Not pulling wall to wall in newest dungeons could multiply the time needed to finish the dungeon by almost 2 times.
There is a difference between 15-18 min and 25-30 min
Not pulling wall to wall in newest dungeons could multiply the time needed to finish the dungeon by almost 2 times.
There is a difference between 15-18 min and 25-30 min






I was in Sastasha yesterday as scholar, with two single-target DPS and a tank who insisted on pulling everything at once... all that achieved was that it stopped me from being a third DPS while Eos handled the healing.


As a healer I prefer big pulls, especially as WHM.
Larek Darkholme @ Ragnarok




Copperbell Mines is the only one I remember that’ll do that.Ignoring the usual of people throwing sh!t at each other: Does anyone know if it has always been normal that mobs in dungeons turn invincible and (try to) return to their starting position - like in open world - after they got dragged a certain distance by wall-to-wall/large pulls? I noticed it a couple of times in lower-ARR dungeons since 5.1, but can't remember it in HW dungeons when other tanks did it.
http://king.canadane.com


I don't like them only because the healing can be quite tight at times, but when everyone is doing their part, big pulls serve their intended purpose well: To get through the dungeon as fast as possible.
Very few people will stuck around in a dungeon that has been going on for over 1hr.


Not sure if troll, but it's totally possible to still heal, have MP, and deal DPS as a healer with these large pulls. Speak for yourself. Also, your statement of you're committed for 90 minutes is laughable. I'd probably drop if you were my tank lolI'm gonna go on a bit of a rant here...
It irks me greatly when I'm in a dungeon duty and a tank is pulling multiple skirmishes at once, even as much as an entire leg of a dungeon. This is neither smart nor effective, especially if a healer cannot contribute to the damage dealing because (s)he is too busy trying to keep everybody alive and expending his/her entire MP pool in the process. It's even more irritating when I as a tank am being asked to pull more than one skirmish, and people start getting salty or even quitting because they don't like my pace.
IT'S NOT A RACE, PEOPLE!!! When you do a dungeon, you are committed to it for 90 minutes, and while it should never take nearly that long with a decent party, there's no need to attempt to blitz through it and risk a wipe, either. Stop trying to be a hero, and concentrate your attacks on one enemy at a time! I guarantee, they will go down a lot quicker individually, than if you try to take out 213128901 of them at once.
Big pulls are by nature faster and more effective, provided that both tank and healer use their cds appropriately.
Even if a healer has to hardcast a heal every 3rd GCD (which is already a huge stretch, I had plenty of big pulls both below and at 80 without hardcasting a single heal or only 3-4 at the end), they still deal more damage on pulls of ~7 mobs than they would on single pulls with 2-3 mobs max., multi-dotting included.
That's not even accounting for the fact that WHM aoe stuns the first couple of times, making healing completely unneccessary, Assize hitting more targets which deals a huge amount of dmg, Misery hitting multiple targets which still deals 1,5x more damage than Glare even on the 6th+ target and can be stacked between pulls if lily heals were unneccessary.
SCH aoe is instant, giving a weaving window without losing dps compared to Broil III <-> Ruin II and SCH has plenty of oGCD heals.
AST Earthly Star hits more targets and % buffs are stronger the more dps the others already do, making Divination, Sleeve Draw and Draw much stronger in larger pulls. Also no trouble weaving as every dps cast gives a single weave window.
And most dps do 2,5-3x more dps in large pulls compared to single pulls, making it even faster. Same with tanks who can switch to their aoe combo.
Even in low level when not everyone has aoe it's usually faster to pull a bit larger (not everything up to the boss though) because of the huge amount of dmg the tanks do with their aoe. Even if the healer has to spent more time healing, it's still a bit faster.
Besides, I get incredibly bored as a healer when tanks pull small because all I have to do is push a single button and throw in an oGCD heal every now and then, sometimes not even that. With big pulls it's at least pushing a single button plus managing my oGCDs in a way that frees up more time to dps while keeping everyone alive.
As a dps I know it's less effective to do my aoe rota at 2 mobs but killing them one by one with my single target rota feels wrong and slow.
Single pulls are boring for many people and are slower than melting big pulls down with everyone doing their aoe rota.
And no, I definitely didn't sign up for a up to 90min run when entering a duty. That's the maximum the game allows you, not the amount of time you need to reserve.
Many games don't even have any time limit on dungeons. The time limit is simply there to prevent slowpokes from clogging the dungeon servers.
I reserve as much time as an average run would take + a couple of minutes in case of oopsies, emergency afks or some such. And that's it. I'm not agreeing to stay in a dungeon until the server kicks us out when queueing.
Last edited by Rilifane; 11-06-2019 at 07:28 PM.

I'm pulling at my pace. If you don't like it - quit it.
"Pray return to the workshop room."
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