mikebike8371: "kiting doesn't work" Any deep dungeon run will prove this wrong
treasureboxgaming7109: lol, This is a funny coincidence. I had a dungeon yesterday where the tank died. As a Machinist, I put on Arms Length and ran with sprint in a wide circle in order to not die. I got hit 1 time until all mobs were dead while the healer casted res.
Funny that I had some victorious kiting yesterday and now there's a video about kiting.
ViviCaligo: Speaks of the faerie pet, using carby glam in footage, correct choice sir.
TiaCosm: “Kiting doesn’t work” is what I tell dps when something goes wrong and they pull a single mob off the pack and then run around all away from everyone else and making it super difficult to grab the enemy off them. It always makes them settle down and just bring the enemy to the pack so can aoe grab it off them. Is it a lie? Yeah, but it keeps them alive, so I’m not gonna apologize. They can learn how to kite properly by tanking or doing deep dungeons.
K_Black: Pop a sprint in a dungeon as a tank debunks the kiting myth lol.
FloatingGhost: as a fun fact, in ucob P2 (nael), kiting can be used in an emergency in lieu of a tank swap after her last buster - it's not entirely uncommon for your cotank to go down around there, and the voice callout of "LEG IT" is given - she only does like 2 or 3 autos before locking into the next mechanic so if you can get far enough away you can avoid being blapped right in the physical vulnerability
useful even at the highest-end
VGPorage: Surprised with people that don't know about kiting when we interact with that mechanic everytime we do a wall to wall pull. Its the reason why sprint is called a defensive cooldown in dungeons.
NabsterHax: "Kiting doesn't work." - This myth brought to you by the melee DPS gang.
fawkes6352: During our M7S reclears this week, we ran into the issue where my co-tank (a PLD) would end up stealing aggro on my adds during the 8-minute burst, thus causing some issues with Quarry Swamp and thus risking a wipe. We determined that, because they overtook me by 3-4 ILs last week, they would accidentally steal the add I didn't voke if their sword combo ended up scoring a crit on that add. And we determined that this was an issue because I would only Unmend the non-voked add once instead of twice.
We were able to remedy this by having me Unmend that add twice, and funneled some M7S loot my way to make it less likely something like this would happen again. Still, though, it was an interesting experience getting to see enmity multipliers and management be a tangible factor in a Savage raid, not just in a dungeon.
RagnarokiaNG: Kiting remains a valuable survival tactic for tanking if out of everything else and the healer is struggling, I've survived a lot of pulls thanks to running away.
lunesaveter8521: I do want to point out there are some mob in ffxiv have ludicrous attack range even if they do melee attack and will still chase and close the gap. Yes, criterion savage I'm talking about the mob there, especially those golems. I'm pretty sure many who farmed that dungeon have enjoyed the golem one shot a dpser 30 yard away just because tank was half a second slower on pulling
nemamiah7832: "Kiting doesn't work" says the Tank before 2nd w2w in Shisui. I was that Tank once. Now I know better.
paullutze636: “kiting doesn’t work” literally the first clip is him kiting to give the healer time to cast the heal haha
invenblocker: A topic that I've been thinking about as of recent is "fix-it skills".
Basically, skills that are usually the first ones learned within a given expansion, and which address some sticking point at the previous expansion's level cap.
For instance, for Stormblood Paladins, Requiescat is technically a gain in AoE because it's oGCD, but actually using the buffs would be a damage loss because the only spells are Holy Spirit and Clemency. Shadowbringers gives Holy Circle at level 72, so the Paladin doesn't have to look sad as the buff times out.
Ninja I can think of two skills. Armor Crush at the start of Heavensward letting you maintain Huton (prior to Dawntrail axing that timer) and Meisui at the start of Shadowbringers letting you use the Suiton buff from Ten Chi Jin (which similar to AoE Requiescat would otherwise have timed out sadly).
No credits for fix-its within the same expansion that dropped the job in the first place. We don't commend level 72 Gunbreaker for finally getting an AoE cartridge dump, when they could have simply not generated cartridges on their AoE combo before this.
tcoren1: On the topic of healing magic vs healing action increases, the stat determination straight up lies to you and says it boosts healing magic. In actuality it boosts all your outgoing heals, be they spell or ability or weaponskill.
Tenacity doesn't outright lie but is still confusing, it also boosts outgoing healing like determination
kay_faraday: i had a lot of trouble kiting as a sprout because enemies seemed to just hit me anyways no matter how much distance. I have since learned that this seems to be latency.
Waterbaer97: For provoke, I was under the impression that it set the tank equal to current highest target enmity 1. Don't remember where I heard that but it always made sense as to why I sometimes pull aggro back of I forget shirk
yucheng4947: For no.3, part of reason is in Japanese "Spell" is called "Magic", the Localizer kind of mixed up with terminology. (Magic as in GCD, or as in General type, I don't think Japanese differentiate the two )
Furthermore, there was kind of history about it. Healing buff has weird split between spell and ability, because healing from abilities back in 2.0 and 3.0 were designed as "Flat Healing" to counter “Infirmity" debuff (like Twintania's Death Sentence), which reduces healing received. In that way, ability based healing skills are not able to be affected either healing buff or debuff unless the buffs and debuffs affect the main stats of you (i.e Mind increased or Weakness). People didn't notice that in 2.0, because besides Second Wind from Monk, both Scholar and White Mage's ability heals are percentage heals. Benediction was sole healing ability for WHM, Lustrate was 25% heal at time. After 3.0, they introduced potency based ability heal, Yoshi-P revealed why he designed that way and people took notice on it. Fun fact, back then WHM had a healing enhancement skill called "Divine Seal". Its tooltip actually described "Spell-based Restoration" They changed to "Healing Magic Potency" afterward.
As for why fairy cannot receive buff, because when they made pets untargetable in 5.0, they didn't recode pets as "extension of the master". They kept the old code which treats pets as sperate entity. (Back in 4.0 and before they could receive buffs since they were targetable) That applies to Summoner as well, Summoner's egis weren't able to receive any damage buff; they changed that later on for egis able to receive some AOE damage buffs.
Jilhel: "Commenting and leaving a like doesn't help with the referencement" False! Myth busted!
Now let's all help Cae clear the algorithm fight!
gabrielkeller6817: in P2 and P5 of DSR you can pull thordan away from the center of the arena which delays the timeline cos he has to walk up to auto you, and sometimes you can get an extra gcd before he dissapears again. as you said though, if melees arent aware you're gonna do it, they can clip their gcd which doesn't really make it worth it.
Kleiko: The tank potency question got me wondering, is that a quality of those abilities or of tanks as a role?
And if the latter how does that effect actions in say Occult Crescent? I know that apparently enochian works on the cannon shots but are there other weird interactions
coaster1235: this may be unviable to test (and im on the na servers so i can’t offer to join trying), but i have a question about role targeting mechs. in a nonstandard party composition (say 1 tank, 1 healer, 6 dps, or 8 dps who are all blue mages), ive heard it said that when the party queues into the instance the game assigns each player a role, and then mechanics refer to these assignments consistently until the instance is exited.
so for example on first pull one of the two light party healer stacks goes on a random dps, but then on subsequent pulls the party could deduce this dps in question is the other acting healer as far as mechanics are concerned.
the question is simply, how true is this? i suspect blue mages would know best, but it seems often the strats there are to cheese the mechanics as hard as possible, so maybe not
dragonfave37: Caetsu Chaiji continuing the trend of providing Myths to check and selling stuff on the Market Board~
DarkDyllon: In Deep Dungeons, specifically POTD and HOH, you can spin the enemy and if you do it correctly, they won't ever be able to hit you or use their mechanic.
For example a mimic normally uses pox after a few auto's, but if you spin a mimic correctly, that pox simply never comes out, if you're doing a speedrun for example in HoH, you'll be spinning bosses as well and if done correctly, the boss simply never does anything, because their AI need to face you to hit you, but you're constantly just slightly out of line of sight.
hemoparty7761: Aetherpact mentioned!! I love this goofy ability and how it has a bunch of cool irrelevant tech.
stingera5256: I remember doing praetorium with some friends in a light party and we ended up having no tank and 3 dps. I semi-successfully kited nero's tank buster as a bard for like 10 seconds of my sprint as he is one of the bosses that needs to catch up to you in order to perform the tb xD which was very fun
velvetblues: In Praetorium you can pop sprint and Kite Nero's tankbuster around the room and he'll chase you around the room with a big hammer until your sprint runs out and then he hits you
Jun 17 2025