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  1. #1
    Player
    lujate's Avatar
    Join Date
    Dec 2013
    Posts
    93
    Character
    Lujate Fiona
    World
    Brynhildr
    Main Class
    Gladiator Lv 50

    How to keep healer from stealing aggro?

    I just dinged L30 last night on GLA. It seems that every dungeon I run, there are several encounters where the healer pulls aggro (usually when there are three mobs).

    I mark the targets and use Shield Lob as I run in. When I get to the mobs, I use Flash. I then use RoH combo on the current mob, with a Flash after every RoH. While I'm doing this, I lose aggro on one of the others, which makes a mad dash for the healer.

    Should I break up the RoH combo so that each individual attack hits a different target?
    (0)

  2. #2
    Player
    Olyvar's Avatar
    Join Date
    Aug 2013
    Location
    United Kingdom
    Posts
    49
    Character
    Cute Miqo'te
    World
    Moogle
    Main Class
    Conjurer Lv 34
    If the healer is spamming heals or over healing then they will attract the attention of the mobs. The healer needs to not develop OCD at keeping the tank at 100% but allow them to drop just a little so that when they heal they do not "waste" any healing as that is like a red flag to a bull as far as aggro is concerned.

    If the healer does get aggro then they must not panic and run! Just stay calm and stay put to allow the tank to regain the aggro. If needed use fluid aura to knock back a mob and repose another.

    The healer (as well as all others) need to keep an eye on the aggro meter - not just the tank.
    (3)


  3. #3
    Player
    Saevel's Avatar
    Join Date
    Aug 2013
    Posts
    94
    Character
    Saevel Azarin
    World
    Hyperion
    Main Class
    Red Mage Lv 80
    I'm sure there are significantly more accomplished tanks that can address this, but you might also find it helpful after your initial Fast Blade/Savage Blade/Rage of Halone on the primary target to hit your secondary targets with some of these enmity increasing skills in combo as well, in addition to Flash, Shield Lob, and Provoke when necessary.

    Also, as the Olyvar mentions, it is in part the healer's responsibility to also keep their enmity in check. It's really a balancing act in a party, and even though it's largely on the tank to maintain control, they can't do it without the help of the healer and dps.
    (1)

  4. #4
    Player
    ShadowDan's Avatar
    Join Date
    Nov 2013
    Location
    Ul'dah
    Posts
    275
    Character
    Kirina Falkov
    World
    Malboro
    Main Class
    Thaumaturge Lv 100
    To answer the OP's question, yes, you'll probably have to either use multiple flashes in a row or break up your combo between the different enemies to maintain a high enough threat level on each one. Assuming you have good gear, mitigate damage via cooldowns and the healer isn't overhealing, then a few attacks here and there should be sufficient after the initial pull to maintain aggro. But not every healer will be careful so you may have to fight some of them.

    Also keep in mind that a well placed Sleep can often do wonders if the party isn't using AoE on the enemies. It speeds up the killing of the other enemies and nullifies the threat issue for 30+15 seconds. Very useful indeed.
    (0)

  5. #5
    Player
    Orophin's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,446
    Character
    Orophin Calmcacil
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Too many lower level healers overuse Medica when tossing a few Cures would do the trick instead. They're just lazy. I can count on one hand the number of times I used Medica prior to doing Brayflox and above. The Cure spell is more than potent enough to top off someone that took incidental damage and is more mana efficient.
    (0)

  6. #6
    Player
    AlrikRouge's Avatar
    Join Date
    Dec 2013
    Posts
    389
    Character
    Alrik Rouge
    World
    Cerberus
    Main Class
    Gladiator Lv 60
    I think the easiest way to keep aggro at the lower levels as a tank is not only to mark the mobs in sequence of attack, but flash until you're out of MP, then cycle through each mob with whatever combo you have available, one hit each.

    While the other comments are true about how the healer or DPS should do their jobs, making yours as a tank easier, meanwhile, flash and Savage Blade do pretty good when you hit mob 1, mob 2 (savage blade, MP refilling), mob 3, mob 1 (savage blade, mp refilling), flash x2, mob 2, mob 3 (savage blade, mp refilling), etc.

    And sometimes when the mob runs off to go say hi to the healer, you can shield lob and flash, then hit that one to keep it in place.
    (0)

  7. #7
    Player
    juniglee's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    804
    Character
    Delenia Forcentis
    World
    Tonberry
    Main Class
    Marauder Lv 70
    As a good rule of thumb, if you have more than 2 targets, throw in a Flash for good measure at the end of every RoH combo. This is one way of handling this problem. As a tank, another responsibility you have is to make sure your weapon is always updated to the level of the dungeon you are currently doing. Aggro is related directly to damage, so don't expect to be holding much hate in Brayflox's Longstop (L32) using a iL10 weapon for example.

    On the healer end, make sure they're not overhealing (healing for more health than you have missing), or spamming Medica/Succor (since that generates 4x or 8x the aggro, depending on what party composition you have).

    I saw a tip someone mentioned about Sleeping mobs too. That's a really good option if you have it, as disabled mobs do not get aggro'ed from healing actions. And finally, as a last ditch option, you can also Stun the mob, preventing aggro from building for the duration of the stun.

    Quote Originally Posted by AlrikRouge View Post
    I think the easiest way to keep aggro at the lower levels as a tank is not only to mark the mobs in sequence of attack, but flash until you're out of MP, then cycle through each mob with whatever combo you have available, one hit each.

    While the other comments are true about how the healer or DPS should do their jobs, making yours as a tank easier, meanwhile, flash and Savage Blade do pretty good when you hit mob 1, mob 2 (savage blade, MP refilling), mob 3, mob 1 (savage blade, mp refilling), flash x2, mob 2, mob 3 (savage blade, mp refilling), etc.

    And sometimes when the mob runs off to go say hi to the healer, you can shield lob and flash, then hit that one to keep it in place.
    You do not need to spam Flash until you run out of MP. As you get to a higher level, and DPS starts to do more single target damage, Flash's effectiveness decreases. It's bad practice.

    You also have Provoke if a stray mob escapes to the healer. Follow it up immediately with Shield Lob however, since all Provoke does is puts your aggro for that monster to 1 above the aggro of the monster's target - this is easily overtaken by that person making any action, especially healing.
    (0)
    Last edited by juniglee; 01-07-2014 at 08:15 AM.

  8. #8
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    The hardest times to keep aggro on all the mobs are when there's lots of them, and that tends to come up with groups of mobs that are (at least individually) relatively easier than normal for the dungeon level. While a healer may have trouble if getting hit by a boss, they can survive a blow or two from the typical trash mobs that come in groups like that. (After all, they have to be tough enough to survive soloing landscape content.) The bigger issue is that it interrupts their heals. So if you're in urgent need of a lot of healing, then you need to keep all mobs off the healer. If not, then you mainly just need to keep powerful mobs off the healer.

    Certainly if a mob breaks away and heads for the healer you want to shield lob it back to you, but some people fret more than is really warranted over the mere fact that its aggro started to shift away even momentarily.

    p.s. Yes, this is based on low-level dungeons, but I've already seen the attitude crop up that even a minor mob hitting the healer just once or twice is somehow an issue, and no it really isn't. A boss hitting the healer even once would be an issue. Lots of mobs ganging up on the healer would be an issue. But a minor mob getting a blow or two in before the tank pulls it away - so what.
    (1)

  9. #9
    Player

    Join Date
    Oct 2013
    Posts
    56
    As a healer I have noted that a few tanks were not switching targets to keep generating enmity with all the mobs, in fact a number were basically pulling and then stuck on one... 1 cure 1 later and I had aggro, luckily most of the tanks responded maturely to my suggestion they switch targets often to ensure all the mobs get a piece of the hate.
    Thats why the tank needs to mark the DPS targets, you cant simply target the tanks target as the tank should be switching to other mobs to keep the aggro on all the targets.

    Of course you do get healers that will just spam heals and expect the rest of the group to defend them, but at the same time healing is a AoE aggro generator and on random tanks you cant let the HP dip too low , not until you learn the tanks personal ebb and flow of damage taken and healing needed... I have had paper tanks that I can barely keep alive with constant spam and tanks that just dont seem to need healing at all nearly, depends on a lot of factors.
    (1)

  10. #10
    Player
    erikdaae's Avatar
    Join Date
    Aug 2013
    Posts
    56
    Character
    Erik Daae
    World
    Tonberry
    Main Class
    Archer Lv 50
    following is my routine for party w/o sleep caster

    shield lob @ target 1
    flash
    stun @ target 1 (if healer is slow at healing)
    fast blade & riot blade @ target 1
    roh @ target 2
    flash
    fast blade & riot blade @ target 1
    roh @ target 3
    fast blade & riot blade @ target 1. (repeat)

    most likely target 1 will die very soon at this stage
    (0)

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