When I'm tanking I always ask the healer how many mobs/groups they feel confident with me tanking at any one time. If they're new or if they are not overgeared for the dungeon, I always take it easy with the mobs.
I also look at the overall party composition. If the healer says "pull 4 groups" and I'm with a Summoner and a Monk I'll know that overall AoE damage will be low so I'll probably pull 3 groups.
When I'm a bard I don't mind speedrunning a dungeon as such because they are quite well-equipped to do AoE damage (the occasional free proc + Foe Requiem if paired with a caster). But when I'm a Monk I'm not very good at speedrunning because their AoE is poor. Arm of the Destroyer does pitiful damage for it's high TP (I only ever use it for its Silence effect) so I only use Rockbreaker for AoE every three turns.
I also ask how they want to do it.
More often all I get is silence.
Exactly my problem. I have no issue holding hate on mobs but if i have too low dps then its not worth it. The thing i've been getting recently is i ask at the start if they want me to pull lots.... Silence. So i do the dungeon as normal and then they complain im not pulling enough. I get so irritated i've just started doing duties as blm while crafting in the queue times.
As a healer, I don't mind speed runs, but when tanks charge off or just drop in with an immediate "I'm speed running" without even asking the group, I start getting annoyed. Dropping in from Duty Finder into an i55 dungeon (where it's really recommended to be i75+ to do a fairly painless speed run) and saying "SPEED RUN!" without checking results in people wasting even MORE of their time because now they're going to wipe and possibly rage quit the dungeon, thus locking them out of Duty Finder for 30 minutes.
Stuff like this is what is going to cause SE to nerf the speed runs of places like Brayflox by adding more gates that require keys and stuff, so that way people have to pull only one mob and burn it down before they can progress. If you're queuing for Expert Roulette for extra Soldiery, then be considerate of the other party members who might not be able to handle pulls of the whole zone.
Follow the person as they start grabbing mobs, pop Blood for Blood, Internal Release, start with Bootshine/Dragon Kick (whichever you feel like, this is just to proc move #2), then Twin Snakes, then Rockbreaker, then Perfect Balance and Rockbreaker spam until it goes out. Then just Dragon Kick - True Strike/Twin Snakes - Rockbreaker spam the rest of the way. If the mobs aren't badly hurt or dead by the time that Perfect Balance goes out, either you're not geared enough or the other DPS is lacking. It's what I use on MNK when in a SR group, or in T4 for the spiders.When I'm a bard I don't mind speedrunning a dungeon as such because they are quite well-equipped to do AoE damage (the occasional free proc + Foe Requiem if paired with a caster). But when I'm a Monk I'm not very good at speedrunning because their AoE is poor. Arm of the Destroyer does pitiful damage for it's high TP (I only ever use it for its Silence effect) so I only use Rockbreaker for AoE every three turns.
I'm not sure what was said in all the rest of the thread but I have THE BEST solution to stopping speed running: make the game more difficult. The only reason people can speed run is because every single trash mob encounter in this game is a complete joke. As long as mobs remain nonthreatening then people will continue to do huge pulls and just AOE all the stupid things. Only way to stop huge pulls is the make mobs hit harder it's as simple as that.
Any tank worth their salt should be smart enough to gauge whether or not a speed run is a good idea based on their group. Pop in with 2 blms or a blm/brd or w/e, sure. Speed running is prolly a good idea. But if you pop in with, say, a drg, a mnk and an i55 healer and still think speed running is a good idea, you may want to reevaluate your tactical prowess.
No, that really isn't the reason.I'm not sure what was said in all the rest of the thread but I have THE BEST solution to stopping speed running: make the game more difficult. The only reason people can speed run is because every single trash mob encounter in this game is a complete joke. As long as mobs remain nonthreatening then people will continue to do huge pulls and just AOE all the stupid things. Only way to stop huge pulls is the make mobs hit harder it's as simple as that.
The reason is that all the HM content they add is like i55 and there is no level syncing past 50.
As I said at an earlier time, what we need is Stone Vigil EX or maybe Aurum Vale EX i80+ or i90+
let's go![]()
So, to speedrun, people usually outlevel the mobs there by ALOT. Like, ilvl 100 gear on a dungeon with a requirement of ilvl 55 gear. So, why not have an ilvl sync? All your ilvl 100 stuff get's reduced stats to make it on par with whatever ilvl the requirement is. All your ilvl 100 gear gets turned into ilvl 55 gear stat-wise.
Another thing people like to do, is skip mobs, or lock them out of the boss room. Simple solution here is make every boss summon adds. The adds are pulled from the mobs you skipped. In the end, you still kill all the mobs, even if you skip some, you end up fighting them as adds in the boss rooms.
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