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  1. #1
    Player
    Sousoulsu's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    139
    Character
    Kuus Hime
    World
    Balmung
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Brill_ View Post
    It's not that I am uncomfortable, it's just that 50% of the time there is a wipe. When you wipe, you lose the time savings you would've gained by doing big pulls. Slow and steady wins the race.

    Even if we don't wipe, you typically just shaving 5-7 minutes off the run. If being in a dungeon for additional 5 is that painful, I'd have to ask why you are even playing the game if you hate that much?

    If the time difference between a speed run and normal run was say a 20 minute run vs a 60 minute run, I'd completely agree, but it's not. The difference is negligible.
    When you have to do 10 average dungeons for a zodiac weapon drop, it shaves off a lot of time.

    Honestly, the "50% of the time it's a wipe" thing makes me think you're not capable or comfortable with the pulls. Even half of a speedpull is fine. I just hate it when poetics geared tanks do single or double pulls. It's extremely boring.
    I actually can't remember the last time I failed a speedpull with a PUG while I was healing or tanking.

    Quote Originally Posted by Mykll View Post
    What some of the speed runners are saying is that it is boring to pull single groups. Just like you say here. What some of the non-speed runners are saying, and I will use mostly your words, my words included in BOLD:
    As a tank, it is boring to hit my area-aggro tool a couple more times and 1-2-3 things until they die in single multi- pulls.
    Seems like as the tank, you are doing the exact same thing.
    Your lack of experience with speedfasts is showing.
    Tanking a speedpull and tanking a single pull is different in the following ways:
    1)Managing cooldowns is important
    2)Knowing what cooldowns your healer has is important
    3)Shield swiping certain mobs makes some otherwise impossible pulls possible
    4)managing aggro during the pull is important to make sure your re-stoneskinning healer doesnt get hit
    5)picking which targets to get rage of halone debuff up on is important

    It is far more engaging to tank a speedpull.
    There's more difference in speedrunning and single-pulling than "just do more of the same".
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    Last edited by Sousoulsu; 02-23-2015 at 03:40 PM.

  2. #2
    Player
    Mykll's Avatar
    Join Date
    Aug 2013
    Posts
    651
    Character
    Mykll Valiant
    World
    Balmung
    Main Class
    Gladiator Lv 93
    Quote Originally Posted by Sousoulsu View Post
    Your lack of experience with speedfasts is showing.
    Tanking a speedpull and tanking a single pull is different in the following ways:
    1)Managing cooldowns is important
    2)Knowing what cooldowns your healer has is important
    3)Shield swiping certain mobs makes some otherwise impossible pulls possible
    4)managing aggro during the pull is important to make sure your re-stoneskinning healer doesnt get hit
    5)picking which targets to get rage of halone debuff up on is important
    It is far more engaging to tank a speedpull.
    There's more difference in speedrunning and single-pulling than "just do more of the same".
    1. Tanks should be doing that anyway. Unless you just seriously over gear the dungeon then it doesn't matter. Speaking of which, does an ilvl 120-130 tank REALLY need to use cooldowns when speed running Brayflox HM with an equally geared healer and DPS? Yeah they have been ilvl synced to 110. What about CM? Not really for either. Why, because our gear is so great now. Which most would rather have ZERO level syncs at all, thus making us over gear that many MORE dungeons by a greater degree, thus needing to use exact cooldowns even less. Newer dungeons? So many gates can't really do a lot of mass pulls like before. Also in the newer dungeons, they hit harder, or have more various AOEs crowding you. What is that "lesser" geared tank of appropriate gear going to do on small pulls anyway? Use their cooldowns efficiently. As a tank you are already doing that, when gearing up, as being lower geared, you have to do that because you have less gear. And now that you are well geared, and do mass pulls, you are still doing that. More of the same.
    2. You actually keep track of exactly when a healer will use a cooldown, know exactly when it fades, and exactly how many seconds until it can be used again, for all cooldowns for both a WHM and a SCH has, during the entire run? You question each and every healer what cross skills they use so you know exactly which cooldowns they have as well? You completely change how you pull if they Swiftcast Stoneskin II right before a pull, versus slow casting it, knowing they have that Swiftcast in their back pocket? If they already used Eye for an Eye or Virus?

    3. Counting on RNG to make an impossible pull possible? So what about WARs?

    4. Managing enmity on a pack means doing what exactly? Mainly using your area-agro abilities MORE than on lesser pulls. 3 mobs, 5, 10. You just have less room to play around and generally have to use your AOE skills more often, the more you grab. 3 mobs you can keep rotating targets throughout your rotations. 10? Not going to be hitting all 10 throughout a rotation, that's the AOE skill doing that.

    5. That sounds like 1-2-3 things. And if your BLM gets some lucky crits in a row, or your melee DPS going hard on different targets, you can less afford to do your combos, because you will do more of your area enmity abilities. Or have to do your Flashes in between each combo step, greatly slowing down when you CAN get that Halone debuff. Most packs of multi-mobs are very similar. Without doing mass AOE spamming, you can really only have that debuff on 2 mobs. The more you have to pause your combo rotations to keep Flashing, you may only be able to keep that debuff on one thing. So, out of a pack of 10 or so mobs, it is vitally important that ONE of them has that debuff? It seems better that you finish the combo to really nail down enmity on something, more than lowing the STR on something by 10%. And what about WAR? You have to use 3 cooldowns to put a debuff on a target, and ALL 3 of those skills have no enmity bonus to them, not like Halone. It may be a bit before you can ill afford to use 3 skills that have zero extra enmity tied to them. Meanwhile that one thing that is so vital to slightly debuff is beating on you full force. And on a big pull of 10, it is REALLY going to make a difference when only ONE is debuffed on a pack of 10?

    I get it that it is not EXACTLY more of the same. You pull a single thing, you not going to blow through a bunch of cooldowns and keep flashing. You might never flash, or just once initially. Pack of 10, you going to flash a lot more. I get that. But it is still more of the same. Especially when you get past about 4 mobs. You will be doing almost the exact same thing on a pack of 4, versus 10. More AOE enmity skills, more cooldowns, etc.

    Not trying to argue, I just don't see some of these points. Each person has their own idea of fun, and that is what this all boils down to. Both sides largely wants the player base to play where each individual find a run enjoyable. Somewhere in the middle the two sides meet and this friction occurs.

    Like you mentioned this:

    Quote Originally Posted by Sousoulsu View Post
    I just hate it when poetics geared tanks do single or double pulls. It's extremely boring.
    To correct that, you find it extremely boring when ANY tank does a single or double pull. Why would it be boring for a Poetic geared tank to do that, and not boring for a little over the minimum requirement tank to do that, where you may additionally have to hold back damage from fear of pulling enmity? Is it not also boring when you feel like you are forced to continuously re-hash "old" content? You just want it done and over with as quick as possible, because going that that dungeon YET AGAIN is not fun for YOU. Yet you do it for whatever reward you are aiming to get.
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    Last edited by Mykll; 02-24-2015 at 01:49 PM. Reason: 1,000 character limit still sucks.
    MANTASTIC: I got 1017 problems, but playing FFXIV ain't one.

    Llyren: Lala Tanks hit point density levels attract small planets

  3. #3
    Player
    Sousoulsu's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    139
    Character
    Kuus Hime
    World
    Balmung
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Mykll View Post
    [Snap]
    This is a long one, so I may have to answer it in multiple posts.
    1)I've healed i90 Tanks in KotL, WP(H), and AK(H). They did not need to use any defensives whatsoever. The only thing that would make them need to do so is if they were to multipull, which they opted not to do.
    2)Yes, I keep track of the group's relevant defensive cooldowns. Tank CDs, Apocatastasis, DPS' e4e (if I notice they're using it), PLD's cover, etc.
    I find it second-nature. I understand many people don't go this far(possibly why they have trouble with and dislike speedruns), but it's a good idea to keep track of major CDs.
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