you.



    Quote Originally Posted by Spartan_Aoues View Post
    generally yes u want to spam aoes until there are 2-3 mobs, at this point depending on your healer's mana just start to pull the next set of packs.
    For warrior and gunbreaker it is a dps increase to use your aoe combo on 2+ mobs.

    Keen Edge -> Brutal Shell -> Solid Barrel = 3 GCDs for 900 potency total, Demon Slice -> Demon Slaughter = 2 GCDs for 400 potency per enemy hit. So let's assume you do 6 GCDs with atleast 2 enemies. Your single target combo would deal 1800 potency in damage and your aoe would deal 1200 potency per enemy in the same amount of time for a total of 2400 potency in dps. It becomes a bit more complicated if we factor in cartridge spenders but generally you want to prioritise your Gnashing Fang combo for 1-3 mobs, at 4+ mobs Fated Circle will deal more dps.

    I'm not too sure about paladin or dark knight but even there you can safely assume that at 3 or more enemies your aoe will deal more damage in total. This obviously changes at lower levels when you only have access to 1 aoe ability with relatively low potency.
    (0)
    Last edited by Absurdity; 10-08-2020 at 01:05 AM.

  5. #5
    Player
    Spartan_Aoues's Avatar
    Join Date
    Nov 2019
    Posts
    50
    Character
    Spartan Aueos
    World
    Sargatanas
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Absurdity View Post
    For warrior and gunbreaker it is a dps increase to use your aoe combo on 2+ mobs.

    Keen Edge -> Brutal Shell -> Solid Barrel = 3 GCDs for 900 potency total, Demon Slice -> Demon Slaughter = 2 GCDs for 400 potency per enemy hit. So let's assume you do 6 GCDs with atleast 2 enemies. Your single target combo would deal 1800 potency in damage and your aoe would deal 1200 potency per enemy in the same amount of time for a total of 2400 potency in dps. It becomes a bit more complicated if we factor in cartridge spenders but generally you want to prioritise your Gnashing Fang combo for 1-3 mobs, at 4+ mobs Fated Circle will deal more dps.

    I'm not too sure about paladin or dark knight but even there you can safely assume that at 3 or more enemies your aoe will deal more damage in total. This obviously changes at lower levels when you only have access to 1 aoe ability with relatively low potency.
    After big pulls you done wait to kill 2-3 mobs, the dps can prob kill it on your way to the next packs. its better to just mobe on and grab more. unless u need to wait for cds or healer mana is low.
    (0)

  6. #6
    Player Mhaeric's Avatar
    Join Date
    Apr 2012
    Location
    Vancouver, BC
    Posts
    2,141
    Character
    Mhaeric Llystrom
    World
    Balmung
    Main Class
    Red Mage Lv 97
    Quote Originally Posted by Spartan_Aoues View Post
    After big pulls you done wait to kill 2-3 mobs, the dps can prob kill it on your way to the next packs. its better to just mobe on and grab more. unless u need to wait for cds or healer mana is low.
    As a DPS main, I hate this. Don't do it. Killing moving targets is a pain in the socks especially if there's still 2-3 of them since they'll likely be spread out and you're forced into single target. The only two exceptions that I would recommend to this are a) if there are only ranged dps in your party since movement doesn't impact those jobs as much although mobs spreading out still impacts AoE and b) if you know that the dps can kill the remaining mobs before they start moving to follow you I.e. waiting until the absolute last moment when only a single hit or two will kill all of the remaining mobs.
    (6)
    Last edited by Mhaeric; 10-08-2020 at 03:18 AM.

  7. #7
    Player
    Spartan_Aoues's Avatar
    Join Date
    Nov 2019
    Posts
    50
    Character
    Spartan Aueos
    World
    Sargatanas
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Mhaeric View Post
    As a DPS main, I hate this. Don't do it. Killing moving targets is a pain in the socks especially if there's still 2-3 of them since they'll likely be spread out and you're forced into single target.
    Quote Originally Posted by Xiaoki View Post
    Yeah, this is stupid and annoying. This only works if you have 2 Ranged Physical DPS.
    I understand your frustration, as most combo skills will be useless while on the move, especially if u are casting. As a tank i get it but pay attention to the situation. If there are 2-3 mobs that are 10% health, there is no reason to maximize combos u can just use single target or use aoe skill that are not tied to mob pos. If done right by the time you pick the next pack dps will have already killed all mobs. Also if you are moveing the mobs will have a longer/staggerd auto attack pattern, making it much easy for healers in range, also it makes buffs like regs more efficient.

    As a rule you want to always be pulling not 2 much to wipe not to little that healers it not challenged, make sure you push ur team to be better.
    (0)

  8. #8
    Player
    Xiaoki's Avatar
    Join Date
    Aug 2013
    Posts
    76
    Character
    Balar Avagnar
    World
    Ultros
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Spartan_Aoues View Post
    After big pulls you done wait to kill 2-3 mobs, the dps can prob kill it on your way to the next packs. its better to just mobe on and grab more. unless u need to wait for cds or healer mana is low.
    Yeah, this is stupid and annoying. This only works if you have 2 Ranged Physical DPS.

    For Melee DPS the mobs will be moving in and out of melee range. You could use Sprint to go faster but then you will be going faster than the mobs and your Sprint will run out before you get to the last pack of mobs and be wasted.

    The problems should be self evident if you have Caster DPS.
    (7)

  9. #9
    Player
    aodhan_ofinnegain's Avatar
    Join Date
    Nov 2017
    Posts
    545
    Character
    Aodhan O'finnegain
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Spartan_Aoues View Post
    For max reductions as close to the end of the cast bar as u can get(depends on latency) you want the buff icon to appear before the cast bar is finished to register(depends on the attack some attack have a longer animation and can be mig later i think)
    This is a not a good means to using cooldowns, outside of maybe timing tank invulns in Savage or Ultimate. Really you should not use cooldowns that close to the boss finishing its cast, but instead try to use your cooldowns early, in advance of tankbusters, as mitigating auto attacks before tankbusters and after can help healers immensely. Also the sooner you use them, the sooner you get them back off of cooldown. Of course pre popping your cooldowns comes with learning a fight first.

    Quote Originally Posted by Spartan_Aoues View Post
    After big pulls you done wait to kill 2-3 mobs, the dps can prob kill it on your way to the next packs. its better to just mobe on and grab more. unless u need to wait for cds or healer mana is low.
    This is by far the worst thing you can do as a tank in a dungeon, it's just stupid and frustrates melee and casters for no reason, and even Physical ranged too to some degree. A good tank will commit to the pull they have made, and will wait until the mobs are dead before proceeding to the next pack. You prevent doubling the sprint duration received from being out of combat or prevent the use of Peleton from physical ranged, and the increased HP / MP ticks out of combat too, all the while dps are trying to kill the mobs that keep getting yoinked out of their range.

    Be a good tank don't do this in dungeons.
    (4)
    Last edited by aodhan_ofinnegain; 10-08-2020 at 12:26 PM.

  10. #10
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,978
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by aodhan_ofinnegain View Post
    This is a not a good means to using cooldowns, outside of maybe timing tank invulns in Savage or Ultimate.
    There are some cases where this is actually a good idea, namely when you know that popping your cooldown as late as possible allows you to mitigate a second mechanic.
    (1)

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