FFXIV: Using Tank Cooldowns

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Something people ask a lot about specifically, is  how to use Cooldowns as a Tank. How should they   use their skills together? What shouldn't they  use together? So let's talk about this finally,   and maybe shed some light on the subject. In  the meantime, please rate, comment, subscribe,   follow me on socials, check my Twitch  streams, and maybe support me on Patreon.   Let's get right into the topic at hand. And a quick note, this video takes place in   Endwalker. If any skills changed or were  removed and it no longer works this way,   focus on the lesson I am using that skill  to teach rather than the fact that specific   skilll doesn't work for the lesson. For those newer, let's establish the   base concept. Cooldowns when talking about  Tanks tends to specifically mean Defensive   Cooldowns. Abilities with long cooldown timers  that augment your defense in some way, as   opposed to Cooldowns that increase your offensive  powers. This is also referred to as Mitigation.   You are Mitigating damage with Cooldowns. Despite  Cooldowns being able to mean offensive skills and   Mitigation is purely defensive, they often are  used interchangibly. I will be doing so within   this video too. This might be confusing at first,  but the sooner you get used to it, the better.   Cooldowns can have a number of different  ways of helping you. An effect on the enemy,   buffing your stats, or just outright reducing  damage. What matters is they're increasing   your survivial, and you want to be using  them often and effectively. Used early and   often. But there is such a thing as too early. You want to be mitigating damage before you take   it, but you also don't want to be wasting time  on the timer. If anything, timing is probably   the most complex thing about mitigations. It  even differs between trash mobs and bosses.   In trash, you want to be using cooldowns just  after you start taking damage but before you   take a lot of it. That is, unless you're pulling  large groups as most Tanks tend to end up doing.   You want to be using your Cooldowns once you  stop running and grabbing more enemies. You   hit the button when you've gathered all  the enemies, but hopefully right before   all of them hit you at the exact same time. It's a small, specific window, but you want to   be aiming for this window, then making sure you  always have something running until the herd thins   out. Correct spacing of cooldowns is the other  difficult part of mitigating. When pulling large   groups, you're trying to juggle doing DPS, moving  out of avoidable AoEs, and then still needing to   watch your timers to make sure you're not sitting  around without any defensive buffs running.   Often in both trash and bosses, you're also trying  to pair Cooldowns and not just using one unless   its a specifically very strong cooldown.  Several cooldowns are on the weaker end   and will work better together than alone. I think when it comes to pairing cooldowns,   people are often over thinking things. That  they're missing some singular optimal cooldown   usage or such, and that all other options  are outright bad. But there's many possible   pairings of cooldowns that work, and basically  every pairing is valid in some way. That even   includes your 30% mitigation with another. This also includes Arm's Length. This works   as a defensive cooldown on trash mobs. While it  only lasts for a few seconds, the Slow effect is   much longer once applied and is damage reduction.  Slow is an attack speed buff, not movement speed.   It's harder to quantify than a flat reduction  though. It might be less effective in pulls with   magic enemies thrown in or such, and better in  others due to lengthy cast locks for enemies.   DPS can also make use of this. If  for whatever reason the tank dies,   hit Arm's Length and you might survive longer! The worry with stacking Cooldowns is not wanting   to use everything at once. You'll have maybe 20  seconds of being near invincible and then a minute   of being a wet piece of paper. Stacking this much  also makes each additional Mitigation weaker. To   properly show this, we need to use Math. Here we have Warrior. Vengeance is a 30%   Mitigation. Rampart is a 20% Mitigation. Together,  that should reduce 50% of all damage that comes   to you, right? Wrong, it actually will reduce  44% of all damage. The same reason you want to   use all Offensive buffs at the same time  in Openers, we want to avoid doing it for   Defensive Buffs. Cooldowns are multiplicative. Let's say you have 10,000 HP and take a hit of   10,000 damage. Apply Vengeance and reduce this by  30%. That will reduce the attack to 7,000 damage.   Now apply Rampart. Reducing 7,000 by 20% will  bring it down to 5,600. Now that's 20% of 7,000,   not 10,000. It reduced damage by 1,400. That is  only 14% of that original value of 10,000.   Effectively, Rampart was only a 14% mitigation.  And stacking more makes each additional Cooldown   even less powerful. This is diminishing returns.  At least, if it directly effects damage values.   Let's take Thrill of Battle. That increases  your HP by 20% for the duration. So with   10,000 HP, it is essentially a 2,000 damage  mitigation on any one singular attack. But   regardless of how many other cooldowns you use,  you're reducing damage by 2,000. No matter what,   it is a reduction of 20% of your max HP. At that  point the worry becomes not needing that extra HP,   and also the fact that Thrill of Battle also  increases healing you receive. Healing you   for the duration becomes far easier. But what this all really boils down to is   that point about all options being valid in some  way. There's a ton of factors that you should   be accounting for. There is no one right answer,  because there is no one singular Dungeon, Trial,   or Raid. Every Duty will have different specifics  you want to worry about if you want to use things   to their maximum effect. How strong or weak is  your party? How strong or weak is the enemy pack   you're fighting? Is there another one right after  this or is that group not worth mentioning?   If your party is weak, you want to stack  cooldowns even less, because the fight will   be longer. Stacking cooldowns makes healing you  easier for the duration, but if the fight takes   a whole minute before enemies start dying, you  need to space out cooldowns to last that long,   or become paper and just die. Offload some of the  burden onto your healer, since they have their   own set of Healing and Defensive Cooldowns too.  If you burn everything too quickly, the burden   becomes the healer's alone anyway. So spread  out the burden by spreading your cooldowns.   If your party is strong, the opposite is true. If  you plan to use three cooldowns for this specific   pull on an average run, you will use them all  much closer together and overlapping instead   of spaced out. You don't need to spread your  cooldowns because the enemies will die before   you need a second round of them. And if it's the  last group of enemies before a long walk to the   next boss, no sense holding onto stuff. As long as you are taking into account the   diminishing returns of stacking cooldowns, most  every use of your cooldowns is valid. The issue   isn't the complexity of what cooldowns to pair  together, it's what your party is like. Smart   cooldown usage is a good skill to learn, but  the part people are missing is that it's not   the Cooldowns that are the real issue. But that's what we're here to discuss and   learning when a party is doing well is mostly  something you just have to get a feel for. So   let's move onto more exceptions to the rules. Sticking with Warrior. Warrior has Raw Intuition   starting at level 56. And as everyone knows at  this point in Endwalker. Raw Intuition is-   When it comes to trash pulls, Warrior  shouldn't use basically any cooldowns   beyond Raw Intuition until after Raw Intuition  has been used. Get to like, 50% Health, pop it,   then instantly heal back to maximum. Then maybe  pop Vengeance for the Healer to actually take over   Healing. At least until Raw Intuition comes off  cooldown in 25 seconds and you use it again.   Looking at Dark Knight, we have The Blackest  Night. You basically want to use this off   cooldown, every 15 seconds, regardless of what  other cooldowns you have running. The difficulty   with it has always been not accidentally spending  all your MP and not being able to use it to begin   with. 25% of your HP is a flat 25% of whatever  your HP is, and the cooldown is so short.   Paladin and Gunbreaker also have these short,  super spammable cooldowns, but these you   actually want to take into account as normal  cooldowns. Their effects aren't so completely   specific that you put all your focus on it. When we talk about Trials and Raids though,   things obviously start getting different. As  said, we want to be using cooldowns before we   take damage. But the damage we're mostly worried  about in this content is Tank Busters. Typically   these have a cast bar and do very heavy damage  even to you as a tank. You might need three or   even more cooldowns to survive in Savage Raids. Once again, what cooldowns are good here and what   you should be pairing here depends massively,  but this time based entirely on the fight   itself. Pacing of a fight really changes  how cooldowns work. If the boss only uses   Tankbusters at a very rare and slow pace, you  can dump most everything for the buster and   use the rest for reducing Auto Attack damage.  In Savage, Auto attacks are their own hell.   Otherwise, some fights have extremely  common tank busters. Cooldown planning   can be pretty tight. But it will be unique  to this fight, and this fight alone. Another   fight with common busters might only spam the  busters in a specific point in the fight, with   the rest of the fight beind normally paced. What Cooldowns do you use in Savage? You have   to learn fight to fight. But otherwise,  you're definitely using your short,   spammable cooldown for every Buster  along with some of the stronger stuff.   But depending on the fight you have to ration  those stronger things across every buster.   It's good to come in with a basic plan of  cooldowns you will use before going into any   new Duty. Plan to use this on pull one, this on  pull two, or this for tank buster one and buster   two. But you need to also expect to have to scrap  the plan and do everything different from now on.   A basic cooldown rotation is commendable, but  more often than not will need to be entirely   adjusted because the plan doesn't fit. But of course, there's also the one Cooldown   we've not mentioned. Your Ultimate Cooldown.  Superbolide, Holmgang, Hallowed Ground,   and Living Dead. These are something  you use in emergencies and emergencies   only... is what you say if you don't know  how to tank. You should be using these.   In Savage raids especially, these get used all  the time for either completely cheesing some   mechanics, or dedicated for Tank Busters. A tank  buster Stack marker? Solo take it with using your   Ultimate. Stupidly strong Buster that requires  you to use four or five cooldowns? Ultimate.   The power of these skills cannot be understated.  That includes in dungeon runs. Plan your cooldown   usage around your Ultimates, not just  your normal cooldowns. While Paladin   is kinda screwed with having a seven minute  cooldown, most dungeon runs can fit in even   two uses of Hallowed. That's two spots of ten  seconds where you do not take any damage.   Or let's go back to Warrior.  Remember how Raw Intuition-   Well start with Holmgang! Instead of hitting Raw  Intuition, let your HP drop low, hit Holmgang,   then when Holmgang has three or four  seconds left, pop Raw Intutition and-   And when you can do this multiple times in  a dungeon run, you can even make enemies die   faster. The healer doesn't need to heal  you at first, meaning they can do extra   damage for free. Or they're a White Mage  and will spam Holy afterwards for another   six seconds of not taking any damage. The only thing is that you should be telling   your healer your plan ahead of time. Don't  just run in with your plan without telling   them. They're gonna assume you're an idiot  who isn't using cooldowns otherwise. Make a   macro of some kind, or stop moving to type  out your plan quick. Give them a heads up,   then get to being invincible! Though there  is no guarantee that they actually listen   to your plan, and just spam heals anyway. My motto has been for a long time that you   should prevent emergencies before they happen.  Saving tools until it's already too late is not   going to help. And then if emergencies never  happen to begin with, you just wasted a tool   by never touching it. Once you start using  all your tools instead of just most of them,   you'll see a huge improvement in your  ability to pair things in more ways.   Which just loops back to the beginning.  There's no real invalid way to pair stuff,   because using everything gives you a ton  of leeway to do things in so many different   ways, and in flexible ways. Just remember, don't do this.   Unless it's an Ultimate raid. Then you probably  have to do something like this at some point.   Thanks for watching this little video on  how to use cooldowns as a Tank. Please   do the rate and sub and all that, and feel  free to suggest further topics to discuss.   This is one that was commonly asked for  that I didn't feel was needed, but well,   here we are. I hope it did shed some  light on why I didn't really think it   was needed. It's both simpler, and more  complex than people tend to think.   Take care and may the power of an a  Nidhoggs lay waste to your enemies.
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Channel: WeskAlber
Views: 16,682
Rating: undefined out of 5
Keywords: ff14, beginner, learning, guide, endwalker, tanks, cooldowns, mitigation, defensives, damage reduction, rotation
Id: Bp0E_pRzzsw
Channel Id: undefined
Length: 13min 31sec (811 seconds)
Published: Sat Aug 26 2023
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