One cure or similar spell heals like 75% of the hp of a tank. Its not very taxing for the healers which also dont get an aoe until very late. They pose a very insignificant threat especially over long term.Indeed. Enemies have low HP pools in those early dungeons, but still pose a significant threat the longer they are active. In the early levels, due to lack of tools to endure sustained damage from large packs of mobs; it is more ideal, and easier to mitigate damage by pulling fewer enemies and cutting them down one by one. They could give melee an AoE skill early on, but it would be sub optimal for duty completion.
That's cool. Your HPS still isn't enough to sustain the tank through large pulls in those early levels. You don't have regen or any oGCDs to help. The 2.5s GCD + cast time is actually more than enough time for your tank to melt while your casting your saving cure spell if he pulls too many. The attack power of enemies doesn't lessen as their HP pools drain. The damage an enemy causes doesn't cease until it is dead. That is why in those early levels, your best means of damage mitigation is by eliminating the number of targets attacking the tank; but you can lessen the need for that by pulling fewer enemies. AoE just isn't strong enough to reduce the threat level at a pace that is reasonable for the group to handle.
Rofl I wall pull low level dungeons all the time is this a joke post? Top tier pull to feel alive as a healer is to pull every single mob from the first door to that last set of mobs right before the first boss after walking on the platforms in copperbell. The first 6 or so will leash but that still leaves you tanking about 18 mobs. Or 9 if you have 1 single dancer who will kill the first half of them as you run. You don't need fancy tools to heal a wall puller when physick heals a tank from ~10% health to full health.That's cool. Your HPS still isn't enough to sustain the tank through large pulls in those early levels. You don't have regen or any oGCDs to help. The 2.5s GCD + cast time is actually more than enough time for your tank to melt while your casting your saving cure spell if he pulls too many. The attack power of enemies doesn't lessen as their HP pools drain. The damage an enemy causes doesn't cease until it is dead. That is why in those early levels, your best means of damage mitigation is by eliminating the number of targets attacking the tank; but you can lessen the need for that by pulling fewer enemies. AoE just isn't strong enough to reduce the threat level at a pace that is reasonable for the group to handle.
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