
Yeah same. Always do a quick test along with checking both the healers and the dps gear to see what they could be potentially do during the pulls. If the DPS think your going slow, then they can tell you and you can pick the pace up.

As a tank, I just ask the group at the start of a dungeon how fast they want to go. I haven't had any complaints, at least not on speed of completion, when everyone agrees on a pace before I start pulling.

I've played a tank in several MMOs, my secondary role is usually healer. I typically keep the pace as fast as all other factors allow. Before the dungeon starts I ask if everyone has either done the dungeon or seen a video on it. If someone says they haven't, I tell them I'll let them know mechanics for boss fights if there are any important one. Other than that, I only pause for a second before mob pulls just to make sure everyone is with me (don't want to pull and the healer is way behind). Other than that, only time I'm pausing is for CD, TP, or healer MP.
I also have one rule for impatient DPS that try to pull before me and I let it be known as soon as I enter a dungeon. You pull it, you tank it. I don't try to do your job, so don't try to do mine.

I'm fine with this, I just go AFK when I die anyway these days. Until the pack of mobs/boss is finished/everyone is dead. I don't usually pull ahead of the tank, but sometimes I do aggro stuff, and if tanks let me die for that, everyone else can ck up my slack.
Y'know what I hate? This culture shift to this speedrunning, bean-counting, impatient track race where there's no time to enjoy the game.
Sweetheart, rushing through the thing from start to finish is gonna save you maybe a minute, whereas dying due to a stupid pull is at least a good 30 seconds of jogging.
Calm down and grab a cookie or something, you're gonna be fine.


I'm pretty sure a lot of people genuinely enjoy speedrunning more when you've already done a dungeon a few dozen times. That said, SE is actually doing a bang up job of preventing speedruns in recent dungeon design - back in Wanderer's Palace Normal Mode you could do door-to-door pulls and actually survive if you knew what you were doing. Now we're not even given that option because there's artificial roadblocks all over the dungeons that prevent us from moving forward until each pack of 3-5 mobs is dead.Y'know what I hate? This culture shift to this speedrunning, bean-counting, impatient track race where there's no time to enjoy the game.
Sweetheart, rushing through the thing from start to finish is gonna save you maybe a minute, whereas dying due to a stupid pull is at least a good 30 seconds of jogging.
Calm down and grab a cookie or something, you're gonna be fine.
Also, a good speedrun with efficient pulls and good DPS (even in godawful places like Neverreap) will easily save you 10+ minutes compared to an average run.
Last edited by seekified; 08-12-2015 at 09:42 PM.
I totally see that. And when I'm with my FC in a terrible place like WP Hard Mode, we absolutely do that! But that's a closed group. These people using the DF and then troll-pulling to force speedruns are seriously doing nothing except exacerbating the tank shortage.
Best way to deal with sluggish tanks is by playing Ninja, charge in and give him all the aggro. :3


As a DRG main, I'm definitely annoyed when a slow tank makes Blood of the Dragon fall off. That said, learning when you can pop cooldowns without being screwed for boss fights is what dungeon mastery is all about for me these days. On an average run I know that I can pop some stuff during each boss fight and again on the first trash pull after, and it'll come off cooldown just in time for the next boss - it just takes practice and planning ahead.
On the topic? I don't know, maybe talk to them like adults and if they're not interested in speedrunning the dungeon then accept that i'm going to take maybe 10-20 minutes more? I don't know, just seems like "This player isn't playing how I want them to? BOOT THEM" seems like a really, really warped viewpoint.
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