If the tank and heal knows what they are doing, then YES PLEASE ... but I seem to be plagued by bad luck and douche tanks so I prefer a more steady pace (read not snail slow there)
If the tank and heal knows what they are doing, then YES PLEASE ... but I seem to be plagued by bad luck and douche tanks so I prefer a more steady pace (read not snail slow there)
AOE's are bad if there's below four mobs. Three and below is where you will kill them faster if you stick to the single target rotation (mostly due to firestarter). This coming from a BLM that likes to AOE.
I'd be happy either way. You're both RIGHT. The wrong answer I see all too often is split dpsor some AoE and some CC at the same time ><
dam if you sleep and dam if you dont. Did Aurum yesterday, tank liked to pull tons of mobs when I say tons I really mean tons, so after a couple of wipes because well obviously too much is too much, I started to sleep, systematicaly and I mean this systematically ALL targets asleep were woken up, that was just plain dumb, so I stopped sleeping, the healer said that I should think of sleeping, which shows he wasnt lookign at what was happening, to which I answered that the moment peopel stop waking who I sleep just for the hell of it...they didnt even see I had slept them, so maybe being aware of what is happenign around you may be a good start...if a BLM sleeps is also to make life easier for all..if a BLM freezes may be also for his convenience to have all targets in one place to use the *brasier*(cant remember english name) or just allwo a group of targets to take some damages while attacking others eh?....just me though
Mei
An interesting thing i have thought about for a while is how much a blm can abuse sleep.
1)Tank pulls "sleepable" mobs and pulls them back down the main path of the dungeon.
2) blm follows and sleep nukes all of them
*the only ppl on the mobs enmity list are the blm and tank*
3) the blm and tank then proceed to run away from the slept mobs.
*mobs aggro will drop after a certain distance is met between player and enemies*
4) once the blm and tank runs out of mobs proximity, the mobs aggro will drop and will resume to re position itself to where it was originally at.
This isn't a lockout as this does not require a boss force field wall thingy to close off pursuing enemies.
It can be done anywhere in the dungeon.
All it requires is some room to run and a blm or a whm.
Really easy to master but has very little room for error as u only have 2 chances as the timer for sleep will be too short by the 3rd time it is cast.
But anyways, AoE abilities r pretty helpful as of the reason y they nerfed Holy.
I'm guessing you're talking about using aoe in pre-50 dungeons? most people spam aoe in late game dungeons.
Problems with aoeing lowlevel dungeons: Several classes have no aoe at that level. Had a tank pull several groups of mobs and told us to aoe. I responded telling him "we are lancers, we don't have an aoe skill"
Next problem is hate generation. PLD sucks before shield oath at getting hate. AOE spells will rip mobs right off of you even with flash spam.
The healer might not have all his skills. Removing damage by focusing down individuals can stop you from having pointless wipes to trash mobs.
For me (as a DRG) this is very true. BRD its even worse.
Three mobs or less its just not TP or time efficient to AoE. If anything, it slows you down to AoE 3 or less enemies.
4+ is definite AoE territory. But, yeah, the tank has to be able to handle the AoEs.
this will be a long reply so bear with it and sorry for the lack of grammer and spelling errors as its not my strong point
this is a mixed bag of nuts thread aoe pulls depend on a few things
party compelation
war tank scholar 2 blm nuke fest
pally whm 2 mnks take first few pulls slow see where your party is sitting
now is this absolute hell no i have tanked wp with 2 monks and a whm i am a pally and we speed ran it in bout 15-20 mins woulda been faster but i had a call lol oops my bad
party skill
this is the part that pisses people off yes skill no not talking gear lev or dps big pulls involve watching your agro managing mana avoiding aoes proper cc timming and working as a team this is skill and something that not all players have and yes this includes myself at times as well we all start having to learn
level of content
this is the most important what level content is the group doing as abbilities for each class are honestly poorly done in the game as the game is ballenced in tiers and partially for pvp and pve at current max levels early tanking for example aoe agro is a bit harder to hold as if you team is not aoeing and decideds to focus they will rip off you each time healing early on is fairly limeted to mid level dps some classes dont get a decent aoe till mid level
in the end it is the tanks decission how to move through content the more comfy the tank is the faster he/she will be going
and to deffend other tanks who dont aoe pull it really isnt the mentality of tanks in ff14 to aoe pull that comes from games such as eq wow ect where battles are alot faster paced ff14 is slower combat as it still sticks close to the old turn based style combat system they used to use
you may disagree with that statement but its pretty true i was speed running wp before they did the tomb change to it cause it used to be a printing press for tanks and healers to just print gill fast cues and so many items that sold for good gill used to make 20-80k gil a run in there before the nerf back in the day
now with that said when i was speed running wp in a pug people where shocked that a pally could aoe pull like that this was before the changeds to emity gain since those days when people started seeing a few tanks start speed running and aoe pulling the tanking sceen changed slowly and now there are more tanks who do it
but at the end of the day it aoe comes down to simply put
can your tank hold agro
can your healer keep em up
can the dps push out enough damage to drop the mobs before the healer is mana burnt and the tank dies
if your dung is running smooth boost the tanks moral suggest pullling more see how it goes and if it failes find a ballence and help out
moral of the story use your better judgment
Three mobs or more and you should be using Flare.
Even on 2 Mobs Flare is a significant increase in DPS(260 potency x1.8 x 2 for 4 seconds compared to 150 potency x 1.8 x 1 for 2.5 seconds)
Using Fire2 on anything below 4 or 5 mobs is a waste, however.
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