Quote Originally Posted by Ouza View Post
I think ff14 makes us all play our class with more thinking. out of all the MMO's I've tried, I actually have to work hard to again agro, especially when there are multiple mobs or the DPS refuses to listen to tags or marks.
To be fair though, in the endgame setting the only point in time during which FF XIV is different from various other MMO's is early threat generation. The pickup threat on a single target is minimal when going through the regular rotation. Breaking regular rotation and going in with fight or flight on, shield lob, circle of scorn, spirits within, rage of halone, combo start on a single target mob and even as a PLD you excel in threat by such an amount that for an equally geared DPS it becomes impossible to overtake. During the course of the fight the threat gain increases greatly. Especially with DPS frequently taken out of active engagement by needing to perform the dance.


In SCoB this is still very much so noticable. In original coil it was laughable. If desired a PLD tank could engage in auto-attacks only midway through the fight. Now in farm runs you can do the same and play stunbot on the add if you wish.

For warriors the threat gaps over time are even greater.



To be honest, due to that I also don't think that FF XIV's threat system is so much better than that in other MMO's. Initial threat generation on paladin's in particular ought to be increased to compensate for the high level of AoE damage some ranged classes can throw out. Whereas threat generation by single target attacks from ranged classes ought to be increased to ensure they stay in range of the tank without overtaking if the tank doesn't fall asleep. The gap between PLD and WAR threat imo is also too great. In trash packs in particular a PLD often becomes useless, if anything just to be there to pick up in case healers couldn't keep up with all targets jumping on the WAR.