



Seriously, according to my screen I'm right next to a mob trying to attack it only to be greeted with "out of range"Sounds like a WoW habit. "Chain pulling" was a popular way to run dungeons there, you'd pull some packs and once enough of the mobs in that pack had died you'd move to the next pack without stopping. This is because it's far easier to dps while running in that game, so you'd always be on the move through the dungeon with a decent sized pull on the tank that would be constantly aoe'd down, rather than waiting for the last few stragglers to die.
In ff14 this clearly doesn't work because aoe'ing a pack of running mobs is almost impossible. The tanks probably mean well and they're trying to play optimally, they just haven't learned it's different here.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
I was fortunate when I started this game as a little baby WoW refugee to have someone kindly inform me in Sastasha that I should be heavily DPSing as a healer, and that I don't need to heal until the tank is below 50% health.
My point? If you don't tell these tanks what they're doing wrong, they're going to assume dungeons and group combat function the same way that they do in WoW. They won't stop chain pulling until they're told why it's less efficient. So speak up in the instance, rather than ranting about sprouts in the forum that they probably don't even know exists.
I give up with you people. Forum community is absolutely unhinged. Imagine joining my alt's FC just to wait for me to come online to harass me lmao.





If the healer can't handle it, just do small pulls. But stay there so the stuff can die. You're interrupting dps in their rotations when you tear off with half-dead mobs, causing wasted CDs.If the Healer cannot keep up then I will pull less then move to the next ones when the pack thins out a bit so the run keeps going. I would rather do it this way than risk a wipe.
Not all Healers can handle w2w in every run. A good Tank adjusts so that the Healer isn't overwhelmed
We're telling some of the tanks saying they do it in this very thread why it's not helpful but they're still defending it. I have had some luck in game with a "Hey, you just pulled everything out of the line of my Geirskogul, can you hold them there for me next set?" but some just ignore you.My point? If you don't tell these tanks what they're doing wrong, they're going to assume dungeons and group combat function the same way that they do in WoW. They won't stop chain pulling until they're told why it's less efficient. So speak up in the instance, rather than ranting about sprouts in the forum that they probably don't even know exists.
Last edited by TaleraRistain; 01-14-2022 at 05:56 AM.
Only jobs I've had issues with attacking a pack with AoE's while its moving is casters because they have to stop and cast. Physical DPS both melee and ranged aren't an issue. The melee with circular AoE's centered on them not requiring a target are even easier.





It's less attacking on the run and suddenly having everything elsewhere, especially for something like Dragoon. Now my Geirskogul has completely missed everything because I had it lined up and now mobs are scattered chasing the tank. Mobs that may or may not have DoTs on them to finish them off before arriving because the tank didn't let dps get to that part of their rotations.

What dungeon can you even have these issues in? Pretty much every dungeon after ARR has the same linear simplistic design of 2 packs -> wall -> 2 packs -> boss -> repeat x2. So unless they're doing this with single packs (in which case you should be frustrated they're not wall-to-walling, as they say), this is in ARR dungeons, at which point who cares no class has any rotation anyway; just mash your 1 AoE button (if you even have it), otherwise finish off the low mobs while running.
Mobs in FF14 have next to no mechanics and all just chase the tank in a nice line like the unchallenging mess they are, so DRG AoE is perfect for it. If you're having issues AoE'ing as a DRG while running, you're targeting the wrong mob.It's less attacking on the run and suddenly having everything elsewhere, especially for something like Dragoon. Now my Geirskogul has completely missed everything because I had it lined up and now mobs are scattered chasing the tank. Mobs that may or may not have DoTs on them to finish them off before arriving because the tank didn't let dps get to that part of their rotations.





This isn't on the pull. The tank has grabbed their 2 or 3 packs. The party has stopped and is working down mobs. Then halfway through that without any warning, the tank just runs off trailing half-dead mobs. Now the rest of the party has to scramble to get back into range to try to burn the mobs down before the tank pulls more. It's definitely not helping the healer that was already struggling when they have to heal the tank through more mobs than they would if the tank had just stayed there and let the party burn down what they had. And it doesn't help the dps do their function in the party if the mobs are suddenly yanked out of range of the abilities they've just used. It's not keeping the run going. It's needlessly making everyone else's roles harder for no benefit.
She's not wrong, though. In AoE, you have zero use for positionals and there are no unwarned-of cleaves in the game at this point, so there's no reason for you not to be positioned on or ahead of the tank. Even if you do alt-tab a bit between GCDs, you still have Spineshatter and Elusive to get you back ahead of the mobs and it's impossible for the tank's Sprint to outlast yours (and you should be pretty much matching their Sprint timings, unless they're consistently wasting half its duration by not popping it before combat). Casters (including the Healer) can and should, from the start, be stutter-stepping to get ahead of the tank. If a BLM, for instance, you may Sharp-Swift before pull, use those two GCDs to AM and without uptime loss continue sprinting til you're well ahead but still in range of wherever the tank may awkwardly dodge to (this should generally be down the path, but /shrug).This isn't on the pull. The tank has grabbed their 2 or 3 packs. The party has stopped and is working down mobs. Then halfway through that without any warning, the tank just runs off trailing half-dead mobs. Now the rest of the party has to scramble to get back into range to try to burn the mobs down before the tank pulls more. It's definitely not helping the healer that was already struggling when they have to heal the tank through more mobs than they would if the tank had just stayed there and let the party burn down what they had. And it doesn't help the dps do their function in the party if the mobs are suddenly yanked out of range of the abilities they've just used. It's not keeping the run going. It's needlessly making everyone else's roles harder for no benefit.
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