If I’m OTing and they want Defiance on, I’ll end up MT regardless of how good they are, shirk or otherwise.
Don’t listen to bad tanks.
If I’m OTing and they want Defiance on, I’ll end up MT regardless of how good they are, shirk or otherwise.
Don’t listen to bad tanks.
http://king.canadane.com
As WAR, if I am off-tank I turn Defiance on right after my Inner Release window runs out. I've never had any issues with that.
There are some situations you will want to be careful though, such as when Shirk is down and they use Provoke. You'll actually want to turn tank stance off to make sure you don't risk taking back the target. This is especially true if the other tank died recently and has weakness.
Same here. I'll leave stance off until I've unloaded Inner Release, then turn it on for the fight.
If my co-tank is really struggling, such as a low geared PuG tank with low dps, there's Shirk and you can turn stance off for your other IR windows.
If MT is trash You need to keep it off till he die - provoke - MT on -
or
You could - start with him, as in MT then shirk on him after your opener , turn off Tank Stance - and leave him die - when he die you still have more agro than people in party - then stance on
or just let him MT , you fight with no stance , at proper time in fight just provoke , don't shirk , you don't have tank stance he will get the agro back , and you have yellow almost full bar of agro , if he die boss is yours
If you are playing normal mode that means the quality of your co-tank will vary alot. Sometimes if you put your tank stance on even after 2 minutes you'll still catch back up due to the co-tank being bad. I personally stick to a provoke without stance on. The provoke will put you to top aggro for a second and the next gcd from the MT will take it back from you. Make sure you don't do this right before a MT targeting mechanic or only do it during a boss cast.
Edit: You only need to be second in enmity and not 90% of the MT's enmity so a provoke after like the initial 30 seconds should keep you as second in aggro for the rest of the fight. Ofcourse you can do it again whenever since the cd is so short.
Last edited by SleepyNeko; 02-24-2020 at 03:29 AM.
I typically just leave tank stance on all the time.
If the other tank is crummy on aggro... Well, Shirk exists for a reason. If it's really bad, then I'll toggle it off for a bit (Usually one of my burst combos is enough to create a large enough gap to not worry)
However, there's little recourse in either scenario. Leaving it on or off.
So long as you're 2nd on aggro then it doesn't matter at all. Especially since the enmity changes basically means that DPS/Healers pretty much don't have any enmity compared to like 1 burst combo with tank stance on...
Not that I am really qualified to weigh in on tank damage or anything, but to generalize things this is how I see it. To start, everyone has their own thing they do when they open up a fight, so it's best to simplify things to place everyone on as much equal footing as possible. The simplest way is to count 6 GCDs, enough to encompass each tanks combos. This does not take into account any usage of oGCD skills, since where and when someone might use them is debatable. It does however take into account things like DoTs or natural stat boost these skills produce.
With all that accounted for here here are the "burst" numbers.
GNB comes in first with a total 2550, from their first and cartridge combos. The continuation aspect of the combo was not counted as that is an oGCD move.
PLD comes in second with 2110, using their two combo enders, as well as at least 2 ticks from the Goring Blade DoT, provided it's used prior to Royal Authority. Even if the the DoT ticks aren't accounted for their total would still be 1940.
WAR is third with 1848, this number provided Storm's Eye is used prior to Storm's Path, to gain the added 10% on the next 3 GCD skills. If this is reversed their total is the lowest at 1760.
DRK is last or third at an even 1800, a "downside" of them only having "one" combo. Sadly they can't benefit from their 10% bonus since its tied to oGCD moves.
Once 6 GCD have passed turning on your tank stance should be acceptable, as enough time and enmity have passed to prevent aggro stealing. If you dont feel comfortable doing that, simply just wait a bit longer.
Last edited by Eloah; 02-24-2020 at 09:35 AM.
I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.
This is completely the wrong way of doing it. Always factor in the oGCDs, they are bonkers. Tanks to an outrageous amount of potency when you account for the ogcd abilities.Not that I am really qualified to weigh in on tank damage or anything, but to generalize things this is how I see it. To start, everyone has their own thing they do when they open up a fight, so it's best to simplify things to place everyone on as much equal footing as possible. The simplest way is to count 6 GCDs, enough to encompass each tanks combos. This does not take into account any usage of oGCD skills, since where and when someone might use them is debatable. It does however take into account things like DoTs or natural stat boost these skills produce.
With all that accounted for here here are the "burst" numbers.
GNB comes in first with a total 2550, from their first and cartridge combos. The continuation aspect of the combo was not counted as that is an oGCD move.
PLD comes in second with 2110, using their two combo enders, as well as at least 2 ticks from the Goring Blade DoT, provided it's used prior to Royal Authority. Even if the the DoT ticks aren't accounted for their total would still be 1940.
WAR is third with 1848, this number provided Storm's Eye is used prior to Storm's Path, to gain the added 10% on the next 3 GCD skills. If this is reversed their total is the lowest at 1760.
DRK is last or third at an even 1800, a "downside" of them only having "one" combo. Sadly they can't benefit from their 10% bonus since its tied to oGCD moves.
Once 6 GCD have passed turning on your tank stance should be acceptable, as enough time and enmity have passed to prevent aggro stealing. If you dont feel comfortable doing that, simply just wait a bit longer.
DRK alone has 5x500 potency with JUST edge of shadow alone, Carve is another 450, abyssal, 200, 2x200 for plunge, Shadow is about 2800 potency on its own, Delirium, and ogcd, enables 5 bloodspillers for free, that's 5x600 potency there.
WAR's two Inner Chaos, unlocked through..you guessed it....an ogcd, is 1800 potency ALONE for TWO gcds that are direct crits. Inner release? Another ogcd that enables 5 DHc cleaves at 590 potency each.
PLD: Req buffs HS and enables the use of Confiteor, 4x525 potency and then the 1200 potency finisher, so yeah... you have to factor all of this in.
Turn on tank stance after you give the MT a good lead, maybe a good down time when you can swap to it without it a detriment to your job. If you are over taking hate at that point... they are just a crap player.
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