I guess I'll try flashing more but I kind of hate it when the dungeon just becomes a "empty your mp with flash spam" thing. Sometimes even that doesn't cement aggro because I tried it in one dungeon so must have used it like 10 times...and two of them broke away on to the healer. I didn't have Halone in this dungeon. Surely at some point something has to be taken in to account for dps who aren't managing their own threat level? A healer heals instinctively (even though healing bad dps could cause a full party wipe). Pretty sure dps should be checking how much therat they are doing and back off or switch targets in conjunction with any enmity reducing abilities they have?
Last edited by Nezkeys79; 04-14-2016 at 07:06 PM.
No, enmity is 100% the tank's problem. If you have trouble with it at any level, either you're incredibly undergeared (as in you haven't even tried to keep up by buying NPC stuff) or don't know what your skills do. Healers should have literally no chance of pulling aggro <26 unless you're not generating any enmity at all.Sometimes even that doesn't cement aggro because I tried it in one dungeon so must have used it like 10 times...and two of them broke away on to the healer. I didn't have Halone in this dungeon. Surely at some point something has to be taken in to account for dps who aren't managing their own threat level? A healer heals instinctively (even though healing bad dps could cause a full party wipe). Pretty sure dps should be checking how much therat they are doing and back off or switch targets in conjunction with any enmity reducing abilities they have?
I will have to disagree with you here to a certain extent, to be fair, a new gld tank or new mara tank in something like satasha or tam-tara will have a lot of trouble keeping hate off of anyone with a dps job unlocked at the maximum ilevel available even with the best npc gear they can get at the time. Not necessarily saying that's the OP though.
Well clearly you didn't read my posts because I told you that I have the best HQ gear available to me upon entering any dungeon, and demonstrated I know what all my abilities doNo, enmity is 100% the tank's problem. If you have trouble with it at any level, either you're incredibly undergeared (as in you haven't even tried to keep up by buying NPC stuff) or don't know what your skills do. Healers should have literally no chance of pulling aggro <26 unless you're not generating any enmity at all.
Also this comment just displays why DF is like it is. The party is a team effort and everyone has to watch how much enmity they are generating. If you aren't paying attention and hitting the mob as a healer to top up dps(or any other action), before the tank does anything then sigh. If a dps pulls first it's his fault he gains emnity, if you then heal them it's your fault you get emnity. This is fact and arguing against it is folly.
A nice tank will clean up that mess and usually get abused for doing so. Other tanks will let you die in the hope you might learn a lesson(which they never do). Neither of those tanks are to blame in that scenario. Sure it's more of the tank's job overall to maintain enmity but it's not a 100% 0% 0% 0% split. It's up to everyone to watch their threat bar. This just makes it sound like you don't even look at that bar and suggest healers and dps should do the same![]()
Last edited by Nezkeys79; 04-14-2016 at 08:37 PM.
I solo low lvl Dng's on my main so all my alt jobs have green or pink gear, I always shield lob then flash twice then rotate combo around mobs, I rarely ever lose hate unless they were too far away for the flashes, il also add a flash in in between rotations and if I'm ahead il use a riot blade on the mobs they are not attacking to restore mp, for me this has worked even with synched down job players, although it's always more fun to keep hate with good blm's in the party. I always go with you pull it you tank it.
The only issue is that it makes you look like a bad tank if you say nothing because these people are just like "why is the tank not flashing or lobbing, or attacking the mob I'm on". They really don't consider the option that the tank had just decided to let you tank it because they are fed up with being blamed for their selfish actions. Again though...if you can pull and kill without dying...then cool, but 9/10 they can't.
I do agree about the fact that if a dd pulls hate and can kill that mob before it matters then that's ok, let them have it. If I see a mob trailing off and it has >20% hp I judge how fast the hp was going down...and I won't waste my time bothering to reclaim that mob if I know it's going to die before they even take any damage, and will keep focusing on the other mobs.
One I forgot about was players that run away from the tank when they have hate. This is incredibly infuriating when shield lob isn't pulling it back, they are just outside of flash range, and provoke is down. What do they think this is going to achieve seriously? You are gonna have to stop and heal at some point and probably get interrupted too. Just run to the tank for fk sake and let them deal with it by covering you and flashing you.
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