
 
			
			
				I read what you zaid and you aren't asking the tank... You also failed to explain how exactly it's easier to tank more mobs. That may be the dumbest thing I've read today lol...Because tanks only single target rotation on a marked mob and refuse to use their aoe skill, and I'll pull of the adds using only thunder and thunder starter on them on blm, or just Bain on smn. I'm also not going to us a 3k firestarter when a mob has 1k hp left I'll change targets for it. I even stated if a tank has no issues with hate i will do what the party wants done, so way to not read. High five.

 
			
			
				Depends on the Tank. It is more efficient to hold hate on multiple groups. It is also level dependent.
The Tank is part of the party. If the tank doesn't have the gear levels there is no way he will handle large pulls, manage the threat, and stay alive. You have to go at the tanks comfort levels.
You would be surprised. I had a tank rush off in Brayflox normal and die before he got settled then blamed me for not being able to keep up with heals. He never said hello, or anything.
yep
slow down the entire group because you can't hit flash, abyssal drain/unleash or overpower a few times
and then of course, rattle off a few insults and leave your group for criticizing your behavior. On the next episode of Prima Donna Tank, we'll be showing you how to react to having two bards in your 4 man dungeon. Stay tuned!
+1
If you pull an extra group then you're already being an irritant, but if you straight up die because the healer can't keep up then you've misjudged the level of the healer and that's on you. It's good that you would leave though, saves me opening the party menu to kick you for disrupting the dungeon.
Tanks generally don't pull only one group at a time because they can't hold threat - holding threat is incredibly easy in almost all situations. They don't pull multiple groups because they don't want to put unnecessary pressure on the healer. It's the healer's choice if they want to request the tank speed run, and it's on the healer if the tank dies then.
It's the tank's role to pull mobs and hold threat on them.
If the DPS or healer would like to tank, they are perfectly welcome to pull the mobs and do so. If the DPS grabs a group and the healer heals them and pulls that way, then obviously I will actively intervene to save the healer, but in general:


 
			
			
				The almost part being an i20 newbie tank with synced i180 players.. Synced players like that - their weapon is not gimped enough by level sync. Nothing in the game feels more of a challenge to me, than trying to keep aggro off players like that.
My last group, when I was on my BLM, satasha normal, the tank pretty much gave up trying as we were ripping aggro way too easily for the little aggro skills he had.
Last edited by Twilite; 07-14-2015 at 11:56 PM.
Indeed, that's one of the situations where the tank is under more pressure than usual and especially doesn't want people pulling extra groups over.
Specific situations like a DPS pulling 1 or 2 lone mobs very close to the existing pull in a very comfortable riskless run is somewhat forgivable, if they bring the mob to the tank at least. Anything else is out of scope for their role.
This is mostly true, but I find it generally more useful as DPS filth to pick off ranged (or priority) mobs that the tank can't pull into the main group. This is really common in Wanderer's HM with the sophists, because there's no good places to LOS them most of the time. It's easier for me to spend a couple GCDs blowing up a sophist than have it whip around and lay into the healer because the tank is busy with the main trash pull.Indeed, that's one of the situations where the tank is under more pressure than usual and especially doesn't want people pulling extra groups over.
Specific situations like a DPS pulling 1 or 2 lone mobs very close to the existing pull in a very comfortable riskless run is somewhat forgivable, if they bring the mob to the tank at least. Anything else is out of scope for their role.
#gitgud
Ongoing mission: Tank everything on DRG. On purpose.

 
			
			
				As a tank, you're the one who sets the run speed in regular dungeons. Don't like to speedrun? Just pull small packs. DPS trying to pull more packs? Let them die, unless thet can actually manage to tank them.
Always say you're new to the content. That way no one can really blame you if you mess up and no one told you what to do.
I don't think there's a whole lot of actual speedrunning happening in low-level dungeons, so you could go on and give healing a try as well.

 
			
			
				If they designed interesting trash mechanics you probably wouldn't be able to speed run, but since we can just pull everything and aoe mobs down SR will always exist in some form.
In regards to what I think has the best trash segments in the game? I think the original CT did, each trash area was a mini encounter in it'self, not just large amounts of useless enemies with little mechanics. Granted these got diminished with new gear but everything does eventually.
While I understand that some people want to take time and travel through things slowly, you simply can't expect this from Duty Finder. If you want slow, gather a few similarly leveled people and run it until you learn the ropes.
Or join an FC that's willing to train you and help you through the steps. Most people who use Duty Finder have already run those dungeons before, and when you're leveling your second or third job, you just want to be done with it. Course, I'm the type that feels like he's pulling teeth when running dungeons so..
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			 Originally Posted by Urielparadox
 Originally Posted by Urielparadox
					
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