
I think this is more important than many tanks currently realize. I have read stories of tanks succeeding and other stories of them failing while using both of the methods described in the OP, so i suspect that both are actually viable tactics and the third factor of the main hand weapon is the real determinant. All enmity generating actions are directly dependent on your main hand weapon so if it is not up-to-date it greatly reduces your ability to hold hate from a dps who has an up-to-date weapon, regardless of the specific tactics you are using.
Luckily, I learned this as I was FATE farming in Aleport. With the level 10 weapon I couldn't hold single target threat no matter what I'd use (and there really aren't many choices at 16), but switching to a better weapon did wonders.

Generally I do the second method. Shield Lob on 1, Flash, Fast/Savage on 1 and RoH on 2. Fast/Savage 1, RoH 3, Flash. (Also level 35). This way I don't lose my single target during the rotation, but build up enough threat on 2 and 3 that usually keeps them off the healer. Then I'll do a full combo on 1 and then fast/savage 2 and RoH 3. After this I'm set. This has been my rotation at this time.

RoH? when I am add tanking, I use the Riot blade chain to get me as much MP as possible and use flash of light + Circle of Scorn for AoE aggro. When they go down to 2 targets, that's when I switch to RoH chain, I usually pop Fight or flight + Bloodbath (great for aggro generation thx to self heal), I almost never do Flash of light on 2 or less targets if I have those CDs ready. Riot blade chain is also faster burst damage, RoH might result in higher overall damage.
To me RoH seems like great on paper but I have always done a much better job spamming flash of light with riot blade to back me up on MP generation. Even when I have hasty DPS in my group that will start DoTing or AoEing right off the bat, or even with healers who cast regen on me, when I switch to the flash of light spamming routine, I can get the aggro back and keep it.
You don't have to flash all the time. Always look at the hate indicator on your left and check if they are all red. If you see flashing orange triangle, Either you do a flash or shield lob. If it becomes too late and the hate indicator has turned into a yellow, Use provoke. This will save you up mana a lot!
I noticed alot of you guys aren't utilizing non-GCD abilities inbetween your GCD weaponskills, it's really the best way to maximize hate control and DPS. Just for reference here's what I do.
Single Target:
Flash > Fight or Flight while on GCD > Fast Blade > Spirits while on GCD> Savage Blade > Circle of Scorn while on GCD > Rage of Halone.
Multi Target:
Shield Lob and wait for mobs to converge on me > Flash > Flash > Fight or Flight while on GCD > Fast Blade > Spirits while on GCD> Savage Blade > Circle of Scorn while on GCD > Rage of Halone > Flash > Rotate Hate Combo on mobs as neccessary.
well im not level 50 yet so the only off GC stuff I have is defensive buffs and FoF
"Shield Lob" Main target position myself so i can "Flash" > "Circle of Scorn" > "Fracture" > "Spirits Within" > "Fast Blade" > "Rampart" or "Sentinel" > "Flash" > "Savage Blade" > "Rage of Halone" > "Flash"
I will continue to use "Circle of Scorn" and "Spirits Within" when they are off CD. Always make sure to throw in a "Flash" middle of your "Fast Blade" to Halone combo.
When mana is getting below 40% its best to try and rotate in your "Riot Blade" Combo
I never do a chain combo and hit multiple targets to try and tag other targets.
As for the "Rampart" or "Sentinel" in my rotation, I personally have noticed a huge difference in Enmity gained over the mobs I'm not targeting. I don't know how it helps increase my Enmity gain or helps lowers the healers and DPS but it seems to work wonders. (If you think I'm feeding you bull I would like you to go out and try it)
It lowers the healer's enmity gain because they aren't curing you as much.



It really depends. Your OP has the title Add Tanking. If you're responsible for tanking adds you can open with Flash if they spawn at the same spot, shield lob on while you're running to the other if they spawn in different spots. The main thing with adds is that you HAVE to label them and the DPS HAVE to follow the kill order. We don't have much variety for AoE (it's not like we have Thunderclap/Cleave or stun-a-pack-of-mobs-Shockwave that does decent damage and is affected by our threat modifiers) and because of that Flash does lose a bit of its luster the longer you're holding adds because you have a chance of losing the enmity game against DPS that spam AoE, not to mention the healer. Of course, you can supplement with Rage of Hallone combos, but following kill order is still key to keeping things orderly.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
One nice thing I wish they would add in a patch is an improved version of Shield Lob. Right now it only works by pulling 1 target, but it would be cool to see an improved version (which you obviously get at higher levels as a passive Trait) that attacks and pulls the 2 extra closest mobs on top of your main target already. The shield would simply just bounce of off three targets in close proximity to each other, Captain America style. This way you would pull 3 enemies directly at the start and hold considerable enmity on all three of them and not have to worry about the other 2 enemies running after your healer. Then once they get close to you, you can Flash them and hold even more enmity equally on all three. And let's face it, most mobs you face at any one time usually consist of about 3 enemies. It would make Shield Lob a terrific move to pull multiple enemies in the beginning of a fight and to pull them midway if they stray. Please like if you think this is a nice idea, and hopefully we can see a patch coming soon where they upgrade this ability for Paladins. Go team Paladin!
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. Go team Paladin!


