Tank enmity issu right now involve dps high starting burst such as pictomancer in dungeon.
But the very moment you're using Provoke on a single target, this is no longer a problem because provoke not only put you 1rst on the aggro list but adds another value so that no one takes it back (especially an other tank).
Your tank has no tank stance at this point.
At this point, just do it with trust and it'll be a forgotten story in no time.
Here you go:
I made this just for you.
https://www.youtube.com/watch?v=w98G8BAPZIE
I mentioned this in a different post but, as someone who engages in high-end content frequently, the new Dawntrail Dungeon Difficulty has been very very enjoyable. I do not want them to change the difficulty in any way but I think there is room for them to make the duty support/trusts able to support players like yourself because as it is right now it is not doing its intended job.This is my own personal feedback as someone who has been healing since 1.0 as a white mage. I've noticed the big ramp up in dungeon difficulty and mechanics, some of them have been enjoyable, others not so much( lvl 95 final boss I'm looking at you). But I've been able to work with my FC and learn the mechanics and progress the story and dungeon. However on the final dungeon, Alexandria, making to the first boss. We died, continuously, over and over and over again. After about 20 different tries and dying each time, we threw in the towel. I don't mind learning mechanics and trying to get better but this is beyond my abilities as a healer. We understand the mechanics of it however there is not enough time to get between locations. Not everyone's reaction time is as quick others nor can you expect them to be. There is not enough pause for a healer to even mitigate the errors in the party. Upon dying, I lose all my lily stacks which gives me only tetragrammaton and benediction for instant heals in case of emergencies during these constant runs to the circles and avoiding the crosses and the bosses big conal attack. I can't try to save people with heals unless my lily's are up during these runs. I can't even use swift case because I have to save it in case someone falls which was happening to our tank because even having a couple stacks, fully healed and a tank mitigation popped, it was one shotting him. This was our tank, geared up to what he could get at the level and stacked with materia. There is not enough down time between all that happening to even heal the party to survive a hit with stack markers coming right afterwards. As a casual player, I don't do much raiding, I have done some in the past but not something I've personally enjoyed doing but this gets to the point its alienating the casual audience, people with disabilities,etc from even progressing. Maybe they need to bring back Hard mode dungeons and stick this in there and readjust the MSQ's dungeons so this isn't so bad. Something is off with this dungeon and it needs reworked. Until then, my journey with Dawntrail ends here until this gets addressed, which is unfortunate because I wanted to see how the story ends and experience it myself.
I healed that as an Astrologian and didn't even wipe once. Keep trying.
As someone who never engages in high-end content (I have no friends, don’t like voice chat programs and I’m too lazy to make my own PF lol) I also really enjoy the difficulty level of the dungeons. If anything I’d like to be like just a tiny bit higher in terms of actual damage output and not just in avoidable mechanics, but that’s just a personal thing.I mentioned this in a different post but, as someone who engages in high-end content frequently, the new Dawntrail Dungeon Difficulty has been very very enjoyable. I do not want them to change the difficulty in any way but I think there is room for them to make the duty support/trusts able to support players like yourself because as it is right now it is not doing its intended job.
Also agree with making more room for duty support/trusts to support people through content if/when they need it. I’ve always found trusts a great way to learn new dungeons without the pressure of other people. If there were more ‘dungeon with support’ options for people learning / having difficulty with content, then there wouldn’t be such a need to keep everything as simplistic and minimal as possible
I wasn't doing them with Trusts, just my FC members. I understand that a lot of the high end content players enjoy the greater difficulty which is why I suggested keeping its original design and mark it as hard mode for the expert roulette while the new one could be adjusted down so it's not as punishing to those wanting to continue the MSQ since it is a bit of a roadblock. I am thankful that today my FC and I were finally able to clear it, but I still believe it needs adjustments. It's pretty much the single hardest content in this expansion's MSQ, even harder than the final trial which was a cake walk surprisingly.I mentioned this in a different post but, as someone who engages in high-end content frequently, the new Dawntrail Dungeon Difficulty has been very very enjoyable. I do not want them to change the difficulty in any way but I think there is room for them to make the duty support/trusts able to support players like yourself because as it is right now it is not doing its intended job.
What do you use Swiftcast for if you need to save it specifically for raising? Genuine question, I'm confused by that statement. Is it some sort of cursed optimization thing?
I've healed the dungeon as WHM twice now with my FC, both times were pretty fine. One thing to remember is that not only your tank's gear matters. Yours does, too. It affects your healing output by quite a bit, so if you're struggling to heal there, it may be something to look into. I will say healing can be a bit of a struggle if you're trying to juggle rezzing everyone who keeps standing in mechanics, but it's something you can get used to with practice. If you can tell where a safe spot is and someone consistently struggles with it, Rescue that sucker to you.
I agree the timing is pretty tight for a Normal dungeon, but you should be able to get used to where the safe spots are after a couple pulls. For example, for the attack with a laser wing, one of the two southern corners will always be safe. If you preposition between them, you absolutely have enough time to make it to one of the safe ones. Especially if your job has a dash. For the line AoEs, watch the soldiers he summons at the edges of the arena. You have seen this mechanic before with Gaius. It's the same thing. For the circle AoEs where he summons soldiers, the southeast corner is more or less safe. The second time he does this, stand in the southeast corner, wait for the middle AoE to explode and move middle. Ask your DPS to help you mitiage through unavoidable damage if you're having trouble with it. If you need help rezzing, try asking one DPS to take RDM or SMN as a backup for learning the dungeon.
As for your tank having issues holding aggro, that one is a mystery to me. Make sure their stance is on. If you're healing a LOT, you are probably generating a lot of aggro on yourself, but the tank should have no issue with it if they're dealing damage. The post by SE is targeted at the fact that Pictomancer and Dancer (among others) have such high burst damage sometimes that they rip aggro for a bit. This is mitigated by the tank doing their AoE twice before moving on to another pack. That or you just bring the mobs to the tank.
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