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Help out a healer?
Hello
Can someone please explain to me(maybe its just me), why every tank in a grp, has to complete the dungeon, trial or whatver, has to clear the dungeon in record time? they seem to want to pull the whole dungeons mobs before we even get to first boss, making it impossible to keep up,let alone keep him alive. Maybe i am missing something here, if so, could someone please explain to me?
Many thx
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The community has agreed over time that this is the way they want to clear the content.
It's not really the tanks choice. If he was going any slower a DD or healer would just run ahead and pull everything.
To deal with it you have to stay close to the tank at any time. Only use sprint when the tank uses sprint or you will have trouble with keeping up with him when your sprint is on cooldown and the tank runs ahead.
Start casting heals before the HP of the tank actually drop. As soon as the tank stops moving start to cast the heal.
When you pull aggro move close to the tank so he can grab the enemies from you.
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In most scenarios, you should be able to keep up with these kinds of pulls. The biggest issue honestly comes when the tank isn't mitigating whatsoever and they expect you to just heal through, which you can do... but it's annoying.
I personally find very little value in completing a dungeon in 15 minutes instead of 17, but I also don't think it's too difficult to do wall-to-wall pulls if everyone's just playing their job right.
You can always ask the tank to slow down a bit if it's really too tough for you.
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On the subject of "keep the tank alive": As a WHM, you can toss anything without a cast time, such as Regen, on the Tank, while you're running.
Combined with Tint's suggestion to Sprint when the tank sprints, y'all should be okay -- unless you have one of those tanks that doesn't bother to mitigate dungeon trash, in which case, you're in for a rough time no matter what you do.
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The dungeons after about level 50 are explicitly designed for the tank to just pull to the next arbitrary block or “wall” and then above about 80 the tank can basically heal themselves without you so the idea of pushing all the way to the wall just trickles down into all content even if the ARR dungeons don’t really work the same way
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It's not fun if you're under geared which a lot of new healers can be. Trusts are an option if you're doing MSQ and are in the process of trying to gear up.
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Ah yeah, I was playing Scholar the other day in a Tam-Tam run and the tank insisted on walking into one group of 3 mobs (at the start) and only using provoke on a single mob, letting the rest of us take hate, even so it was beyond easy to not heal, not enough damage taken, so from then on, the rest of us ran ahead and grouped up everything outside the boss area, even without the tank tanking, it was a walk in the park to heal and DPS, and it was much, much quicker and fun.
This pretty much applies to every dungeon afterwards.
Even at 90 it's so very easy to heal and DPS the entire wall to wall, but of course you need to be using mitigations, using job specific healing actions (often as tank I see WHM only Holy then regen and Cure 2, no lily use is insanely bad behavior) and dodge Area skills.
Nobody wants to pull one group of mobs and waste AoE's on just 3, when you can use AoE's on 9 or 12, that is like 15 minute or less runs, instead of 25 minutes or worse.
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While it may be your first time in the dungeon, everyone else in the group has likely done it at least 5 times. To most of us it is a chore to be done as quickly as possible. So yes, tanks are going to pull wall to wall, and you are expected to learn how to heal through it. It will not be stopping once you get to higher levels, the expectation will just get larger. Single pulls in dungeons don't do enough damage to warrant a healer anyways(this is more true at higher levels), so you'd actually be stuck either overhealing or doing a very boring damage rotation.
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Wall to wall is generally considered the standard. That said, if the party is dying because you can't keep up on healing, then the tank needs to be responsible and dial things back to what you are able to handle. Wall to wall pulls are only possible if everyone can handle them, which means the tank can mitigate, the healer can keep up heals, and the dps can burn. If you're in lower level gear as a healer, it's understandable if you find it hard to keep up, especially if the tank isn't mitigating how they should be.
On the tank side, I default to big pulls but if we have any issues I ask if we need to dial things back and then adjust to how the party needs things to be so we can succeed.
On the healer side, it doesn't usually come up but if someone asks then I tell them I can do either and pull as they're comfortable. I'd encourage you to at least try on big pulls so you can get used to them but don't be afraid to speak up if it's just a bit too much in a given party.
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Alright, I can explain this one to you, and I promise there is a very good reason.
If you start tanking in this game and you don't pull big, people are very rude to you. They will randomly exit the dungeon in frustration, they will run ahead and pull for you, they will say awful things to you.
That was my experience when I was new to the game 9 years ago. Once I completed all the dungeons, I started doing big pulls and sprinting between pulls. I aimed to respect my party's time by going as fast as possible.
I never had anyone be rude to me again except 1 time out of over 10,000 dungeon runs.
Most people want you to hurry up and respect their time. Not everyone. But the ones that don't want you to hurry up, usually don't mind that much.
If you want people to go slow, you're in the minority. If you were not, then I'd have been attacked in dungeons regularly for my big pulls. I have not been.
As a tank, you also feel a sense of responsibility to respect the party's time. They expect to just spend 16-20 minutes in there at most. If you drag it out to 30-50 minutes, many of them won't be happy.