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  1. #7
    Player
    Jpec07's Avatar
    Join Date
    Jul 2015
    Posts
    868
    Character
    Matthias Gendrin
    World
    Cactuar
    Main Class
    Paladin Lv 80
    Hi there and welcome to Eorzea!

    Garrotte's advice is sound, so it boils down to knowing the encounters, keeping your DoTs up, and knowing what cooldowns go best where.

    As far as gearing goes, you'll want to start off by building out your Esoteric set, and filling in the blanks with dungeon drops. Allagan Tomestones are a form of currency you get from endgame content (you probably already have some Poetics from the 2.x content). Holding hate is going to be your biggest challenge at first, so you'll probably want to buy items in the following order to help with that: sword > belt > shield > chest/pants > head/gloves/boots > jewelry. It's also always better to upgrade your lowest-iLvl pieces, within that order. Obviously though, if you get a dungeon drop that's a big upgrade, you should take it, and consider using your Tomestones to replace other pieces (generally, you'll want to follow the order I posted unless the gear you get is i180 or better).

    Once you get to certain iLvls, you'll be able to bolster your tomestone/gear input with Alexander Midas and Void Ark. Both of these are worth running, because Void Ark will get you farthings (for upgrading i200 Eso gear to i210), matter (used for buying Grade V materia in Idyllshire), and a swanky i200 set (with low parry!). Midas also drops currencies that you can trade for i220 gear. Gordias generally isn't worth running at this point, as you'll get enough Tomestones through other activities to surpass the i190 gear pretty quickly.

    There are certain cooldowns you should always, always, always use together for maximum effectiveness: Bloodbath with Fight or Flight (BB-FoF), and Awareness with Bulwark. These are both "white damage" cooldowns, and should be used when you're taking steady, small incoming damage. Others in this category include Foresight, Rampart, and Convalescence* (for Convalescence, you'll want to macro it to let healers know it's coming, so they can plan around it - it can also be helpful as an "OHSHI-" button for when you realize your HP has dipped lower than you meant it to).

    Sentinel, Sheltron, and Hallowed Ground are best saved for tankbusters, or for situations where you know you're about to take a ton of damage (read: huge pulls during speed runs - though really, while Sheltron is best for tankbusters, it can be good to mitigate the odd extra hit against trash).

    I usually pop BB-FoF right before Goring Blade (GB), and immediately hit Circle of Scorn (CoS) afterwards on pull. This way, if I'm diligent and attentive, I can refresh the GB DoT with the FoF boost and also get in another CoS right before it expires.

    You'll want to be attentive to your group composition in dungeon runs. Unless you see a decently-geared SMN or MNK, a well-geared SCH, BRD, MCH, or BLM, or some combination that has 2/3 of those jobs in the other roles, daisy-chaining small pulls is going to get you through the dungeon faster than if you chain-pulled everything to the next gate.

    For Materia, you'll want to use Ariyala's FFXIV tool to help you see what you can meld (some materia won't work due to item stat budgets), but your stat priority is going to be Vit > Str > Parry Acc (to current cap) > Crit > Det > SkS. Parry isn't generally liked by most tanks, because it lacks an offensive component and is perceived to have poor scaling. While mathematically in a group context, none of the other stats quite compare to Parry's ability to mitigate damage point for point, it is only really valuable for the tank who currently has hate, and even then only if it's a fight with high physical damage, and where the challenging aspect of the encounter is healers struggling to keep the tank alive (from what I'm given to understand, this usually isn't the case in Savage content, and is almost never the case in more casual content). You'll get more mitigation from the Defense and Magic Defense attributes on a given piece of gear than from the parry it may or may not have. Paladins also get less value from Parry, because the combat table rolls for block before it rolls for parry (which is something only we have to deal with).

    The other thing to note is how the combat table rolls for damage: Miss/Dodge > Crit > Block > Parry. The enemy's miss chance is rolled before their Crit change, is rolled before your chance to block, is rolled before your chance to parry. Both block and parry are only rolled if the damage is non-magical (and it's worth noting that "magical" in this sense doesn't always mean "cast by a mage" - it's unclear, and we're still trying to map out what does and does not count).

    If you've never done a dungeon before, before queueing for it, I highly recommend (1) watching a guide (MTQCapture and Mr Happy are usually really good), and (2) alerting your party that it's your first run of that instance when you get in, so they can help you out.

    Please let us know if you have any questions!
    (0)
    Last edited by Jpec07; 05-05-2016 at 12:06 AM.
    __________________________
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