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  1. #111
    Player
    Vamelo's Avatar
    Join Date
    Sep 2016
    Posts
    37
    Character
    Gemini Rising
    World
    Mateus
    Main Class
    Thaumaturge Lv 50
    There's some macho thing about "large pulls". It works fine as long as the healer doesn't run out of MP ... and some DPS with their TP ... I love it when the tank runs out of MP or TP and obviously is winging it as far as holding aggro.

    The other thing I love is the "Sorry...." as we run back in from the start point. Yeah. Big pulls. As useful as a bubblegum machine in a lockjaw ward. The time is predicated on how fast the DPS can get the targets down, not how many mobs the tank can pull.

    You can pull the entire instance if you want...and so what if you do?
    (0)

  2. #112
    Player
    Nerael's Avatar
    Join Date
    Jul 2014
    Posts
    107
    Character
    Nerael Valdir
    World
    Spriggan
    Main Class
    Scholar Lv 80
    For me it completely depends on my group.
    I generally speaking have one of each role.

    As tank when running with randoms I look at the first few (small-medium) pulls and see how the healer handles it. Using that as benchmark, I check if the healer is comfortable with larger pulls (if the DPS can handle it in my judgement). If yes? Huge pulls all the way. If not? Steady progress is progress, we won't have repeated wipes this way (and thus making it take longer).

    As DPS? I prefer large pulls, mainly because I generally play Melee DPS and this will spare my TP

    As Healer? Depends on the tank. If he/she isn't made of paper? Go for it.

    Yesterday ran with my FC (Experienced DPS, Tank and Healer) in expert rou. We were doing triple-quad pulls and it was awesome fun. Would i do this in other parties? HELL NO! :P
    (0)

  3. #113
    Player
    Niyuka's Avatar
    Join Date
    Sep 2013
    Posts
    266
    Character
    Cierre Mhakaracca
    World
    Shiva
    Main Class
    Pugilist Lv 90
    On my SAM, I want the biggest pulls possible. My AOE DPS is so insane, especially when backed by a TP-supporting class, that it far far outweighs any token DPS the healer could throw in. Stuff is dead before the tank goes through his entire cooldown rotation, so we ll be done under 18 minutes, which is the goal with farm content. I wouldnt even be able to remember the old speedpull instances if they didnt show up in roulettes now and then lolz.
    (1)

  4. #114
    Player
    LaylaTsarra's Avatar
    Join Date
    Feb 2014
    Posts
    4,918
    Character
    Y'sira Kurai
    World
    Halicarnassus
    Main Class
    Conjurer Lv 100
    As a healer I do NOT enjoy mega pulls in the new SB endgame dungeons. They are extremely stressful and not fun for me. As a result I'm pretty careful to not DF my healers anymore and I have two on separate accounts, both astro's. I'll run with FC. Those members are more than happy to join to reduce their queue times. The tanks who think pulling 3 waves of enemies and then hey keep me and other up is just fine can run by themselves.

    For those who enjoy it fine... it's not something I personally enjoy.
    (1)

  5. #115
    Player
    Ariyn's Avatar
    Join Date
    Aug 2013
    Posts
    305
    Character
    Enitzu Zen'yr
    World
    Goblin
    Main Class
    Paladin Lv 70
    As someone who has played a tank in nearly every mmo ever, I almost always do the same thing to start a dungeon. First pull is 3-5 mobs. When that's dead, I look at the over all DPS, I look at how the healing felt to me, and I look at the healers mana. If it's all good to me, then large pulls it is. If any one of them is bad, then it's pack by pack.

    I leveled SAM in Stormblood so not sure just yet about how hard the mobs are hitting tanks for but I will still use the same method while leveling my PLD I just started working on. But in reality, unless you are pulling all trash from 1 boss to the next, the runs really don't take much longer either way. The large aoe pulls actually put a lot more stress on everyone to shave off at most 3-5 minutes
    (4)

  6. #116
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Evaddaragon View Post
    As I was progressing through the MSQ a week and a half ago, when I entered Doma Castle, the WHM asked me (as PLD) to “please do not
    Every dungeon should be large pulled unless adds have insta kill mechanics if not killed asap, but even then can be large pulled tanks have invulnerables they can use 2 or 3 times per dungeon which also help with these pulls, like pali has hg, drk liviing dead, and warrior has theirs. If anything I get annoyed when tanks do small pulls now esp on my astro, whiich is my new main heals iit causes me to waste mana on gravity spam for three baby adds , I can see 5 but three adds per pull iis a waste of time
    (0)

  7. #117
    Player
    Annah's Avatar
    Join Date
    Sep 2013
    Posts
    529
    Character
    Annah Gynnterais
    World
    Brynhildr
    Main Class
    White Mage Lv 80
    as a white mage im ok with whatever the tank feels like doing.

    However, if you have a brand new healer of that dungeon level, the healer should mention that. A ilvl 290 is a lot tougher to heal through mass pull than a lvl 310-320 healer.

    At this point, for me, you can mass pull the trash. Ill keep you alive. I may not be a super dps powerhouse, but you wont die

    An interesting thing to note: mass pulls will only shorten the dungeon by about a couple minutes tops. I actually timed this with a Kugane regular run and a Kugane mass run. The time were virtually identical (except for 2 minutes). We also had the same 4 teammates
    (1)
    Last edited by Annah; 07-05-2017 at 11:31 PM.

  8. #118
    Player
    Lycieus's Avatar
    Join Date
    Jun 2012
    Posts
    170
    Character
    Legosi Grey
    World
    Sargatanas
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by basketofseals View Post
    HW dungeons 60 dungeons weren't very tuned. It was easy to mass pull those on release. Now the 51-57 dungeons I saw this happen a lot. The Vault in particular hits quite hard.
    Pre-stormblood nerf, it was very easy for war and drk to mostly self-heal off of large pulls.
    (1)

  9. #119
    Player
    Nixxe's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    1,470
    Character
    Nixx Delumi
    World
    Sargatanas
    Main Class
    White Mage Lv 80
    Quote Originally Posted by LaylaTsarra View Post
    As a healer I do NOT enjoy mega pulls in the new SB endgame dungeons. They are extremely stressful and not fun for me. As a result I'm pretty careful to not DF my healers anymore and I have two on separate accounts, both astro's. I'll run with FC. Those members are more than happy to join to reduce their queue times. The tanks who think pulling 3 waves of enemies and then hey keep me and other up is just fine can run by themselves.

    For those who enjoy it fine... it's not something I personally enjoy.
    Then why even bring a healer? If my PLD is going to pull one group at a time, I may as well bring a third DPS. The healing requirements are so low I can take care of the healing at that point.
    (0)

  10. #120
    Player
    Sorciechan's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    68
    Character
    Saliene Ridde
    World
    Cactuar
    Main Class
    Thaumaturge Lv 80
    To answer the OP, not in the Heavensward leveling dungeons, but I do remember the trend a little after Brayflox HM came out. Honestly, I hated it. You'd only run into a few good tanks that could pull off gathering mobs and staying alive well enough for them to die. Others, they'll pull, not migitate, die in a few secs, then blame the dps for not downing quick enough (that was the time when it was all "whoever-seems-to-have-the-lower-dps's fault). I never understood it, and, if you ask me, I don't care how much you can pull, you're bad if you get us killed and drag on the dungeon time in the process.
    (0)

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