During my coil 2 runs I did not have any aggro problems.As a i lvl 103 tank with i lvl 100 weapon I have had some hate problems running dungeons as well so I had to change up my play style a little I have
Actually had to start using provoke. Who knows maybe just the machanics of the new dungeons to try and prevent speed runs. Ill let you all known how it is after I get my novus.
Dont Forget 3 Oct 11 | Vi Veri Veniversum Vivus Vici
Maybe it's just because people have easy acces to ilvl 100 and 110 weapon, try to tank with a zenith weapon against against dps that has unweathered sold weapon => You're going to have enmity issue.
In my point of view i didn't notice any change in my enmity since 2.3.
I have absolutely been having issues tanking on my pld. I do the same combos I usually do but it's mostly an issue keeping hate on group mobs. I noticed it most in Tam Tara hard mode, where there are 2-3 monsters connected by a line to another monster. So I go in there with shield lob and spam flash and do the mp drain move that I can't remember right now and I'm still losing hate on some of them.
Either I lose one or two or I'm really struggling to keep them all. I even had the healer taking hate off me and he could not have been above i90. At the time I was i92 and all I could think was that I guess my dps friends are just much better geared then me and that's why I'm losing hate but they are about i95 or i96.
I would think I would still be able to keep hate effectively at that difference. I've since tried to raise my gear as much as possible but I still feel like I'm having trouble keeping hate. I'm now i94 or i95
Our group didnt notice any enmity issues, enmity is same as before but ppl have easier acces to higher ilvl and since tank enmity scales slower than dps enmity due to using vit accessory it can cause some problems for lower ilvl tanks. You can always use some dps accesory anyway cuz you dont realy need 10k hp except for i think coil9(we are at t8 still). Our tanks usualy stop going for vit at 7,2/9k hp and use dps accessory.
But what we encoutered is some weird mob behavior since 2.3 or one of the hotfixes after it in T6 and T7.
What is happening in T6 is that when slugs spawn and our offtank uses cyclone to get aggro, they go for main tank(0 enmity since hes not attacking them) and once they reach him do nothing and then go back to offtank that have fullaggro whole time. Similar thing happen in T7 with adds that on spawn they go for random party member, usualy our bard or smn(again they dont even started to attack those ads = 0 enmity) do nothing to them and then go back to offtank. Its not like before patch when you didnt react fast enough before the mob "activation" and they gone usualy for healer, hit him with skill and go back to offtank. This is not the case, our tanks have 100% aggro on them.
I noticed this after patch, adds go to MT always in my group but do hit him and go back to OT. It was probably intentional to prevent adds from going to healers.
Do NOT hit...(can't edit on phone wdh lol)
I think since the update the update cycle for enmity seems to has been adjusted. So when a tank looses hate anytime during a server check the mob will always turn no delay, so maybe an adjustment to priorty between finishing current qued actions compared to enmity. I doubt its related to the blm umbral tick but that is the only actual update to time scales we have recieved. The issue with peeling enemies off in the new dungeons though I think is a reflection of the strength of those mobs compared to previous so damage enmity compared to healing enmity healing enmity would be uneffected by the mob as it is generated with out influence from the mob.
Mitsuda Yasunori + Soken Masayoshi Track Collaboration 2015! <The Dream>
No, it didn't. Haven't had any issues what so ever.
Maybe there's a bug, but weapons are becoming more important for threat as the current ilevels mature. A Zenith relic isn't good enough to hold threat against high powered dps. And while average ilvl is important for tank survivability, it's a bit misleading. The weapon ilvl is the main factor for building threat.
I still have no idea why FFXIV doesn't simply bump up tank threat generation. In almost no other MMO do tanks have to fight so hard for aggro. Usually tanks are responsible for using their abilities, interrupting, positioning, targeting the right enemies. As long as tanks are attacking, basic aggro isn't a problem. Tanks usually need to worry about gearing up their armor more than making sure their weapons are top notch ... and then FFXIV tanks still have terrible dps (compared to real dps classes) even with decent weapons ...
Don't get me wrong, but I was doing 8m dungeon last night and had this ilvl110 BLM in my team. I have ilvl55 weapon and had no issues with holding the aggro. He was above the average of anyone else but not even half-way to me in the aggro table for the entire fight. So it's either boss related / dungeon related issue or you should work up your enmity per gcd.Maybe there's a bug, but weapons are becoming more important for threat as the current ilevels mature. A Zenith relic isn't good enough to hold threat against high powered dps. And while average ilvl is important for tank survivability, it's a bit misleading. The weapon ilvl is the main factor for building threat.
I still have no idea why FFXIV doesn't simply bump up tank threat generation. In almost no other MMO do tanks have to fight so hard for aggro. Usually tanks are responsible for using their abilities, interrupting, positioning, targeting the right enemies. As long as tanks are attacking, basic aggro isn't a problem. Tanks usually need to worry about gearing up their armor more than making sure their weapons are top notch ... and then FFXIV tanks still have terrible dps (compared to real dps classes) even with decent weapons ...
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