Garuda Story is the only time I knowingly used it during the transition to P2.
I could see justification for it's use anytime you have to transition from one thing or another, however the DPS LB is so much better.

Garuda Story is the only time I knowingly used it during the transition to P2.
I could see justification for it's use anytime you have to transition from one thing or another, however the DPS LB is so much better.

Honestly Tank limit break is pretty useless, only time that it might be useful is in Ifrit and Garuda HM.
Ifrit if you pug it and didn't get all the nails down in time, it can be useful.
Garuda if too many rocks were destroyed before she uses her AOE, it can be helpful.
Other than that you will probably never ever use it.
http://na.finalfantasyxiv.com/lodestone/character/1560295/
Tanking is a job, DPSing is a science and Healing is an art.
If the Tank dies, it's the Healer's fault. If the Healer dies, it's the Tank's fault. If the DPS dies, it's their own damn fault.

TIL that we have a limit break
Honestly, it wouldn't even be on my hotbars at all if I didn't have an extra slot on my gear-switching+emotes hotbar it is just that awful.
We use it on turn 4, phase 6.

That.
I've used it on Turn 1 before after the Split and we're DPSing both Bosses and ignoring slime spawns.
Party Makeup usually doesn't have anyone with a Single-target LB there, you really don't want the two halves to get near each other for the AoE LB, and the Healer LB is (hopefully) superfluous. Tank LB helps withstand the bosses a bit longer when they get up to 4+ stacks.
Last edited by Maelwys; 11-15-2013 at 09:43 PM.

My group actually does this too. When the 2nd dreadnought pops I do a quick threat-grab and pop Hallowed Ground. As soon as mine drops, OT pops his HG. As that is ending, I'll activate Tank LB to help keep group alive through the last bit of phase 6. Usually our biggest issue has been keeping everyone alive through the non-dreadnoughts, whether it be hate/dmg issues. Its become a guaranteed win once we are down to just the 2 dreadnoughts left.
we used to blow the tank limit there too..
you should try blowing the melee LB on one of the dreadnoughts sometime, instead of one guy tanking the double dreads and the other holding 2 spiders + knight + solider with a tank limit
you can just drop one of the dreads with the melee limit and feed the two spiders to the other one, same effective damage mitigation as the tank limit except it speeds the fight up too
sadly i think the same is true of any opening for a tank limit.. only 3 nails died and 1 is left standing? just use a melee limit on the last one... caduceus not dying as quickly as you'd like and stacks are high? just kill him with melee limit...
:\
Ifrit HM...
1 totem left + Tank LB3 = whole party survives
or
when boss in x dungeon is at 0.1% HP b/c apparently 99% of DPS doesn't know there's a LB feature in this game...
When I get 2 Bards in my Duty Finder group.... and there's burst damage of some kind.

Turn 4 Phase 6 just Single Target LB the Spinner. If both tanks are Paladin pop Hallowed Ground so that healers don't grab aggro from initiate threat and fall over. Kill Spinner feed 2 Bugs to the newly spawn Dreadnaught. Kill previous Dreadnaught, if heals is no sufficient have OT Kite the Knight and the Soldier.
Profit... but seriously only time I'd use it would be when Caduceus has 8-9 stack and I'm out of CDs and Hallowed Ground.
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