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  1. #51
    Player
    Bopsheezi's Avatar
    Join Date
    Aug 2019
    Posts
    84
    Character
    Bopsheezi Tenebrae
    World
    Seraph
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Deceptus View Post
    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.
    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.

    I prefer WAR for big pulls though, watching enemies hurt themselves on Vengeance is fun.
    (1)

  2. #52
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    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
    (5)

  3. #53
    Player
    Vahlnir's Avatar
    Join Date
    Dec 2013
    Location
    Tent In the Middle of Nowhere
    Posts
    9,647
    Character
    Elan Centauri
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Jirah View Post
    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.
    (2)
    Last edited by Vahlnir; 08-01-2020 at 01:41 AM.

  4. #54
    Player
    Shalan's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    158
    Character
    Eilonwy Ilyr
    World
    Ultros
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Jirah View Post
    If healer pulls I let them die, don’t pull unless your a tank
    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?
    (8)
    Last edited by Shalan; 08-01-2020 at 01:47 AM.

  5. #55
    Player Goji1639's Avatar
    Join Date
    Jul 2019
    Posts
    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    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.
    (6)
    Last edited by Goji1639; 08-01-2020 at 02:00 AM.

  6. #56
    Player
    VictorTheed's Avatar
    Join Date
    Mar 2015
    Posts
    845
    Character
    Victor Theed
    World
    Goblin
    Main Class
    Miner Lv 90
    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.
    (5)

  7. #57
    Player
    AngelCheese77's Avatar
    Join Date
    Sep 2017
    Location
    Gridania
    Posts
    1,002
    Character
    Bjartur Arnason
    World
    Coeurl
    Main Class
    White Mage Lv 97
    Quote Originally Posted by LittleImp View Post
    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!
    (1)

  8. #58
    Player

    Join Date
    Jul 2020
    Posts
    1,759
    Quote Originally Posted by Goji1639 View Post
    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.
    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.

    That said,

    Quote Originally Posted by Skivvy View Post
    I think it's fairly safe to say that the average dungeon run will see tanks pulling 2 packs of mobs with no real lollygagging going on.
    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.
    (2)

  9. #59
    Player
    AncientCrystal's Avatar
    Join Date
    Apr 2015
    Location
    Gridania
    Posts
    231
    Character
    Dawn Solaris
    World
    Gilgamesh
    Main Class
    Warrior Lv 90
    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.
    (2)

  10. #60
    Player Goji1639's Avatar
    Join Date
    Jul 2019
    Posts
    1,284
    Character
    Father Gascoigne
    World
    Jenova
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by linayar View Post
    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.
    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.
    (2)

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