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  1. #1
    Player
    Aeyis's Avatar
    Join Date
    May 2011
    Posts
    1,378
    Character
    Elinchayilani N'jala
    World
    Zodiark
    Main Class
    Paladin Lv 70
    Quote Originally Posted by LineageRazor View Post
    Trash pulls are largely the same from dungeon to dungeon; if a player has speedrun Sastasha Hard, then they know pretty much all the mechanics they need to know to speedrun AK Hard. Once you know HOW to speedrun, you pretty much know how to do it anywhere. Really the only exception to this rule is the tank, who has to work out just how much they can pull in each new dungeon.
    That is incorrect. For a healer it is imperative to know what packs will be pulled, how many, and how exactly when and where the tank pulls. And depending on the pull you will likely need more then one time doing it to get used to it (each seperate speed run).

    On top of that in my experience 95% of all tanks overextend their own abilities or the healers capacity for healing when they speedrun/pull. Very nearly none of them take note of the healers abilities being on cooldown either.
    Quote Originally Posted by Ashkendor View Post
    You might be the only healer in all of Eorzea that actually buffs the tank in a reasonable amount of time without being prodded to do it. As a tank it drives me absolutely batty to stand there staring at the healer while they chat or just plain do nothing for 30 seconds, only to have them cast adlo/stone skin/regen/eye for an eye on me right when I aggro mobs so that 2 out of 3 make a beeline for them. They just don't understand how much extra damage I end up taking when I have to double back for strays instead of staying ahead of the pack.
    Im sure you have a healer. Play it sometimes to see what the cast time on stoneskin or aoe stoneskin is. Or the fact that you cant use the later in combat. Or you know, that when you move when they are casting you should probably stop moving instead of letting it hit after you aggro mobs.
    (3)
    Last edited by Aeyis; 03-12-2015 at 03:14 AM.

  2. #2
    Player
    NyarukoW's Avatar
    Join Date
    Jul 2014
    Posts
    842
    Character
    Ai Hana
    World
    Faerie
    Main Class
    Archer Lv 60
    Quote Originally Posted by Aeyis View Post
    ...
    On top of that in my experience 95% of all tanks overextend their own abilities or the healers capacity for healing when they speedrun/pull. Very nearly none of them take note of the healers abilities being on cooldown either.
    That is so true. This why you want to nip it in the bud, keep the party up but let the speed runner tank die with the mobs. This lets the healer recharge the MP and slow down the speed run. And this choice words you get from tanks that are completely oblivious and inconsiderate of the healers and everyone else:

    Quote Originally Posted by Ashkendor View Post
    .... As a tank it drives me absolutely batty to stand there staring at the healer while they chat or just plain do nothing for 30 seconds,
    It is called cooldowns. People switch from crafting gathering class when DF queue pops. It takes about 30 seconds for those cooldowns to be ready for things like protect and stoneskin.

    Quote Originally Posted by Ashkendor View Post
    ... them cast adlo/stone skin/regen/eye for an eye on me right when I aggro mobs so that 2 out of 3 make a beeline for them. They just don't understand how much extra damage I end up taking when I have to double back for strays instead of staying ahead of the pack.
    Do NOT run ahead of the packs, slow down, do not run so fast, shield lob, tomahawk and bring the mobs to the group. Spend the time to secure the agro before moving ahead and pulling more and expanding the pull. It is a tank not a kite, you do not want a string of them behind you that you can lose aggro any time and make the healers do heal tanking. If healer do not regen, E4E, adlo, etc. the tank will be dead by the time they get to that 9th mob. Do your aggro generation wait for the healer to catch up to your position and do NOT run all over the place like a chicken without its head, specially don't make that beeline out of healng range and around a corner and out the line of sight for healing and cry about not getting heals. NO single player sets the pace, the group has to move together as one.

    As healer I had to compensate for too much of this nonsense too many times and sometimes the best thing you can do is letting the speed runner tank corpse lie there with the dead mob with the rest of party up and getting a breather. This works good as awake up call to slow down and not wipe the party. The speed runner may have the gas pedal but any player can put on the brakes especially the healer.
    (2)
    Last edited by NyarukoW; 03-12-2015 at 03:44 AM.

  3. #3
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by NyarukoW View Post
    Do NOT run ahead of the packs, slow down, do not run so fast, shield lob, tomahawk and bring the mobs to the group. Spend the time to secure the agro before moving ahead and pulling more and expanding the pull. It is a tank not a kite, you do not want a string of them behind you that you can lose aggro any time and make the healers do heal tanking. If healer do not regen, E4E, adlo, etc. the tank will be dead by the time they get to that 9th mob. Do your aggro generation wait for the healer to catch up to your position and do NOT run all over the place like a chicken without its head. NO single player sets the pace, the group has to move together as one.
    That is absolutely not how mass-pulls work and if they were done that way, the tank is wasting time and health.

    1) The tank will always be a little ahead, not a large amount, but a little. They will be ahead because they started running first. Stopping and waiting for your group to be completely caught up before continuing with your pull is more detrimental than finishing your pull, popping a CD and grouping/positioning the mobs nicely for the group. Stopping intermittently could just end up causing confusion as to whether you are done pulling as well is it allows all the mobs to catch up to you and hit you which means more damage to the tank.
    2) The tank shouldn't have to move the mobs to the group, the tank should pick the best spot to tackle the group of mobs and stack the mobs there. Both the tank AND the group should be moving to that spot. Forcing the tank to backtrack doesn't help anybody and can just lead to screw ups.
    3) It IS a kite. That is where the term "kiting" comes from and that is exactly what a tank does when mass pulling, they kite the mobs to the spot where the group will engage them. The tank runs forward, not sprint since that could cause problems, and tags mobs with lob/tom and keeps running until they have all the groups for the pull. By agroing on the run like that you create a mob train in which only a small few are able to follow close enough to really get hits on you, making it so you have more health when the mobs are actually fully engaged by the group.
    4) A healer should never have to and just really never should cast something like regen during a pull, its pretty much like strapping a ticking agro time bomb to yourself in that situation. If the tank is tagging and kiting properly, then a single preemptive damage shield type spell should get them through the initial pull and to where the party engages the mobs.
    5) Yes, no single player sets the pace for the entire group, this is one thing that I will agree on, but that also goes for egotistical and vindicative healers as well.
    (8)
    Last edited by TouchandFeel; 03-12-2015 at 03:57 AM.

  4. #4
    Player
    NyarukoW's Avatar
    Join Date
    Jul 2014
    Posts
    842
    Character
    Ai Hana
    World
    Faerie
    Main Class
    Archer Lv 60
    Quote Originally Posted by TouchandFeel View Post
    ... the tank is wasting time and health.
    Wiping the whole party over and over is wasting everyone's time and health. It is for the sake of efficiency and successful completion without wipe that you make the necessary sacrifice of the speed runner tank when you must.

    Quote Originally Posted by TouchandFeel View Post
    1) The tank will always be a little ahead, not a large amount, but a little.
    The problem is they are usually clear across the room out of healing range and even behind a corner sometimes. Too many times I've seen them pay no attention to the positioning of anyone else and just run all over the place. WAR are especially bad on this compared to PLDs, because likely many PLDs have had the WHM experience are are more considerate as result.

    Quote Originally Posted by TouchandFeel View Post
    2) The tank shouldn't have to move the mobs to the group, the tank should pick the best spot to tackle the group of mobs and stack the mobs there.
    Well then the tank should mark that spot. Use the marking tool in game. Awesome speed runner could surely use the location markers right? Have it macro-ed right? But not once in all the runs have I ever seen a marker used to communicate that. Never on the DF. The rest of the group can not be mind readers as to where the tank wants to be. If nothing else take the time to explain/command the group to go a spot the tank wants at the very least, but you can't possibly expect them all to understand 100% of the time.

    Quote Originally Posted by TouchandFeel View Post
    3) It IS a kite.
    Leave the kiting to BRD kite tanking out of desperation please. A tank is a tank. A tank is meant to take hits and take lots of it. Stop kiting and do the role and take the hits. The healers will heal it all.


    Quote Originally Posted by TouchandFeel View Post
    4) A healer should never have to and just really never should cast something like regen during a pull,
    The pull never stops, you need to cast regen at somepoint. The tank has aggro generation tools, so use it. And use the cooldowns too while they are at it. The regen is for everyone and the tank and helps provide more HP to take hits, and help improve survivability when the tank forgets to use aggro generation tools and the mobs is going after the BRD, BLM when they forget or got quelling on cooldown, or when the tank does not provoke that one loose mob they missed, or when a DRG steal aggro on a mob. Just like DOTS, regens should have near 100% uptime and applied all the time so then the healer can switch to cleric stance and DPS. The good tanks that speed run never have a problem with me spamming regen and medica 2, it helps them keep the their cooldowns ready for when it is really needed and appreciate the healer DPS.



    Quote Originally Posted by TouchandFeel View Post
    ...but that also goes for egotistical and vindicative healers as well.
    Resorting to the name calling eh? I never claimed to set the pace, unlike some speed runner who insist that every DF is a speed run. See the difference. I will put them in their place with the corpse on the ground if that is what it takes and don't test me because I've done it everytime they tried.


    Quote Originally Posted by TouchandFeel View Post
    That is absolutely not how mass-pulls work and if they were done that way...
    If you don't like it, use the PF to build your speed running party and run it the way you insist. There is more than one way to do things, but on the DF, I need to assume the worst and take precautions to avoid and prevent the party wipes. Wasting another 60 seconds, mp and hp is acceptable loss if overall efficiency is still good. I just want the DF to go smoothly and efficiently without assuming unncessary risks, especially those risks from misunderstandings, lost commnunications etc. You are not trying to break the new world record for speed running brayflox HM or the latest expert roulette or something.

    BTW I have PLD and when I pull mobs, I do exactly as I say here. I pull a set to the group secure aggro, then move and get the next group, gauge how the party handles it and then make a judgement call usually erroring on the side of safety as to pulling any more, and at this point you are usually at the half-pull mark and with a good efficiency boost with no risk of wipe. You don't want to have pulled 12 mobs and watch them run after everyone going everywhere, especially when you got BLMs and BRDs that don't know how to control their aggro with quelling strike.
    (1)
    Last edited by NyarukoW; 03-12-2015 at 04:42 AM.