I only equip flash for t10 incase I don't have a SS ready to group adds. If your having issues controlling adds at pick just throw in a extra OP or something

I only equip flash for t10 incase I don't have a SS ready to group adds. If your having issues controlling adds at pick just throw in a extra OP or something


If it helps your case, as everyone mentioned, WHM can hold off on curing until you got hate solidified. From my personal experience, I usually put up Med 2 before Rage and let that do its own healing as it enters the new phase. Is it dangerous? Certainly. But WARs that I've gone with never really had an issue taking the add and keeping it.
All depends on what does rest of party. These adds has simple mechanic - they landed, then if anyone hit add (autoattacks included) - he will going to highest aggro (when landing highest aggro has WHM from ticking regen). If tank take aggro when add begins to move - this is too late, add will going to healer then back. IMO the best way is take aggro ASAP (before add will landing and can move) because this will work with every party and situation. If tank will wait for add becoming targetable, then this can be race with dpses for first hit.
Considering delay to server, fastest way is properly timed Flash (or Steel Cyclone), played before add becoming targetable. Playing that - tank will take aggro from healer, then after first hit (does not matter from tank or dps) - add will go to tank (cause tank has highest aggro after Flash).
Last edited by Credor; 05-04-2015 at 03:33 PM.



Flash has something like 2300 damage worth of aggro attached to it in full STR gear + DW axe (correct me if I'm wrong but that's what a quick test by eye showed). It's not unreasonable for BLM to do that with a crit Firestarter, or a DRG's Full Thrust crit + AA, or a BRD with Barrage + Hawk Eye + Bloodletter within a GCD, etc. I'm not seeing why you'd willingly want to roll the dice against those things with a Flash pickup when a Skull Sunder has more damage, sustained aggro, advances wrath, and will hold from everything a non-tank can do short of a C3 (and I once had a lucky crit Unchained Skull Sunder beat an ill timed C3 in this exact scenario).
I have as average a connection as they come and the only way a wyvern gets past a stored 2 is if I let them. That includes DPS mashing tab target + their fastest attack, because I'm doing it right back.
Last edited by Sleigh; 05-04-2015 at 05:06 PM.
Flash can be done before you can actually target the add. That is why its better, has nothing to do with potency. You can still do a loaded BB when it lands, or whatever you want. Personally I like Overpower in case he moves a bit.
This is just like T4, you can flash before the add is actually there and still hit it.
Hoarders gonna Horde.
This is the clue. If add is non-targetable, then BLM cant steal aggro (Fire spells needs target to be casted).
Flash is played BEFORE, not INSTEAD. BEFORE add will landed and become targetable. Not when is targetable - this is too late for Flash, every dps can hit and tank must build strong aggro (like BB).
That early (non-targetable adds) Flash is often called pre-Flash.
So pre-Flash gives starting aggro to tank and 1-2s to hits with BB. I try first-hit-race many times without pre-Flash with 50/50 result (add stay on tank / goes to healer). With pre-Flash - add always stay, no matter what dpses doing. Even early autoattack (i.e. from BRD when swap target from Bahamut to add - AA counter is not reset after targets swap) will not start add's walking to healer, because pre-Flash gives aggro to tank. IMO playing without pre-Flash is risky: early auto-attack or race with dpses for first hit.
Last edited by Credor; 05-04-2015 at 11:24 PM.


So it is flash, or loaded BB?
Skull Sunder > provoke > BB does not work.. In multiple attempts, each resulted in whm death. Does not help Med 2 ticking plus giant cure 3 at add spawn.. But this is what I have to work with. If skull sunder > than flash then I don't see flash having much effect. BB works best, but causes the add to AA the healer before returning. I can always try steel cyclone, I haven't yet, it would most likely be better than flash and won't break combo.
Trying again tonight. Several hours worth of trying can be viewed on my twitch.tv/whiskey1bravo if you want to see how bad it gets lol
If your problem is enmity and not damage, I'd like to recommend just Overpower. It's what I do when I feel like I'm lagging or I don't have a pre-built SS/BB. I've tried Flash but it's honestly too much effort to get down the timing (Shadows spawn really slowly) and OP will seal hate against anything as long as you hit it as soon as possible. Mash tab target like your life depends on it (or, well, your WHM's life).
Another note, your WHM can either run next to you to hope and pray that they don't die from the single smack, or they can run away as the Shadow is coming toward them w/ Sprint and it'll leash back to you if you've gotten off OP/SS/whatever.
Try leading with provoke. It's sort of unintuitive because tanking 101 says not to, but if you lead with provoke and instantly Skull Sunder it's very unlikely for the healer to take aggro back.So it is flash, or loaded BB?
Skull Sunder > provoke > BB does not work.. In multiple attempts, each resulted in whm death. Does not help Med 2 ticking plus giant cure 3 at add spawn.. But this is what I have to work with. If skull sunder > than flash then I don't see flash having much effect. BB works best, but causes the add to AA the healer before returning. I can always try steel cyclone, I haven't yet, it would most likely be better than flash and won't break combo.
Trying again tonight. Several hours worth of trying can be viewed on my twitch.tv/whiskey1bravo if you want to see how bad it gets lol
One very important thing if you are leading with a comboed SS is to BE IN POSITION for the add to spawn. If you cannot immediate get the SS off then you're going to have a bad time. Being in the right position of the add right when it spawns is VERY IMPORTANT and is probably of the main reasons for lost snap aggro.
You healer should not be using Medica II into Cure 3. There is no need for the cure 3 right after rage of bahamut. There is absolutely no raid damage at that point so the raid doesn't need to be immediately topped off. Cure 3 generates a lot of hate and even a well timed flash/overpower might not be enough.
Overpower is fast and instant which is safe but you're left with no followup and if your WHM is Cure 3 bombing after Rage it might not be enough.If your problem is enmity and not damage, I'd like to recommend just Overpower. It's what I do when I feel like I'm lagging or I don't have a pre-built SS/BB. I've tried Flash but it's honestly too much effort to get down the timing (Shadows spawn really slowly) and OP will seal hate against anything as long as you hit it as soon as possible. Mash tab target like your life depends on it (or, well, your WHM's life).
Another note, your WHM can either run next to you to hope and pray that they don't die from the single smack, or they can run away as the Shadow is coming toward them w/ Sprint and it'll leash back to you if you've gotten off OP/SS/whatever.
Last edited by stoxastic; 05-05-2015 at 12:10 AM.
Unchained -> OP -> Brutal + Veng -> BB/SE combo is usually fine for me. 2nd one I do OP -> Brutal + Thrill -> IB -> Conv -> BB/SE combo. Then again the WHM I go with just has a Med 2 ticking, since there's no need for a Cure 3. SS -> BB is significantly better but a lot of people seem to have trouble with it, whereas OP is a lot easier to manage. Though animation cancelling has been disproved, using Brutal Swing after OP/SS/BB will get you quicker snap aggro due to the damage of BS registering quickly (especially for BB).
Those shadows are basically just a huge pain and you've gotta try your hardest to get the snappiest snap aggro you can manage.
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