Quote Originally Posted by van_arn View Post
The heck are you talking about. A ton of healers LIVE for healtanking because it's probably the most fun thing possible in normal modes.

Getting rid of the tank actually improves the gameplay experience for those remaining. It actually makes the encounters fresh again, and I've noticed bards in particular jump at the chance to kite mobs around. As soon as that tank gets kicked all three people in the party want to show just how useless that tank was by outdoing them.

It doesn't matter if a replacement tank never shows up again. It's more fun without one. Heck, it's better if the replacement tank shows up while the gate is up so they have to watch the samurai eat a buster and survive.

Yes, it's less "efficient" but if you're in a situation where you're kicking a tank for being slow you're not going to be speedrunning the dungeon with or without the tank. Might as well convert what could have been a speedrun (but with an uncooperative tank) into a novelty run.

At least you don't have to suffer the tank's ego.
To be fair, it was actually more efficient in certain dungeons back in ARR, where the mob packs could be perma-kited and the bosses hit like noodles. With a WHM, it was every bit as efficient, also, to just three-DPS-tank from the start, since Cure III and HoTs could be thus abused.

Even through Heavensward, though, I could "tank" (keeping threat off of casters and keeping specials out of where they'd force enemies to move) just fine on a Melee or Ranged whenever a tank decided to just up and leave. Have yet to try it except while a tank was simply afk in Stormblood, but that worked fine for many a mob pack and for a couple bosses.