Five of the most commonly peddled claims, put to the test. Let’s see how true they actually are!
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Music Used:
FFXIV Endwalker – Cradle of Hope
#ffxiv #endwalker
Chapters:
00:00 Introduction
00:36 (1) Healing over Time Enmity
02:05 (2) Fey Illumination does not affect your Faerie
04:03 (3) Hallowed Ground and Cover
07:04 (4) Pets and their Responsiveness
10:34 (5) Raise Invulnerability
12:39 Fun Fact
source
This video was interesting cant wait for the next ones
I believe Eos does stop using Embrace if you use the Place command until it arrives at its destination. However, in a scenerio where your tank has run so far ahead that you need to Place Eos to prevent it from using abilities because it's out of range, it likely wasn't using Embrace anyway. I've used Place in dungeon pulls before because it can be hard to keep track of Eos in some dungeons (mt. Gulg) and some tanks just don't slow down.
While you're correct that healing enmity is 0.5:1 instead of 1:1 like damage or 10:1 for tanks, that only applies to every point of healing that restores HP, every point of healing that does not restore HP is treat at 1:1 enmity.
With the Hallowed Ground/Cover combo, I kinda assumed it'd never work. You can't go invunlerable from damage you volunteered yourself for. You made your bed, now die in it.
the pet 30s lines up with combos lasting 30 seconds as well, so, perhaps that's the full length of the cast and combo memory window.
The "Invulnerability" window is something that mostly pops up in Savage where if you get ressed, your first priority is always "get to your position before doing anything else" to preserve that 5 second window. Yes we sometimes have to remind people sprint removes the invulnerability but this isn't really as useful as it used to be thanks to Savage leaning into "On person dying kills everyone" that it feels like now
Not that i know this for any reason in particular, but targeting an enemy also does not remove your 'After Raise' invulnerability period. What I don't DON'T know is if auto attacks do…
Okay I know the video was just posted but FIRST point as a Whitemage main for many eons I didn't know they changed this. Considering 6.2 is a more recent change though I'm gonna grant myself some leeway – This is good news though because it makes my job easier.
Great video as always
Cae is truly casting Expedient for the whole community
1. When this is a problem for a tank, pray to the gods that you never have a MCH, SMN or both in your dungeon group.
Why do they remove the aggro from heal over time's ticks?
I think the regen/shield enmity is more of an annoyance now
You tag the first mob and rush to do an AOE and your healer casts something in-between those and the mobs rush them
the new pathing makes you miss one or two mobs and you have to track them down
It isn't really fun to shuffle through a bunch of moving enemies on controller
Finding out sprint can get rid of things like Transcendent and even Dual Cast blew my mind when I first saw it. Dual Cast is the one that is really mind boggling to me.
The first one I always took issue with, even before ShB. It's not a problem if you're following the healer rule of: You are a lost puppy and should be at the tank's heel through a pull. It doesn't matter if you steal enmity for a second, because the moment the tank uses any AoE, they've taken it back. And if you're standing on the tank, the enemies won't "run past" the tank to you. Taking damage doesn't matter either if it's just an auto or two, and you can just throw a Regen on yourself.
Cover really used to be busted. The nerfs were very needed. Even if its often the only reason people brought it along, Cover's rare utility was silly.
We must continue to spread the word of raise invulns. So many times I've raised someone, just for them to die again immediately.
As someone who has ressed a party member and then have them die immediately after and having that interaction happen *so many times*, I really wish that the tooltip for the Raise spells would specifically mention the Transcendent buff you get. It would make it so much easier to explain the mechanic AND would stop this whole misconception about it too.
Great video! Didn't know about the Hallowed Ground + Cover interaction myself.
I'm really surprised you haven't yet covered the myth that Standard Finish doesn't stack (i.e. that Dancers should not partner each other). It's the most common misinformation I see in game.
Can anyone bust the myth that if you're in a dungeon group with 2 dancers they should dance partner each other? Or should one dance partner the tank? If anyone knows you'll settle some debates I've been in! xD
I wish I could remember what exactly the damage was from but during Barbie EX I finally learned about transcendent not being a complete invuln. Now I just assume that anything can kill me and I'll just wait for a safe time to rez.
The Cover/Hallowed Ground combo was one of the first combos broken by code changes to limit cheese in raids. If I remember right, during part of ARR and maybe even HW, Hallowed Ground would negate attacks transferred by Cover but this was changed at some point so that transferred attacks would bypass the invuln.
Cover transferring attacks has always had some weird interactions and led to some interesting strategies when combined with things like Tempered Will when Paladin was the only one with anti-knockback.
The pet responsiveness is still a bit of an issue in dungeons and especially deep dungeons. I'd like for the pet follow to glue the pet to you, and I'd like pet actions to be even more responsive. In these situations, SGE is considered better than SCH.
The place priority for fairy is good to know. Just a couple days back, in a raid I was actually waiting to be sure my fairy had finished moving before weaving Whispering Dawn. Good to know I can just use it after the Place and it will queue instead of getting used on the spot (to be sure, I just tested it in-game too).
I think the cover/HG combo also makes sense if you read the tooltips very literally. Cover makes you take the damage meant for another party member. HG makes you impervious to most attacks (effectively, not the damage)
Your covered party member still takes the attack, not you. You just take their damage from the attack.
Just gotta say — THANK YOU for actually publishing some content instead of click bait!!
So much drama over nothing out there right now when people could be taking time to improve their game, whether it's combat or housing or glam or whatever. Thanks for being a real content creator!
Prior to Endwalker, following the player was also high in the priority list for pets, and I think that changing is probably the most significant change that makes them more responsive now (although the time taken when they are stationary is s a lot better now too.
If you backpedalled with your pet in front of you prior to endwalker, it would actually delay the action indefinitely without the 30 second limit. Not really useful in almost any boss arena, because you need a lot of space to pull it off, but technically in Zurvan for example, you could actually backpedal around the arena for 3 minutes straight before the fight to get two uses of devotion at the start!
I have used cover to eat vuln stacks that would go on a healer in Thok ast Thok when people don't kill butterflies fast enough to prevent wipes. People always seem so surprised.
One theory with Whispering Dawn is that the Car– Selene is not effected by her own buff. Which is less of a theory and more an observation BUT, as it specifies Party members, only party members can be effected, and Selene is not included in that list similarly to being effected by other AoE buffs, though I dont know if any relevant ones would apply this way
Cae-dono always coming in with those neat fun facts uwu
I remember back in ARR putting regen on tanks and they'd take it off so I wouldn't steal aggro. This also was of course back when it took more than 1 aoe to get all aggro back lol.
I assume the exception is also for most debuff soup mechanics to go through Cover, or is there one it works for? Cover at least transfers the p12s p2 tankbuster debuffs
Fun fact. Hallowed/cover probably came from back in stormblood, where cover/tempered will was a way to prevent KB effects on both tanks. This was especially common in o5s, where a paladin could save either tge other tank or a melee dps from it's early knockback for extra dps
The HoT being placed on me as I go to pull a pack of mobs has still occasionally pulled aggro, but only from mobs I have not hit yet to establish aggro. It is still very annoying when it happens as I then have to chase after them to pull them. Basically, just wait til the tank has fully established aggro
are maps doors 50/50?
Knockback during rez immunity always catches me out. It seems to specifically be knockbacks that don't do any damage, but I always stand there thinking I immortal for 5 seconds nothing bad is going to happen to me.
Look Ma, I'm on TV (3:30)
Let me explain the rationale for avoiding HOTs while pulling pre-6.2. A lot of times in some dungeons enemies would be placed in a way where there was no "good" way to fully pull the pack. So like they weren't clumped properly to be able to use a single AOE, but also if you used provoke and/or a ranged GCD pull if the healer got aggro the mobs could run past you before your GCD was back to cast an AOE (or the pack was too broken up for an AOE to work still etc).
Also sometimes the proper way to pull (esp now that HoTs dont generate enmity) is to just plain wait like 1-2 seconds for the pack to get closer while running and then time your AOE to maximize mobs hit while provoking any far away mobs.
This was never like a major issue, and in many dungeons wasn't one at all just due to enemy placement, but it was just annoying enough that in some dungeons using instants to heal instead was often less chaotic because you could time them so that you could heal when you were sure the tank had more than face aggro, which HOT buffs couldn't let you do since they tick consistently. It wasn't like generally causing wipes or anything, but it seems like Square Enix agreed with me that it was just annoying enough to be worth fixing. I was very happy when I saw it in the patch notes.
I learned last night about the knockback during raise thing last night. Doing P4N for the first time completely blind, died off to the side, got rezzed into his raidwide knockback RIGHT into the instakill spikes lining the arena. I was so miffed.
Being able to be knocked back into instant death while invulnerable feels so bad
Huh, I missed the patch notes about regen not adding emnity back at that time…
I remember back when HoTs gave strangely large enmity on tick, and even could pull away mobs after a tank AoE (IIRC, and it's been a WHILE, that specifically could only happen if you had a HoT tick->mob moves to edge of AoE zone->AoE->HoT Tick->mob moves out of AoE range), but it was simple enough to deal with as long as the healer just moved to the tank for them to re-establish enmity.
If the tank or healer moved away from each other it was a pain, but that was down to situational awareness.
Tanks got a few potency buffs prior to the HoT change, so this was much less of an issue, but older dungeons could cause some weird pulls before the HoT was changed.
To me the tatic of using cover and hallowed ground is only needed when it comes to double tank busters and a poor DPS is about to be blown into next Tuesday. The clips I see of that happening put the dumbest smile on my face. Though Cover really is super niche in general outside of a ton of coordination, so I’ll take what I can get.
the amount of times im sprinting with the tank, fairy falls behind then i hit embrace while she is 50 yalms behind is more than i like to admit….i actually miss when the fairy had to catch up for embrace to come out
The HG and cover myth was because it's a recent change irrc, as in endwalker recent.
Slightly releated, it still surprises me how many people dont take advantage of raise invuln. Seen so many use an action immediately and die before i can spot heal them.
HoT enmity: I think I knew this one.
Hallowed Ground and Cover is still interesting. This situation came up in Seiryu EX with an FC member just a few hours ago. You know, one of these squishy healers. He got the Forbidden Arts stack marker combined with the vulnerability up debuff caused by Blazing Aramitama (buffs Forbidden Arts, so it gives the debuff), we stacked, he died, I lived and cleared. He died because it targets both healers. If there's only one healer, the healer gets targeted twice and dies from the second hit due to the debuff. If there is no healer (solo), it targets whoever is in the fight twice. This can be survived by stacking mitigations or using an invuln. A DPS is probably just dead regardless. But I digress. Then we did Seiryu EX again. I used Cover and Hallowed Ground on the mechanic. My portion of the stack marker was absorbed by Hallowed Ground and I took the damage for the healer. We both survived. It can still be used to brute force mechanics, just not all of them. Works as intended and as proven in the video.
I knew about the revive invuln and how it's removed.
Didn't know the rest, don't have any job leveled that can make use of any of that right now. Will hopefully remember it when I play one of these jobs.
while this only happened to me once, but I was doing a crystal tower run w/ my ninja and ppl started ragging on me for using doton (the aoe dust cloud mudra) on a single target. it wasn't full on hate, but they were calling me out as if I were doing something wrong or cringe. For some reason they didn't listen when I tried to explain there was a dot component but I think maybe they were talking about lvl 90 ninja? idk man if you read the tooltip it literally says it's an 80 potency dot for like 20 seconds. more than double the dmg of a raiton (lightning strike) if it hits for the full duration.
Not to mention that with Rouse, your fairy will have more potent healing than Physick making you more inclined to do damage while it is roused. I really wish Rouse makes a comeback and replaces Seraph. They can even remove Physick out of ACN actions since SMN has no use for it, and if the fates allow, SCH fairy will take care of the raw healing, increasing Embrace potency, while the SCH will focus more on the shielding… again.. removing Seraph.
I also wish they would permanently increase the pet's movement speed so it can keep up with us.
PLD Cover overall got drasticly nerved in EW. The fun way of it.
Something you used to be able to but are not anymore are:
Cover a friend (BLM) before the Shiva/ Tsuki transition freeze/ Stun. PLD took double dmg and the covered player was able to move when nobody else could.
Fly high at Bismark. You could cover a player and that player than moved into the knockup tornados. The Coverd player would give the knockup to the PLD and the PLD would fly high and higher with every server tick while the coverd player just stood in that tornado.