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  1. #1
    Player
    Traek's Avatar
    Join Date
    Nov 2013
    Posts
    406
    Character
    Traek Darksoul
    World
    Sargatanas
    Main Class
    Marauder Lv 50
    As a Warrior tank, I haven't had any problems, or noticed anyone any closer on threat then pre 2.3. Threat seems the same. My PLD co-tank has mentioned that he feels something has changed with AoE threat for him. I'm not sure. He hasn't had any issue in T6, and has spoken mostly on Expert dungeons.

    There does seem to be something that has changed with mob pickups though. For instance the T6 slugs definitely run toward boss/MT first, even when they haven't been touched by MT. This has happened in both our FC raid groups.

    In T7 I definitely noticed odd behavior with Lamia pickups. I'd hit with a Skull Sunder within .5 seconds of its spawn, and it'd run out to mid and back. This isn't the usual, move because of slow pickup, or healer built aggroe, it was on me and had me targeted 100% of the time. It would happen with Tomahawk pickups from far one as well. Nothing unmanageable, but just messed up starting threat/IB mitigation a little. I noticed this problem in another one of our FC raid groups, so it wasn't just me there.

    T8 nothing weird with Dreadnaught pickup. Ran straight for tank in both groups.

    T9 I don't really recall any strange behavior on Golems. They seemed to stick and not run around much in both weeks since patch.

    Syrcus Tower, no issue on any threat gen or add pickups. I usually tank everything at once, and never lose threat unless an impatient DPS/heal pulls the trigger before the group gathers.

    Expert dungeons, I have no issues. I just noticed things are spread a little different, with more mixed range and hitboxes. Also they generally form different triangle spread out formations that cause AoE threat moves to miss if the group isn't brought together right. So in my opinion, there could be a phantom ShO/Defiance error that snuck in (happened before, so possible) but I personally am not noticing or seeing it.
    (0)

  2. #2
    Player
    MythToken's Avatar
    Join Date
    Dec 2013
    Posts
    569
    Character
    Iam Groot
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Traek View Post
    In T7 I definitely noticed odd behavior with Lamia pickups. I'd hit with a Skull Sunder within .5 seconds of its spawn, and it'd run out to mid and back. This isn't the usual, move because of slow pickup, or healer built aggroe, it was on me and had me targeted 100% of the time. It would happen with Tomahawk pickups from far one as well. Nothing unmanageable, but just messed up starting threat/IB mitigation a little. I noticed this problem in another one of our FC raid groups, so it wasn't just me there.
    Yeah this def happens, I think the best way to keep them under control is to queue up BB and then hit them as they spawn/move towards the middle. Kind of run with them as BB goes off, then back away towards your desired position and tomahawk. Ive had mild success with this, and keeps them from running around all crazy like.
    (0)

  3. #3
    Player
    LalaRu's Avatar
    Join Date
    Nov 2013
    Location
    Limsa Lominsa
    Posts
    2,408
    Character
    Mi An
    World
    Phantom
    Main Class
    Paladin Lv 80
    My experience is my PLD aggro gone worse.

    Haukke manor, ONE only mob, full rotation on it, and that dies with blm aggro at 90%. BLM were leveling and not synced i100. I were used to even don't notice any aggro on party members if one mob only. Something changed for sure.
    (2)

  4. #4
    Player
    Geobryn's Avatar
    Join Date
    Aug 2013
    Posts
    170
    Character
    Amardis Amariyo
    World
    Ragnarok
    Main Class
    Archer Lv 50
    yeah blm buff happen, been in one of the lower guildhests and could not hold aggro on single mob againts blm and i even have +30 str
    without shiled oath/sword oath and ofgcd abilities .... and dont talk me about the giant guildhest where you dont even have the shield lob, i forgot about it and did not flash at inc, could not hold aggro at all T_T
    (0)

  5. #5
    Player
    xnonamex's Avatar
    Join Date
    Aug 2013
    Location
    Grindania
    Posts
    88
    Character
    Baltais Elfs
    World
    Odin
    Main Class
    Lancer Lv 60
    Hmm... haven't seen any problems not as going as a tank or a dps. also haven't heard anything from tanks in the party. The mobs already before 2.3 had the bad habit of going straight for someone else at the start even if tank pulled it - so about 1-2 second aggro lag.

    Also same as before in standard dungeons - on low lvl paladin's can't hold aggro against dps. And on high dungeons - if I am OP gear wise in relation to tank i pull aggro at the start, but after that they easily overtake me. if the tank is on the same ilvl as me there is no problem.

    So might be a random glitch.

    Hope this won't be used as a standard reply by tanks when they lose aggro from now on
    (1)

  6. #6
    Player
    silvach's Avatar
    Join Date
    Jul 2014
    Location
    Poland, Warsaw
    Posts
    57
    Character
    Silvach Dakwhil
    World
    Zodiark
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by xnonamex View Post
    Hope this won't be used as a standard reply by tanks when they lose aggro from now on
    Exactly this. Lazy people tend to blame game mechanics other than themselves. I had not problem with tanking pre patch and post patch even on the lvl50 dungeons with ilvl55 weapon while having ilvl100 dpses. My friend warrior does not have any hate issues as well. So unless it is a glitch that happens once out of hundreds times you should think about changing something about your tanking.
    (1)

  7. #7
    Player
    Dayala's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    66
    Character
    D'ayhala Uhn
    World
    Hyperion
    Main Class
    Scholar Lv 70
    We had the aggro issue in Ramuh Ex on Sunday, it was okay the first round but after we wiped and restarted, tanks couldn't establish hate no matter what. We did discover though that after reset, the tanks would re-apply Oath / Defiance and there wasn't an issue after that. Hate was solid. That's what I have been doing with my own tank jobs, when I die I just re-apply defiance / oaths and I don't seem to have any problems holding hate.

    I hope this helps aggro issues after death, not sure about initial hate, I haven't experienced the issue myself or seen it with the tanks I run with on sch / whm.
    (0)
    Last edited by Dayala; 07-23-2014 at 10:04 PM. Reason: typoes!

  8. #8
    Player
    Nyalia's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,683
    Character
    Neri Feralheart
    World
    Faerie
    Main Class
    Paladin Lv 90
    Yeah, I haven't had any aggro issues since I started re-applying Shield Oath regularly. I do it after death, after level sync, and after zoning, just to be safe.
    (0)
    (The links below are sadly outdated. I hope to get around to updating things at some point.)
    Desynthesis Guide: http://tinyurl.com/ffxivdesynth

    Airship Guide: http://tinyurl.com/ffxivairshipguide (\v/) Airship Quick Reference: http://tinyurl.com/ffxivairshipqr
    Airship Logsheet: http://tinyurl.com/ffxivairshiplog (/|\) Airship Builder Tool: http://tinyurl.com/ffxivairshipbuilder

  9. #9
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    I have also been having that odd "initial target" issue with Slugs and Lamias.

    I normally tank Rafflesia past 40%, so when the Slugs spawn, they go right after me, and return to the PLD tank after they hit me once. I compensate for this by holding Raff in the center until I see that they slugs hit me, usually 3 small hits within 1 second, then I move her back.

    As for Lamias... ugh.
    As Traek said, they seem to target someone "as" they spawn, and even if I have aggro on it as soon as I can target it and hit a combo'ed Skull Sunder, it will still run across the arena to some seemingly random person... more often than not, it goes after our bard kiter / renaud placer, gives them an angry look (but doesnt actually hit them), then comes back to me.
    All in all, this tends to cost us about 2 gcds, and is slowing down our kill speed on the adds.

    One other thing to note. I dont recall this kind of behavior occurring right after 2.3, instead it feels like it started after the hotfix to raise Mark HP, and make them immune to Provoke.

    I highly doubt that this was intended, as it makes endgame fights feel very clunky. Any chance of seeing a quick dev/GM comment regarding this issue?
    (1)
    Last edited by Kenji1134; 07-24-2014 at 01:08 AM.

  10. #10
    Player
    Kenji1134's Avatar
    Join Date
    Mar 2011
    Posts
    666
    Character
    Aleksandr Deicide
    World
    Cactuar
    Main Class
    Marauder Lv 70
    Quick update:

    Did T7 again tonight. If I try to get initial aggro on a Deathdancer using a melee range attack, like a combo'ed Skull Sunder or Steel Cyclone, it will just run away from me, go to someone, look at them, and come back.

    If I use Tomahawk, it will start running to someone, BUT THEN, it actually comes back to me as soon as the attack connects... Sometimes it takes 2 if there's a bit too much healing aggro at that moment. But Tomahawk seems to fix this issue for T7.
    (1)

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