So you’ve decided to be a DPS main in Final Fantasy XIV. It’s okay. We all make mistakes.

And as a DPS player, you will inevitably make mistakes, because FFXIV offers a grand total of 11 DPS jobs, each with their own unique abilities and playstyles. It’s a lot to keep track of on top of remembering dungeon, trial, and raid mechanics, especially if you’re leveling multiple jobs at the same time.

So here are the rules you should remember to follow no matter which job you’re playing:  do’s and don’ts of playing DPS, if you would.

Do: Stay Out Of AOEs

What FFXIV mob doesn’t have an AOE? They’re a staple when running dungeons or going solo in the overworld. And sure, you’re supposed to get out of them when you see the glowing orange indicator on the ground, but what’s the harm of getting just a few more hits in? A dead enemy can’t hurt anyone, right?

Here’s the thing: you can shrug off a few AOEs in the overworld. You really can’t afford to get hit more than once or twice as a DPS in dungeons. Lower-level dungeons are more lenient, but once more complicated mechanics and punishing debuffs get introduced, you’ll start finding that AOEs hurt. Really, really hurt.

Save your healer a raise: keep out of AOEs and try not to cut it too close if you insist on getting one last hit in.

Don’t: Leave Your Tank’s Baby Carrier

It’s easy to get lulled into complacency when you’re playing DPS. Nailing your combos, watching the enemy health bar burn down to nothing—it can be hypnotizing, so much so that you might rush ahead of your tank, accidentally pull an entire room, and end up with your poor lancer laid out on the floor of Satasha, the very first dungeon. Not even Satasha (Hard), just Satasha.

Don’t do that. Don’t be that guy. Forget what the NPCs said, you’re not the Warrior of Light when you’re in a party. Err on the side of caution, treat your tank like the chaperone they are, and try not to run ahead of them. If you accidentally end up aggro-ing a few mobs, try to disengage and draw them toward the tank, who’ll pick them up and stop them from paying attention to you. The tank won’t be happy about it, but at least you’ll be alive! Now don’t do it again.

Do: Kill Adds

This mostly only applies to mid or final boss encounters, but some dungeons necessitate burning down adds as a mechanic. Adds are basically trash mobs that show up to make your life more difficult during dungeons. You can generally ignore adds in low-level dungeons like Copperbell Mines because the final boss ends up nuked before the adds get to do anything, but killing them gets more important as you unlock higher-level dungeons.

Some encounters can be extremely punishing if you’re not burning down adds. It varies by dungeon, but some adds empower the boss if left alive too long, while others simply do too much damage to let live. The rules will change depending on which dungeon you’ve queued up for, but the point stands: dungeons aren’t dinner dates between you and the boss. As DPS, it’s your job to check in once in a while and ensure the adds are where they should be: dead on the floor.

Don’t: Stand In Front Of The Boss

This goes hand in hand with not getting ahead of the tank. Tanks will generally try to turn the boss away from the rest of the party so that AOE attacks and tank busters - which are telegraphed attacks that will generally target tanks, with some exceptions - will pass them by.

That courtesy becomes completely meaningless if you’re standing right next to the tank. It’s easy to get turned around when everyone, the boss, and their mom are throwing flashy abilities around, so if you find yourself shoulder to shoulder with the tank, just take a step back and retreat to a safer spot. Remember: everyone’s a badass till the boss pulls out a tank buster!