Quote Originally Posted by KisaiTenshi View Post
If you have Melee DPS, then you're better off not speed pulling, as the healer will not have time to heal them. From experience, as a healer, the largest pull possible is determined by how large the mobs combined AOE is. If they only have linear AOE's then you can still do a large pull. If they are center-AOE's then Melee DPS will not be able to deal with multiple AOE circles without taking damage and still dealing damage.
Second Wind, Bloodbath, Featherfoot, Keen Flurry, Perfect Dodge, Life Surge, Mug.

Got hit once? Second Wind. Didn't fill you up? Supplement with HP drain. More AoE coming? Feather/Keen/PD. Healer should be patching them up with Regen/Medica II/Succor long before they're HP critical if melee apply abilities that give healers the buffer they need.

Melee DPS aren't the fragile vases you make them out to be. They can take a hit in a dungeon. They should take a hit if it means more DPS; all they should look out for are AoEs that inflict debilitating statuses like para/bind/slow. The time between pulls and bosses is enough to recover the 3-4k HP lost in the last encounter.

To this day, melee in i110 still run away from AoE in Amdapor Keep--a dungeon from 2013. They are programmed into a binary mentality of HP FULL or HP NOT FULL when DPS is no less at 70% HP than 100%. It's ludicrious, and it perpetuates these stereotypes that melee "can't AoE" or need to be coddled with excessive cures.