
Originally Posted by
Mojo
If you have a good tank, BLM shouldn't ever pull hate on JoL unless you have some crazy refresh going on. PLD/RDM(or any other good JoL tank), if played correctly, will maintain capped CE and near capped VE. A BLM can cap CE but considering how much damage nukes do to JoL and how often it resists, it is unlikely that they will ever reach the VE cap. They shed most of the VE they've accumulated while resting. A good melee, on the other hand, will always end up pulling hate regardless of how good your tank is. A well geared SAM/THF with a BRD can pull off a 1k~ Gekkos every minute in addition to all of the other damage they're doing. They will eventually reach the CE and VE cap, and pull hate from the tank. Typically you end up with a dead melee or more if it does Concussive Oscillation when they pull hate, although if you're lucky it will do charm and reset all of their hate. Sentinel + Phalanx II will reduce all of their hits to 0 so it shouldn't be a problem at all. Either way, melee pulling hate and dieing or getting charmed is normal on JoL and I don't think it can be avoided unless your melee are wimpy or something.
As far as what you described goes, it sounds like your tank is doing it wrong and somehow isn't maintaining enough VE. When you first engage JoL, Dispel > Blind > Sleep > Blind, Flash whenever it's up and Cure IV when you eat a tier IV or Gai III is what your tank should be doing for hate. You'll reach the CE and VE caps very quickly this way. Once you're there, switch over to Dispel > Blind > Bind > Blind with Flash and Cure IV to best maintain the CE and VE hate caps. I wouldn't waste time casting Stoneskin, it's not worth the investment. If you have a good physical damage reduction gear macro'd for summoning as well as a decent amount of HP, you don't need it to survive Astral Flow. The VE lost during casting time doesn't justify the CE you retain when taking damage, especially when you've reached both caps and the focus is to keep your VE as high as possible. As far as positioning goes, 13.1~13.4 seems to be the best distance to stand to avoid getting hit with other TP moves.