From what little I tanked on PLD since the patch, I have noticed no difference whatsoever.
From what little I tanked on PLD since the patch, I have noticed no difference whatsoever.

SV hard has shown some strange hate issues for myself and my healer. I have to fight him for aggro constantly (something that is not an issue in any other dungeon) and if a mob does get on him, almost no amount of moves on my part will pull it back off before it kills him flat out. I've noticed some difficulties in other parties as well, though its most noticeable there. We've been watching it after a few runs and its most certainly not an issue of player performance or item level. I'd be curious to see if this is some sort of bug or...I don't even know. But it does seem to happen ever since 2.3
I think I have finally ran into the issue last night while running with my SO healer; it never seemed to happen during any dungeons, but it did during a few fates. Mind you I didn't have defiance up, but she never use to surpass 60% of my hate output running SE > BB and she was riding my ass through the whole fight, haha.
I don't think the problem comes from the tank stance hate multiplier if I can view a sizable difference w/o defiance up though. Either way, I didn't see any patch notes regarding combo hate multipliers, so does that mean the infamous spaghetti coding SE is known for plagues FFXIV too? Haha



Also seen this happen as healer, PLD was losing hate all over the place. I recommended trying switch shield oath off and back on, no change.

I have noticed the same issue while tanking SVHM.
Was with MNK and BLM who were well equipped at around 95-100, my PLD is close though at 91ilvl and I never had issues keeping hate in such party config unless monk was going all out on wrong moob before I had time to do 2-3 GCD skills.
Have to admit that I haven't tanked much for a while, so maybe was not doing 100%optimal, but PLD is so straight forward... Anyway, I usually flash -> CoS -> flash(sometimes 2x if BLM is strong) then start my 1st RoH combo on main target -> flash after the 1st combo to keep up the hate on secondary targets vs. healer/BLM.
It always worked fine and I was not loosing the hate on main target, nor other adds (had them fully on me so the flash after RoH was more for security reasons before building hate on them with standard combo than a must). Now after the patch I was very close to loosing the hate on main target to monk and on secondary targets for BLM when I was in the middle of my first combo.
The monk might have been exceptional but he didn't have at this point GLIII, BLM wasn't flaring, and yet I was for almost whole dung on the edge of loosing hate (lost it few times, too).
Other thing is that getting back the moob was a nightmare.
Last time I had such issues in dungeon as a tank was when I was fresh 50 and DDs were 20+ilvl above me. I don't mind fighting for hate and it might be fun up to some extend, but nothing I read about 2.3 indicates change in enmity (other than BLM single target potency increase which was not really applicable in this case).
Regards,
M
This is exactly what i experienced, except for the part "i haven't tanked much in a while".I have noticed the same issue while tanking SVHM.
Was with MNK and BLM who were well equipped at around 95-100, my PLD is close though at 91ilvl and I never had issues keeping hate in such party config unless monk was going all out on wrong moob before I had time to do 2-3 GCD skills.
Have to admit that I haven't tanked much for a while, so maybe was not doing 100%optimal, but PLD is so straight forward... Anyway, I usually flash -> CoS -> flash(sometimes 2x if BLM is strong) then start my 1st RoH combo on main target -> flash after the 1st combo to keep up the hate on secondary targets vs. healer/BLM.
It always worked fine and I was not loosing the hate on main target, nor other adds (had them fully on me so the flash after RoH was more for security reasons before building hate on them with standard combo than a must). Now after the patch I was very close to loosing the hate on main target to monk and on secondary targets for BLM when I was in the middle of my first combo.
The monk might have been exceptional but he didn't have at this point GLIII, BLM wasn't flaring, and yet I was for almost whole dung on the edge of loosing hate (lost it few times, too).
Other thing is that getting back the moob was a nightmare.
Last time I had such issues in dungeon as a tank was when I was fresh 50 and DDs were 20+ilvl above me. I don't mind fighting for hate and it might be fun up to some extend, but nothing I read about 2.3 indicates change in enmity (other than BLM single target potency increase which was not really applicable in this case).
Regards,
M
I haven't had any problems keeping hate since the patch. The few times I do lose hate it's my own fault. Even when I'm on another job and group with other tanks they seem to be doing fine as well.
I could see there being a bug with shield oath since there was that one bug where sword oath would keep the enmity boost when switching from shield oath, but I have yet to experience it.
You don't need to spam Overpower 'till you're out of TP to hold group hate, unless you're being completely out-geared by your party members. At your level, you should only need several or so per group of 3-4; Overpower > (Heavy Swing > Maim) > Overpower (x2) > (Heavy Swing > Skull Sunder) > (Heavy Swing > Maim) > Overpower (x2 if necessary) > continue single target combos.
Overpower's hate gen. is often underestimated and many think they just need to spam it when they lose enemies to people focusing an enemy the tank is not. There are a few ways to combat this; the simplest is to mark the focus target of the group (no need to mark them all as it can just complicate things), another option is to do all the grunt work yourself and continually change your focused target to which ever are being focused by the dps (this option will be harder at your level since you do not yet have access to your enmity combo finisher, Butcher's Block). I don't normally mark, but I run with static players most of the time; I tend to tab through targets to gauge my enmity lead after an initial AE burst, from there [single target] focus down enemies and weave in another Overpower if necessary. The only time Overpower spam may be necessary is during large group pulls of speed runs, but you have time to recover TP between those pulls.
I appreciate the advice, but I'm looking more for it to be used as AE dps. I want to use it more but am restricted by the TP cost. (I'm only 38 currently) In other games tanks still got an AE dps ability, hate gen aside, I want to put up some more damage contribution! For instance, in Rift as a tank you could combo your single target stuff and had other single target hate generation abilities; yet, you had almost no AE threat generation aside from that 1 AE taunt. After that you just did damage and cycled a few ST hate generators here and there.
I don't have an issue keeping hate, I have a problem with the games limitation for me to pull 14+ mobs and help dps them down efficiently.
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