Tether (mechanic)

From Final Fantasy XIV Online Wiki
Jump to navigation Jump to search

Tethers are lines of varying appearance attached between two entities— often a player and the boss, or two players together. Tether visuals will not always be consistent to their functionality across fights and expansions.

Types

Spread / Far Tether

Two players chained together.
Two players chained together.

A tether typically attached between two players. These tethers will force players to separate from whomever they are attached to. They often have one of two effects:

  1. A tether that must be broken by both targets moving sufficiently far enough away from each other, receiving damage and/or negative status effects until accomplished.
    • As the breaking point of this tether is relative to its starting length, these tethers are easier to break by stacking close together prior.
  2. A tether that requires both players to remain a certain distance apart for the entire duration, with negative repercussions occurring only if players move too close together.

These types of tethers often appear as burning chains or vines. If the tether is blue with arrows pointing away from the middle, the tether will remain active until a debuff expires.


Paired / Close Tether

A tether most often attached between two players. Requires the tethered players to stay close together to survive. Moving too far apart often leads to continuous damage or instant defeat to both players.

These types of tethers may appear as red and green chains ("Christmas tethers"). If the tether is green only with arrows pointing to the middle, the tether will remain active until a debuff expires.


Transferable Tether

A Transferable Tether aimed at a Bomb enemy.
A Transferable Tether indicating that an attack aimed at the Bomb must be blocked.

These tethers are commonly dotted orange lines and have a pulsating circle attached to the target, indicating they can be transferred to an entity that walks through it. Some Transferable Tethers will swap to whatever entity walks through it, while others will instead only transfer while the blocker remains between the attacker and its target.

Depending on the encounter, transferable tethers have various effects, for example:

  • A tether to an object or enemy that will cause a detrimental effect if the tether is not collected by a player.
  • A tether that results in a tankbuster being fired at the target when the attack resolves.
  • A tether that fires multiple debuffing attacks over an extended period of time, requiring players to transfer the tether to others in a sequence.

Note that this tether visual was added in Stormblood. Prior expansions will use various different visual styles for this type of tether mechanic.


Proximity Tether

A proximity tether attached to a player.
A proximity tether attached to a player, visually changing once a safe distance has been reached.

A tether from an enemy to a player. The tethered players will take increased damage from an upcoming attack unless they reach a safe distance from the target.

Proximity Tethers will sometimes change appearance as an indication that a safe distance has been reached; if the tether is too short, it will have a pink spiky appearance.


An orb attached to a player by a Chase Tether.
A Chase Tether linking an explosive orb to a player.

Chase Tether

A tether from an enemy or an attack to a player. Whatever is tethered to the player will chase them relentlessly, even ignoring enmity.

In many cases, players will want to find a way to avoid or break their tether.


Magnetic Tether

A tether that applies a positive or negative charge to both targets attached to it. While often between two players, tethers can be attached to immovable objects or even between two non-player entities.

If both charges are the same, the targets will be pushed away from each other after a short period of time. If the charges are opposite, the targets will be drawn together.