Wednesday, October 6, 2010

Enmity Kings


So, if you could choose any job to build hate on something without beating up on it which would you choose? Forget about gear for a second and only look at what enmity generators each job has. Spells that generate hate are usually rated by how much enmity they generate per MP and what type of enmity it is. What I hardly ever see is a comparisson of how much enmity they generate per second.

The recast of magic spells can be halved with enough haste which doubles the enmity generation per second. Paladin, the classic tank, has very limited choice when it comes to enmity spells. We can talk about how enmity gear is more plentiful for Paladins than say Blue mages, and how Sentinel affects enmity over time, but to keep it simple I'll ignore those for the time-being.

Flash and Stun are very similar and rate extremely high in both MP efficiency and Enmity over time. They are the main enmity spells. Compared to Utsusemi, which will be used frequently when blink tanking, as a baseline some spells are very lackluster. They're still used as enmity generators because of the rarity of CE in spells. Much CE is generated through damage dealt to a mob. Absorb spells when spammed (since you have 8 of them) will close the gap between Stun casts. Assuming floored recast times on DRK and PLD, you'll have about 23 seconds to bridge after Stun/Flash. Let's say you cast each Utsusemi once during that gap. That leaves about 15 seconds for other spells. Assume you idle 1/3rd of your time away and you got 10 seconds to build hate some other way. Occasionally that means Job abilities and Weaponskills, but in the case of DRK you have Absorb spells to close the gap. They are not huge enmity generators, nor are they very MP efficient, but use 3 of them and all of a sudden it's like you had a second Stun worth of enmity during that cycle.

BLU is not as easily compared to DRK and PLD, because it has so many different enmity generators. The spell cycles are a bit longer and more complex, but it can still be split up into groups. Put Jettatura, Actinic Burst and Temporal Shift together and you have a "big" enmity spell every 30 seconds (before reductions). The total enmity of these "big" spells and their efficiency are below that of Stun/Flash, but at a lower recast. The big benefit of BLU's gap-filling spells is that the majority of those are beneficial buffs. Things like Battery Charge and Regeneration are useful while tanking, so it's a dual function. The casting time influences how many you can use to fill the gap. Since the gap is smaller it could look something like BIG>BUFF>UTSU>BUFF>BIG. BLU tanks have said they require more support since they run through their MP faster than normal tanks, but looking at the Enmity per MP column it looks like it's worth it.

All these tank classes work with damage: PLD has Atonement, DRK has regular melee and WS, BLU has big damage spells and self SC's. All these classes also have abilities that complement their tanking. PLD has the mother of all enmity abilities in Sentinel as well as Shield Bash. DRK has Souleater, Last Resort and Weapon Bash. BLU has Diffusion which can make them take a gigantic leap in enmity when combined with Exuviation. With some enmity gear and a full party they can nearly reach half of the enmity cap in one spell. It may defeat the purpose of having a second tank, but when that's not a problem, it's an excellent tool.

Quantifying all of this is kind of hard, but to be completely honest, I think BLU wins the contest. It not only has better diversity and choices of enmity spells that have positive effects, they also have a tendency to have better CE generating potential. When a DD tank is appropriate, I personally believe that MNK, SAM and WAR may be better choices. On the topic of durability, BLU has an excellent choice of PDT gear and access to Cocoon and Saline Coat to cover both physical and magical damage. However, that's just my personal opinion, don't take it too seriously.

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