Unless you're skipping the cut scenes and playing all day you're not going to run out of content in 2 weeks, assuming you're not just talking about MSQs.
As for your second point, you can do it like that but it's a pretty shallow view. As with the gear you buy, unless someone has just handed you the gil, you've put time (earning) that and thus have earned the armor that's up for grabs on the market board and or npcs, there is a reason why vendors exists. But it's cool if you're gimping yourself because you feel the need to mindlessly grind dungeons for gear you're going to replace soon any how. -- To each their own.
Last edited by Seku; 03-08-2016 at 02:37 AM.
I find this funny, as a DD, I've watched tanks die after they've done this to me(granted i just que as a tank now, since most tanks pull pretty slow). Me and the other dps just don't hit anything. It teaches the tank to do their job, or we won't do ours, It goes both ways man. Healers have it best, they can punish everyone much easier.If dps pull for me, I stand by the solution of "let them die." However, after they die I say in party chat "I'm sorry, you pulled the mobs, I thought you wanted to tank them. Next time wait for me to pull." That is how you properly teach them a lesson.
Same lesson applies to this, let the dps die and when they do say "next time give me a few seconds to get aggro before you go nuts."
Last edited by Leonus; 03-08-2016 at 06:15 AM.
This sounds like a mob tagging issue.
While shield lob is good for tagging individual mobs, it's generally better to pull clusters of mobs with flash/unleash as you run through them. If you need to tag two different mobs within the span of one GCD, use a regular GCD on one and an oGCD (like Spirits Within) on the other. If you need to pick up multiple mobs that are scattered about, predict how they will move and intercept them en-route to your healer.
Don't worry about marking targets to attack. The priority target generally ends up being the one with the lowest health after everyone settles into place. You can indicate this non-verbally by leaning more of your dps into a particular mob early on in the pull to drive their HP down more quickly than the rest. Outside of this, you want to establish threat on everything equally until you get a sense of who's on what target. Marking is more important for critical moments when you need to catch a player's attention (i.e. bees/final sting).
The only way to set the pace of the run is to be ahead of the group. This actually maximizes the amount of time that you have to set-up each pull. You should have a good mental map of where each cluster of mobs is going to spawn, how you're going to tag each set, and where the group's final position should be. The more clearly you have this planned out in your head, the more fluid it becomes. You can make an individual pull as small or as large as you like depending your level of comfort and safety, but do it in one seamless motion until you want to indicate to the group that it's time to stop and dps. When you run the same instance 20 times, the movement and positioning on each run should look nearly identical once you've decided on how to optimize it.
You could open with Steel Cyclone, Dark Passenger, or Circle of Scorn instead, and follow that up with an on-GCD attack (Flash, Overpower, Unleash). It's technically a facepull because you're not hitting anything initially, but your oGCD skill hits everything instantly and lets you follow up with a second enmity attack on the group immediately. That works really well on "ambush" pops like the kokkorpurs that spawn right before Rose Garden in Arboretum, for example.
#gitgud
Ongoing mission: Tank everything on DRG. On purpose.
regardless wether he should open with shield lob or not,
I've encountered countless idiots who prefer to go nuts on mobs as i'm still pulling. Making them get hate and make me either walk back get hate or just ignore it as i usually do for the rest of the fight.
There is a difference in hitting the mob or putting your debuffs on and then going banana's untill you get hate and move on to the next mob, all while i'm still pulling more.
I'm fine with people hitting the mobs as long as they watch their aggro. if i see they're hitting the mobs i'll often shield lob that mob an extra time but some people just do it to annoy you it seems.
I used to have this problem too....now i use the following rotation so that no one can rip things off me at the start (esp THAT BLM that always loves to open the big guns XD)
Shield Lob -> Circle of Scorn -> Flash
If not using shield lob you can use circle of scorn -> Flash.
Problem with shield lob -> Flash is that both are on gcd so there is a gap before you can use flash after shield lob and this can be enough for mobs to go postal on your healer/BLM/SMN. Circle of scorn after shield lob allows you to fill that gap.
Sometimes you might have to position yourself so that all enemies get hit but it works for me almost every time. It allows me to comfortably start the enmity combo on one mob then Flash again to maintain enmity on others.
Under level 50, I dont bother with shield lob and just flash...because of the inconvenience of shield lob triggering GCD..
Last edited by Phileas; 03-08-2016 at 11:05 PM.
You don't have to, I'm just saying what happened I can't force you to believe it. Tank dps isn't all that great vs a large group of mobs that they pull even with a healer.
Though on that same note, a healer can pretty easily keep dps alive long enough to kill their own trash mobs (usually each dps has their own). Especially if they are dodging the AoEs, a lot of the time on DD i tank my own trash mobs, more so when the tank can't hold hate.
The point is, any role can actively punish another role if the circumstances are right. "Punishing" someone does nothing, except want to make them get back at you.
Last edited by Leonus; 03-09-2016 at 01:15 AM.
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