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Tips to Improve your Dungeon Run Speed! FFXIV Dawntrail

megawaffle612: I find the best method for tanking packs is to run and pull everything up to the last group then continue to run to the wall. Once you hit the wall turn around and continue to run all the way back to your start position. Rinse and repeat as many times as required.

This prevents any “stop at last pack vs to the wall” arguments as your tanking style will confuse the party far too much and also helps the team get in more cardio for a healthier lifestyle overall.

KINGOFTHESPARKS755: Telling healers to attack is becoming the new "did you know"

FreezyLemon: For PCT, keep in mind that motifs are free outside of battle (instant cast and 1.5s recast). so only swiftcast motifs if you actually want to use them in the same battle, or use them on something that will give you real value during the battle (even a Fire II in Red is better than a motif you could get for free later)

HakureiIllusion: I maintain that there's no time advantage to pulling all the way to the wall; quite the opposite, I think you LOSE time by doing that. You're going to be walking that distance anyway, you're either walking it with everything dead and with cooldowns running (and perhaps with Peleton), or you're walking it while trying to position/AoE enemies and with cooldowns sitting and waiting to be used. Any time you "gain" by ending the pull closer to the next pack is already lost by the extra time you spend in combat. The only advantage I see for the "go until you literally can't go any further" is, as stated, if you're unfamiliar with the dungeon layout and want to make sure you've hit the last pack.

That's not even counting that some packs have enemies tossing out weird AoEs that could suddenly become a problem if you're already backed up to a wall.

K3fka_: I'm surprised you didn't mention this one: use your LB! If you have a ranged/caster in the party, their LB can be used on a trash pack to take off a decent chunk of their health. And if you have double melee, someone should still use LB2 on a boss when it's up to shave off a few percentage points of its health

Hackerboy602: Hearing "Displacement" as if it was French sent me

Shadow.Darkraven: as a samurai main I've started spamming enpi on a single mob while running, and then once everything is clumped up i have extra kenki for the aoe ogcd and can unload the tsubami gaeshi zanshin guren mega combo and melt packs

fireheartclan: For the "how tanks pull" part. Always pulled to where ever the healers drop their AOE stuff generally. And if that doesn't matter/happen because of healer job/level. I usually keep to wherever larger area is. Especially when it comes to higher level content, because I single AOE you take can lead to a big issue if you aren't careful.

Wiles731: Remember tanks while pulling mobs: sprint is a form of damage mitigation. And if you hit the button before entering combat, the sprunt buff lasts longer.

KillLaGrill: As someone who plays mostly tank in dailies, here's some (kinda obvious) tricks:

-Sprint out of combat for that extra 10 secs

-Don't be afraid to invul in large pulls, especially as pld and gnb

-Use your dashes to gain distance when your party is getting ahead of you

-If you are melee dps, please don't parkour ahead 2 miles and then complaing about off-tanking lmao

BalasielVOD: Stop optimizing every second of your life, instead start enjoying your leasure time again

wolvian: Looking at your kit and figuring out pieces that may work together is a lot of fun! The first time I performed the corps-a-corpse into displacement for movement, I sent my tank friend into a giggle-fit at the acrobatic sight! As a healer main, my favorite bit of optimization is using rescue for GOOD instead of trolling. The best part is seeing people's reaction. Most are confused until they realize what just happened, and a few seem to get unreasonably angry at the fact they were just yoinked a gap-closer's worth of distance closer to their destination. I do try NOT to yoink jobs with a gap-closer available of course. Is it chaotic? A wee bit, but if it gets us through the duty quicker AND also gets a giggle out of one or two people, then it's all fun and worth it to me!

dhy811: I think it's optimal to fight asap but also slide pull mobs towards the next wall as you're fighting, as long as you don't have a whm/smn/ninja.

You can start cooldowns early, group mobs, shuffle them so that the one that everyone targets gets pushed out of the middle, and reduce the distance to the next pull simultaneously.

Also, there might be merit to single targeting an extremely healthy mob even when there are 3 mobs left in the pack.

If the smaller mobs will die to before you finish single targeting the large mob, your single target time isn't wasted.

Consider the opposite where the entire party starts by single targetting the large mob until it has about the same HP as a small mob, and then AoEs the whole group, and the entire pack dies together:

All the cleave damage from your single target rotation is fully utilized. If you have efficient cleave like foul, picto holy hammer or viper burst, the small mobs might die anyways while single targeting the large one.

dianaroy78: As RDM, you have to actually be careful if you're super-efficient at using Accelerate and Corps-a-corps-to-Displacement in pulls, there are tons of times I've done enough damage to pull aggro away from the tank and the tank couldn't just roll with it so they doubled back thinking they missed something. Not the worst behavior, but too much damage during pulls can sometimes still be a thing.

Also I miss Warrior having a cone.

TemLightKiBlade: So I returned to XIV and decided to start a fresh character on a completely different data center. I’m not yet at satasha but I had a crazy idea watching a few of your videos. I’m also the type that’s a bit more afraid of tanking or healing, not really having learned the skills by this point I should have. The idea is to run every dungeon/trial in the main story as all three roles before moving on. DPS than tank than healer. My only question for this kind of thing, would it be to crazy to do this on all 5 roles, dividing up dps into its roles or is that a bit extreme?

pedroscoponi4905: Thanks for making this, hope it reaches as many people as possible!

And I will throw my hat into the ring because I do care about this a great deal - stop is on the last pack!

ddfb494355: While it was touched on in regards to getting cooldowns rolling. I would love a further discussion on the use of party cooldowns in a dungeon, specifically regarding two minutes and synchronisation of one minute cooldowns.

I'm at odds with my friends who maintain the "2 minute on wall 1, and 2 minute on boss opener" concept, and that keeping everything synchronised by having your full toolkit avialable for the bosses is important.

I state that the larger damage peak and healthpool is focused in the wall pulls, and assuming you get full usage out of them, use major cooldowns as early as possible. Typically that your buffs and the pack lasts 20 seconds it provides more damage and a faster dungeon overall.

There are however a number of jobs that struggle to engage with this due to strict resource timers such as summoner, dancer and gunbreaker whom their aoe causes either the party buff to become unaligned from other players, or from their own toolkit.

Or there are jobs who lose a portion of their effective single target damage during aoe, slowing the bosses down. Examples being MCH and NIN and SAM.

It's a topic that spirals a bit beyond my full understanding so I'd love to hear your thoughts as well!

alexhaupt2134: I'd like to add for attacking on the move with White Mage: if you have access to Afflatus Misery, it's a damage gain

YugiMomo: WHM specific (idk enough about dps or tank DPS) but UTILIZE ALL THE DOWNTIME DUNGEONS GIVE YOU. You can get a few missey for free over the course of a dungeon if you build it while running between packs or between a dead boss and a pack. If the first or second boss is about to die you can hold off on burning lilly until the boss dies. It's literal thousands of free potency over the course of a dungeon which adds up a lot

gorp2116: Being prepared to switch targets and stun a mob that whips out an annoying AoE that everyone would have to step out of is nice. I thought I was trying too hard to get good at this but then M6S came out lol

alloounou6900: I'm not against players, specifically tanks, wanting to go fast. I just really hate when tanks leave their party behind and especially when they pull bosses while the party is still trying to get to the boss room. The worst of this is when tanks pull while someone is watching a cutscene.

nemamiah7832: Gotta be honest, I quite enjoy just Flaring on the run as BLM. From the start of the run. Hard Cast F3 -> HT2 -> Amp -> Triple Cast -> Flare -> Manafont -> Flare -> Flarestar -> Triplecast -> Flare -> Megaether -> Flare -> Flarestar -> Foul and by that point you probably had gathered everything either way. If not, you can adjust with Paradoxes, Swiftcast and additional Thunders. Bonus points for stealing the aggro from the Tank in the process. Optionally, you can start with Swiftcast HF2, but that's kind of not worth it more often than not.

Is this the optimal way to do it? I don't think so, honestly. Is it FUNNY though? Yes. Yes, it is very funny.

aikblake: Why do you have a mentor crown? You are a very good player, not a shitty player.

einjharrelraca: Tip for healers. Play limbo, the tank doesnt NEED to be near full hp all the time. The only point of health that matters is the last one. Also, use your healing resources.

Dont throw cure 2 or solace, use tetra or benediction

Dont hard cast adlo on scholar, use your lustrates and fairy tether

Dont use benefic 2 on astro, use the other 80 buttons whos names i dont remember.

DO NOT DOOMSDAY PREP, PUSH YOUR BUTTONS.

Sethzenjion: I've started using whm during my dungeons specifically because of how rare it is to see a decent healer. I feel like most tanks these days perform at least decently but a good healer who simply does something besides spamming gcd heals feels like such a rarity these days. By simply playing a healer who does dps you save so much time during dungeons. Especially with whm who can out DPS most casual DPS players during mob pulls.

Dyxid: The obsessive need people have to do wall-to-walls in this game is a large part of why I only do dungeons as MCH now, because I didn't like having to wait forever to start fighting or doing poor/zero damage while chasing on other jobs, or having to worry about whether or not my cooldowns would be ready again by the time the mobs died and it was boss time (Blazing Shot refreshes my Ricochets on the pack, Drill has an incredibly low cooldown for the damage it does, Flamethrower is just an emote anyway so skip, etc). I wish I had more time to gain battery charge though, not uncommon to end a dungeon run with only two uses of Rook Autoturret total because all I got is Hot Shot up through Stormblood.

Not to mention it lets me just completely ignore all role actions because Head/Leg/Foot Graze are typically useless barring the rare "Chimera" add, Peloton barely sees use when it's just non-stop combat running (and now there's Jog), and there's never been a single moment where my using Second Wind/Arm's Length after the tank died saved a pull.

May 29 2025

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