Seriously, according to my screen I'm right next to a mob trying to attack it only to be greeted with "out of range"
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I was fortunate when I started this game as a little baby WoW refugee to have someone kindly inform me in Sastasha that I should be heavily DPSing as a healer, and that I don't need to heal until the tank is below 50% health.
My point? If you don't tell these tanks what they're doing wrong, they're going to assume dungeons and group combat function the same way that they do in WoW. They won't stop chain pulling until they're told why it's less efficient. So speak up in the instance, rather than ranting about sprouts in the forum that they probably don't even know exists.
If the healer can't handle it, just do small pulls. But stay there so the stuff can die. You're interrupting dps in their rotations when you tear off with half-dead mobs, causing wasted CDs.
We're telling some of the tanks saying they do it in this very thread why it's not helpful but they're still defending it. I have had some luck in game with a "Hey, you just pulled everything out of the line of my Geirskogul, can you hold them there for me next set?" but some just ignore you.
Only jobs I've had issues with attacking a pack with AoE's while its moving is casters because they have to stop and cast. Physical DPS both melee and ranged aren't an issue. The melee with circular AoE's centered on them not requiring a target are even easier.
It's less attacking on the run and suddenly having everything elsewhere, especially for something like Dragoon. Now my Geirskogul has completely missed everything because I had it lined up and now mobs are scattered chasing the tank. Mobs that may or may not have DoTs on them to finish them off before arriving because the tank didn't let dps get to that part of their rotations.
What dungeon can you even have these issues in? Pretty much every dungeon after ARR has the same linear simplistic design of 2 packs -> wall -> 2 packs -> boss -> repeat x2. So unless they're doing this with single packs (in which case you should be frustrated they're not wall-to-walling, as they say), this is in ARR dungeons, at which point who cares no class has any rotation anyway; just mash your 1 AoE button (if you even have it), otherwise finish off the low mobs while running.
Mobs in FF14 have next to no mechanics and all just chase the tank in a nice line like the unchallenging mess they are, so DRG AoE is perfect for it. If you're having issues AoE'ing as a DRG while running, you're targeting the wrong mob.
This isn't on the pull. The tank has grabbed their 2 or 3 packs. The party has stopped and is working down mobs. Then halfway through that without any warning, the tank just runs off trailing half-dead mobs. Now the rest of the party has to scramble to get back into range to try to burn the mobs down before the tank pulls more. It's definitely not helping the healer that was already struggling when they have to heal the tank through more mobs than they would if the tank had just stayed there and let the party burn down what they had. And it doesn't help the dps do their function in the party if the mobs are suddenly yanked out of range of the abilities they've just used. It's not keeping the run going. It's needlessly making everyone else's roles harder for no benefit.
She's not wrong, though. In AoE, you have zero use for positionals and there are no unwarned-of cleaves in the game at this point, so there's no reason for you not to be positioned on or ahead of the tank. Even if you do alt-tab a bit between GCDs, you still have Spineshatter and Elusive to get you back ahead of the mobs and it's impossible for the tank's Sprint to outlast yours (and you should be pretty much matching their Sprint timings, unless they're consistently wasting half its duration by not popping it before combat). Casters (including the Healer) can and should, from the start, be stutter-stepping to get ahead of the tank. If a BLM, for instance, you may Sharp-Swift before pull, use those two GCDs to AM and without uptime loss continue sprinting til you're well ahead but still in range of wherever the tank may awkwardly dodge to (this should generally be down the path, but /shrug).