

I can't be the only healer who thinks that, if the tank doesn't feel comfortable doing the pulls, the tank should just not do them, am I?Until, that is, the dungeon pull. Just pulls the first 3 mobs and burn them down. I say we can do the whole room easy, the tank reluctantly does so. Pulls all of the mobs and misses several with flash. I need to heal and pop off a medica, because the DRG took hate on some. I take hate on several and my PoM and DS were wasted since I got hit out of casting. Wipe.
2nd attempt, tank doesn't even flash or overpower at all while grabbing the mobs. Obviously I need to heal, it's my job. An impulsive cure 2 when the tank's HP drops to about 1/3 and all the mobs mow me down. The DPS and I are now frustrated, but we eventually clear the room and do the boss.
Wipe on the final boss one time because the tank and DRG kept attacking the boss when the last add popped. lol


I didn't force them, the DPS were running on ahead since large pulls is generally how things go in Haukke HM when everyone in the group is level 60 with no new players. The tank also never spoke up to protest or say small pulls. When healing I just follow at whatever pace, and I was. I'm patient for the most part (that said I did say the whole room could be pulled, that can be seen as impatience or what the damage threshold is. And I'll of course hold with the latter). Can't say the same for other players patience though.
I've done speedruns as tank and the DPS were still pulling ahead of me. Hell, healers will even pull mobs for the "slow tank" and it's really annoying. It puts the tank on edge and ultimately causes wipes, such as in that Haukke HM run.
Last edited by File2ish; 04-11-2016 at 04:08 AM.


Usually if tank pulls extra carefull in content where I know bigger pulls works, I suggest something like "I think you propably could pull two groups at once". It's still slow for those who are used to having whole floors pulled at once but for the tank it might be a big step. And if the two groups together work (and its hard to fail if the tank knows at all what they are doing) they get confidence of it. While recommending them to pull everything just for it to fail since they don't actually know what they are doing with giant pull, that just tells them it's bad idea.
If you say 'pls' because it's shorter than 'please', I say 'no' because it's shorter than 'yes'.


I didn't force them, the DPS were running on ahead since large pulls is generally how things go in Haukke HM when everyone in the group is level 60 with no new players. The tank also never spoke up to protest or say small pulls. When healing I just follow at whatever pace, and I was. I'm patient for the most part (that said I did say the whole room could be pulled, that can be seen as impatience or what the damage threshold is. And I'll of course hold with the latter). Can't say the same for other players patience though.
I've done speedruns as tank and the DPS were still pulling ahead of me. Hell, healers will even pull mobs for the "slow tank" and it's really annoying. It puts the tank on edge and ultimately causes wipes, such as in that Haukke HM run.
Usually when I am tanking (or healing, but less of a priority) and the DPS keep pulling ahead, I let them, and never help them. If they survive, cool, if not, they need to learn to pay attention. Had an interesting run of Haukke NM where the DRG kept pulling before a Marauder who never used Overpower. I ended up tanking half the time as a NIN so the healer could focus on keeping the cluster**** of a group alive. Personally I would have let the DRG die (We had warned him), but I didn't rightfully have control over that one.



For Lost City HM, I always use my bigger tank cooldowns for the wall as-needed as it goes down. Warriors and Dank Knights have it easy to self-gain HP here with mitigation skills (WAR OP/Zerk/Bloodbath for crazy HP, and DRK Blood Price, Dark Arts+AD). Paladins should consider Hallowed Ground here as well to allow easier healer DPS. No reason to save them since the encounter behind that thing barely tickles. But then again, DF tanks...ya know.
See this is a team game, and it's not always the DPS fault with a stray pull. Maybe an AoE pulled something, maybe they accidentally sprinted. Who knows. Of course the real problem is MRD not using OP in the first place as that skill should be used, liberally starting from a certain level 15 dungeon. One measly Overpower would have snapped that aggro faster than a finger breaking off a skeleton. Otherwise aggro is just going to be flying off the manor bookshelves.Usually when I am tanking (or healing, but less of a priority) and the DPS keep pulling ahead, I let them, and never help them. If they survive, cool, if not, they need to learn to pay attention. Had an interesting run of Haukke NM where the DRG kept pulling before a Marauder who never used Overpower. I ended up tanking half the time as a NIN so the healer could focus on keeping the cluster**** of a group alive. Personally I would have let the DRG die (We had warned him), but I didn't rightfully have control over that one.
Last edited by technole; 04-12-2016 at 10:11 AM.





I'm not saying the Marauder is without fault (We certainly tried to convince him, too. He was my second non-Overpower tank in a row), but the DRG pulled first. The DRG was in before the Marauder was in Tomahawk range.See this is a team game, and it's not always the DPS fault with a stray pull. Maybe an AoE pulled something, maybe they accidentally sprinted. Who knows. Of course the real problem is MRD not using OP in the first place as that skill should be used, liberally starting from a certain level 15 dungeon. One measly Overpower would have snapped that aggro faster than a finger breaking off a skeleton. Otherwise aggro is just going to be flying off the manor bookshelves.
No, it's not always the DD's fault. Stray pulls happen. But when it's every time, all the time, despite being asked not to... And especially when said DD doesn't have any AoE attacks. Then yes, it's definitely the DD's fault. Of course, in this case the tank didn't make this issue any easier, but... that doesn't mean the DD was without blame.See this is a team game, and it's not always the DPS fault with a stray pull. Maybe an AoE pulled something, maybe they accidentally sprinted. Who knows. Of course the real problem is MRD not using OP in the first place as that skill should be used, liberally starting from a certain level 15 dungeon. One measly Overpower would have snapped that aggro faster than a finger breaking off a skeleton. Otherwise aggro is just going to be flying off the manor bookshelves.
I've accidentally pulled sometimes (with an attack skill, not through accidental autoattack or standing in line-of-sight, that is) when going as a DD, especially when going as DRG/LNC, due to being used to tanking and DRG being allowed to wear some tank armours pre-50. When it's happened, I've apologized and done my best not to do it again that run.
I just keep remembering that one time, while I was levelling my CNJ, when I ended up in Tam-tara normal. The archer in the party looooved to run ahead and pull more mobs, only to bring them back and expect the tank to take them off of him. We kept asking the archer to stop doing that, to no avail. Finally, by the last mini-boss fight before the end boss (the one with the barrier you need to break), we were all pretty fed up with it. The archer ran into the room with a bunch of mobs in it while the tank and the other DD (a thaumaturge) were still finishing up the last of the mobs outside. And then me and the tank just looked at the archer, looked at each other, and calmly watched the mobs murder him. Then the tank grabbed them and we left the archer to return to the start and catch up with us.
Like you said, this is a team game. When one party member deliberately makes things more difficult, that's them not playing as a member of the team.
Last edited by Noxifer; 04-12-2016 at 10:08 PM.



The reason why I never make a big deal about Haukke from a tanking role is because of Wandering Succubus, anyone could grab them if they doze off for a second. Plus the whole dungeon is "gated" enough whether by door or distance that it's really hard to ever overpull anything. Whether its one or two mobs, it's really not a big deal from this side. But anyway, it's senseless for me go on and on when a simple push of an overpower button would have changed an outcome. That is what it comes down to.
As for the stray dps issue. The early dungeons have corridors and rooms that newer players sometimes wander off in without regard there maybe mobs in there or what not, or getting the idea "let the tank lead and explore these rooms, not you first" No one has much HP at these early levels either so if healer/stray dps pull these they will probably dead before they ever get back to a tank anyway. If I can help it, great. It's not a big deal though, dust themselves off and move on.
I think some people don't tank enough to understand the perspective at later levels. Stray adds will happen as a tank sometimes. Maybe you didn't pull far enough, and there was another mob that appeared. Who knows. You'll just have to make it work because what happens is if the dps dies, the healer is munched on next on the aggro list (if not first) and guess who ends up looking bad? Maybe you'll lose aggro because of something. Just as much as a healer has to deal with accidental damage by the party. That is what the team game argument comes from. If you have the means to deal with the situation, fix it. You can spare the correction comments after it.
Last edited by technole; 04-12-2016 at 11:02 PM.


It feels like you are purposely not talking about the same issue we are. Yes, stray adds happen, and yes, the tank I dealt with in question wasn't doing his job properly, but in regards to the DPS, he wasn't pulling stray adds or anything (Heck, I had to deal with the Wandering Succubi, since neither the tank nor the DRG bothered), he was pulling EVERYTHING in the dungeon. I think the only thing he didn't pull was the last boss.
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