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  1. #10
    Player
    EmeraldAres's Avatar
    Join Date
    Aug 2013
    Location
    Green Bird Forest
    Posts
    83
    Character
    Emerald Ares
    World
    Excalibur
    Main Class
    Conjurer Lv 80
    I want to echo what some other people have said: poor cooldown use, dragging mobs to new packs so I cant get out of combat regen, popping 3-5 cooldowns right before pulling, cutting corners while multipulling, and failing to tag targets while multipulling are big ones for me.

    The three biggest though are pulling before everyone is ready, ignorance of mobs attacking the healer, and improper use of provoke.

    1) Pulling before everyone is ready: Alright, I get it. A lot of people are in a hurry and want to get things done. But if your healer currently has 200 mana or half your party is watching the mid trial cutscene in Battle in the Big Keep, it may be a good idea to wait for just a little bit longer. That's all I ask. Really.

    2) Ignorance of mobs attacking the healer: Not noticing, or failing to get something off of me when I'm not even using holy or aoe healing. This has been cropping up a lot when I've been helping with King Mog HM, where people keep letting me tank Ruffletuft in the first phase. There are two tanks, that shouldn't ever happen. Sometimes, people even make me tank both of the "tanky" moogles after the second phase starts, indefinitely. I can do this somewhat if I run out at the appropriate times, but this ties me up in self healing and basically forces the second healer to do everything else. If I get a charm + ruffletuft whirlwind? Bye bye. Basically, all I'm asking here is that I don't have to do ridiculous amounts of tanking for the entire fight. Oh, and just provoking isn't going to work. I probably have regen going just to survive, and that's just going to bring it right back, which brings me to...

    3) Improper use of provoke: I would call this the worst offense but for one simple reason: the tooltip on provoke is very unclear about what it actually does. So for any inexperienced tank who might be reading this, here you go: provoke puts you one threat point above the next highest person on that target. That means anything, a cure, a regen or medica II tick, a single attack ability, is going to take that back. How do you solve this? By establishing dominance after provoking, of course. Always follow up with a tomohawk/shield toss at a distance or a skull sunder / savage blade / rage of halone / butcher's block at close range. I heard the second piece of the combo (skull / savage) can be pretty effective because it hits faster, but someone can correct me if that's wrong. Anyway, this is very important. I see so many tanks who try to use provoke as a stand alone threat ability, and then I get sad when the mob goes right back to the other target. Sometimes, they even do it when they're well into the lead, and then a dps catches up to them because they threw themselves backward in threat. Don't do this.
    (2)
    Last edited by EmeraldAres; 05-10-2015 at 03:55 AM.