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  1. #1
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    I've been running into this a lot recently in my roulettes, more so than I can remember it happening in the past. DPS or healers just running off to pull more in the middle of a fight, sprinting past me to pull the next group, etc.

    I have no problems with and prefer big to huge pulls IF the group can handle them.

    If the healer can't heal through huge groups while I am popping CD's like a madman, then don't pull for me.
    If the DPS can't handle burning down a large group in a timely manner because they don't have the gear or just don't know how to AoE properly, don't pull for me.
    If people are single targeting separate mobs in large packs, screwing group dps and agro management (seriously why does this happen), don't pull for me.

    In fact, just don't pull for me, the tank. If you want big pulls just say so and I will. If we can't handle them, then accept it when I dial it back.

    Also realize that if we are in DF and you say nothing when we zone in, I may do a smaller first pull to gauge party ability and then adjust from there depending on results from that first pull.

    Being impatient and causing wipes or other screw ups just slows the run down, it doesn't speed it up.

    Lastly, if I am doing a big pull don't start going all out on a single mob in the middle of the pull, DoTs and instants are fine, and if you pull agro on something in the middle of a big pull don't stop and start fighting it, just keep running and stack on me when we stop and I'll grab them off you.
    (7)
    Last edited by TouchandFeel; 07-18-2017 at 06:52 AM.

  2. #2
    Player
    KisaiTenshi's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by TouchandFeel View Post
    I've been running into this a lot recently in my roulettes, more so than I can remember it happening in the past. DPS or healers just running off to pull more in the middle of a fight, sprinting past me to pull the next group, etc.
    Blame PotD.

    My opinion is that you let the tank set the pace, and let the healer set the size of the pull. Big pulls, and chain pulls have different problems. DPS and Healers pulling throws a monkey wrench into where a tank may know the dungeon layout, but sets the pace to where they know they can handle it. That's typically two groups and only pulling one group to areas that have second wave mechanics. Some of the level 60+ content pulls the "surprise, extra wave of baddies", which results in either the pull becoming too large to heal, or the tank being unable to use their oCD's because they already used them all in doing the pull in the first place. I'm not fond of "chain pulls" where the tank takes off before the last mob is dead, because that often results in half the MP/TP regenerating on the other players, so you start the next fight at half strength.

    PotD ,which you can do after doing Satasha, Tam-Tara Deepcroft, and CopperBell Mines once for the storyline, is a really terrible way of teaching people how to play the game, because everyone just zerg-rushes every room, stepping on every trap, no strategy.

    Then they bring this foolishness into all the dungeon content. It's amazing how you can get one bad PUG and one good PUG on the exact same dungeon, and the group who zergs things ends up taking longer because the tank is constantly having to fight the DPS for hate, the healer is having to heal someone other than the tank, and the DPS are shooting at mobs that the tank isn't targeting. Why would anyone want to be a tank in a 16-49 dungeon when sprouts and crowns alike are just being selfish instead of working as team. Who really wants to stop and give the same lecture to the DPS that the Hall of the Novice lays out, every time you start a dungeon:

    (4)