

LOL, do tell how this theoretical conversation would go that would land the party at an optimal and ideal pull size, without anyone making assumptions about anyone else's skill level.

I don't mind big pulls.....I just hate the shitty tanks that pull like 3 sets of mobs and pop 1 CD for the entire thing.
I always use the first pull or two to determine how much I can pull... If the healers mana bar barely moves, or the healer spends most of the time dps'ing I will pull more to accomodate the group.. Also, the pace of the dps'ers will impact this.. If mobs die faster than I can round them up, obviously I can pull more.... I usually dont do superpulls, but if I see that we are obliterating mobs and flying through the instance, we might as well pull accordingly...
But if people tell me to slow down I will, and if people tell me to speed up i will do that too(as long as I feel the group can handle it....)

Or, your healer is a complete idiot and don't know how to use a single spell to heal (Don't laugh please, i encountered this kind of player before, playing a SCH and don't even use a single heal on me)



As a healer and tank main.
As war ill usually judge my healer on their gear then proceed to pull 2 sets or 3 depending on dungeon. In 98% of cases everything goes well thats why i cant understand all the horror stories here.
As Sch i want my tank to go wild and pull 3 sets while putting up my dots.
If healer and tank are in sync you can do some crazy stuff. While i agree its not a race im sure 95% of players rather have a fast dungeon.
If you wipe or misjudged your team go slower and apologies *shrug* you learn from mistakes if you dont take of the training wheels you wont improve.
If i'm tanking i'll do the first pull how i want to do. If the healer can keep me up its fine, if don't i pull smaller.
If i'm a healer and the tank knows how to use cooldowns and has the right gear i enjoy big pulls because i don't fall asleep while dpsing. If the tank is undergeared or just plain bad i hate big pulls because i have to heal without beeing able to do much dps.



As a melee DPS, I have to say, I detest when tanks do massive pulls as I tend to feel like I just have to stand off to the side and watch everyone else play. I'll either end up out of TP from doing all the AOE I need to do to help take mobs down, or there will be doing many telegraphed attacks from the enemies that there's no way for me to stay in the group and AOE without dying to the damage.
Plus, let me tell you how much fun it is to wait 35 min in queue to just spam Death Blossom.....
You know I've started seeing this.... these "super pull" stunts only work when you have a heavy long range DPS stacked and a whole lot of bloody luck. Lately I keep getting paladins who do stupid things and DPS that seem to be doing literally nothing - when in fact its not that they are doing nothing - they can't keep up with the bloody mess that the tank started.As a melee DPS, I have to say, I detest when tanks do massive pulls as I tend to feel like I just have to stand off to the side and watch everyone else play. I'll either end up out of TP from doing all the AOE I need to do to help take mobs down, or there will be doing many telegraphed attacks from the enemies that there's no way for me to stay in the group and AOE without dying to the damage.
Plus, let me tell you how much fun it is to wait 35 min in queue to just spam Death Blossom.....
The assumption is the healer is able to lay down the spells to keep you alive - what most keep forgetting - is we also have to keep everyone else alive as well. If we burn our cool downs too soon - you end up in trouble - Especially when you decide to not wait. Why is it when boss fights come up nobody bothers to check the health of everyone else and make sure all is good to go? >.<;;;
Its like tanks think they are DPS and not Tanks these days.
-Neph



I've been seeing a lot of this in Skalla lately. Enemies with enormous hit rings that don't always stack well on top of each other which makes spamming AOE as a caster difficult, who telegraph lots of attacks, which makes AOE difficult to impossible as a melee, yet tanks still try to pull literally everything. That said, the dungeon is still probably one of the more fun ones for me, specifically because of the forced slowdown on the last third that actually allows me to use all my moves. Not just Doton, Battletoad, and Death Blossom.You know I've started seeing this.... these "super pull" stunts only work when you have a heavy long range DPS stacked and a whole lot of bloody luck. Lately I keep getting paladins who do stupid things and DPS that seem to be doing literally nothing - when in fact its not that they are doing nothing - they can't keep up with the bloody mess that the tank started.
Cant...resist....meme.I've been seeing a lot of this in Skalla lately. Enemies with enormous hit rings that don't always stack well on top of each other which makes spamming AOE as a caster difficult, who telegraph lots of attacks, which makes AOE difficult to impossible as a melee, yet tanks still try to pull literally everything. That said, the dungeon is still probably one of the more fun ones for me, specifically because of the forced slowdown on the last third that actually allows me to use all my moves. Not just Doton, Battletoad, and Death Blossom.
SHOW ME YOUR MOVES!
phew..harder than it looks to resist that.
-Neph
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