In Final Fantasy XIV (FF14), enmity is a crucial mechanic that determines the aggro (aggressiveness) of monsters towards players. Managing enmity effectively is essential for successful dungeon runs, raids, and other group content. This guide will delve into the intricacies of enmity in FF14, providing comprehensive insights into how it works, factors that affect it, and strategies for maintaining control in combat situations.
Enmity represents the level of threat that a player poses to a monster. The more enmity a player generates, the more likely they will become the target of the monster's attacks. Enmity is acquired through various actions, such as:
Several factors influence the amount of enmity a player generates. These include:
Maintaining control over enmity is crucial for preventing wipes caused by unwanted aggro. Here are some effective strategies for managing enmity:
In most group content, a tank is responsible for generating and holding the enmity of monsters. Tanks have abilities that allow them to do this effectively, such as Provoke and Shirk.
Healers should prioritize healing the party when necessary, but avoid overhealing, as this generates unnecessary enmity.
DPS classes have abilities that generate threat. These abilities should be used judiciously to avoid pulling aggro from the tank.
Communication is key. Coordinate with other party members to ensure that enmity is managed effectively. Healers can inform the tank if they are generating too much enmity, and DPS classes can adjust their threat generation accordingly.
Effective enmity management offers numerous benefits, including:
Neglecting enmity management can have detrimental consequences, such as:
Action | Enmity Buildup |
---|---|
Normal attack | 100 |
Heavy attack | 150 |
Ability with 100 potency | 1 (potency) |
Class | Ability | Enmity Gain |
---|---|---|
Tank | Provoke | 500 |
Tank | Shirk | 300 |
DPS | Heavy Thrust | 1.5 (potency) |
Healer | Cure III | 0.5 (potency) |
Role | Base Enmity |
---|---|
Tank | 100 |
DPS | 50 |
Healer | 25 |
Enmity Decay Rate | Time (seconds) |
---|---|
Out of combat | 20 |
In combat, not attacking | 5 |
In combat, actively attacking | 0 |
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