FF14 Using Tank Cooldowns



A lot of people ask how you should be using Cooldowns in duties. How you should be pairing them together. Here, I talk about those things!

Merch: https://weskalber.myspreadshop.com/
Twitch: https://www.twitch.tv/weskalber
Twitter: https://twitter.com/WeskAlber
Bluesky: https://bsky.app/profile/weskalber.bsky.social
Patreon: https://www.patreon.com/WeskAlber
Discord: https://discord.gg/mbZkAgy3ej

FINAL FANTASY is a registered trademark of Square Enix Holdings Co., Ltd.
© SQUARE ENIX CO., LTD. All Rights Reserved.

#FFXIV #Endwalker #tank

source

19 thoughts on “FF14 Using Tank Cooldowns”

  1. A very helpful video. The thing that always gives me tanxiety, though, is the existence of tank swaps. I'm always worried about missing one and then feeling like an idiot afterwards

    Reply
  2. It's good to see acknowledgement of the diminishing returns paired with a reminder that "avoiding diminishing returns" isn't everything. Sure, a 30% reduction and a 20% reduction isn't a 50% reduction total, but that doesn't change the fact that if you need more than the 30% on its own you need to use multiple cooldowns, or an ult, anyway. Saving cooldowns for later and then dying isn't actually more efficient, any more than wall-to-walling with a bad group and dying repeatedly.

    Reply
  3. I believe this guide deserves to exist as most others are more like, " use this specific cooldown in this situation and if you don't, you're doing it wrong." This is a under addressed topic and was very happy to see you cover it.

    Also, thank you for blowing my mind with the ranged attack/provoke/ranged attack combo that you were using on groups of three. It's been mentioned in other videos but it never clicked until right here. Utilizing your gap closer as well made me realize how much I still need to grow as a tank and how I can use more of my tools to do my job better.

    Reply
  4. while the overview is good and perfect for people struggling to understand basics i feel like there should have been a mention on block and parry, at least of their existance, especially since camouflage and bulwark are actual CDs. and, speaking to those 2, how they specifically do not work for DoTs (the mit part of camouflage works but you get what i mean)

    Reply
  5. "Shake it off", "Dark MIssionary", "Heart of Light" and "Divine Veil" may be AoE mitigation but that doesn't mean you can't use them for dungeon pulls. Only sucks that DRK get's the short end in those moments since there's not much magic damage in those pulls.

    Same goes for healers.

    Reply
  6. In general I think most newer players intuitively think of mitigation like "I'll use this when I need it" rather than using things more proactively. Especially when it comes to invulns. At least, that's how I thought when I was new and it wasn't until someone explained it to me much like you did here that I was making things harder on myself. So, I do think this guide is valuable.

    Reply
  7. As someone who's been tank-main for around a year, this is how I summarize mitigation (primarily from a dungeon perspective, but mostly translatable into trial/raid):

    Big Damage? Big cooldown –
    Like how you pool all your outgoing damage into offensive cd, you want to use your mitigative cds as the ideal uno reverse to any incoming damage. With the "meta" dungeon layout of [ 2 packs – wall – 2 packs – wall – boss ] decide which half of the wall does more damage, and use your 30% cd for that. Or, if you know a boss does a tankbuster early into the fight, start with rampart on the first half, so the cd can be up and ready in time for the boss and provide meaningful value. (consider the reverse where you start with your 30% mit, but the 120s cd might not be up in time, and you're left with a weaker or no mitigation to respond with)
    – Ultimate cd / Invuln –
    in much the same spirit, your invuln is a 100% mitigation, consider which point of the duty have exceptionally high incoming damage and plan to use your invuln for it. In dungeons especially, I like to follow up with my 30% mit, expecting the majority of enemies to still have high damage output but reduced lifespan from the damage done during 10s of invuln (making the 15s duration less of a concern compared with ramparts 20s)

    Sprint is mitigation –
    Really! When pulling mobs in dungeons, sprint allows you to effectively kite enemies, keeping your health high and giving you and your healer the best chances for when you end the pull and group everything together. If you want to get into w2w pulling, the difference it makes is genuinely impactful, and I feel often overlooked – and most people will probably appreciate you going faster.

    Diminishing returns are still returns –
    Stacking your 30% mit with reprisal (10%) devalues the mitigation of your reprisal… by 3% – if you're not going to use reprisal again for another 60s, 0% is worse than 7%. Sure it's sub-optimal to stack the mitigations, but it's still less optimal to not use them at all.. Naturally this requires practice and familiarity with the dungeon, but even blind you can afford to stack in a reprisal every other pull at a minimum.

    Shields stack additively –
    Consider pairing a 25k shield with a 30% mitigation… it now requires you to take 30% more damage (32.5k) before it breaks – increasing the value of both mitigations when paired together. In general, shields work better with stronger mitigations, but sometimes, you may pair it with your 20% so that both walls are equally easy to heal (rather than one pull requiring next to no healing, and the following pull greatly taxing your healer). – as a final note, thrill of battle behaves in much the same way as a shield when at max hp

    Don't Stress It –
    Yes, there is an "optimal" "perfect" play (somewhere, good luck) but for the most part, just a simple 20% here, 30% there, has a huge impact on providing ease for your healer. Optimal play doesn't come overnight, and a basic understanding will already take you 80% of the way.

    Reply

Leave a Comment