A Crap Guide to Final Fantasy XIV – Tanks | Korokoso reaction!



This was super funny lmfao, i’ll do the other 2 later today or tomorrow! Appreciate the support, the ffxiv community is amazing! link to jocat’s video and my personal stream below
Twitch.tv/KorokosoVT
https://www.youtube.com/watch?v=P8oVV_I-tIA

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22 thoughts on “A Crap Guide to Final Fantasy XIV – Tanks | Korokoso reaction!”

  1. So, good thing actually – this is outdated in regards to the DRK (Dark Knight) invulnerability button. It was changed to provide MASSIVE healing from ability use while active and if you heal yourself to full you still get the invincible buff for the remaining duration. They also have an easier time getting their MP back so they're pretty happy campers now. Invulnerability buttons are great for pulling a ton of enemies and giving your healers a breather or to say, "No." when a boss wants to bonk you. Passage of Arms is the PLD (Paladin) ability you were interested in. When folks stack for boss fight mechanics it feels great to stand just a bit ahead and use it.

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  2. Yeah it is, it's called arms of passage,the tank ability, it's also my secondary class aside from red mage,even though I wouldn't play it on savage bosses I play it in all other more casual content

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  3. I love your reactions! If you can I reccomend watching Pint videos, The 1st one is: I enslaved my final fantasy 14 guild. Its really funny and good content and has nice info 2!

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  4. Just keep in mind Jocat's take on the classes are from (for the most part) 5.5 Shadowbringers era, so number of classes have changed, some much more then others. Some classes like Paladin are unchanged for the most part, other then getting some of their skills that came in Heavensward or Stormblood now in the about the ARR leveling range. More making it easier for people join, where those of us who have been long time players haven't really seen the changes.

    Edit: ALso yes that is a Paladin skill. Passage of Arms, "blocks" (read lowers damage by about 20% outright before anything else) to you, and lowers damage to teammates behind you, so for raid wide damage that can't be avoided.

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  5. To answer two questions
    Attacking does build aggro and tank stance multiplies it by a lot. If you stop attacking you will lose aggro.

    The paladin ability you saw is called Passage of Arms and you get it at lv 70. You get 100% block and everyone behind you takes 15% less damage while it's active.

    Also Jocat memed a lot but everything he said is accurate.

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  6. As someone who mains Paladin, I can say that passage of arms (the wall of holyness) is one of my favourite skills to use, especially when it's used properly. it's such a good feeling seeing a heavy party damage move coming and having everyone get behind me for protection.

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  7. Actually least crap "how to" video for FF Jobs.. I think most tips will be picked up on just by playing but sometimes the "don't spin the MF-ING BOSS" needs to be rammed into players' brains.

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  8. Tank stance increases damage emnity by 400%. So even if you have emnity if you stop attacking they will catch up eventually. At higher tier play Tanks actually don't keep tank stance on for more that 20s cause they will be doing their rotations properly and thus maintaining their lead.

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  9. So, those words that JoCat guessed correctly that you wouldn't understand:

    Static: term used for people who get together to clear content (because everyone sticks together. :p)

    FC: Short for "Free Company." They're basically player-owned/driven guilds. They can range from being the top of the top players to people who RP and everything in-between. Being in an FC can also grant you various buffs that can help with leveling up or reward boosts.

    UwU: Short for "Ultimate Weapon Ultimate." There are various difficulties of fights throughout the game. If there is no modifier, then it's Normal. There's Hard, which is either remixed dungeons or 8-man boss fights (usually reserved for the ARR ones, especially Ifrit, Titan, and Garuda since they have 4-man versions). Extreme or The Minstrel's Ballad is the hardest version of the 8-man boss fights (these modifiers are mostly the same except for one instance which I'll get to shortly). Savage is reserved for the 8-man raids which gives the highest level gear or stuff to upgrade the tome gear to be equivalent in strength. Ultimate is the hardest of the hard fights being extremely long fights with very complex mechanics and difficult DPS checks that have (almost) no checkpoints. UwU was the second of these fights. There's also the "Unending Coils of Bahamut" (UCoB), The Epic of Alexander (TEA), and Dragonsong's Repirse (DSU). DSU is the most current of these fights, and it took nearly a whole week of near non-stop attempts for the first group to clear it.

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  10. Static: the group you normally raid with

    FC: Free Company (same as guild)

    Prog: progress on a raid fight

    UWU: "Ultima Weapon Ultimate" (UWU) Is the common name for "The Weapon's Refrain (Ultimate)" which Is the Ultimate tier content for Stormblood patch 4.31

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  11. I find that the part where the pie graph mentioning "dps didn't dps hard enough" or whatever it is actually happens more often on trash packs than on bosses. It is entirely possible for me to pop rampart and arm's length, then whatever 30% damage reduction my specific tank has once rampart wears off, but then both percentage-based mitigation abilities are over while MoBs are still alive, and now I'm getting unprotected SEX from the wall-to-wall pull because the MoBs are being tickled by the two dps. Healer is meanwhile spamming in a frenzy to keep me topped off until more cooldowns come up for me. It's worse at lower levels, of course.

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