Tanking in 3 steps.
#1. If you are taking a lot of damage, pop a cooldown.
#2. If the healer is dying, you are doing a bad job. If you are dying, the healer is doing a bad job.
#3. If the DPS is dying, they are dpsing wrong.

Tanking in 3 steps.
#1. If you are taking a lot of damage, pop a cooldown.
#2. If the healer is dying, you are doing a bad job. If you are dying, the healer is doing a bad job.
#3. If the DPS is dying, they are dpsing wrong.

I figure I should ask before I get much farther towards endgame on my Paladin, but for how long is the basic Flash -> FB -> SB -> Halone -> Flash rotation I use viable? Is there a new rotation setup I should get used to using for endgame content?

We talking single target or multiple mobs?


Don't be discouraged but when you hit 50 initially, you'll probably lose hate often. It's like a level 40 trying to tank off 45s. Don't let that get to you
If you've got 2 single target dps, like to Flash FB SB Flash Halone Flash.
If it's summoners, I weave in a lot of flashes, and then there's the demon I call SCHummoner. You'll find a lot of times you're double flashing. When you get to speed runs, flash until you've spent half your mp, at least.




What I do is start with a Shield Lob, then use Flash twice to get a hold on the pack, and then use the FB-SB-RoH rotation changing targets from time to time. For example, FB on current target, SB on the next, then RoH on the first one again, and so on, using some SB or RoH on another target if it's losing aggro. Sometimes I throw another Flash too from time to time, depending on how I see the enmity on the whole pack or if there's more than four mobs (you also get a nice blind), but I find it easier to hold it if I do that rotation between targets, as it gives you a ton more aggro than Flash.


This is what I do as well, and I rarely lose aggro. Only exception is a black mage getting trigger happy or repeatedly casting flare without using quelling strikes. It also helps to pop Fight or Flight at the beginning of an encounter to give you that little boost (and your off GCD abilities, assuming you don't have to save the silence for something and you aren't CCing any mobs).What I do is start with a Shield Lob, then use Flash twice to get a hold on the pack, and then use the FB-SB-RoH rotation changing targets from time to time. For example, FB on current target, SB on the next, then RoH on the first one again, and so on, using some SB or RoH on another target if it's losing aggro. Sometimes I throw another Flash too from time to time, depending on how I see the enmity on the whole pack or if there's more than four mobs (you also get a nice blind), but I find it easier to hold it if I do that rotation between targets, as it gives you a ton more aggro than Flash.
If the mob pack is going to be more than 3, I flash spam the hell out of it.




Yup. For example, in the case of Circle of Scorn, even if it doesn't do a lot of damage it surely adds some tiny bits of aggro that might be the difference between holding a target or losing it, sometimes.




While we're at it, that enmity management tutorial should be for all roles, not just for tanks. It should teach people to slow down or stop their dps too when needed, to wait at least a second before attacking on each pull, to mark mobs and kill them in a specific order, and to discover what these little icons and bars on the party and enemy frames are for.
I mean it seriously. Many people don't know these basic things.
I tend to Flash once or twice for initial hate, then FB> SB > Tab to second target > Halone > Tab to first/third (depending on number of mobs) > FB > SB > Tab > Halone > repeat
After 3 mobs though it starts to become difficult, but unless your DDs are extremely decked you're going to get a lot more enmity that way than with flash. Works for everything I've fought so far (Including low level content) and I've done everything including Turn 5.
Last edited by EmSix; 11-13-2013 at 09:09 AM.
I used to just play tank, but I decided to switch to archer. Out of like around 10 tanks I've had, only 1 of them that I remember, actually marked the mobs. Playing as an archer and keeping my distance, it takes me awhile to see what mob the tank is attacking. Really hard if 2 mobs are getting attacked at once...
That's the most annoying thing I've came across, and nothing in this game, that I've found, teaches even how to mark mobs, or the agro meter that's by the party list.
For like 2 months, I didn't even notice that agro meter until someone told me about it.
Kinda off topic, but another thing I didn't realize was cleric stance was for more damage. I had that one backwards, nothing ingame taught that either. Seems like a lot of stuff isn't taught to us ingame..
Didn't older final fantasy games do a really good job explaning the battle mechanics and other aspects of the game? Wonder why ffxiv is missing so much to teach us.
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