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  1. #1
    Player
    Bright-Flower's Avatar
    Join Date
    Jul 2018
    Posts
    2,828
    Character
    Nyr Ardyne
    World
    Balmung
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Melichoir View Post
    Hmmm, Ok.

    So Enmity (threat) is based on your skills. Certain skills generate bonus enmity ontop of the damage they deal. This would be like RoH combo. But all your skills generate threat.

    For tanking purposes, as long as your number 1 on threat, even by one point, you have aggro and that is all you technically need. However, living on the edge like that is silly and fairly irresponsible. You should have an ok lead on threat so when the DPS enter a burst phase, or healers pound out some heavy heals, they dont rip it off you. The goal is to learn how much breathing space you need. You dont need so much threat that the only way people will overtake you is if you get log out, delete your character, and then uninstall the game, but you dont want it to be a situation where a fart from a DPS causes the boss to spin around and smash them into the floor.

    It's also worth noting that for more complex fights, you may need to maintain second highest aggro, so that balancing trick gets a bit more fun.

    Give yourself enough breathing room that you can dps without losing aggro, but not so much your over sacrificing DPS for that threat. That's the part of learning to tank in this game.
    In a fight where you need to be second on threat I assume there would be a lot of use of provoke and shirk from the two tanks to manipulate their enmity. At least in an organized group.

    And yeah you don't want to be literally 1 point of enmity over the next person on the enmity list, but maintaining a healthy lead usually doesn't mean haivng to use the rage of halone combo over the royal authority combo, at least outside of the start ofa fight where you build an early lead.
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  2. #2
    Player
    Melichoir's Avatar
    Join Date
    Feb 2015
    Location
    Uldah
    Posts
    1,537
    Character
    Desia Demarseille
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Bright-Flower View Post
    In a fight where you need to be second on threat I assume there would be a lot of use of provoke and shirk from the two tanks to manipulate their enmity. At least in an organized group.

    And yeah you don't want to be literally 1 point of enmity over the next person on the enmity list, but maintaining a healthy lead usually doesn't mean haivng to use the rage of halone combo over the royal authority combo, at least outside of the start ofa fight where you build an early lead.
    Proper Voke-Shirking between the two tanks will ensure you two remain 1 and 2 on threat and generally not worry about enmity. The caveat is the cool downs. Certain fights will need you to shirk to tank swap so you cant just do it whenever youd like, and htis gets complicated if both tanks need to be 1 and 2 on threat early. 012S Final needs both tanks to be 1 and 2 on threat almost immediately for Tank buster, followed by the necessity to have shirk and voke up for Hello World. You can get away with a lot though by properly managing provoke and ultimatum.

    And yeah, it comes down to finding a balance between DPS and Threat Combos. I know I was being specific but there are a lot of tanks (I myself being one until this xpac) who think that as a tank, all you do is sit in tank stance and maintain threat. It's true the first thing a tank must do is tank - so that means keep aggro and manage damage taken so you dont die. That is paramount. Dead tanks do no dps, afterall. But its not the whole thing. Telling tanks "As long as you have 1 threat more than everyone else, your fine," I think is the reverse problem - youre not managing aggro correctly if DPS are on you like that. Cause yeah, playing like that in savage means a healer or DPS will pull aggro at the wrong moment, get tagged with an a tank buster, and blow up the group. Ive seen it happen in 011S - DPS got aggro and marked for a mustard bomb, killed everyone in the group except the MT OT and Bard. Regardless if dps have aggro dumps, as tank you are responsible for threat. So if that means you gotta spam Rage or DAPS or Butchers to keep your aggro up (While communicating with DPS to manage theirs), then thats what you gotta do.
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  3. #3
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Melichoir View Post
    So if that means you gotta spam Rage or DAPS or Butchers to keep your aggro up (While communicating with DPS to manage theirs), then thats what you gotta do.
    This part I want to highlight because that's the reason I threw the '300k' number out.

    Last tier the number was 220k. This was if you had a Monk or Samurai (Before Merciful Eyes got changed and forever invalidated Seigan), and basically was the number you needed a lead by to maintain the hate lead until the Monk/Samurai or even Ninja until Diversion was ready for them again, assuming tank dps of around 4k and melee dps of around 6k. Conservative 'average' player numbers.

    Contrary to what's being said in this thread (Just add more threat later), you lose -much more dps- by trying to rectify your threat lead later than just establishing it early.
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  4. #4
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Kabooa View Post
    This part I want to highlight because that's the reason I threw the '300k' number out.

    Last tier the number was 220k. This was if you had a Monk or Samurai (Before Merciful Eyes got changed and forever invalidated Seigan), and basically was the number you needed a lead by to maintain the hate lead until the Monk/Samurai or even Ninja until Diversion was ready for them again, assuming tank dps of around 4k and melee dps of around 6k. Conservative 'average' player numbers.

    Contrary to what's being said in this thread (Just add more threat later), you lose -much more dps- by trying to rectify your threat lead later than just establishing it early.
    Shirk. Unless you are trying to hero tank a dungeon, the 'survive until next diversion' is now 'Survive the party openers, then use TWO shirks within 2 minutes while diversion comes back up while using your enmity boosters (swipe, scorn, DAPlunge, IR onslaught, etc)'.

    Yes ~300k is a reasonable number, but YOU dont have to generate all of it thanks to shirk multipliers and that still ignores ninja and the enmity bosted moves in rotation. AND you dont have to generate all if it up front. Shirks can be spaced out to generate even leverage higher enmity to multiply later. Pld can pull in sword oath if the party works together and it isnt because hes doing 300k in ROH. And thats before you acccount for the 'minor' dps loss options for enmity to tide you over if things get tight like using onslaught outside of IR, dark passenger, etc if you just need to make the last leg until shirk/diversion/whatever is up.

    If you are under the 'assumption' that DPS are using diversion and that is the target to aim for, then you should also assume shirks. If you are getting zero assist of any kind then your party is dumb and will pay for it with lower tank dps to generate enmity. But id you are counting the time between diversions, then you are assuming your party is assisting and you have no need to do it all yourself.

    To be quite honest, anyone i have played with that doesnt do basic things like hit diversion tends to be a bad/undergeared player anyway and has no prayer of catching my tank enmity anyway, or they are a good player and hit enmity buttons. Its a rather self solving problem.
    (1)
    Last edited by Izsha; 05-09-2019 at 03:22 PM.

  5. #5
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Izsha View Post
    Shirk.
    Yep. It's factored in there, generally in Ninja no-tank stance openers.
    (0)

  6. #6
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Kabooa View Post
    Yep. It's factored in there, generally in Ninja no-tank stance openers.
    Except it's not. You cited the old number was 220k with 4k tabk and 6k dps. Over 2 min that is a difference of 240k (close to your 220k). That does not include shirk. Similarly the 300k claim based on current ilvls also does not include shirk. It's just the total enmity after raw tank dps that must be generated by ANY means to stay ahead and can be made by anything listed in my last post.

    A properly executed war or drk pull straight into dps stance rotation combined with two shirks spread over 2 min is more than enough. I have been doing this for months without a ninja in my static.
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    Last edited by Izsha; 05-10-2019 at 05:06 AM.

  7. #7
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Izsha View Post
    Except it's not. You cited the old number was 220k with 4k tabk and 6k dps. Over 2 min that is a difference of 240k (close to your 220k). That does not include shirk. Similarly the 300k claim based on current ilvls also does not include shirk. It's just the total enmity after raw tank dps that must be generated by ANY means to stay ahead and can be made by anything listed in my last post.

    A properly executed war or drk pull straight into dps stance rotation combined with two shirks spread over 2 min is more than enough. I have been doing this for months without a ninja in my static.
    Diversion lasts 30 seconds. From the point diversion ends to the point you can use it again is 90 seconds. 1 shirk is assumed. 2 is not as this is a catch-all minimum that would work in every single encounter type, be it double bosses, add spawns, tank swapping add spawns, etc.

    Obviously, the more specific the encounter, the more things within it that can change, but having a bare minimum to work with, as well as understanding the raw difference between an individual and another, provides a much better framework than the concept of 'I have A, that's all I need'.

    It is an easy to digest understanding of the absolute minimum, but don't worry. The way things are going, the only thing that'll matter is the 'A'.
    (0)
    Last edited by Kabooa; 05-10-2019 at 07:30 AM.