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  1. #1
    Player
    Chiramu's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,036
    Character
    Cirra Maru
    World
    Famfrit
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Sleigh View Post
    Usually tanks who wait for a pull are waiting for something quite tangible, like healer MP, someone to catch up or watch their cutscene, or perhaps a personal CD (Fight or Flight or Berserk perhaps) about to come off cooldown so they'll have more damage/aggro.

    There are definitely slowpokes out there but in endgame I usually find they have a reason for delays.
    Healer MP is a problem that the healer has to work for, as a WHM main myself I strive to make sure I have the required MP for boss fights after big trash pulls. A tank does not have to hold up the group for me, it is the healers' responsibility and it is a part of learning how to be a better healer to manage your own MP.
    (1)

  2. #2
    Player
    Velox's Avatar
    Join Date
    Sep 2013
    Location
    Sharlayan
    Posts
    2,205
    Character
    Velo'a Nharoz
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Chiramu View Post
    Healer MP is a problem that the healer has to work for, as a WHM main myself I strive to make sure I have the required MP for boss fights after big trash pulls. A tank does not have to hold up the group for me, it is the healers' responsibility and it is a part of learning how to be a better healer to manage your own MP.
    That only applies to situations within reason though. Many tanks insist on chain-pulling to maximize instance completion speed. However, because chain-pulling means that there's always at least 1 enemy in combat, the out-of-combat MP regeneration will never apply (and in-combat MP regeneration is abysmal). What this means is that chain-pulling is actually more detrimental to instance completion speed (more-so for AST and WHM since SCH is an MP battery) because less MP can go towards DPS. Then there's also the situation when the DDs are taking a little too long to kill enemies (which is more common in 3.0 than in 2.0 since enemy HP pools in 3.0 are 2-3x higher per level) which can also lead to MP strain before the next pull (enemies in 3.0 also hit 2-3x harder than their 2.0 counterparts per level). Basically, there's a lot more to worry about in 3.0 than in 2.0 when it comes to running dungeons since SE decided to change a lot of things up to increase difficulty. Tanks, healers, and DDs need to understand this first before bum-rushing a level 51+ dungeon.
    (3)