I need to use this. I didn't even know you could do that.
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You see, this is what I've been talking about. If you have trouble pulling this pack with regen on you, you need to rethink how you pull and learn to pull properly.
Lob/Tomahawk/Unmend the left-most bat. As soon as you get the skill off, you snap towards the right and go for Flash/Overpower/Unleash. This is where the first thing you need to learn: you don't necessarily have to be heading towards the mobs. If the mobs are so spread out, and you have regen on you, why are you not heading towards your healer instead? You know the last two bats are going to go for your healer, why are you trying to chase them down and complain about your healer instead of going straight for where the bats are going and drop a Flash/Overpower/Unleash?
Now even if you couldn't think flexibly and have used Flash/Overpower/Unmend to catch only the middle bat and missed the third one, you have Provoke, don't you? Provoke and another Lob/Tomahawk/Unmend will get that third bat to you. Problem solved.
Yes, aggro is a shared responsibility, it is a shared responsibility mostly when you cannot shoulder it on your own. And that was in early 2.x when a Flash actually was less enmity than one hard-hitting attack from some DPS jobs. Regen is not one of those situations.
What about Brayflox with one ranged mob and two melee? Do you demand healers to not regen so you can always get to the ranged mob first and only use one Flash/Overpower/Unmend to catch all three? No. You don't do that. You either Lob a melee, Flash the next Melee and pull both to the ranged for another Flash, or you Lob the melee because it's closest, and Flash the ranged, again using the Provoke+Lob on the last ranged that may be heading towards the healer.
There are so many pulls like this, a tank seriously needs to learn that pulling isn't just Flash/Overpower/Unmend. You have tools to handle these pulls, you should use them flexibly. There isn't a combo order to these tools.
And then you can advance to the next stage during chain pulling to actually use your enmity combo to pull the next pack while DPS is still finishing off the last 5% of the last mob from your current pack.
Think flexibly, use the tools flexibly, and you can become a much more effective tank, instead of always having to rely on other team members to create the perfect situation for you to do your job.
Any tank worth their salt knows how to adapt to the "pregen" shit, yes.
But in terms of speeding things up and keeping it all streamlined?
Tanks: Aggro Management > Defensive Buffs > DPS
Healers: Healing > DPS > Aggro Management
DPS: DPS/Offensive Buffs > Aggro Management
Tanks, design-wise, are supposed to be the ones to take care of most of the aggro management. Healers and DPS can help with aggro reduction actions, but it's mostly Tanks doing to work.
If Tanks are constantly getting pregen'd, they're losing time trying to get things in order as they move along, getting all of the mobs under control.
I know it all amounts to a matter of a few seconds, but it's still seconds of precious time that the whole party gets to keep, to start doing something else when the dungeon is finished.
This is very common on the EU worlds...
You can try asking them to stop, it might work though from my personal experience it just makes them worse, so just let them die then leave, 30 minute wait to re-queue is worth it.
As a healer I never use Regen or anything on the tank until they have aggro on everything. And one more thing, DPS that run ahead and pull, I let them die, never heal them once during the duty.
lol this. Boggles my mind that tanks should have to deal with this and do some geometry nonsense (really only WAR has to deal with this since their overpower needs a target and is cone if no gauge for cyclone) just so the regen can tick for a measly 150 potency per tick and potentially unstabilize a pull.
Yeah there are tanks that can handle it, I don't usually have a problem even if there's medica 2 healing nothing on when I pull (which people in this thread would probably defend, too) but as soon as those mobs run to the healer they might as well have just waited the extra 3 seconds for them to turn red instead now it's a circus and the dps can't even hit them optimally until they are clumped up.