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  1. #41
    Player
    Synfrag's Avatar
    Join Date
    Jun 2011
    Location
    Ul'Dah
    Posts
    377
    Character
    Syn Kazama
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by necrosis View Post
    And tanks need to play a healing job. To many times the tank pulls a group of mobs and I land ONE cure... every mob but the one the tank is currently attacking come.
    This is most likely orange or "unclaimed" mobs. Any healer that experienced natalan wolf camp is quite familiar with this. All the tank needs to do is pop any skill, doesn't even need to be a enmity skill to claim the links and the healer should be safe. But if any mobs are orange and not red, the are coming for you, healers.

    When mobs link it happens after the initial agroing action so effectively it's as if nobody has done any action and therefore they remain unclaimed. The first person to use a skill at this point will get claim and thus also get the agro. This is a simple base fact, on top of that, enmity generation then comes into play. If a BRD pops raging strikes he will get claim and agro, but it does not generate as much hate as a cure, so the healer will quickly strip them off.

    A lot of the time when tanks complain that people are attacking before they have hate on all the mobs it's simply a buff action the DD have used that takes the initial claim which then causes their flash to miss and all hell to break lose.

    Back when we were doing 12 mob pulls in 1.0 at Natalan my tank's rotation was to run around, gather all the links then use something stupid like Featherfoot, Sentinel or any useless skill to turn them all red on him. Then I could regen and by the time he needed a cure he had more than enough hate. Which is another thing that should be mentioned, a healer cannot regen you until you have hate either. Tanks should keep an eye out for a lingering regen before pulling a large pack.
    (0)
    Last edited by Synfrag; 09-17-2013 at 01:16 AM.

  2. #42
    Player
    Ryios's Avatar
    Join Date
    Aug 2013
    Location
    VA
    Posts
    1,055
    Character
    Ryios Locke
    World
    Coeurl
    Main Class
    Gladiator Lv 68
    Can't say I really ever had this problem when I leveled my gladiator to 22 for provoke on my warrior. I found I could hold hate just fine with nothing but flash and savage blade. And you can use the riot blade combo to restore mp so you can keep spamming flash. As a tank though I mark my targets, and I tab target. Unless one of the mobs is asleep I switch targets and put down a savage blade on everything I've pulled in rotation focussing the marked target for primary enimity.
    (0)

  3. #43
    Player
    MochaLatte's Avatar
    Join Date
    Aug 2013
    Posts
    90
    Character
    Mocha Latte
    World
    Faerie
    Main Class
    Thaumaturge Lv 61
    Tanks drop in a couple seconds at those levels. They are spamming cure for a reason, especially at Satasha.

    Now after having a bad experience I've learned it's better to leave the dungeon if tank consistantly cannot hold threat. You'll just be suffering for 90 minutes by staying...and possibly fail the dungeon. Not worth the time. Make sure you can hold threat before doing dungeons.

    One more thing...sleep! Stop breaking it. So annoying when you sleep the mob and tank keeps hitting them after.
    (0)
    Last edited by MochaLatte; 09-17-2013 at 01:24 AM.

  4. #44
    Player
    Ryios's Avatar
    Join Date
    Aug 2013
    Location
    VA
    Posts
    1,055
    Character
    Ryios Locke
    World
    Coeurl
    Main Class
    Gladiator Lv 68
    Can't say I had the problem of dieing easily either, especially in satasha, easiest dungeon EVER. If tanks can't hold threat and are dieing easily in satasha sounds like they are trying to tank in their race gear to me... Go buy some bronze armor from an npc merchant (it's level 15 and got me past all 3 starter dungeons).
    (0)

  5. #45
    Player
    Omagana's Avatar
    Join Date
    Sep 2013
    Posts
    99
    Character
    Omagana Primus
    World
    Cerberus
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Zakalwe View Post
    OMG, I just hit lvl40 yesterday, and Shield Oath finally makes me feel like a real tank. -20% incoming damage, big boost in all aggro, and who cares about -20% dps. Agree on the impossibility of tanking in this game with dps pulling or healers setting up heals at the pull. Other games with a forced taunt makes this still a bad idea but often survivable, but not here. One comment. Shield lob yes for the pull, but not provoke, as it's a threat copy not an outright threat skill (as I understand it) and ideally no one else in your group has threat at the time of the pull.
    Provoke just for the added range, it's 10y longer than shield lob. So I use it at times just to pull patrols out of groups, then lob.
    (1)

  6. #46
    Player
    Melithea's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    235
    Character
    Melithea Tinvelle
    World
    Ultros
    Main Class
    Conjurer Lv 60
    Really this applies to almost any role. Tanks should try being healers through at least the first few dungeons. DD should try both. This is just a matter of basic competency. Some players are skilled or experienced enough not to NEED to do this to be good at their jobs, but many people need all the help and experience they can get.
    (0)

  7. #47
    Player
    AltaneenXIV's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    137
    Character
    Euri Bisaine
    World
    Leviathan
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Bulwyf View Post
    I was playing my mara in Haukee with my wife on her arc yesterday and we had this problem. The healer and bard in group would run ahead of me (the tank) start attacking mobs and then would curse at me in party chat for being a "f'ing bad tank" when I could not magically get 3 or 4 mobs off them as soon as they started getting hit.

    My wife and I asked them several times to let me go in front and mark targets and for the white mage to sleep targets. The WHM flat out refused to sleep adds and insisted on a "fast run". We somehow managed to clear the dungeon despite these idiots. At the end the WHM and bard both cursed me out pretty badly for being a bad tank when they in fact were the ones that acted like morons.

    I agree with the OP so much. You don't just need to play a GLD, try a marauder and warrior without flash or damage mitigation and tank in a dungeon with those kind of morons to appreciate what we have to deal with.
    Should have let the Brd die.

    Over aggressive dps (the ones that try and pull) get a 3 strike policy with me. 1st pull, I explain why not to do that. 2nd pull, I inform them that the next time I will just watch them die. 3rd pull, they get met with a swift /laugh when they hit the floor.

    That only really happens in lower leveled dungeons, as by the time people are 50 they cut that out. Well besides accidental pet pulls after
    Demon Wall
    in AK lol.
    (0)

  8. #48
    Player
    Orsnoire's Avatar
    Join Date
    Feb 2012
    Location
    Limsa Lominsa
    Posts
    154
    Character
    Orsnoire Le'oxe
    World
    Zalera
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Kraggy View Post
    Kind of ironic in view of the complaints I've seen moaning about CNJ NOT using Medica.

    Face it, the healing skills in this game simply INVITE over-healing .../snip
    What you're not realizing is that the reason that it's so fast is due to tanks who 1) have gear that's not up to par and (more importantly) 2) no cross-class abilities. Tanks who have no extra defensive cooldowns should be keelhauled and autobooted from dungeons. It's due to that inability to throw on extra defensive cooldowns that those newblet tanks die so fast.
    (0)

  9. #49
    Player
    LiadansWhisper's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    674
    Character
    Liadan Summerfield
    World
    Balmung
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Tolmos View Post
    In all of my time MMOing, the most difficulty I ever had tanking was this game's level 15-20 gladiator tanking. New players in the group go mad with dps and heals, generating more enmity than I can put out. And of course, my own enmity is total crap without the blind on flash. It got INFINITELY better after level 20, but up to that point? Brutal.

    My main in this game is a healer- scholar to be exact, and I cannot express how much better of a healer I am because of that small amount of time tanking. I always knew that overhealing generated enmity, but I had no clue how much until I experienced the frustration of tanking with a conj who Medica spammed.

    The first time you realize that, as a tank, you simply cannot generate as much enmity as an overhealing healer, you realize just how important it is to heal properly and not just throw heals out at random and them blame the tank when you get aggro.
    I don't really need to play a tank to figure this out, because I have eyeballs, a working brain (I think...), and noticed the threat meter the first time I used Medica.

    It's a running joke with my friends that they should just give Medica to tanks, because it works better than Flash to get threat!

    P.S. You couldn't pay me to play a tank. That is the worst job, bar none.
    (1)

  10. #50
    Player
    LithiumFlower's Avatar
    Join Date
    Aug 2013
    Posts
    5
    Character
    Lithium Flower
    World
    Famfrit
    Main Class
    Conjurer Lv 43
    Quote Originally Posted by Findel View Post
    In my experience, there's no need AT ALL to use the AoE heals unless the entire party has taken a considerable amount of damage. And then, I'll use 1 MAYBE 2 to get past the "OH S**T WE'RE GONNA DIE" part and then resume individual heals to each party member to top them off.
    I'm glad you said this. The person who mentioned spamming Medica as being cheaper/easier confused me. To me it's always been about mana management. Spamming Medica or Cure 2 is a great way to ensure I'll be OOM. Sure, sometimes I need to use Cure 2 if the target is having their health drop too fast for my Regen + Cure 1 to handle it safely, but otherwise I've had no issues. There are a couple of boss fights where Medica is needed, but again I only end up using it once or twice.

    The only issues I've had so far with tanks are (1) the one's don't seem to be aware I'm getting attacked by a mob; and (2) the one's who for some reason just have their health drop at a ridiculous rate.
    (0)

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