For anyone who thinks this is an exaggeration: it's not. I was on SCH healing this. Moro literally tanked the Azure Guard phase for our group on WHM. The first time it caused a wipe because we had a hard time keeping up with the surprise extra healing requirement and that mess caused it to not die in time.
The second time, we were ready for it. Moro held it for a while, then it bounced around between a couple of DPS (we think the NIN popped Smoke Screen on her which is what finally got it onto someone else). It was an impressive feat of seven people working together to carry someone. When people say that bad play is exaggerated, I point out that this is a 70 tank who was told explicitly in party chat that he needed to pick that add up on the B marker and somehow failed to do so twice, while a WHM was able to do it. I shouldn't even have needed to explain it since at this point "your healer is being punched in the face" should be enough for a 70 tank... but nope.
We ended up having to kick that guy after Hashmal when he died so many times that both healers stopped raising him. The replacement was a super friendly PLD that barely made it into the third boss because the main tank kept pulling as soon as he got within range without waiting for other people or letting me finish the explanation of the fight that the admitted newbie was asking for, which in itself is not exactly top notch group behavior.
If you think that bad play doesn't exist just because there's no disband, you've missed the point entirely. There's no disband because the difficulty level is low enough that DF groups can carry people. While there's some threshold where that's perfectly fine (levelling dungeons shouldn't require 99th percentile DPS out of everyone), failing at the absolute basic requirements of your job should probably carry a heavier penalty than "the healer can tank it and it's fine".



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