Tanking is all about making sure you have the enemies' attention and doing what you can to make sure you're alive. If you don't have enemies' attention, you get their attention because otherwise, that's more people for the healer to heal and less damage they're putting out, especially if your party members start dying and content just starts taking longer and longer to complete. Your party members have minimal damage mitigation options to help in case things go wrong, but they will typically die fast.
You get to essentially set the pace of the dungeon, but on the flipside, people generally blame the tanks if the party wipes in a dungeon and that pressure can lead to anxiety about tanking, or Tanxiety. This guide (hopefully) helps simplify tanking and quell any tanxiety you have. Tanking is incredibly fun and can be a very fast way to clear content if you don't have a lot of time.
COMMUNICATE. Let your Party know that you're still finding your ground and they won't get as mad if things go wrong.
Use your mitigations liberally on trash mobs. They're more likely to kill you than bosses.
Arms' Length is a very notable mitigation skill because it slows an enemy's attack speed and isn't likely to work on bosses anyway.
Tanks also get access to both Interject (Interrupt) and Low Blow (Stuns) so use them to your advantage. Interrupting an attack, especially against (Trial/Raid) bosses will save you from taking large amounts of damage and Stunning enemies can stop trash mobs from using big area of effect (AoE) attacks.
Interrupt only works on certain attacks. If an attack has another outline outside the attack name, it can be Interrupted!
The first attack cannot be Interrupted. The second attack CAN be Interrupted.
You will hear from multiple sources to not stack/combine mitigations (e.g. PLD's Sentinel with Rampart) because of diminishing returns, but if it will save you from a death, it is vastly more preferable than a death.
Have you checked your gear? It's important for every job to be geared up, but especially so for tanks! As you improve your tanking, you can definitely get by with weaker gear, but it does make a large difference!
I recommend the Tomestone gear from Rowena's Representatives in the expansion hub cities. Those sets are typically strong enough to get you through until the next set of gear.
Level 50: Ironworks Magitek
Level 60: Shire Set
Level 70: Scaevan Magitek
Level 80: Cryptlurker
Level 90: Crafted Gear (Market Board)
If you don't have/want to spend the Tomestones of Poetics, the vendor (or market board gear if you're feeling lazy) gear is sufficient enough for your tanking needs if you need gear in a pinch.
No, you don't have to do wall-to-wall pulls*. Pull what you're comfortable with pulling. Tanking is something you very much have to learn by doing and there is no easy formula to knowing when to use your mitigations. Start with one or two packs. Then two or three. Then entire stretches of dungeons until you cannot progress any further.
*Dungeons start being designed around wall-to-wall pulls starting with Shadowbringers, so it's advisable to aim for being comfortable with large pulls by then.
Sprint is also a mitigation tool. Enemies can't damage what they can't reach. You Activate Sprint, pick up your first pack of enemies with your AoEs, Provoke, and/or ranged attack, and then run towards the next group, rinse and repeat. Additionally, you can continue trying to use your ranged attack for dealing extra damage.
You use your Sprint before you pull the first pack because the duration is 20 seconds as opposed to 10 seconds when you're already in combat.
When choosing a place to stop running when pulling enemies, try to finish past enemies. In the following image, running past the final pack will group all the enemies together which will make it easier for everyone to use their AoE attacks and hit everything.
When grouping enemies together, enemies with ranged attacks will stop chasing further behind you than melee enemies. What you do to get every enemy in your AoEs is to start running back towards the ranged enemies after picking up every enemy.
Top row: the enemies in the third panel are grouped around the tank and AoE attack ranges are not large enough to hit every enemy.
Bottom row: the enemies in the third panel are much closer together and are easier to hit with AoE attacks.
Another thing to note are "player ground AoE" skills like SCH's Sacred Soil, DRK's Salted Earth, NIN's Doton, and SMN's Slipstream. You and the enemies have to be standing within these to reap the benefits of damage mitigation and damage over time respectively. Try your best to position yourself and enemies within these.
Scholar's Sacred Soil
White Mage's Asylum
Astrologian's Collective Unconscious
Ninja's Doton
Summoner's Slipstream
Machinist's Flamethrower
Machinist's Bioblaster
Dark Knight's Salted Earth
Invulnerability Skills, Tank Stance, Provoke, and Shirk are very important tools and necessitate their own section.
The Invulns (PLD's Hallowed Ground, WAR's Holmgang, DRK's Living Dead, and GNB's Superbolide) all have at least a couple seconds of startup animation so you cannot use them completely reactionary. Watch your HP and activate your Invuln before you take the killing blow.
Tank Stance is important in 8-man and 24-man content. One tank should keep their stance on and be the Main Tank (MT). The others should keep theirs off to be the Off Tank (OT). This will ensure that the bosses aren't being spun around, healers' shields will be going to the right tank and being used, etc. Keep this on a readily available button! Turning Stance on and off will be important for phases in fights where there are multiple monsters that need to be split up and tanked separately. There are also Tank Swaps to trade aggro after the current MT gets a Vulnerability Down debuff to ease up the amount of healing needed on a regular basis.
Provoke is used by the OT to pull aggro off the MT and take over as MT. You can also use it in dungeons to pick up stray monsters or pull a monster off another party member! However, Provoke is not part of your rotation. With how aggro is calculated, you do not need Provoke to ensure you have aggro and should be reserved in case another party member has a monster's attention. Your Enemy List should be full of red squares by the time you have finished pulling a pack.
Shirk helps the OT take aggro from you and take over as MT. It's super helpful to have Shirk with a macro (see right) to target your co-tank because they will always be in the same position in your party list.
Shirk Macro Text
/merror off
/ac "shirk" <2>
/ac "shirk" <2>
/ac "shirk" <2>
/ac "shirk" <2>
/ac "shirk" <2>
/ac "shirk" <2>
/micon Shirk
A good place to practice Tank Swapping is in the third fight in Alexander - The Cuff of the Son (A6). This is available after clearing base Heavensward and initiating the Alexander Raid Quests. Talk to Slowfix in Idyllshire (X:7.5, Y:6.5) to initiate the quest chain.
Dungeon Bosses are typically the least dangerous part of a dungeon. You are much better off spending your mitigations on trash mobs, but using them here will still be useful.
When initiating a fight, do not use your gap closer. Use your ranged attack, run past the boss, and face them "north". This will decrease the distance for melee DPS to travel, provide easy access to the rear and sides for positionals, and provide ample space to dodge attacks.
When bosses use their big AoEs, just dodge to the left and right and then return to your initial position. This will keep the boss from spinning around.
If a boss moves around or changes its facing, it is best to reface them towards "north" in the center of the arena with randoms. If you're playing with friends/can coordinate, you can match the boss' facing and decrease the amount of spinning the boss does. The melee DPS players will continue using their positionals based on this orientation.
Unlike Dungeons, Trials and Raids are singular boss fights and players will have access to every skill at the start of the fight. To help coordinate timing of everyone's openers and Raid Buffs, use the Countdown function in the Party menu. Set it for 10-15 seconds to give people time to start setting up and ready for the fight.
Check if your party is ready for the fight is to initiate a Ready Check in the Party menu. It asks everyone if they're ready to start the fight.
This is where you're going to need your Tank Stance, Provoke, and Shirk the most!
Tanks get access to multiple Party Mitigation skills that can save your party from a lot of AoE/party-wide/raid-wide damage! Your healers will have to heal less and can get back to dealing damage sooner and it really adds up!
The universal one is Reprisal. It's great because it's easy to use because it decreases monsters' outgoing damage/the damage they deal to you. Do be mindful that you have to be near enemies in order for it to take effect.
PLD's Passage of Arms*, PLD's Divine Veil, WAR's Shake it Off, DRK's Dark Missionary, and GNB's Heart of Light all help nearby party members take less damage.
Passage of Arms (PLD): increases block rate and decreases damage taken by 85% in the cone behind the user. HOWEVER like your invulns, you cannot use it in a completely reactionary matter and are stationary while using it. Your party has to stand behind you whenever Passage of Arms ticks to receive its effect.
Divine Veil (PLD): gives a 10% max HP Shield and 400 Potency heal.
Shake it Off (WAR): gives a 15% max HP Shield and casts a 300 Potency heal. If you use it with Thrill of Battle, Vengeance, and/or Bloodwhetting active, it dispels those and increases the shield by 2% for each effect removed.
Dark Missionary (DRK) & Heart of Light (GNB): reduces magic damage taken by 10%. These are typically your party/raid-wide damage skills.
These can be applied to yourself OR a party member. To make it easier to target someone, you can use mouseover or targeting macros.
Targeting Macro
/merror off
/ac "SKILL NAME HERE" <2>
/micon SKILL NAME HERE
Mouseover Macro
/merror off
/ac "SKILL NAME HERE" <mo>
/micon SKILL NAME HERE
With the mouseover, you just hover your mouse over the target's name and press the button and it will cast the skill on them.
For the targeting macro, you just click the button and it will use the skill on that member in the party list. You will however need several buttons to use effectively.
Cover (PLD): receives all damage for a party member within 10 yalms. It's only good for one party member. Costs 50 Oath Gauge.
Intervention (PLD): reduces damage taken by 10% for 8 seconds (Intervention buff), damage taken by 10% for 4 seconds (Knight's Resolve effect) and gives a 250 Potency Regen for 12 seconds. If Rampart or Sentinel are active, reduces damage taken by an additional 10%. Costs 50 Oath Gauge. Intervention must be cast on a party member to be utilized.
Nascent Flash (WAR): restores HP equal to the HP you recover with Nascent Flash, reduces damage by 10%, and nullifies damage equivalent to a 400 Potency heal. However, this can be confused with Bloodwhetting which is the same, but for themselves. They also share a recast timer.
Oblation (DRK): reduces damage taken by 10%. Oblation gets two charges so you can use it pretty liberally!
Heart of Stone/Heart of Corundum (GNB): reduces damage taken by 15%. Also gives the Brutal Shell effect (barrier equal to health restored by Brutal Shell) if it's active at the time of casting! It also casts a 900 Potency heal when HP falls below 50% or upon expiration of the effect.
You can split your enemy health bars from one HUD element with their health bar, who they're targeting, and attack name, to their individual components! Go to your HUD settings, select your Target Bar, open the settings for that, and check "Display Target Info Independently" and you can make important things like the Target Info (Progress Bar) more visible or in a better location so you can prepare accordingly for raidwides and tankbusters and other mechanics.
If you're trying out multiple Tanks, try to keep skills with similar effects on the same buttons! This will help tremendously with knowing what skills you want to use by building up that muscle memory! Note all the buttons I have on my own hotbars with the blue dots.
Below are three videos (hyperlinks if you click on their names) from JoCat, WeskAlber, and Azurite FFXIV all talk about nearly everything I mentioned here. WeskAlber and Azurite's videos are just a little too long and slow for my taste.
At the end of the day, there is no clear-cut, strict formula to tanking. It is very much something you have to feel out and actively practice. I've condensed everything I know as much as I could, and it can still be a lot to process.
If you have to, start tanking Dungeons from the very beginning in Sastasha all the way up to [REDACTED] in [CURRENT CONTENT] and incorporate one concept from this guide at a time.
Hopefully this guide has helped ease your tanxiety (if you have it) or improve your tanking prowess overall if you're looking to squeeze in a little more efficiency in your gameplay.