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in 8-man content be the "off-tank" don't turn on the tank stance until the main tank has enmity, then pop it so you can pick up adds if applicable. This is something I'm bad at because I still don't know what's "stunnable" and what isn't. Bonus: any attacks you can interrupt or stun an enemy out of. Any where I should position the boss (Middle, edge, etc) to help mitigate any weird AOE attacks. Whether I should help clear adds or keep the boss off DPS so they can clear adds. The names of "tank buster" attacks so I can pop a cooldown to make the healer's life easier This applies for every job but any mechanics that will get me or the team killed Here's what I look for when I'm researching a new dungeon/trial It took me way too long to learn this because most of the early content has tons of people that know what to do so you rarely die. If you die and get rezzed, you NEED to provoke and turn on tank stance to regain enmity. Always look for any enemies you haven't picked up (yellow or green icon next to the enemy name in the target list) Always try to keep at least one defense skill up during boss fights and large pulls Always try to not die: by this I mean if I have to choose between going HAM on offense or playing it safe I'll choose safe almost* every time Always face the enemy away from the party Always turn on my tank stance in instanced synced content, this is annoying as hell and I have a post-it on my monitor to remind me to do this.
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Here's the basic rules I follow (from a Dark Knight perspective): I don't mind mechanic spoilers and only look up info once I've unlocked the content so I don't spoil any story. There's some basic rules that apply almost always, and if you're worried about letting the team down, look up a guide for the dungeon/trial to make sure you have an idea about any exceptions to the basic tank rules. I've run every required dungeon, trial, and raid from ARR through Stormblood as a tank. Played Dragoon until I unlocked Dark Knight and have stuck with Dark Knight from that point on. To anyone worried about tanking as a newbie: But really, in those dungeons, any encounter you survived means you're a good Tank. Unfortunately ARR dungeons (and most of Leveling dungeons) are the highest barrier for me because the dungeon mechanics are weird (using Return in Haukke? Leading a bomb to explode on a slime in Copperbell?) and you can feel responsible for leading the party astray for forgetting a dungeon mechanic. Veteran tanks tend to pull 2-3 packs of enemies but even I (lvl 54 Paladin) tend only to pull just 1 or 2. From my understanding the actual job of Tank isn't to lead a party but just be there to take hits, as long as you're there to be enemy target you're doing a good job. Most people will not respond anything but they will mostly understand your situation and help by showing the way in a dungeon but stopping to let you pull enemies.
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Prepare a Macro that says something like "It's my first time Tanking here" or "I'm training to be a Tank" and say it when you begin a dungeon. As someone else who dreads the idea of Tanking (you can see my posts above), watched countless video tips on tanking but very enticed to its fashion (lol) I feel like I can share a bit about this.