Swiftcast has no bearing on anything but the next spell hence "it affects nothing". You have to stop to cast everything, because all casts are interrupted by movement. Part of the illusion that you aren't stopping when you Swift+anything is the same as Regen and Aero, there is no "cast time", hence you stop for time that effectively zero.
Do I need to get out a video?
The Swift+SSII Macro fails more often than it should, so the CD for Swiftcast is blown already:
https://youtu.be/xj_3DVJAj0M?t=379
And the second there are enemies, it fails to execute as well.
https://youtu.be/xj_3DVJAj0M?t=1263
In the first case, prepping for the first boss, the Tank waited. In the second case, the tank did NOT wait. Let's ignore the part about the tank wearing at least one ilevel 55 gear part.
If you are chasing after a tank, and he has aggro, you CAN NOT CAST IT. Therefor the TANK MUST STOP and NOT ENGAGE anything if they want it, otherwise we are going without it.
The OP was asking what would make things easier to make things go smoothly, not debate what the healer could do to to save a tank who is making things needlessly harder.
Therefor:
a) If you want Stoneskin II cast, wait for it. If the healer is hesitating, it's likely because of the Swiftcast cooldown.
b) If you want Stoneskin II cast between every pull, just stop and wait for it. More than half the time it's not being cast because you as the tank have started moving towards another pull, that signals that you don't want it. In that case the healer will save Swiftcast for something else like Holy.
A healer can attempt to cast it before the tank gets to the next pull, but one of two things usually happens:
1. The Tank moves out of range and doesn't get SSII'd
2. The Tank engaged a target and canceled the SSII cast entirely.
That's why we cast it before the boss fights, but even then, there are tanks who will just engage the boss without waiting for MP/TP to recover. Don't be that guy. Once the boss is engaged, it can't be cast.
That's like FAQ #1 when running Praetorium
"Stoneskin II?" - "Can't, because all the mobs we skipped still have aggro."
Last edited by KisaiTenshi; 06-14-2015 at 03:29 PM.
Gonna just slip in here before I head to work--
The best way to make things easier for your healer in a dungeon (especially one you're new in) is to:
-Focus on playing your role. I'm sure just like here in the healer forums you'll find tank threads talking about playing DPS a lot in content that doesn't call for it. There are situations where this is okay and some where it is not. It may look fun, but don't take that mindset from a thread meant for off tanking/some parts of raiding and bring it to a 4-man dungeon where people are (especially your healer) are new.
- If you want your buffs, wait for them. I cannot stress this enough. As someone who likes to maximize everyone's buffs at the start of a dungeon and before every boss fight/after wipes, I do not like seeing the tank start skipping off into the distance without protect. It bothers the living hell out of me. I've personally gotten to the point where if I see the tank running after the barrier drops and they or any lemming-esque DPS misses it, I'll assume they don't want it and not cast again until the final boss. Simple as that. But that's just me, and I'm good enough to heal dumbasses without their buffs to keep their mouths shut (great training exercise for me heh).
- Use cooldowns on all large pulls even in dungeons more than 20 item levels weaker than you. Got a story about this one. Went into Wanderer's Palace normal and the tank accepts buffs and runs off from start to door. Not a single buff was popped. Not even Hollowed Ground. He dropped in 0.0002 seconds after stopping. Didn't apologize but said he'd assumed that in his level 110 capped gear he should be able to pull on pure defense. You cannot pull on pure defense in any dungeon, especially not when there is a level cap present. You may get away with less cooldowns in some, but defense doesn't work in this game like it does in FFXI plus the "Physical Damage Taken Down" stat doesn't exist. Don't experiment like that idiot.
- Don't assume the dungeon will be carried by the healer because they're the best geared. You don't know their situation, the state of their internet connection, the type of healer they are, or whether or not they're all there. Don't examine them, see the weapon and think "Oh okay, I can pull extra because they're good". Stick to what you're comfortable with and pull at your own pace. Don't let the healer's gear dictate it. God knows you'll probably piss them off if they happen to not be in the mood for a speed run. You also need to include your DPS in on this. Your healer being a WHM does not equal speed runs if your DPS are two monks.
- If you die, shrug it off and move on with your life. People make mistakes. Macros get messed up. Who cares. Only care if it starts to get excessive. Don't grow up to be a prick. Also have fun.
That is all!
Last edited by Mhiro; 06-14-2015 at 07:24 PM.
As somebody who just hit 50, keep in mind the gear of your healer. Every time I get into a new dungeon (and since it's so close to the expansion now, I barely have the ilvl required), I say "Hi, this is my first time. Don't go crazy" and then the tank sometimes says "ok" and runs off pulling as much as he can and is then surprised when he dies. Also, click off Regen or any other HoT when you pull. If you don't, the mobs will run right past you.
Those are the two things I've noticed up until now.
It's both the healer and the tank's job to keep track of HoT skills so no one gets whacked by accident. Keep in mind AA healer should never be casting regeneration or medical 2 if a group or boss is about to die lest you accidentally tug the next set with the effects still on. But as the above person said, if it's by accident like I do sometimes you can click it off by right clicking the regeneration buff with your mouse or tabbing to the buff on your controller (hit select [ps3] or touch pad [ps4] 3 times) and hitting the X button.
What are you on about? Of course you can't SS II players in combat....
You said that Swiftcast doesn't affect movement, which simply isn't true. At no point do you have to stop moving to cast spells with "instant" cast times. There is no "illusion".
Even if you want to make this about aggro (which is a different issue), you wouldn't be trying to land SS II between dungeon pulls, anyway. All you need is to SS the tank, which you can regardless of in-combat status.
On an tangential note, why on earth would you need to macro SC with SS?
Last edited by Cynfael; 06-14-2015 at 11:11 PM.
Clearly you didn't read anything I said in the thread then, because every single time I mentioned swiftcast it was in the context of SSII. Lyrica is the one making the suggestion of landing SSII and SS between pulls while the tank is running off. I think it's just pointless to try and cast SSII if the tank is moving, because either the tank runs out of range of SSII, or they aggro something and that cancels the SSII cast, SC or not.
Swiftcast does not affect YOUR movement at all, it's not a dang movement buff. It affects the Spell cast speed to zero. So if you were moving there's NO CAST TIME to cancel.
And clearly you aren't reading either.
As a bonus:
On the topic of movement. Yes, it does affect your movement. It doesn't make you faster, it definitely makes you more mobile. Or are you going to claim that you can't cast stoneskin II with swiftcast on while running next to the tank?
It seems like you and Cynfael seem to be searching for my posts specifically to reply to them without even reading the thread they are in.
I never said that you couldn't. I said the tank NEEDS TO STOP and NOT ENGAGE if they want SSII to be cast.
- You can't cast SSII once they pull
- You can't cast SSII if they are chain pulling.
- There is no need for the tank to be impatient and take off the second the duty starts after viewing a cutscene.
- And there is no reason for the Tank to start the boss room without waiting for SSII, The healer doesn't even need to waste SC if the tank will just wait 6 seconds.
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