



Then...why are you trying to continue this discussion?
This was me back in HW and I just projected something that is long since gone.
I didnt make it clear from the beginning this isn't an issue now since Im both a better tank since then, and that Tanking as a whole is now 1000x easier.
So now that its established, this discussion should be over. Only reason to continue it is if you dont believe me and you just wanna keep fighting about it.
Sorry man I still do not get it if the healer runs ahead and pulls extra mobs and people are already using their AoE you as a tank you would have to physically stop using your AoE combo and maybe even drop aggro to teach said healer a lesson. At that point you are actively screwing over the dps for not having the same foresight to stop attacking or to single target the mobs you areIt simply wouldn't happen if the Healer didnt run ahead and pull the other mobs for me.
If they are just doing their job and healing, then its not their fault if they pull aggro as we get to the next Mob. Its one thing if they generated aggro from healing, its another thing to literally run ahead and attack to pull the other groups.
Fighting. So at that point in this theoretical situation if the healer dies and the dps die because all they were doing was using AoE. You might still be alive due to lack of aggro on the other mobs but now your party is dead because you wanted to teach someone a lesson. Yet that lesson also caused two others who were only guilty of using AoE.
Does that really seem fair?




I don't follow. Maybe I just don't understand this thread.
How are 3.x experiences and philosophies you no longer live by more topically relevant than your 5.x ones?
Really? I thought enemies weren't able to crit as of this expac.



Don't know about crits but at least last night in World of Darkness, on my BLM, my cast was interrupted by the eyeball add that spawn in the eyeball boss fight. Yeah the two tanks who were supposed to tank them were doing their super dps on the boss. Oh and the flower thingy add on the doggo fight as well. And yeah again the tanks were doing their super DPS on the doggo...wtf was wrong with those tanks seriously.
So crit or not, mob damage can still interrupt player cast.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway




They arn't, I just went off on a tangent, and I was replying to somebody else. And I did so without mentioning beforehand that everything I was saying was when I was newer back in HW. Because I failed to mention that, I gave people the idea that I tank today with the same issues and mentality.
Doesn't help that I kept feeding it like I was back in HW. Guess it was therapeutic in a weird way to get my frustrations out XD


I agree with you and the people here it's toxic behavior from the tank to let a DPS die because they pulled mobs. At the same time, it's not a reportable offense if the tank keeps his mouth shut while doing it. How would the GM discern a tank letting someone die from spite from tanks letting someone die from incompetency if there are no chat logs to show he was being malicious.Maybe the tank accidently dragged and dropped his AOE spell off his bar or switched his bar. Maybe dropping his stance was a misclick. The fact a GM has to search for an entire dungeons battle logs and deduce what happened is absolutely overwhelming. The reason why GM's don't tell people the results and that they are only looking into it is to make players feel satisfied it's getting GM attention. There's a reason vote kicking and leaving a dungeon is an option. GM's are not omnipotent and going to be able deduce small things like a tank purposely letting a DPS die from not hitting his AOE combo based off of combat logs. It's just not realistic, when they are probably understaffed and underpaid and need to get through tons of more reports so they are going to only look for obvious indicators.
In a perfect world those tanks would be punished, I honestly wish they were, I just don't see how that's at all a realistic expectation.


I don’t pull but does arms length do more than knock back resist? Is it worth using in dungeon runs (if not pulling?)




[Arm's Length] has an additional effect which grants you a barrier that inflicts slow (not heavy) debuff at whatever's hitting you under its duration. The only time I've seen and had a firsthand experience using it other than to nullify knockback as a non-tank is when the tank died which suddenly puts me on the top of aggro list. It's usually long enough to buy them time to res, wait the res animation while also keeping me alive in the place of tank temporarily.
It's still quite rare though.


Oh great thank you. Yes I tend to sit at top aggro as a MCH and occasionally have to kite a boss so I’ll pop it if the tank dies. Never realised it had this use[Arm's Length] has an additional effect which grants you a barrier that inflicts slow (not heavy) debuff at whatever's hitting you under its duration. The only time I've seen and had a firsthand experience using it other than to nullify knockback as a non-tank is when the tank died which suddenly puts me on the top of aggro list. It's usually long enough to buy them time to res, wait the res animation while also keeping me alive in the place of tank temporarily.
It's still quite rare though..
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.


Reply With Quote
.


