this one as well
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relax dude its not bad advice, you dont need the damage buffs, or combos to kill mobs that are 10% health in fact if you wanted you could just used ur ranged attack and by the time the next pack is set ranged will have already killed the stragglers, if not when the next pack is set you can use aoe and cleave stragglers as well.
It's bad advice. The OP asked for help on how to be a better tank, not an annoying one.
If you pull more after committing to a pull and getting it low, proceed to pull the next wave while the current wave is still alive, then the healer and the team is not regenerating HP/MP out of combat, causing them to only heal up at the rate at which their tenacity/piety stats give them during combat. This is more often much lower for healers and caster DPS for MP and much lower for everyone for healing HP compared to out of combat regeneration. For casters, it can interrupt their cast when enemies are pulled too far out of their attack range.
The healing requirements are only reduced when you pull large packs and kill them all before pulling more because tank mitigations will always be up during the pull, mitigations will have time to come off cooldown while moving to the next big pull, DPS will get to use their burst skills and AoE everything at once so everything dies faster (which means tanks get hit less times), and healer HP/MP will have time to regenerate while their abilities come off cooldown during the run to the next big pull.
I'll counter your 1 year of experience tanking, with my 5 years + of tanking experience, and further my experience in running many dungeons as melee, caster, ranged and healer, this is just annoying and infuriating. Nowadays, most people don't speak up in DF parties simple because of a subjective clause in the ToS that has become a sore point for many players, of risk saying something that someone will consider "generally offensive", and thus potentially having their account banned. Yes even something as simple as giving "unsolicited" advice. Then there is other alternatives such as, people just get on with, or too polite or too shy to speak up.
I can tell you for fact, this will be a detriment to their playstyle in dungeons, and there wouldn't be so many of us stating this as such if it wasn't true. I personally do not like chaining mobs, and I am heavily critical of any person that advocates for this sort of playstyle, so jabs there will be many. It's nothing personal, I just find it woefully stupid, as it carries no tangible benefit, versus having committed and controlled pulls, that allow for respite between packs.
Now typically, pulling wall to wall will ensure this doesn't actually come about, but that's up to the confidence level of the tank. Of course, there is some dungeons where this just isn't advisable, just something you pick up over time.
Hey! I have another question :D So I have been wall to wall pulling but I find sometimes I lose aggro on the occasional enemy, why is it doing this? Should I stop and regain the aggro then continue or just leave it for the DPS to drag towards me? Also do enemies reset if you drag them too far?
You should be fine with just using AoE combo spam, most of the time, let the dps/ healer bring it to you. If the dps/ healer isn't being co-operative, and it's only the one mob, just use Provoke or Shield Lob, to grab it back. If more that 1 mob you may have to go to the mobs, but experience will teach when it's worth going out of your way, and when it's not.
Yes certain dungeon packs will eventually reset if you pull them too far, but it's not that common in most dungeons. Copperbell Mines, the spriggans after riding down the first elevator, reset after crossing the bridge.
If you consistently lose aggro on multiple mobs while doing big pulls you might have do an extra aoe before moving on. If you are losing only one mob it's most likely just a ranged dps focusing it too much and in most cases they will pull it to you so you can take it off them, if not then you might have to provoke it.