FFXIV Tank Role Actions: Guide & FAQ (Shadowbringers UPDATED)

All you need to know about the Tank Role Actions introduced in Stormblood!

Welcome to our quick dirty guide on Tank Role Actions! Shadowbringers has brought yet another update to the Role Actions system (previously the cross-class skills system). This time around, we no longer have to choose – and have access to all Role Actions!

What Jobs get the Tank Role Actions?

Dark Knight (DRK)
Gunbreaker (GNB)
Paladin (PLD)
Warrior (WAR)

– base classes –
Gladiator (GLD)
Marauder (MRD)

Tank  Role Actions – Navigation:
Tank Role Actions List | Role Actions Uses & Discussion

Tank Role Actions List

Rampart

Low Blow

Great for soloing and dungeons, rare for raids. a 5 second stun works wonders for mass dungeon pulls.

Provoke

Integral for raids, and important for dungeons. Puts you at the top of your targets enmity list, BUT YOU NEED TO FOLLOW UP or else you’ll lose it again. No tank worth their salt should ever fumble their Provokes!

Interject

Interrupts are rarely used in raids, but very important when they are. It’s usually tanks or ranged that “silence” things. Don’t sweat binding to a useful button, as it doesn’t come up very often.

Reprisal

Amazing for raids. Use it to help mitigate tank busters, or other AoE nukes. Coordinate with your co-tank and healers for a cooldown rotation!

Keep in mind it has a very short duration, and the timing can be weird for some boss mechanics.

Arm’s Length

A niche skill that’s rarely comes up in raids. Anytime there’s a knockback in an encounter try to imagine how this skill would be best utilized to mitigate its effect on your positioning, or to ease up the mechanics.

Shirk

INTEGRAL for many if not all raids. Allows for smoother tank swaps, used directly after your co-tank Provokes.

LevelActionDescriptionCastRecastDuration
8RampartReduce damage taken by 20% for 20s.Instant9020
12Low BlowStuns Target for 5s.Instant255
15ProvokeGain top enmity of a target.Instant30-
18InterjectInterrupts cast bar of your target.Instant30-
22ReprisalLowers target's damage dealt by 10% for 5s.Instant605
32Arm's LengthIgnore most position altering effects for 5s. Cause Slow +20% for 15s when struck.Instant1206(15)
48ShirkDiverts 25% of enmity to target party member.Instant120-

Tank Role Actions: Quick Strategy & Discussion

Servers are up so uhh… I’ll add this later.

Tank  Role Actions – Navigation:
Tank Role Actions List | Role Actions Uses & Discussion

Well, that’s about it for Tank Role Actions! FOR NOW! I’ll be adding to this soon.

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FFXIV Tanking stats: Parry or DPS!?

Should you consider Parry on your gear? Should all tanks go DPS 100% of the time? Are Parry tanks baddies? COME IN AND LEARN.

Hey guys! If you’re here, then you’re probably wondering what’s all the fuss about tanking and parry. Here, I’ll let you guys know MY stance on tanking, parry and all things in between. (I also wanted to write a resource I could link to, instead of repeating myself ad infinitum, haha). Hopefully, this guide will help you decide what’s best for YOU in this regard. Here goes: FFXIV Tanking & Parry guide!

(Disclaimer: Even a post this long doesn’t encompass the entire argument. I will be adding to this in the near future)

The Problem: War of the Parry camps

Two main camps exist. “Parry sucks nuts” and “Parry is needed“. This mini-conflict has affected even me, when writing the PLD, WAR and soon to be DRK BiS lists. Now that I’m going to write this easy to go-to resource, that will change. I’ll list down the main points of each side.

Parry sucks nuts

Parry scales poorly, therefore don’t use it.
Parry is random, so how can we rely on it?
Parry sucks because all attacks are scripted
Parry should be replaced with DPS stats (DET > CRIT > SS)
(MAIN CON): Higher risk of death

One (human factor) thing I dislike about this camp is that SOME tanks on this camp call tanks with parry “bad”. While this is not true for most of them, it does exist. I definitely see why tanks would want DPS gear. Two main reason being: fighting DPS races. However, not all tanks/ scenarios/ statics are equal, so you cannot just blindly put DPS stats on your gear – and blame your healer when you die.

 

Parry is needed

Parry helps mitigate damage, every little bit counts
Parry is still a lot better than some DPS stats (CRIT & SS)
(MAIN CON): Garbage DPS

These guys are a little more old school, and I see why their logic is sound. The more damage you mitigate, the less risk for your raid. But I also concede that you cannot just blindly put parry on your gear. There is such thing as sacrifcing too many stat points into something you might not maximize.

So how do we make sense of all this? Both sides make valid points, both sides have ups and downs. We should ask ourselves a more constructive question. Instead of “Does parry suck or not suck?” we should ask ourselves a better question, “When should we focus on DPS, or Parry and why?

Analyzing Gains: What does each stat DO FOR US

DPS Stats for tanking: Why? Let’s ask ourselves, realistically, what gain can be had when itemizing for DPS?

  • Pushing phases.
  • Beating enrage timers.
  • E-peen

Parry for tanking: Why? Again, what gains can be had when itemizing Parry?

  • Less risk of death
  • More free mana and time for healers (subsequently increasing healer DPS)
    • This point is moot if your healers arent DPSing or conserving mana when needed.

These are all valid points. Let’s discuss each one, and let’s try to gain some insight on what exactly is going on here.

(DPS)Pushing Phases: First we must Identify when specifically pushing a phase matters. And I mean MATTERS, not just for some BS reason for the sake of pushing a phase.

Pre 2.4, upon entering T6 Savage, it soon became painfully obvious that having any more than 1 honey spells out a very, very difficult P2. So we squeezed out as much DPS as possible, this included having our Off-tank (Warrior) Mitlet Gyles wear more and more DPS gear until we were sure we could Phase with 1 honey even given sub-standard RNG. We weren’t just pushing phases for funsies – having 2 honey was FATAL. We can consider the above use of DPS stats, viable.

Example of not viable? “Wear DPS gear all the time just to push phases, because, you know… pushing phases is good”. Aye, I get it. Pushing phases is never truly a bad thing. But not all phase-pushing is equal! Sometimes you NEED it, and other times it’s just a luxury.

(DPS)Beating enrage timers: Very similar to the above. If you guys have a good run, but still lose to enrage – you have to squeeze extra DPS somewhere. Our first enrage wipe in T13 was at 3%, but had a death in final phase. It was too close to call – so our OT at the time Claes Henrietta (Warrior) wore another 2 DPS accessories to cover any possible randomness.

Example of not viable? Wearing full DPS gear in an encounter you just got into fearing enrage timer. You’re giving undue stress to your healers and not gaining as much experience as you can. So in essence, we should try for a more defensive setup when learning, and as you gain more experienced when to use cooldowns / knowledge of mechanics – we can push for more DPS.

(Mythbusting) DPS is king, Parry sucks ’cause everything’s scripted: BS. Pure BS. Yes, heavy attacks are scripted in (IE Death Sentence, Ravensbeak/claw, Flatten/Akh Morn). Basic attacks? no. If you’re gonna tell me to my face boss basic attacks don’t matter – you crazy. Having less damage from basics gives your healers a huge windfall in mana. Or in another perspective: opens up more healer DPS.

(PARRY) Less risk of death: The uncool counterpart to DPS’s points. I think because it’s a boring, linear point is why it gets so much hate. But is it true, no matter how you spin it. But this also has a small caveat: This only works when you’re actively taking damage. That’s one point we will discuss later.

(PARRY) More free mana and time for healers: Again, another upside. Less stress on healing. but to truly capitalize on this point – you need decent healers! If they’re wasting mana anyway, or never DPS… what’s the point!? I guess the only way around this is to monitor/advise/communicate as a TEAM. So this can be considered a con… “more parry doesn’t apply to all groups”, but also “more parry assists in the success chance of PUGs” (in terms of safety).

(SUMMARY) Both DPS and Parry are good: WHEN THEY ARE IN EFFECTThis is an interesting conclusion, while quite obvious, there are a lot of complex ideas behind that simple sentence. DPS stats are great, but are severely dulled while MTing. Parry is great too, but SUCKS when OTing! What a conundrum… But I think you see where I’m going with this.

The Solution: Maximizing your stats to your role

This is my stance. For a long time I haven’t been writing the most flexible of tank BiS’s because a page like this didn’t exist for further explanation. Now that I’ve gotten around to writing this – things will change. Now that we see how, when and why both DPS and Parry are good – how do we maximize this? If we cannot come to one solid scenario for a case to state “All tanks must parry”, or “All tanks must DPS” then we do what logically comes next:

As tanks, you should CREATE the ideal scenario to maximize your stats.

Okay let’s take a scenario, and try to maximize our gains for each type of tank.

Encounter example: T12 Phoenix
Main Tank: PLD
Off-tank: WAR

Phoenix has a forced tank-swap: Revelation. No tank can survive 2 Revelations, and we ASSUME that it comes every minute. With the exception of Hallowed Ground / Holmgang – a second Revelation will definitely show you the truth (AKA Respawn prompt). So if we go by every minute the tanking sequence end up like this

Assumptions

  • let’s say, 10 minute fight. We will see 10 Revs, and Phoenix dies before the 11th minute
  • First rev happens after 1m, then every minute after that.
  • for simplicities sake let’s ignore Brand
  • Also, swap 10s before next rev

So if they did things “normally” they MT 5 minutes each, split evenly.

If both tanks itemize DPS: for 50% of the fight, your DPS stats are reduced by 25% efficiency (from stance)
If both tanks itemize Parry: for 50% of the fight, your parry is useless. (not ideal)

That’s a big case for DPS right here. So in the most brainless of scenarios, DPS is the clear winner – at the sad expense of us healers (hehe). But is this the best we can do?

Now lets say we utilize our skillset to the fullest. The PLD will use HG to survive 2 “Second Revelations” and laugh death in the face… the tanking order looks like this.

  • PLD (01:00) Revelation
  • PLD (02:00) Revelation: Hallowed Ground
  • PLD (02:50) Revelation soon (Tank swap) (PLD 2:50)
  • WAR (03:50) Revelation soon (Tank Swap) (WAR 1:00)
  • PLD (04:50) Revelation soon (Tank swap) (PLD 3:50)
  • WAR (05:50) Revelation soon (Tank Swap) (WAR 2:00)
  • PLD (06:50) Revelation soon (Tank Swap) (PLD 4:50)
  • WAR (07:50) Revelation Soon (Tank Swap) (WAR 3:00)
  • PLD (08:00) Revelation eaten (PLD 5:00)
  • PLD (09:00) Revelation: Hallowed Ground (PLD 6:00)
  • PLD (09:50) Revelation soon (Tank Swap) (PLD 7:00)
  • WAR (10:50) Phoenix dies around this time or much sooner (WAR 3:xx)

So in this example, let’s use a a 65-35% uptime between PLD and WAR respectively.

If PLD itemizes Parry: for 65% of the fight Parry is working for you (an improvement to 50% in previous scenario)
If Warrior itemizes DPS: for 65% of the fight, DPS stats are at max (an improvement from 50% in previous scenario)

But wait… Warrior can and SHOULD use Unchained only when he’s tanking.. further increasing uptime!

If Warrior itemizes DPS: for 75% of the fight, DPS stats are at max (further improvement > 65 > 50)

The answer is dead simple, yet most people don’t see it. Parry is better the more you MT, DPS is better the more you OT… that’s quite an unexciting answer after all this discussion!

Clarifications, Summary and Recommendations

1) The more you MT, the better parry is (and the WORSE dps stats are due to stance) – So why spec DPS if this is the case? The more you OT, the better DPS stats are – SIMPLE! So instead of stubbornly picking and sticking to one camp – the first step of evolution is to keep the above statement in mind.

2) Warrior Unchained makes DPS stats more weighty. Ignoring the Defiance reduction is HUGE. This makes more sense for warriors to OT. Paladins make a more stable MT anyway, given they can also block! So why force the issue of “equality” – Maximize the strengths of both classes!

3) Adjust your strategy to accomodate these itemization choices: The most important thing we’ve learned here today is that all this theorycrafting is absolute garbage if you don’t find ways and means to push this strategic advantage to its absolute max. Some encounters already do this for you. In T13, you have a 14 minute encounter wherein the MT stands in front of Bahamut for 10 MINUTES. Not counting the Zoo phase, this gives warrior almost 100% uptime without Defiance! The only exception is the P2 adds (what… 1 minute total?)

Now I wont stop you if you still insist on stacking DPS stats if you MT most of the fight. But keep in mind, doing this is gimping your team. The solution? Owning a great mix of gear should cover all your needs. Being stubborn and inflexible isn’t pro – that’s being BAD.

“Im on 100% DPS gear and healers cant keep me up – damn pugs!” You can try wearing parry and see how it goes. Cleared the fight and didn’t hit enrage? Good. You hit enrage? Switch up some gear. Can’t clear with either sets? You or your group are fundamentally flawed – and itemization doesn’t matter.

“I cleared this/that boss with DPS/Parry and I don’t agree with you” If you’re overgeared, none of this matters. I can clear T13 with both tanks rocking 0 secondary stats if you’re in full 130. But if you REFUSE to see when a situation or strategy needs either Parry or DPS, that’s just limiting yourself. Having one statement be the clear RULE applying to all tanks/ composition / scenarios / encounters is downright FOOLISH.

But I’m sure as many tanks read this, we will still have diehard DPS campers, and diehard Parry campers – and that’s fine. I just wished to throw my stance out there.  Hopefully this helps out anybody whose considering being a tank – and those current tanks who might want to learn a thing or two. Again, these are my own thoughts and I’m not forcing anyone to side with me.

Anyways – GOODLUCK parrying and DPSing where necessary, haha! Hopefully our Parry vs DPS stat guide for tanking helped you out somehow. If you have anything to contribute, please comment.

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Paladin VS Warrior Tanking Comparison

Warrior Or Paladins? Is one truly better than the other? In this battle of the fat, we try to determine just that. PLD VS WAR comparison!

Inevitably, it’s come to this. “Who is better”, Warriors (Marauders) or Paladins (Gladiators)? Here, we will try our best to give you the ins and outs of each class. Note that we will be discussing level 50 PLD and WAR capabilities, and this somehow extends to lower-level Gladiator and Marauder comparisons.

This is also our very first ‘community driven’ guide – we will be discussing key points in the forums, ultimately leading to the content to this page. Participate and be commended!
PLD vs. WAR Forum thread

For reference you can open these windows:
Gladiator | Paladin : Marauder | Warrior

Base stats / Innate capabilities

Warrior
The main advantage of a warrior is it’s immense maximum HP. Does a lot of damage, and indirectly increases defenses by doing so. Marauders and Warriors are extremely combo sensitive, and are definitely more difficult to play. This further extends by adding the “Defiance” / “Infuriated” warrior system. Compared to Paladins, these guys pack a huge punch. Parrying serves as a welcome additional defense (Although Paladins have this too), they cannot block.

Paladin
Damage reduction / mitigation is the paladins key trait. Wears a shield by default (Blocks!). Paladins have a reactive gamplay style, and are much easier to play ‘mechanically’ than warriors. Paladins are susceptible to burst damage with a low HP pool, but over the course of longer encounters – their mitigation more than makes up for it. Their “Effective HP” is much much higher than a Marauder. Their damage is so pathetic, and could possibly be out DPS’d by a Conjurer.

So here we see the main difference, Warriors rely on HP and Damage. Paladins rely on Damage Reduction. This becomes brutally clear in the next section:

Defensive Skills

Warrior
— MRD —
Foresight – Increases defense by 20% for 20s. Recast 90 (Traited)
Bloodbath – Gain 25% “Lifesteal” for 30s (Traited). Recast 90.
Mercy Stroke – Killing a target with mercy stroke restores 20% of max HP. Recast 30 (Traited)
Thrill of Battle – Increases max HP by 20% (Traited) and heals for that amount. Duration 10s.
Storms Path – (If Combo’d into) Creates a shield equal to 20% of damage dealt up to 10% of max HP.
—WAR—
Defiance – (Stance) Increases maximum HP by 25%, while lowering damage dealt by 30% and increasing enmity.

Paladin
— GLD —
Rampart – Reduces damage taken by 20% (Traited) for 20s.
Convalescence – Increases HP restored by spells or actions by 30% (Traited) for 20s.
Awareness – Reduces critical strike damage taken by 15% for 25 (Traited) seconds.
Tempered Will – Immediately cures Bind and Heavy, while preventing knockback and draw-in effects.
Sentinel – Reduces damage taken by 40% (Traited) for 10s.
Bulwark – Increases block rate by 60% for 15s.
— PLD —
Shield Oath – (Stance) Reduces damage taken by 25%, and damage dealt by 30% but increases enmity generated.
Hallowed Ground – Renders you impervious to most attacks

Wow, from here it becomes rather obvious that warriors have the short end of the stick when it comes to purely defensive skills. Foresight is directly inferior to Rampart (Which also reduces magic damage) and Sentinel (40%!). Thrill of Battle is ‘cute’ at best, amounting to a large heal. Storms Path is the warrior saving grace here, giving you a reusable shield without a long cooldown.

Paladins on the other hand have a long list of defensive skills, all ridiculously effective. Just by comparing the stances, the trade-off for 30% reduction for damage dealt is just completely lopsided in the paladins favor: 25% damage reduction for the paladin, and 35% max hp for the warrior. While 35% HP is better in a vacuum, when healers are involved, this becomes next to useless (Remember Effective HP?)

Warriors scale extremely well with offense, and even benefit from it defensively. While this is good, the survivability gained is just nowhere NEAR the Paladin. Not even close.

 

Threat Generation

Both Paladins & Warrior have no trouble generating threat. It’s the small differences and situations that make the Warrior superior to Paladin in terms of threat.  It’s very unlikely that DPS will pull aggro during a fight from either a Paladin or Warrior, so what’s the difference? Two key points.

Threat on Demand
The main difference? Warriors are better in more desperate times. When sh*t hits the fan – you’re going to want a warrior. When resources are tight, and adds spawn, Warriors are much much better at picking them up and making them stick. Paladins have superior resource management and will match a warriors threat over time. Warriors excels at keeping up with initial burst aggro when picking up and killing newly spawned adds.

Adds, AoE
In both single target and AoE situations, Warriors will out-threat Paladins any day. Paladins also have decent AoE threat, but simply pale in comparison to what Warriors can do to multiple enemies, and struggle alot less to build up initial aggro. It’s like Warriors WANT adds to spawn, and lots of them, while Paladins would rather not!

Due to the length of this post, we split it into two pages. In Page 2, we discuss Healer Preference, Overall Kit, and finally Summary and Recommendations.

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