It only happens when you mix people using low level weapons with people in relic or better. Right now I feel like upgrading my Curtana would be a waste of tomes... since the only point of it was being better at generating enmity.
I have heard increasing the damage of a weapon increases the rate at which enemies die
Why in God's name would you try to steal hate? I still have a couple of tight enmity races with DPS geared similar to me, but prior to that I was losing hate to ANY Bard, Summoner, or Black Mage with primal weapons or Relic. If they had Relic+1 I just let them tank what they stole hate on, I can't fight everyone for hate. Getting hate was hard enough in groups, but holding it was worse. I'm ecstatic that it's easier now, but I'm still confused on why a healer is upset they can't get something to kill them when there's a tank. You're not supposed to get hit, that's the point.
Clearly the NPC critters don't follow PvP strategy for hate generation. That'd make all PvE fights real short and wipey.
I'm not sure if you're being sarcastic
Because one of the things I liked about FFXIV was how enmity was the responsability of everyone. As someone who came from WoW, I was excited that my worth as player wasn't measured by a damage/healing meter, but on how well I could play including keeping right behind the tank without ever pulling.Why in God's name would you try to steal hate? I still have a couple of tight enmity races with DPS geared similar to me, but prior to that I was losing hate to ANY Bard, Summoner, or Black Mage with primal weapons or Relic. If they had Relic+1 I just let them tank what they stole hate on, I can't fight everyone for hate. Getting hate was hard enough in groups, but holding it was worse. I'm ecstatic that it's easier now, but I'm still confused on why a healer is upset they can't get something to kill them when there's a tank. You're not supposed to get hit, that's the point.
I honestly enjoyed the prepatch enmity as well, and never had any major issues with threat, so long as I had fight or flight for key moments of a fight (ie soldier/knight in turn 4) and was not incredibly out geared by the DPS I was grouped with. I never upgraded my Curtana to +1 until after the patch when I had no more upgrades to make.
In fact I had to go AFK in a HM Titan one day after the heart phase while tanking and my group cleared the content without ever pulling threat from me.
As it is now, there is next to no reason for a tank to lose threat unless they are doing something drastically wrong, or a something incredibly bad has happened (a big cure 3 on 5+ targets as an add spawns for instance).
I can understand the change for warriors since they have two buff/debuff combos to upkeep and weave inbetween threat combos, but I'd like to see a change to Paladin where I can make use of the excess enmity in an effective way as well. (As of now I can use stoneskin and riot blade to maintain my health/mana bar, but in most encounters this is very irrelevant.) They could add a third hit to the Riot Blade combo that reduced Rampart's cooldown by 1 second or something silly like that, but as it is now there's very little decision making and no chance of losing threat.
In all honesty though, I don't know if my character generates more aggro than other characters by some ridiculous character specific stat? There were a lot of tanks in 2.0 who mentioned having issues holding threat and DPS players who said x tanks can't hold hate -- and while I can understand there is some skill involved in certain encounters, the average boss fight really amounts to 1-2-3 x infinity and I never experienced any of the problems other tanks complained about.
The only real reason to improve to Curtana +1 now is a whole ~5 DPS and slightly higher limit break damage.
Partial sarcasm. Higher damage weapon means more damage which means faster kills. Also every ability a Paladin has (including flash) generates enmity from the weapon damage. Curtana Zenith helps you stay ahead of highly geared DPS.
The issue with the enmity game is it's only fun to you and other similarly minded people. It is not fun to me when you're a newly dinged level 50 with a grand company weapon battling tooth and nail to hold hate on ONE target in a random dungeon queue against a DPS that is SERIOUSLY overgeared. Shield Oath only provided an enmity boost to counteract the damage loss (20% for 20%). Point for point of damage on multiple targets you can only divide up a Rage of Halone combo to hold hate against a Quick Nock spamming Bard, AoE spamming Black Mage, and multi-DoTing Summoners spamming Ruin on one target while Garuda Egi attacks a second for a certain amount of time before losing all of them. DRG and MNK weren't as bad to hold hate on as they were usually on a single target unless they were tab-targeting and splitting their combos as well. There was no play for a new tank against a pro DPS. You either were there as decoration and to tank bosses, or battled endlessly to hold hate on 3 targets unsuccessfully and swearing to the heavens.Because one of the things I liked about FFXIV was how enmity was the responsability of everyone. As someone who came from WoW, I was excited that my worth as player wasn't measured by a damage/healing meter, but on how well I could play including keeping right behind the tank without ever pulling.
I never had issues on single target tanking. Rage of Halone combos, flash, and Circle of Scorn make holding hate on them tolerable even with an ilvl 55 weapon. You might occasionally see one of the DPS catching up to you, but usually some movement or add mechanic slowed them down enough to hold them back a little. Losing hate on a boss usually meant someone popped EVERY cooldown they had and went ballistic the second Shield Lob went off assuming that generates a million points of enmity or something. The issue was usually in trash packs or when you were newly level 50 and undergeared holding hate against someone in ilvl 90 gear and a +1 relic. There was no way that enmity was ever going to generate correctly in that situation.In all honesty though, I don't know if my character generates more aggro than other characters by some ridiculous character specific stat? There were a lot of tanks in 2.0 who mentioned having issues holding threat and DPS players who said x tanks can't hold hate -- and while I can understand there is some skill involved in certain encounters, the average boss fight really amounts to 1-2-3 x infinity and I never experienced any of the problems other tanks complained about.
The only real reason to improve to Curtana +1 now is a whole ~5 DPS and slightly higher limit break damage.
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