I apologize. It’s hard to believe you actually know what you’re talking about with regards tank aggro managemant and correct play when you seem to have very little experience actually playing tanks (yet, you enjoy telling players who do tank to “maybe rethink tanking” if they lose aggro to DPS who refuse to manage it). Again, try to get some first before you talk about how big of a crutch Diversion is to a good tank, or what kind of play is “correct play” for a role you haven’t even touched.
And what is this “correctly”? Sitting in tank stance spamming an aggro combo? You still have not clarified this “correctly”.
Correct play involves all people in a party managing their own enmity—
—In 8-mans, tanks Shirk one another for aggro gains—I have taken Final Omega’s first tankbuster on BRD before because my static’s tanks were late on Shirks, before I even get to where Refresh is in my opener, because BRD has 100% unquelled aggro when it opens unless there’s a NIN to Smokescreen them.
—DPS rotate Diversion/Lucid/Refresh/Tacitician to make sure that their tank doesn’t have to go into tank stance (DPS loss on the tank), or use an aggro combo (also a DPS loss on the tank—enmity combos are the least potent for all tanks; even WAR’s Butcher’s combo is its weakest becuase it doesn’t build Beast Gauge as quickly with it compared to Storm’s Path, which means less Fell Cleaves).
—Healers do the same, because healer aggro is also a thing—if you disagree, I recommend you play WHM for a while in content that matters. Apparently, with the recent change to Assize, their enmity gain is even higher because of more frequent uses of it; and Assize does not have built in enmity reduction like what they added to some of WHM’s GCD heals.
Parts of this translate into 4-man content—DPS should actively manage their aggro so that they don’t rip mobs off the tank (or a boss, because that can also happen), and give the healer 2 targets to take care of instead of just one. It’s all about respecting your fellow party members.
In what kind of groups, I wonder. That being said, “I’ve seen this” is hardly decent evidence.
Really? Because I just pulled up a few runs of the best BLM in the game, and they use Diversion in their opener!Like most jobs do!
Are you going to tell me that a 100th/99th BLM is wrong when it comes to Diversion usage, and you’re right? I think I’ll go with the best BLM in the game with regards to proper play.
Googling various BLM guides also show examples of Diversion being used pre-pull for a BLM opener. What guide are you looking at that tells you “you don’t need to use it”?
The theorycrafters tell you to use Diversion. In openers for EVERY JOB, there is a usage of Diversion for the classes that have it—MNK, SAM, DRG, SMN, BLM, RDM. I think the only job who could get away with not using it in their opener (but perhaps using it later) is NIN, because they Shadewalker the MT and give them a portion of their generated aggro for threat management (and you probably don’t want to quell the Shadewalker aggro).
BRD uses Refresh at ~22 seconds after its initial burst for both MP Refresh for the Foe Requiem usage at 1 minute, as well as for dumping their opening aggro (BRD has some of the highest burst in the game, alongside MNK—hey, MNK’s opener has them use Diversion, btw).
I think you should stop with calling players who actually play at a high level “trolls” simply because they so easily prove your arguments wrong. Sounds like a cop-out reply to me, rather than adding anything meaningful to the discussion.
It’s not rude to tell you that you’re wrong, nor to tell you to stop spreading misinformation—which is what Eli85 is doing by saying BLMs don’t need to use enmity management. Also notice how the only one doing any sort of name-calling is the person you have quoted here—anyone who disagrees and counters his posts are “trolls” just looking to “insult others”.
Just because the content isn’t Savage doesn’t give you an excuse to play poorly. I told you before that poor play and bad habits get translated into other content where properly play and good habits matter even more than dungeons (failure to manage your hate in 24-mans may get you killed, and in EX or Savage or Ultimate it will definitely get you killed). Your poor play also makes an easy dungeon a chore for the other 3 people in there—and if all 4 players are playing poorly, it makes it unnecessarily long.
Use Diversion. It costs you nothing, and the excuses you have provided for not using it are flimsy at best.