ok, so its completly different from what i found in the depth's of the internetand it somehow does not fit its skilldescription ingame.
Thank you for your explaination.
ok, so its completly different from what i found in the depth's of the internetand it somehow does not fit its skilldescription ingame.
Thank you for your explaination.
Enmity/"aggro" is calculated via points, a 500 dmg is essentially 500 enmity. Tank stances add a multiplier to the enmity generated by tank's attacks, and the "increased enmity" bonus on attacks gives another multiplier. That's essentially how it works. So how provokes steps into play is: the person who has most points is the target of the said monster, let's say that person has 10000enmity, if you'd use provoke, essentially what it does is even if you have 0 enmity currently, it gives you 10000enmity+1. So if you start a fight with it, its essentially useless since there is no-one with enmity on the boss, so you'd only get +1 enmity on it, which can be taken over by any other use o's skill (note: activatimg buffs I.E Raging Strikes, Presence of Mind, Fight or Flight, Berserk all gives some number of enmity, so if tank has only run aggroed a boss, if you pop a buff you'll get the highest enmity on the boss (if you're close enough for the boss so get add on your list of enemies currently in a fight with you)
If there's anything wrong in there, someone do corret me
"Sent on Android device"People need to remember that a healer's job isn't to heal HP
but rather to prevent HP from reaching 0





-If another Tank attempts to provoke a boss off of me, forgive the first time. It is possible that they couldn't tell that the boss was stuck to a Tank. If the Provoke didn't steal the boss from you and it happens again, it is a sign of significant and petty desperation to be MT. If there are no adds or off-tank duties to worry about, it doesn't matter what happens from here. If I'm in no danger of losing threat, I just keep it. Otherwise, leave it alone if the other Tank manages to steal it for more than five seconds or so. If there are off-tank duties, then I'm fighting with a Tank who clearly won't perform them, so I should back off and go do them.
So much this. If someone else tries to steal hate and manages to do it, I shrug and go pick up adds. Continuing to fight for hate makes me as much a part of the problem as the tank that's so desperate to have hate on the boss.
If a tank is low on HP and their healers are down, I will provoke it off of them and keep it. If they're just low in general, I'll use things like Cover/Stoneskin to assist and throw that Provoke out there without a followup just to make sure I'm second in hate.-If I fear for a Tank's survival, I sometimes use a harmless Provoke(Provoke and then don't attack for a few seconds) to ensure that another tank is number 2 on threat in case of a Tank death.

I wait a few seconds till everyone in the boss room. If no one goes running towards the boss I tank otherwise I don't care and take care of adds. Tanks that fight each other for aggro while the adds are running around after dps/healers are the worst.

I enter any 8-man content with Shield Oath already up. If another tank goes from having their enmity buff from off to on after the duty starts, they seem to want to tank. They can have it. I'll just engage Sword Oath from there.
I'm also a lazy cat. I only check the other tank's weapon to see if theirs beats mine. If it does, I give them a few seconds to take the lead. If not, I charge. Replace my lazy "weapon" with a full on gear check and it's probably a safer habit.
Everything else has been discussed pretty well.
9 times out of 10, it seems to be the person who holds enmity from the others tanks despite their best efforts to take it back. After that, most tanks will just concede to the other. Normally, when I enter a 24 man or 8 man, I take a look at the tank's gear, compare it to my own, and decide if it would be in the party's better interest to let this tank be MT for this dungeon/fight or not. I carry around dps trinkets as well to make sure the decision sticks properly. Normally, if a tank has better left side gear, I'd rather they MT, but as I focus my efforts on my tank, this is rarely the situation. If by chance the mood to OT strikes me, dps trinkets and no enmity toggle is just fine for dishing out more DPS.
I pull first on wod, gotta establish who is the alpha and its also the easiest job.
As a Warrior i noticed PLD players like to be MT ignoring the fact that whether i have more hp or not. I normally just let them MT unless I'm playing with my FC group, which the PLD would let me MT some because we both know that there're no different in our tanking skill, he is a good PLD player, I'm a good WAR player. Whoever MT, as long as they can do their job well. It doesn't matter, there're people who say oh war can't mt this or that but it's just because they never seen one good enough to do it


Little bit off topic. Did Titan HM last nite for the first time. Out of the 2 tanks I had the higher HP about 6700, forget the other though it was in the 5k range. However there was a ninja in there with over 10k, how does that happen?
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and it somehow does not fit its skilldescription ingame.
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