So you lied about the 20 times thing and youre one of those people who tries to rush through dungeons and you pull too many enemies at once and cry about healers not being able to heal you?
You are 100 percent in the wrong. Good day sir.
So you lied about the 20 times thing and youre one of those people who tries to rush through dungeons and you pull too many enemies at once and cry about healers not being able to heal you?
You are 100 percent in the wrong. Good day sir.
I can count the number of times I've been kicked on one hand as well. Hell, I can recount the exact circumstances around it for you right now. One of the Alexander(the one where you're in the rectangular room with the waves of adds spawning as the final battle in it), the queue popped faster than I had anticipated, as I was just about to go head to the washroom, and the second it started loading I informed them I would be back in like 2min. When I got back, I said back, and they had JUST started killing the second set of enemies before that add wave room. I helped kill them, went into the room, for some reason we ended up wiping...mostly. There was ONE person still in the room running around dodging/healing themselves, and when I said something about it everyone decided that they would chew me out and before I could say anything else I was kicked.
not really anything special imo opinion if anything they hit just as hard, actually Id say some of the hw dungeons hit even harder, if you compare for instance dusk vigil to sirensong however u spell it. If you pull the first three adds plus that bear thing you very well could die as a tank pretty quickly, if you pull both bears and the other six adds you are def going to die for sure you can do huge pulls in siresong like its nothing. Shom al normal hits way harder than the level 63 dungeon with alot fewer adds plus poison the big pulls in the new 63 dont even require hg or living. The avery just pulling the five or six adds up to the gate, hit like a mac truck, I would say tho the first two large pulls in the new 65 dungeon hit pretty hard tho. If anything I feel like in sb its taking more adds to do just about the same amount of damage as some of the hw dungeons wiith fewer adds.
To avoid these issues i always ask in beginning of dungeon if they want "small, medium or big pulls" and its usually directed to healer.
I think the problem, in all likelihood, is that the OP's definition of a 'big pull' is way bigger than the rest of the groups. If the healer can't keep up with the damage you're taking, then that's the marker you should be aiming for, not your own lofty targets.
This is a long standing misconception. The only reason stuff seems harder is due to our gear. People attempt to pull everything while still wearing Shire pieces in Doma. That got you killed in The Aery if you were rocking Ironworks. I have seen tanks do the Shisui mega pull in Slaying accessories or the Ala Mhigan mass pull and live just fine. As for aoe nerfs. That depends on the party comp. Samurai does hilariously high damage. And if you get a caster, stuff will go down fast.We're not in 3.x anymore, Toto.
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Sorry about that, folks. The point is this isn't Heavensward. SE made adjustments to a lot of our AoE abilities and upped the attack of dungeon enemies SPECIFICALLY to discourage would-be Supermen from trying to pull whole areas. As someone said earlier, respect the content.
As you say, it depends on the party makeup, their gear, and, I'd add, their skill. You have to adjust to what you have to work with. You can't go in with the preconceived decision to mass pull. IMO, you should start slow and work upwards as you see what the party can actually handle. Some parties can handle it; some cannot. And just because the last party you had could doesn't mean this one can.
If you are running levelling roulette there is always a chance of getting someone that is actually new or still not used to a certain job or mechanic.
As a main healer, I always check how my tank does at the start before deciding I have some window to try dps or not. Some new healers are still getting adjusted to when they need to pop cool downs, deal with aetherflows (SCHs) and such. Sometimes I also get tanks that say "yeah, I can big pull" but do not know certain mechanics that make those big pulls possible (like stuns and how many mobs you can pull at same time), or keep struggling with some BLM or RDM for aggro, which makes the healing part more tricky.
So I guess the keyword for a smooth run is to adjust gameplay according to each situation and party.
but some of the most fun pulls are at the beginning the baeslers wall comes to mind. Successfully pulling every add to the gate is super nice
People kicking a tank from roulettes 20 times in the last 2 weeks? #Idonotbelieveyou
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