From what I have asked and from personal experience. All mobs take the same about of damage.Correct me if I'm wrong...but isn't it still a good idea to mark the mob the DPS should target when applying their AOE's? I always assumed the actual target of the AOE received more damage than those around it. If this is true, it's beneficial to at least mark the one with the most health and/or the one you're going to focus a few single target enmity skills on.
I'm level 18. And thats pretty much what i do.
Flash -> Fast -> Riot -> Flash -> repeat while tabbing around and dropping the occasional Savage.
Unless you're being sarcastic, in which case, whats a Flash?
When I do WP speed runs its all flash flash flash riot flash.
How does that make me bad?
If I DONT do this, DPS pull hate, die, and we all wipe.
That was just the statement that I referenced. But the information applies to all of it and the difference between a combo'd and non combo'd RoH is pretty immense. RoH pulling ~500-600 enmity is less then a single flash generates on multiple targets. It is useful and I am not knocking it at all just saying that it should not be the preferred use or even thought about unless we are talking about snap threat after a voke.
I know there was a post with a lot of testing done. I will find the link here in a minute for you.
Edit - Can't find the post I was referring to but have found a few with testing since launch. Seems that it is a common trend showing between 1.2-1.5 times for Shield Oath with no one having a definite answer that I can find. If someone finds solid proof I'd be wanting it as well!
Last edited by Ariyn; 11-02-2013 at 02:57 AM.
On large aoe packs I spam flash until out of mana (CoS too when off cooldown), then I start weaving 1 riot blade combo with 1 flash, all the while managing defensive cooldowns. Towards the end of the pack when alot of mobs are dead then I start spamming riot blade more than flash so that i'm gaining back mana for the next aoe pull. You need to be close to full mana at the start of each pull otherwise you won't be able to keep enough aggro. The downside is that towards the end of large aoe packs you might start losing aggro when you're spamming riot blade instead of flash, but your job in speed runs isn't to prevent every tiny bit of damage on party members, it's to get through the dungeon asap. If dps taking a couple of negligible hits to the face at the end of a pack means that you have close to full mana for the next pull, then I consider it a good tradeoff.
Last edited by Xbuzz; 11-02-2013 at 04:11 AM.
I didn't know about running behind first AK boss to avoid Void Thunder, but I do try to stop mindmelt every chance I get.
it helps a lot, basically negates the vast majority of the damage for that specific boss. (technically you could just rotate the boss and make it so he does NO damage beyond mind-melt and canker...but it makes the melee dps angry)
if you can also can get any bards in your party to silence canker and you manage to interrupt obliterate from the adds you basically make healing this fight the most boring job on the planet.
This. It's certainly something that most tanks don't pick up on.. Atleast not immediately. There is also the same issue with Slip Stream from HM Garuda.I'll add a 14th: eating avoidable casts. In AK, the first boss regularly casts Void Thunder that can be dodged by just running behind the boss during the ability's 3 second cast, and I've seen *so* many PLD tanks just eat it because "the healer will take care of it" (it's the only major source of tank damage in the entire fight; if you avoid that and interrupt Mind Melt, like the tank *should* be since it's on a 30 sec CD just like Brutal Swing, the healer can DPS pretty much the *entire* fight). The blob boss in WP is the same: it casts Fire, which just so happens to be 90% of the damage the tank will take, and it can be completely avoided by just running behind the boss.
Did it tonight. Makes things so much easier.it helps a lot, basically negates the vast majority of the damage for that specific boss. (technically you could just rotate the boss and make it so he does NO damage beyond mind-melt and canker...but it makes the melee dps angry)
if you can also can get any bards in your party to silence canker and you manage to interrupt obliterate from the adds you basically make healing this fight the most boring job on the planet.
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