
About a week back I got Brayflox's Longstop. Alright, cool cool cool. I just recently started playing the game for my first time recently and I've seen this pop up and had no issues with it. So we get to the mini-boss right before the actual boss when I notice: Our second DPS disconnected. He went poof. I didn't think it would be a problem at the time. But then we die. I thought to myself, we'll give it another go and maybe we'll win.
20 minutes go by. We're still stuck. We've died six times. Once because our Bard stood outside until he got locked out, he won't be able to get in as he was shooting at the mini-boss from behind the line. We eventually decided to forfeit. It's already 1 AM for me at this point but I really wanna get my leveling roulette in before I go to bed. I end up getting Qarn. Alright, no problem. Should take about 20 to 30 minutes tops.
Wrong. I got an entire party who had never done Qarn before.
I ended up not going to bed till almost three in the morning.
"The connections we make give us strength... and we've forged new bonds in this strange world." - Yu Narukami, Persona Q
Yeah, no.
Flash won't hit before the mobs queue up an attack on the healer and you won't beat the gcd to it after a Shield Lob either, it's probably not going to cause a wipe but it's incredibly annoying and totally avoidable.
The dungeon might be easy but it can breed bad habits if people don't try and explain why it's bad early on.


While it's true you only need to tag the mobs with an aggro move, mobs in this game do not immediately react to aggro changes. I have seen many instances where despite tagging enemies with Flash, that they still charge the healer who insisted on pre-regening me for a couple of seconds before registering that the healer is not their target anymore.
Is 300-450 potency worth of regen ticks really worth the potential hassle for both the tank (who has to alter their pulling routine to accomodate the fact that the healer is being chased despite pulls being begun with a ranged threat attack) and the healer (who now has to spend additional mana and GCDs healing themselves)? Maybe on a boss fight, where the ranged move will get aggro on all of the mobs, but certainly not on the trash pulls. And heck, you assume that the tank even is experienced enough to understand what will happen, and that he won't merely have to try and position differently...meaning he has to turn around and chase down loose enemies, which makes that pre-regen just flat out disruptive to the run.
Almost exclusively healers doing this are very inexperienced, and I've only ever met a small handful of healers like yourself who do it on purpose, and then apparently get perpetually angry that most tanks aren't used to having to deal with enemies that go elsewhere when they start a pull.
Last edited by Cenerae; 09-28-2017 at 10:45 PM.



It does indeed make a lot of sense. Except 99.9% of the things you'd actually want to sleep in this game are immune to it. X/
Still, good job on the BLM for making use of the sleep. When I was still a newer player, I think I did that too. But since then I've just gotten so used to things being sleep immune I can't even remember where it is on my hotbar. And forgot entirely that you could do that.
Now, for a slightly weird experience in Shisui of the Violet Tides.
The Paladin made a bunch of... questionable choices. Didn't go for chests for most of the first boss (despite clearly knowing how they worked, since he reminded the rest of us to do it), walked and pulled mobs out of my Earthly Star (even in boss fights). Also, he used a countdown before the bosses... and proceeded to wait about 2 seconds after "start" before even starting to move.
The run as a whole went just fine, I was just a bit perplexed by the tank.
Last edited by Aosha; 09-28-2017 at 11:21 PM.
DPS attacking mobs during pull to keep their resources up (monk stacks, blm AF/UI, etc) or prepare for when you actually stop (á la bards dotting things up as you pull) is perfectly fine so long as you've hit the mobs you're pulling with something, flash, overpower, unleash, abyssal drain, whatever. A tank pulling by hitting one mob and none of the other ones until they've stopped is bad practice and slows things down a lot.
Regents are a different story however.

I'm guessing you're the same kind of healer who immediately gets angry when they steal aggro due to casting pre pull regens.
Anyway, please do not do this, I have seen many parties die due to pre pull regens causing packs of mobs to run headfirst for the healers.



Pre-pull shields? Sure!
Pre-pull regens? No!
More often than not, the tank can recover hate, but why make it more difficult for them superfluously?
Pre-pull regens are one of the two things that make me think a given player is new to the role of healing (the other being healing exclusively and over-healing hugely while doing so).
Hell, if you are so worried about the tank, give them a pre-pull broccoli or something?

Going to preface this by saying that I mainly DPS. I can say I'm decently competent at it. Tanking and healing, on the other hand...
I am one of those perpetually nervous healers, prone to panic when forced out of my comfort zone, which is unfortunately a very small bubble. Huge pulls and speed running will always be an issue for me, although I have learned that I make a better WHM than SCH or AST thanks to multiple runs of Aery the other day. (Inb4runVaultscrub)
Which brings me to last night. I que for 50/60 on AST since it's the last healer job I need to get to 60. I get Hullbreaker NM. Nobody is new. Tank charges forward through the leg traps. Red flags are already going off in my head.
First boss, nobody was picking the bananas. We had 6 vulnerability stacks before I realized I couldn't keep up and clicked a tree. EVERYBODY proceeded to click on every other tree, giving the boss 4 buff stacks, in what I now believe was spite. Needless to say, I nearly Kupo'd myself.
From there, Tank charges through, and we had to go back both times to open the chests. Second boss, I was the only one to do the mechanic. At this point, I suspected I was being trolled.
From there, it looked like the Tank finally took the hint and things went smoothly... until we get to the last Boss. 'Cluster' does not even begin to describe it. Once again, mechanics were ignored. Tank did not move when marked and kept bringing whirlpools to us.
Even now, I'm not sure how the hells I managed to keep him alive to one shot the run, but yeah. All that confidence I built up running Aery? Pbbbbbbbbbbbbbbth!! Even now, I'm just standing in the middle of Ishgard going, 'I don't wanna. I don't wanna. I don't wanna...'
'Have you ever noticed that sometimes when you cry no one sees your tears, sometimes when you're sad no one understands your pain, sometimes when you're happy no one sees your smile, but you just have to fart once and everyone knows?'
I think a lot of tanks get bored with the dungeons they run and try to have "fun" with friends, often at the expense of the 1/2 DF people dragged into the mix. Many other tanks just don't care about the healer's skill level, and assume not dying means you're a 100 percentile O4S savage clearing monster. It's definitely not you, and the majority of parties aren't like that!
It can be fun at endgame, when tank and healer are on the same page -- like the tank with me in TotF who pulled the last three packs before the boss (usually a wipe). It's challenging and spices up a run. But pulling that on a healer who's still learning... no way.
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