Yeah, honestly this is why I sometimes miss the old system of cross-class. It seems like a good idea if you just tank, but play a DPS for a bit and you realize how annoying it is.
the question really is why are they stopping the pull if they havnt hit a wall.!?
even all the new dungeons are easy to tank everything so unless your healer is inexperienced you can literally just pull to a wall.
now speaking from a dps side of things its annoying because your holding buffs til your sure the tank has stopped and if they take of right after you use them then the buff will most likely be wasted or youll get cancelled casts missed attacks cus mobs are pulled out of range.
healer side, partly much the same you use a buff that helps you dps / heal more efficiently and then tanks runs of which means they put themselves in a position where they could be in jeopardy especially if healer didnt realize which could just force the healer to heal spam and not dps which means slower kills.
tank side of thinks, you wont have cd's available cus you might of just used it, dps buffs wont be as effective or available for each pull because of mini pulls. about the only real benefit would be wasting time for a cd to recharge to pull the rest at the cost of the groups total cd's.
in short unless you know you cant survive there is no point in this tactic as it just costs the group to much. so other than being new and not knowing the dungeon its kinda pointless and a waste of time.
for my 2 gil: some tanks do sort of half-pulls (where you pull a pack, kill a few, then pull the remainder to the next pack) if they're not comfortable with 2-3 full-health (and thus damage uptime) packs, such as if they or the healer is undergeared.
it's generally something you want to communicate to the party about, as OP mentions it can really screw over some classes (MNK stacks, healer/NIN aoes, BLM timer/leylines, etc) if they're not prepared for it.
some tanks also rush ahead if they deem the remaining mobs sufficiently 'dead' that the party can finish them off while moving to the next pack, but once again is a dick move if you aren't informing the group of.
Sometimes you need to make a second hit of your AoE before moving to the next pack because it missed something due to the enemies being spread out and sometimes you have a BLM who hit Foul on the pack while you're still rounding it up. So sometimes you need to get that second hit in unless you want the DPS/healer to hold aggro while you're running.
Leaving before the pack is dead is just annoying. It's a bad chain pulling habit that's honestly not as useful as people think. The last enemy moving costs the group DPS and it's generally nice for the group if the healer can get a tick or two out of combat between pulls.
Chiming in as a BLM: I didn't really understand the reasoning behind this either, as I've come across this behavior quite a bit since I began playing again. I too find it annoying and I haven't really noticed a good reason for it. Since BLM dps has cast times, and having to worry about AF/UI stance, it's just annoying. Not a huge deal in lower level content, but in the higher level stuff with a lot more mobs, it's like a soft reset on all my timers and stuff. As far as I've been able to tell, it's just the tank wanting to rush through the dungeon in the quickest time possible. I am thinking this is counter-productive though. If I, and the other DPS, have to restart our cooldowns, and I am wasting cast time, then overall it's taking longer to AOE the mobs down.
New players I guess who have not played any other class yet.
I chain my pulls together.
Example, mt gulg. There's some fuckhuge pulls in there you probably don't wanna get all together unless you're a coordinated tank/healer. If that's the type of pull, I'll usually pull two of the groups ( 3 if I trust the healer ) and keep them still, AoE'ing for a bit, if there were say, 12 mobs there, and only 3-4 left, I'll proceed to pull another pack, stop briefly to AoE combo them and let dps do their rotation to keep stacks, and pull the last group before coming to a complete stop.
More AoEs hitting more mobs for your GCDs = quicker everything dies at once. Usually I get 2-3 comms at the end of the run and our dungeons never last long at all unless DPS is just poor on the boss fights.
Also food for thought, some tanks may pull a group, see it isn't stressing their healer at all, and move to pull more. As for the running them into dead ends before the door opens, not a clue, maybe just instinctive to them to pull more but forget the door is closed
In the current dungeons this is rather pointless. The ones where this was even a decent bonus was certain rooms of dungeons like AV's first room. Where pulling everything would get you killed and it lowered downtime by having the next group inbound by the time the last group died.
In a tradition grinding group like in eureka. Having the next monster always inbound is vital to maximizing gains. But this for the most part does not apply to ff14.
Striving for perfection is the path to one's downfall. 'Tis the paradox of the immaculate carrot. | Jah Bless. One God, One Aim, and One Destiny - Marcus Garvey.
Until the philosophy which holds one race superior and another inferior is finally and permanently discredited and abandoned, everywhere is war - Ras Tafari.
Neither of those is what this thread is asking for. I'll put it in your terms:
'why you stay in one spot long enough for dps to think it's okay to pop all their cooldowns and then run to the next pack so that those cooldowns are wasted?'
I get why a tank might have to stop to collect a stray mob if one gets away from them, but once you've stood in one spot for longer than 10 seconds it should be committed to. I've noticed this too, but have chalked it up to the higher number of players that on average are newer due to the recent expansion. It'll die off soon, and we'll go back to the usual one pack at a time vs. wall to wall pull arguments.
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