Hi, poster who played healer. Me too! Amazing how that has no bearing to the overall reply!
And you completely missed the context of that message as it had nothing to do with the rescue's delay or whether it sucks or not.
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For what i's worth Rescue did Rescue me from Pure Beam when I was doing E1 NM but that was one hay in a needlestack of anedocts where it was either used in a trollish way or not used at all. Also think it helped during E3 as well.
I don't know. I mean, if you pull a small group and the healer runs past you and aggro's the next one you KNOW the Rescue is coming. I think popping Arms Length and letting the healer flail is a rather elegant answer to the question I posed in the OP. I'm just kind of surprised it's an option.Quote:
Swiftcast does, so I assume Arm's Length does too.
It's obviously still kind of ridiculous for someone to seriously suggest it as a means to try to guess when your healer will try to Rescue you and block it with that, though.
Of course sitting on Arms length so I can use it shield myself from healers is funny, but if I'm pulling small for whatever reason I can afford to save the CD.
Still I don't like Rescue being used on me period, but if it's done with good intentions at least I will settle for politely asking the healer to not cast that spell on me.
healer here too, and your attitude is a bit lacking. I do not have rescue yet, but it honestly sounds dumb. The skill pulls the player with 0 warning, and tiny animation. I see no point having this skill in the game when the players can move on their own out of aoe.
only thing i can see it used for is if a stack was going to hit after a knockback that doesn;t work with the knockback prevention. Only time ive seen it is for troll purposes. such as pulling people into aoe, and tanks being pulled into more mobs.
As a new player i find this BS behavior.
It's there because players DON'T move out of their own at times hence why it is a situational ability that is rather useful if used properly. I have several healers to thank for pulling me out of my own stupidity or when I don't understand mechanics. (Not sure what my "lacking" attitude has to do with any of this)
"Only times I've seen it is for troll purposes..." good lord. Many of you sure have pure bad luck if this is your constant in dungeons.
If something happens often enough then there is clearly an issue. Even if the design has a useful intended purpose there are probably better ways to go about it. You could make a "temporary invincible" bubble or the like instead if you really wanted something that does that basic effect without having the negative side effects Rescue currently has.
I've yet to see or experience any abuse of the rescue ability. I have, however, seen it used to turn the tide of battle in PvP on numerous occasions. Just because the ability can be abused it doesn't mean it needs to go on the chopping block. It's already against the rules to misuse the ability, so if someone feels strongly enough about any misuse then they can get in contact with the game's support team.
Though if it happened to me I'd likely just shrug it off, personally. I'd only ever report someone for repeated cases of prolonged, malicious harassment. I don't like the idea of someone potentially losing their account over what is ultimately just a minor inconvenience in the grand scheme of things.
About a week ago, I accidentally yoinked the tank mid pull instead of using Excogitation. Was super embarrassing lol. Apologised, had a laugh, and moved on. Other than that, I rarely see people misuse Rescue unless it’s between friends. Using Rescue effectively requires you to be familiar with the fight enough to know when someone is out of position and is going to get hit. If you see the AoE show up, then you’re already too late to actually use it (unless it’s like a really long cast time). You can also Rescue people mid LB animation lock to cancel them out of it if you time it right too!
Are you kidding? Rescue in one of the few skills that breaks the boredom mold for healers. Looking out to see who is about to eat dirt while I'm spamming Glare actually gives me something else to do.
A couple of things. While there is definitely a delay, the biggest portion of it is the hesitation to use it. Several jobs have the means to quickly hop/dash out of AoE danger, and it can be difficult to anticipate what a player is going to do. Playing other jobs and learning what their abilities do and how they interact goes a really long way to making effective use out of Rescue attempts. It's also important to understand that Rescue places a thumbtack on your current location, and that is where the player is going to be pulled to. I have no idea where you are getting any other impression with Rescue when using it on the move.
Last, Rescue should never be used to pull a player out of an AoE they will survive. That is a complete waste of the skill. The best case scenario here is you trade one CD for another. Should the attempt be successful, you don't have the heal the player. If you leave them where they are at, you use an ogcd heal on them instead. The issue with breaking their DPS is completely irrelevant if the AoE kills the player. If you're late; you're late. At least you tried. But that player was dead anyway. By attempting to save a player from death, you save Swiftcast and a ton of MP. And if SC is down, you save the MP and a ton of GCDs.
Perhaps in the future they will update the delay on the skill. Until then, effective use requires knowledge and lots of trial and error. Healers don't gain either letting it collect dust on their toolbars. If you've ever been on heals and told yourself, "Damn, I could have used Rescue right there." then that is all you need to know that you can make use of this skill
the move has its uses. I like when healers pull me along as a group dies. Speeds things up.
SE should just make sprint 20 seconds, or give us jetpacks. Not manufactured by Ironworks either, but by the Kobolds, that way it's guaranteed to make for some funny wabbly flying.
The absolute entitlement some people in this thread have is incredible.
Rescuing people out of harm or into your healing bubble/shield/ stack (etc)? Perfect, lovely. Keep doing you.
Rescuing the tank into another mob pack, dictating how another player should play? Bad. Stop that crap.
Who are you to take away control from another player just because /you/ want to pull big? If you're a healer and you want the tank to pull more just type it in chat, that way you give the player at least the chance to reply and tell you a "okay gotcha!" or another reason why they don't feel 100% comfortable doing that yet. But imposing your playstyle on the tank is not okay. I find it alarming how many of you find that behavior totally acceptable. "Rescuing into mob packs is more efficient than typing in chat. " You're not playing with npcs my dude. There are people sitting on the other end, a bit of communication can't be too much to ask in an mmo right.
Anyway rescue is a beneficial skill , there is however no denying that it can be used for not intended purposes, for example taking away control from a player who doesn't need any rescue.
Uhh, no I didn't? I think you completely missed it, thoughQuote:
And you completely missed the context of that message
The person I was responding to was saying "try being a healer yourself, then you can see that Rescue isn't as bad as you're proclaiming it to be"
I was here to say, yes, it still is.
Apparently some of ya'll don't remember when NIN had Smoke Screen and Shadewalker (pre 3.1). The potency was so good that you could take 80% of the hate from the tank, and place it on any 1 member in the party, which damn near made the Enmity generation go up when you did it multiple times in a fight (120-180s). We always used to laugh and do these kinds of things with friends or FC members for shites and giggles back in the day. But it was mostly when we weren't already not being serious anyways. For endgame content or anything else, this was obviously only used on the tanks or whoever the enmity was generating from (dps usually) and apply directly to the tanks in DPS stance for savage raids.
Tanks had notorious threads on a variety of forums for using Shirk on members in the party to push hate on DPS or healers who were terribad (being jackholes at that point). I've done it when people pissed me off and did things opposite the group (usually people who were already being dicks in the first place till they left the instance or we vote kicked them). Just because you haven't seen it, doesn't mean it wasn't ever done before you noticed it. You also probably hadn't been playing when those threads were up on the OF, reddit, 4chan, tumblr, facebook groups, twitter, among a lot of other places.
I mean, I've seen scenarios where tanks will troll people by getting aggro on everything, dragging a giant mob together... then turn off tank stance and let the mobs eat the healer and/or DPS for laughs. Not often, but I haven't seen Rescue used for trolling that often either. (To be fair, like 60% of the time I'm playing as a healer in any given duty I'm in, which means in 4-man content I'm the only one who could do Rescue shenanigans. So I grant that might skew my data set somewhat.)
But I don't know that I think that those instances of tank stance abuse mean SquareEnix should just force tank stance always on; being able to turn it on and off is super useful in high-end content, after all.
I don't use Rescue that often as WHM, though it can be extremely useful in certain situations; I can count the number of times I use it in the average month on one hand—often without even using half the fingers on that hand—unless I somehow get Susano repeatedly and people agree in party chat pre-pull that yes, the Rescue optimization trick for the stack seems like a good idea. So while I like having it and find it extremely useful (in an admittedly rare number of very specific instances), if we were to lose Rescue it wouldn't be the end of the world by any means.
Moreover, I feel like a lot of the recommendations for replacements of Rescue—like a 'temporary invulnerability' bubble—would be far harder to balance. If the bubble didn't prevent Doom type mechanics (where when the debuff isn't cleansed and finishes counting down, the afflicted individual is instakilled), then it wouldn't save people where using Rescue to yank them onto the floor spot that will cleanse it can. Similarly, an invulnerability bubble wouldn't save someone standing in the wrong spot in any of the many bits of content where they can fall off the edge, where Rescue can help you pull them to safety where they might not be otherwise able to sprint in time. (Falling off the boat in Leviathan Extreme, sliding off the side in Sophia's scale mechanic, getting blown through a fence gap during Ravana, etc.)
If the proposed temporary invulnerability did prevent death in those scenarios—prevented you from getting knocked back off an edge, prevented any instakill Doom-style mechanic—I feel like it would immediately become an ability far too powerful and one that people would find spots to figure into raid strategies. It's the sort of ability that would force SquareEnix to rebalance so many high-end duties. (Can any of us say we wouldn't start expecting healers to drop that Super Invulnerability on someone during certain mechanics in endgame raiding, since it would allow DPS uptime to be preserved?)
That's part of why I think "it gets abused for trolling, so we should remove it" isn't necessarily the right approach. Both because there'd need to be a replacement for it, and a lot of those replacements would introduce massive balance implications, and because it's not the only ability which can be abused in this game. (Granted, most require slightly more creativity than people abusing Rescue need have—see tank stance shenanigans above—but still.)
If you're referring to me and my OP, then you are definitely missing points from more posters than just one. I never even said that. What I said is that unless you play a healer, it is difficult to get the full perspective of how Rescue is and can be used. This can be said for any job though and the abilities they use, so there really is no disputing this.
In your case, considering that you have healer mains all over this thread stating how the ability has been useful to them, added to the fact that you've leveled all three healers to max and have found next to no use for the skill says more about you than the ability itself.
Honestly I'm all for a toggle that allows you to be unaffected by rescue but on the flip side have you tried actually putting on your big kid pants and actually doing large pulls? A level 80 Dark Knight afraid of doing wall to walls? Seriously? Heck, even in low level ARR dungeons there's no reason to do single pulls.
Healers can't rescue you into more mobs if you're already ahead of them.
You're a high level tank. Please play like one.
That rescue is used mostly to troll is as true (read incorrect) as the claims of mentors being all bad. It's all following an anecdotal, oftentimes heavily survivor biased pattern. There is no issue here, someone every now and then gets pulled in or out of stuff with rescue and comes to the forums to complain. There are some 270k active characters in NA, someone is bound to come cry on the forums about some jerk mistreating them with the skill while completely ignoring all the other runs where the tool was used properly and he/she never noticed.
We can have fun listing skills that are used to troll and harass others: any out of combat spam aoe (holy, unleash, etc). Shirk is a big one. Fluid aura use to be big in it's day. Superboilide is used to piss the healer off sometimes. And I'm sure many more I can't think of right now. Not only that but why even bother with skills when one can easily bait aoes on top of leylines. At this point it should be clear that fixing the skills isn't the right approach.
Can healers get a toggle to not raise people who could've been rescued but toggled it off? ;)
Then we get back to our original predicament: Can enmity just toggle off for tanks when they get pulled into the next trash mobs against their will by some impatient healer?
Also for how much this forum loves to preach how 80% of the playerbase can't even play their classes correctly, it surely seems hypocritical to expect tanks to play "high level" we sadly can't have both worlds even tho I wish we have the later more often for all types of players.
I have an idea.
Instead of toggle this off and toggle that off, why not just give us a button wich replaces the current party with our beloved trust NPCs?
Please tell me you were laughing while typing that, because I was while reading it and even imagined doing that. My heart is pure but I have ebil thoughts like anyone else.
"This group is pissing me off.."
*pushes button*
Xxx was removed from the duty
Xxx was removed from the duty
Xxx was removed from the duty
Looool Im so on a rapid bullet train straight to hell, no stops, and derails at the end for good measure.
Intentionally letting a healer die is rude and inconsiderate because you got your feelings hurt.
Also, no. I'd never have been friends with you. You're very whiny and thin skinned. You genuinely made a thread on the forums as some sort of therapy. I think we're different age groups, son. I can't be friends with someone that needs to show ID to get into a pub.
This is not really true: https://www.youtube.com/watch?v=h2AhaGYoeIE (apologies for the audio it recorded my fc mates but not me)
This is doma castle, notorious for being a hard dungeon for new/ undergeared player, with large pulls (some exceptions like the giant but mostly wall/ double pulling) with the entire party at minimum item level. Through good tank and healer play the tank lived and the healer maintained more damage spell uptime than healing spell. In a case where everyone isn't at minimum item level theres no excuse not to pull big anything past arr leveling content (even then most of that is a joke too).
We're all aware that player perfomance is just as important if not moreso, as gear. Addressing ilevel is just putting it politely.
You can't control your tank, so if they're not hitting their cooldowns at the right time, or don't know how to, I wouldn't be pushing them to pull more.
Also, ilevel isn't such a good metric to go by these days as it's an average.
You could be in all i255 gear, the minimum ilevel of Doma Castle.
Or you could be in i200 gear on your left and i330 on the right. You'd still meet the ilevel, but your stats would be far worse, Vitality in particular.
Any moderately geared healer can heal a mass pulling tank using no cooldowns, healing is ridiculously powerful in this game all you do is trade some holy's for some cure 2s and youre sorted, if the healer is rescuing you ahead that means they know they can probably handle it even with an absolute pleb of a tank.
Also on you're ilvl example at that point I'd be giving them an explanation then a vote kick, updating your gear is common sense, but also the examples ive had where something like this happens i can count on one hand, the majority of the time they are in the correct gear bracket for the dungeon, and even if they are undergeared there will more likely than not be others who are overgeared.
That will never fly, and might as well delete the skill if they did this.
If players really don't want to be rescued, then what is really going to decrease the chance of it happening is doing the mechanics. If you go into a fight for the first time or are still learning it, don't be surprised if the healer pulls you into their bosom. Players need to understand that the majority of the time, the healer's intentions are good when they rescue you. They are not trying to spite you, or jackup your rotation. They want you to live and they are trying to take care of you.
Being rescued should be a small detriment to a seasoned DPS player who deals with breaks in their rotation all the time because this is what bosses do so the 95% or higher of the damage you cause to dummies isn't so easily transitioned into an actual fight.
Trust me folks, this skill isn't going anywhere, nor will players be given an option to negate it.
So umh, i've started playing a month ago, main healer at the moment and i always use rescue if i see the tank not pulling enough even if they are barely taking any damage. here are my reasons
1) i don't think it's toxic, we are a team, i'm telling you there are more mobs to grab if i'm doing it, trust me! (example: the great gubal library dungeon just before the final boss, some tanks don't pull under the stairs but they stop before, that's where i rescue...)
2) faster dungeon, let's use the team Aoe damage!
3) i've never played tank but getting enemy aggro doesn't seem really hard so i don't think it's a problem?
i always say i prefer big pulls at the start of dungeon, i don't really think it's up to the tank because it's all about how fast the dps can kill the adds while the healer keeps the tank up.
also rescue is such a cool skill to save people first timing boss mechanics in dungeons or raids
Let. Your. Tank. Know. You. Want. BIG. PULLS.
If typing is a bit too much in the middle of combat, make a chat macro and slap onto your hotbar.
I'll give you example:
"Tank, can we do big pulls?"
"Hey Tank, you can do big pulls with me. I'll keep you safe!"
"Tank, can you try pulling more? We have good DPS here and I can handle bigger pulls, don't worry."
That's for sure, as i said i'm quite new to the game so i still have 90% of jobs to try out but i plan to level up at least a tank to 80.
Why would you leave? I don't really see rescue as a toxic spell, i'm trying to help you clear faster and if we fail it's on me, could you please explain why you find it... offensive? like when i use it i'm not thinking anything bad about the tank, since i've never played it i'd like to know what's the bad thing about being pulled near more mobs. like i'm legit trying to think about what could make it worse for the tank but unless the mobs spam a lot of aoes they have to dodge to make the pull possible i don't really see any other reason.
i said it in my previous comment, i always say "pref big pulls" at the start of the dungeon, i'm not using rescue on a tank who doesn't feel comfortable pulling a mob at a time, i'm using it when we are already pulling big but the tank fears to get the last couple of mobs or doesn't know you can get more adds (library dungeon example).
read above, also i'm not literally getting into mobs and pulling them in , i just rescue him (still out of mobs aggro range), it's more like inviting them to do it?
Now THIS is hilarious to me. Apparently if allowed to toggle your ability to be Rescued off everyone would do it, rendering the skill obsolete. Which brings up the question, if so many people hate having this skill used on them then why keep it? Does a healers "fun" really matter that much more than everyone else's?
Seriously, just make it a toggle. That way premades can use it to cheese mechanics, or whatever, friends can goof around with it, and the rest of us won't have to deal with it in randoms.
I can't believe you're ending our lifelong friendship over this. This can't be happening!!
It only really happened to me when I first started tanking, and it bothered me but I was already nervous so I didn't want to get into it with the group.
I've just been leveling alts lately and kind of noticed that this was STILL happening to new tanks. It bothered me, got me thinking about what I'd do if a healer tried to pull that crap on me now, and here we are.
As much as people love to shit on tanks in this thread I disagree. Dungeon runs are a team effort, absolutely. But the tank is ultimately the one taking aggro on everything so they're the only ones getting slapped around and should decide if they can wall pull or not. If you say you prefer big pulls at the start of a dungeons and still feel the need to rescue the tank into the next pack, idk how this is not toxic.
A friendly advice from a fellow healer, I usually let the tank know(nonverbal) I can handle more by running just a bit ahead, not enough to pull more but to let them know hey you can keep going if you want to! More often than not they will then keep pulling more and if the tank continues to burn down the current trash then I know, OK that's what they're comfortable with. No player can tell you how much you should heal or do dmg, nobody can tell the dps to just do their aoe rotation in between bosses and no one should tell the tank how much to pull, everyone has their own role.
It not the assumption that everyone would do it. It's not knowing who can and can't be rescued at any given time. Even if the devs were to put in some kind of indicator, it is more work than is necessary. Again, if you don't want to be rescued, then learn and do the mechanics of the encounter.
As mentioned earlier, it is more of a communication skill than anything. During an encounter, your healer can't type out that they need you stand somewhere quickly enough, nor is it guaranteed the player will see it in the chat log.
Personally, I am waiting for the complimentary skill that also allows me to push a player a from me.
yeah i also do that but sometimes i fear the other scenarios where a) they just don't know more mobs are ahead that you can aggro . b) they fear i can't heal enough. i'm sorry if i'm sounding silly but no one ever flamed for those rescues i'm really trying to understand i swear.
See the problem is this. You're assuming people who get rescued don't know the mechanics, just because you use Rescue properly.
The problem is when people know the mechanics and they get rescued by someone who doesn't, or who just wants to troll. Actually, if you don't know the mechanics you can't even complain about a wrong rescue because you don't know it's wrong.
Why people who do mechanics right and are in no situation to need an appropriate Rescue have a toggle to stop trolls and ignorant sprouts?