Tanks please sprint. If you are not sprinting then press the sprint button, you should always be in front of the party
I can’t count how often I’m getting tanks that won’t sprint recently then get annoyed when people are ahead of them




Tanks please sprint. If you are not sprinting then press the sprint button, you should always be in front of the party
I can’t count how often I’m getting tanks that won’t sprint recently then get annoyed when people are ahead of them
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Tank dashes can only move you to an enemy within range, while some healers and DPS jobs have untargeted or party-targeted dashes, allowing them to easily outrun the tank even if the tank is sprinting and using their dash whenever possible. That's not a skill issue, that's just how the game works.
...Moreover, the type of player who outruns the tank on purpose is also usually the type of player who stops attacking and runs away from a pack when the last few enemies still have about a fifth of their HP left, allowing that player to get even further ahead of anyone who's still contributing (assuming the last pack of the pull wasn't directly in front of a wall).




Tanks also have far more gap closers than most other classes. The only class that has an non targeted dash with more than one charge is DNCTank dashes can only move you to an enemy within range, while some healers and DPS jobs have untargeted or party-targeted dashes, allowing them to easily outrun the tank even if the tank is sprinting and using their dash whenever possible. That's not a skill issue, that's just how the game works.
...Moreover, the type of player who outruns the tank on purpose is also usually the type of player who stops attacking and runs away from a pack when the last few enemies still have about a fifth of their HP left, allowing that player to get even further ahead of anyone who's still contributing (assuming the last pack of the pull wasn't directly in front of a wall).
Regardless my point was simply if you are the tank then run. There is no reason to leisurely stroll along while everyone else is running especially if you then proceed to get mad everyone is ahead of you. And if someone pulls ahead then just take it off them, if that overwhelms the healer then the healer can complain, it still doesn’t change your position as the tank
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Tank dashes can only move you to an enemy within range, while some healers and DPS jobs have untargeted or party-targeted dashes, allowing them to easily outrun the tank even if the tank is sprinting and using their dash whenever possible. That's not a skill issue, that's just how the game works.
...Moreover, the type of player who outruns the tank on purpose is also usually the type of player who stops attacking and runs away from a pack when the last few enemies still have about a fifth of their HP left, allowing that player to get even further ahead of anyone who's still contributing (assuming the last pack of the pull wasn't directly in front of a wall).
If the pack is going to die from ranged dps before you reach the wall then the tank should also be running. FWIW when I do this I don't lose damage and I'm still contributing, because I save resources like toxikon/uncoiled fury/katon for the gcd that I'm leaving. Given that these players are trying to speed the dungeon up it's kind of bizarre to assume they stop contributing. That would make it slower.
It is bizarre, but I see people do it. I don't mean ranged players repositioning themselves while continuing to attack, but players (including melee DPS) running away from a still-living pack while visibly not attacking.
More charges can sometimes compensate for the inherent advantage of an untargeted dash, but not always.
Unlike enemy-targeted dashes, an untargeted dash can be used as soon as it's ready (allowing the user to start its cooldown immediately), and always makes use of its full range regardless of enemy positioning.
If someone is far enough ahead to pull before you, your gap closer can only move you to the enemies trailing behind them, which allows you to take aggro but not to get in front. If you took a detour for a chest or had any similar delay, someone can get far enough ahead that the enemies they've pulled won't even be in your range until they stop moving.
Sure, but "press the sprint button, you should always be in front of the party" is a different statement with a different meaning than "use sprint and take aggro off of people who pull ahead". The first implies that people can't pull ahead if the tank is playing properly.
I take issue with this "if someone is ahead of you, you must be making an easily-corrected mistake" cliche because it's misinformation which directly reinforces the behaviors that those who repeat it think they're criticizing. If tanks have no good way of keeping themselves at the front, "tanks who fall behind are bad" and "pulling ahead as a DPS/healer is bad" are functionally the same belief from two different perspectives. If someone has been told they need to be in front to be a good tank, but another player can directly prevent them from being in front, they're going to feel like they're being sabotaged every time another player pulls ahead.
I would argue the real counter to "this DPS/healer is sabotaging me by pulling" is actually "it's not your problem".
You should sprint. You should use your gap closer when possible. If someone else has aggro, you should take aggro as soon as you can. But other players are in control of their characters. They chose to run into that pack, and they chose to drag it away from you instead of towards you. It's not your problem until you get there.


Both statements are true in some way,Sure, but "press the sprint button, you should always be in front of the party" is a different statement with a different meaning than "use sprint and take aggro off of people who pull ahead".
If someone has been told they need to be in front to be a good tank, but another player can directly prevent them from being in front, they're going to feel like they're being sabotaged every time another player pulls ahead.
when i am tanking a dungeon, there is almost never a case where some DPS is running ahead of me.
This works because:
there is an obvious wall that prevents them from running ahaead, i start running when the last enemy is ABOUT to die, not when they are all dead, which gives me a small lead to the other people, i instantly use sprint when i get out of combat (unless its on cooldown).
I only do 1-2 aoes to hit all the enemies and keep running to the next pack.
BUT IF:
there is still somehow a dps infront and pulls, i just do an AOE anyway and get the aggro of themm, so there is really no issue.
You must be an absolute snail if a sch can outrun you when they have no such tool.Tank dashes can only move you to an enemy within range, while some healers and DPS jobs have untargeted or party-targeted dashes, allowing them to easily outrun the tank even if the tank is sprinting and using their dash whenever possible. That's not a skill issue, that's just how the game works.
...Moreover, the type of player who outruns the tank on purpose is also usually the type of player who stops attacking and runs away from a pack when the last few enemies still have about a fifth of their HP left, allowing that player to get even further ahead of anyone who's still contributing (assuming the last pack of the pull wasn't directly in front of a wall).
You have much more tools as a tank to stay ahead of the group.
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