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What's the Healer rush?
Firstly let me say I've come from WoW so I'm used to a M+ environment where it's all about killing everything as fast as you can chain pulling ect
However when I came to FF and did dungeons almost everyone has been ok at the speed I go through a dungeon at (I'm a warrior) I say almost because on the few occasions that I've had someone in my group who has been the "go go go" guy it's always a healer.
Now I'm not saying I'm without blame in these cases but for the first time I go into a dungeon, I don't know how bad the mobs might hurt ect so I will air on the side of caution and so maybe I do go a little slow. I do always mention if it's the first time I'm doing a dungeon. The last case was the dungeon Doma Castle. The build up to this dungeon was awesome and I was looking forward to it. Instead what I had was a level 80 healer spent the entire dungeon running ahead of the group, barely healing me at all (on one group of mobs letting me die as he didn't cast a single healing spell)
So why is it with healers you're in such a god damn rush?
I kinda feel it's such a different attitude compared to everything else I've experience from the FF community.
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The GOTTA GO FAST mentality is prevalent in both games, especially where dungeons are concerned. As far as healers go, their job is fairly uneventful to play if you are simply taking your time and pulling a group or 2 at once. Wall to wall pulling is a community standard that has existed from the beginning. It's not hard and it provides your healer with something to do. Obviously it's something that some people need to work up to, but it would be beneficial if you do indeed get there some day. So basically what it boils down to is that healers get bored and want to be entertained. Pull bigger and faster to avoid having them pull for you. There are very, very few situations where caution is actually needed.
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Because they've probably done the dungeon a hundred times now and wanted to blitz through it. While not common per se, you'll have people pull ahead of the tank, especially if you're single pulling, simply due to how little damage individual mob packs deal. As a healer, it's incredibly boring when tanks pull small, though I'm assuming you pulled a big enough amount to actually need healing since you died.
My advice though, pull at least two packs and try to get yourself comfortable wall pulling. It's pretty much expected at the higher levels and you'll get people pulling ahead of you. Mobs really aren't threatening whatsoever.
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Healers are usually bored. Healing is easy and they can actually deal damage most of the time. Healing those 3 enemies you pulled is so boring that they usually want more of a challenge and it won't be much of one but they will be a little less bored if you pull more.
My advice is to look at the level of the dungeon.
Level 1-49, 51-59, 61-69, 71-79 - pulling multiple packs in these dungeons is risky and should only be done if you are a confident tank that understands how much will be safe, when to use mitigation and how to survive if the healer is new.
Level 50 - there are no walls in most of these dungeons, so it's safer to only pull 2-3 packs and then adjust based on your experience.
Level 60, 70 and 80 - pull everything. Even a tank without mitigation will usually be fine in these dungeons because the item level sync makes everyone overgeared.
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A good majority of dungeons in the game from 50 onward tend to favor wall-to-wall pulling by design, with the occasional exception for dungeons in between expansion level caps. And because syncing removes abilities, somebody who hasn't done leveling content in a while may forget that they no longer have those tools at hand.
Another problem for newer players is the early game dungeons (basically everything below 50) do a bad job at preparing you for wall-to-wall pulling. Walls are further apart, so there are more mobs, and you don't have the tools to properly mitigate, heal, and damage large packs quick enough. Likewise with a dungeon like Doma Castle, not everyone in the party may have the appropriate gear, which affects tanks and healers more than DPS.
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The best thing you can do in this situation is just communicate that you're new to the dungeon (and newer to the game). The default setting for most experienced players is definitely Go, Go Go but if you express that you'd rather take it a little slower then the vast majority of players will be fine with that. Of course, if someone is just being a jackass for the sake of being a jackass then feel free to use whatever tool are available to remedy the situation.
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I'll admit that I'm guilty of 'rush rush rush' in groups with no first-timers, but I always stay with the group and follow the tank because it's their job to set the pace, not me.
The best thing you can do in a situation where you've already communicated that you're new and uncomfortable with going fast, is to just simply continue going at your own pace. Ignore the rush of the healer, and pull what you're comfortable with.
Do this, and depending on how well the run is going with the healer being belligerent, one of a few things will happen:
1. The healer will relent and go with your flow.
2. Someone will leave, in which case you can use your discretion to drop as well and re-queue with your instant tank queue.
3. The healer (or a DPS, although in my opinion DPS in XIV are so much nicer and understanding than DPS in WoW) will grow increasingly toxic, in which case you can report them or call them out to hopefully achieve 1 or 2.
Any way you'll come out on top, and all the healer will accomplish is wasting more of everyone's time than would have been spent doing the dungeon at your pace.
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A Chad tank never stops or never thinks they are going too fast. Be a Chad tank.
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I don't do that in runs but for me at least it's kind of like if you don't make the biggest pull you possibly can playing as the healer is ridiculously boring
It's just spam the one aoe spell over and over and occasionally use a big ogc heal
If it's a huge intense pull I actually feel like i'm doing something