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  1. #1
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    This was a long long time ago but for the launch of ARR I first started tanking and I would just kind of dodge aoes and let it rotate to me once done, then I played some dps and I was like oh my god I can't believe I let the mobs spin so much.. lol.

    Luckily I level everything pretty quickly one after the other, so it wasn't that long of an issue and no one said anything but.. if we're doing tips for tanks with some dps perspective, try to prevent things from changing directions as much as possible without eating everything. So for example on dodging aoes once the spell is cast you can move back into the area, even if the animation is still going (for the most part, might be a few spells that have special rules but you'll know them lol). This way they don't rotate even though you've moved out of the way temporarily. It'll make positional easier and so the melee DD will be happier.

    Another one might be in a similar vein of if you've pulled a huge trash pack when dodging like above also remember not to dodge too much towards your party as you might encourage some of the other monsters to use their conals/aoes towards your party then too and everyone has to move (so dodging to the sides first, or if it's a super short cone / circle to the back). If you move too much though, that the monsters need to move to get back to you (so like if you went too far backwards for example), then you might cause issues with your party's positional and aoes. So ideally you make an imaginary sphere centered on the trash ball, aiming to be near the edge of that sphere, and use ~ 90 - 130 degrees of the sphere facing away from your party as your dancing space while returning to the starting point when it will prevent a monster from rotating/moving. Just to note the 90-130 isn't a hard rule that you've to follow (in case someone thinks I'm saying it as a requirement to live by lol), as there are scenarios where you can easily dodge differently and it'll still work great, but a general guideline for big trash pulls to help, and really it ultimately comes down to simply 'do your best to dodge while preventing rotation and targeting of your party'.

    If there is a ranged enemy in the trash pull if you can it'll help to end on the ranged enemy as they're going to be the ones that will annoyingly sit outside your party's aoe dome, using corners can also help to force ranged to come into the center of the trash ball (just keep in mind your healer needs line of sight to heal you, so don't play peak-a-boo with your healer haha).

    I guess finally, not really trying to make a complete list, just some 'is nice', if you can interrupt stuff with your stun and interrupt skill then you can also help everyone. When you get the party to trust you enough that they stop moving out of aoes that they know can be interrupted then you know everyone believes in you, kind of sweet. Less sweet if they never tried to dodge from the very beginning. . . but eh then you've made the dungeon easier on your healer or at least likely faster .
    (3)
    Last edited by Shougun; 07-03-2020 at 08:45 AM.