It just doesn't feel good. Not on DRK anyway. I don't think the AoE skills have much of an impact. But yeah I do agree DRK actually has a lot to do.If your main is a DRK they probably have the MOST to do in AoE situations.
Eh, dungeons are supposed to be the DPSs time to shine. For tanks in dungeons your skill is supposed to be in effectively managing your defensive CD's appropriately while doing as much damage as possible.
I prefer WAR for big pulls though, watching enemies hurt themselves on Vengeance is fun.
Idc since it’s just seconds to a few minutes they’re shaving and it’s not like any 80s dungeon in expert is remotely fun and anything else is so easy healers barely gotta heal (besides MSQ dungeons Ie The Vault, Bardam Mettle, Dohn Meg)
If healer pulls I let them die, don’t pull unless your a tank and as a healer I don’t mind big or small since new tanks come up every now and again and despite tanking being trivial and easy it’s still new to them
Eh, I wouldn't let them die. If a healer or dps pulls, I will protect the healer regardless. Annoying, yeah, but the healer keeps everyone upright. Dps...well, I will let the mobs bite their faces off for a few seconds before taking them. It gets the point across without making the dungeon take longer. Giving someone a bit of a scare is far more efficient than "you pull it you tank it" and letting them eat the floor. In my experience it works.
Last edited by Vahlnir; 08-01-2020 at 01:41 AM.
The fact that this mode of thinking is still used/justified by players is mind boggling. That line of thinking is a relic from when (re)establishing aggro was actually somewhat difficult. As easy as it is now, it just comes across as being egotistical or childish.
The person pulling ahead without communicating they'd like larger pulls is similarly bad, but hot damn. No one ever teach you two wrongs don't make a right?
Last edited by Shalan; 08-01-2020 at 01:47 AM.
If the healer runs ahead and pulls, but brings the mobs directly to me, then I would continue AoEing and pick them up. Healer is only making his own life more difficult there, so if he can keep the group up then it's not really an issue. If he doesn't keep the group up, however, I'd probably vote kick.
If the Healer runs ahead and pulls, but just stands there like I was supposed to follow him, or if he touches me with Rescue, then I'd probably let him die.
If a DPS pulls ahead I'd probably go straight to vote kick; if it obviously wasn't an accident. Sorry, but DPS doesn't get to make that decision. The tank and healer are the ones that deal with the fallout of a bigger pull, so they decide what they're comfortable with.
Last edited by Goji1639; 08-01-2020 at 02:00 AM.
You're the tank u decide the pace of things, not the dps or healer.
All 4 of u have the option to leave or kick if u don't like what's going on.
Rushing dungeons is the defacto standard for a few reasons;
Many players are entering dungeons through a daily system they want to finish efficiently.
The skill / coordination requirement behind rushing is very low, and it's therefore a widely accessible style of gameplay.
Due to said low skill floor, people may feel that going slowly feels obstructive and try to speed things along. This is particularly true for endgame roulettes like level 80 roulette or Expert in cases where it's clear no-one is new.
Not only that but when you get DPS, tanks, and even healers like WHM that have AoEs, the want to pull as much as possible as fast as one can becomes the norm. Not so much in lower dungeons, but when you hit higher ones ... whew wee!
I agree with this, except I'm also fine with a rescue as long as I am rescued to the enemies. If I'm rescued forward merely as a hint to pull more and there's nothing there, I'll just stay where I am recued and deal with the enemies I am already dealing.If the healer runs ahead and pulls, but brings the mobs directly to me, then I would continue AoEing and pick them up. Healer is only making his own life more difficult there, so if he can keep the group up then it's not really an issue. If he doesn't keep the group up, however, I'd probably vote kick.
If the Healer runs ahead and pulls, but just stands there like I was supposed to follow him, or if he touches me with Rescue, then I'd probably let him die.
If a DPS pulls ahead I'd probably go straight to vote kick; if it obviously wasn't an accident. Sorry, but DPS doesn't get to make that decision. The tank and healer are the ones that deal with the fallout of a bigger pull, so they decide what they're comfortable with.
That said,
This has been my experience, so it's rare that someone would feel the need to pull ahead. Two packs are usually big enough for a satisfying round of AOE moves while still not be too overwhelming unless the party is undergeared or not doing AOEs.
Linear dungeon design in this game is complete garbage. They need to make dungeons dangerous and where the mobs are a threat.
They absolutely refuse to do it though.
If a dungeon was a threat we would be FORCED not to rush through them.
I don't really like Rescue because it repositions the pull, which screws up DPS; it pulls mobs out of AoEs, forces DPS who popped CDs to waste time chasing the mobs, etc. If a Healer Rescues me I'll just immediately plunge back towards the mobs in my original position without picking up the extras. Then once I'm back in my original position if the healer wants to run the mobs to me then I'll pick them up.
Rescue as an ability kind of bothers me in general anyways. I wish they'd remove it.
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