if the dps have a brain, they start on whatever the tanks target is, or on some special mob that needs to die first, like the humans that transform into dragons in stone vigil hard and snow cloak
if the dps have a brain, they start on whatever the tanks target is, or on some special mob that needs to die first, like the humans that transform into dragons in stone vigil hard and snow cloak
Marking is only necessary in low DPS groups where focus firing is the only way to get things killed (provided you don't lose patience and quit due to how long it's taking), or if you're just starting out and want to minimise your damage received. I used to mark all the time, but it's pointless in higher level content, which is where your character will eventually spend most of his time. The name of the game is chain pulling, and once you get good at that, everything else will feel too slow.
Incidentally, Paladins only have problems tanking brayflox normal and Quarn normal. They can easily handle Sastasha through Haukke, and Stone Vigil and up is a joke.
I mark, but only 1 + 2. I mark 1, tomahawk, OP OP OP, rotate and mark 2 and combo. If the 3rd is not slept I gain some on them or just rotate through. As MOBS die I remark in larger trash packs. Have not had any higher end experience though, so it may change.
The hard part is consensus on sleeping. With WAR, OP does wake them, I do have flash, but often it is not too much of an issue as groups can kill off trash without the sleep.
As a tank, I mark when I need it. This is when I need it:
- There is an enemy I want to die first. Maybe he does AoE, maybe he poisons, maybe I just don't like his face. If I want him dead, I'll mark him.
- I'm losing hate. If I'm having hate issues, I will mark in order to show DPS who to attack so that the group is focused and I don't lose hate anymore. If I'm not losing hate on anything... this isn't required, the group can attack whoever they like.
- If I'm in Sastasha, Tam-Tam or Copperbell (normal modes) and there's a bunch of non-synched players in the group... then I will mark to help out new players if they're getting overwhelmed with their first dungeon runs.
There are other reasons to mark targets, but (to me) these are not the tank's responsibility:
- Stress on the healer. If mobs are not dying fast enough, and the healer is having troubles with MP or would just like a breather to attack more or something like that... then the healer can mark the mobs to focus the DPS so that the healer's issues are cleared up.
- DPS do not know who to attack. If the tank isn't stressed... and the healer isn't stressed, but the DPS are unclear on what to do, then the DPS can mark things to focus their own attacks.
I think the tank guessing at other class's issues and marking for reasons other than tank-reasons is... inefficient. It can also lead to marking things when it's not required, which clutters the screen with unnecessary junk.
TL/DR:
If there's no problems, I don't see a reason to mark.
If there's a problem... then the character having the problem should mark in order to clear it up.
Last edited by Cold_Raven; 02-27-2015 at 12:00 AM. Reason: More to say
Can people stop with paladin doesn't generate enough threat on lower level dungeons. If this was true why have i never had any problems. If your paladin is losing threat its because, 1 there not using flash multiple times on pulls with more then 1 mob, flash really is under rated, its affected by attack power so combo it with fight of flight, mobs stick to you like glue when you do this.
Thank you for saying this. I had no issues leveling and if anything Shield Oath made Paladin's lazy.Can people stop with paladin doesn't generate enough threat on lower level dungeons. If this was true why have i never had any problems. If your paladin is losing threat its because, 1 there not using flash multiple times on pulls with more then 1 mob, flash really is under rated, its affected by attack power so combo it with fight of flight, mobs stick to you like glue when you do this.
When people talk about PLD having trouble with emnity generation during lower levels, they are referring to the small window between lvl 30 and lvl 40. Most DPS classes are geeting big portions of their rotations during this time, but Paladin does not get shield oath until lvl 40. Depending on both the tanks personal skill and the DPS/Healer skill levels, some Paladins experience difficulty holding hate against 3 enemies (or more) at a time. This was especially true before the emnity buff to flash a few patches back. Since that buff, it has become a lot less of an issue. Once PLD gets shield oath at 40, it all becomes EZ mode again.
Paladin was never hard. Honestly Marauder has more issues between 26 and 30 than Paladins do ever. We get RoH at 26 which is our 3 step enmity generator. This helps until we hit 40. Flash is useful yes but too many paladins make it the end all. Also speed pulls at 30-40 just don't make sense.When people talk about PLD having trouble with emnity generation during lower levels, they are referring to the small window between lvl 30 and lvl 40. Most DPS classes are geeting big portions of their rotations during this time, but Paladin does not get shield oath until lvl 40. Depending on both the tanks personal skill and the DPS/Healer skill levels, some Paladins experience difficulty holding hate against 3 enemies (or more) at a time. This was especially true before the emnity buff to flash a few patches back. Since that buff, it has become a lot less of an issue. Once PLD gets shield oath at 40, it all becomes EZ mode again.
Maybe really crappy marauders. Whenever I try to level my white mage job, I find myself spending an inordinate amount of time teaching Maras how overpower works. "Hey, so there's this ability you have called overpower: If you you use it on groups that are--stop using tomahawk as part of your dps rotation--if you use it on on groups that are packed together--why do you keep using tomahawk so much, he's right in front of you--if you use it when mobs are close together, you get their hate; It's better than spamming tomahawk and making me hate you."Paladin was never hard. Honestly Marauder has more issues between 26 and 30 than Paladins do ever. We get RoH at 26 which is our 3 step enmity generator. This helps until we hit 40. Flash is useful yes but too many paladins make it the end all. Also speed pulls at 30-40 just don't make sense.
Last edited by Galgarion; 03-04-2015 at 08:27 PM.
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