Tanks generally can't stun both the first Ice Spikes and the first Life Drain since they come really soon after one another. If you want to stun both, you should work with your DPS to do this. Ice Spikes, in general are hard to stun but rather nice to stun.The only time a Dragoon should be reluctant to stun is when the point of stun is to interupt a mechanic that would otherwise hurt the party or make things less smooth. And even then, it's not necessarily wrong to stun. In later levels there are alot of dungeons that stunning becomes important, usually it involves one mob summoning a demon, so you'd stun to keep from having an additional mob to deal with. Others, your stunning a mechanic that'll do big damage, or maybe a paralyze spell.
In any case... pre-50, stun is irrelevant. Have a blast.
Edit : I take it back, somewhat... Stuns in Haukke Manor normal are pretty useful with the second boss Skeleton, but.. again.. not a big deal.
(The links below are sadly outdated.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
I've leveled every class to 50 that can dutyfinder, and never heard anyone even remotely concern themselves with Ice Spikes. As tank I just combo one, combo the other, wait for stun, repeat. And then hope the DPS can finish them before Skeleton starts resisting.
Yes, if you take 0 damage from the attack that happens right after the draw in due to having a stoneskin or adlo up with enough of it remaining and absorbing the attack. Around 7±1 seconds remaining on the debuff seems to be a good time to put them up without it getting removed by autoattacks before the draw in. Just like in T10 where if the target takes 0 damage from that Prey you don't get paralyzed+dot.
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