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  1. #81
    Player
    Dreakon13's Avatar
    Join Date
    Jul 2019
    Posts
    57
    Character
    Dreakon Thirteen
    World
    Maduin
    Main Class
    Paladin Lv 90
    As a new tank, I definitely take it slow. Especially as I'm learning dungeons, since as a relative newbie overall and DPS previously it wasn't super critical to know things inside and out in the earlier dungeons I was doing. So I only have a vague idea of the mechanics that go into some of these.

    I could see me continuing to go slow even when I know the landscape better... just because living tends to be more fun than dying with people that probably just want to reasonably complete their dailies and move on, and dungeons will take a little while no matter how wildly I collect mobs. I may get adventurous as a party and I prove capable, but the quality of a party can fluctuate so wildly (I assume moreso later in the game) from run to run that it's probably better to pick what I'm comfortable with (slower) and make little adjustments.
    (2)

  2. #82
    Player
    JowyAtreides's Avatar
    Join Date
    Dec 2015
    Location
    Gridania
    Posts
    300
    Character
    Jowy Khah
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    For level capped dungeons, pulling everything seems standard, taking gear and party composition into consideration of course.

    For levelling dungeons, doing half or 2/3rd's of everything is usually okay in my books. Healers aren't balanced in levelling and what a specific level scholar might struggle to cope with might be laughable to a same level white mage for example.

    Tanks that want to take it slow, just make sure you're not agitating the party in doing so. I'd say majority of people are happy for things to take an extra 5 or so minutes, but if it turns into an extra 15, well things get a little antsy.
    (2)

  3. #83
    Player
    Dreakon13's Avatar
    Join Date
    Jul 2019
    Posts
    57
    Character
    Dreakon Thirteen
    World
    Maduin
    Main Class
    Paladin Lv 90
    Maybe it's just because low level dungeons, but people don't use the chat much. Occasionally get one person trying to direct things but there isn't much in the way of responses coming back. Makes it tough to know exactly what people want.

    Perhaps in the higher end content, communication is much more common/necessary?
    (0)

  4. #84
    Player
    Kidria's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    198
    Character
    Kidria Scyen
    World
    Zalera
    Main Class
    Dark Knight Lv 81
    Quote Originally Posted by ForteNightshade View Post
    I recommend she use Trusts then. I even said this to a friend of mine for precisely the same reason. She was initially nervous doing huge pulls. Trusts allow you to control the pace without inconveniencing anyone else. That being said, I often suggest even newer tanks try doing a double pull. Six monsters do very little damage, and you'll often find people more willing to accommodate tanks who do this because it shows they're trying to compromise. Personally? I straight prefer wiping because the tank tried a big pull but couldn't handle it. Why? I like they're trying to push themselves. Hence why I'll always reply "Eh, no biggy."

    Nothing is more irksome than getting a 71+ dungeon and the tank only wants to pull one at a time. It tells me they wanted a faster run compared to Trusts since human players will typically do far higher damage. But they still wanted to enforce their preferred pace.
    A late reply but yeah, she's pretty much resigned to doing trusts once she hits 71. Right now I've been going with her as my healer and encouraging her to do bigger pulls, and she's been doing a lot better, but the usual 'oh no' anxiety kicks in when she gets too adventurous and dies or a dps tells her off. I just wish the common majority had more patience.
    (3)

  5. #85
    Player
    Yrantis's Avatar
    Join Date
    Sep 2019
    Posts
    23
    Character
    Yrantis Eral
    World
    Ultros
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Kidria View Post
    A late reply but yeah, she's pretty much resigned to doing trusts once she hits 71. Right now I've been going with her as my healer and encouraging her to do bigger pulls, and she's been doing a lot better, but the usual 'oh no' anxiety kicks in when she gets too adventurous and dies or a dps tells her off. I just wish the common majority had more patience.
    If you go in nervous you'll be twice as sensitive and only remember the jerks. It's true that the world is full of them, but there are plenty of understanding people too, most people as long as they're warned about the tank being new will adjust. The truth is people are often hardest on tanks because their failure is the most visible. If a tank dies, the party all dies right after 9.5/10 times, if a healer dies and it's near the end of a fight, the tank and DPS can pull it out, depending on the situation but it ALSO often leads to party deaths. When DPS die though nobody cares until DPS checks on Savage because the healer will just roll their eyes and res them with no issue. The truth is she'll never get comfortable unless she practices consistently. It can be scary dealing with what feels like people waiting for you to fail so they can complain, but you just gotta learn to tune out people like that and only seek constructive criticism. You'll know you've hit the big time when you can tank an instance and laugh at other people's low DPS while you sally through, especially with a competent healer.
    (1)

  6. #86
    Player
    Lorim's Avatar
    Join Date
    May 2012
    Posts
    7
    Character
    Kaenel Artelus
    World
    Sagittarius
    Main Class
    Marauder Lv 31
    The main problem with tank doing big pull, is the "missed mob".... yeah often there is a mob who didn't get his dose of aggro..... And, i automatically get the hate when i cast my first heal/regen on the tank....
    And thus began the run from the mob while trying to heal the tank.... Until i die or the Tank, at last, see he missed one (3 minutes later....).

    And when it's like that,you really don't have the time to type in the chat ^^;

    So yeah, i'm not really fond of big pull.... Since i don't have great luck when he come to aggro
    (1)

  7. #87
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by Lorim View Post
    The main problem with tank doing big pull, is the "missed mob".... yeah often there is a mob who didn't get his dose of aggro..... And, i automatically get the hate when i cast my first heal/regen on the tank....
    And thus began the run from the mob while trying to heal the tank.... Until i die or the Tank, at last, see he missed one (3 minutes later....).

    And when it's like that,you really don't have the time to type in the chat ^^;

    So yeah, i'm not really fond of big pull.... Since i don't have great luck when he come to aggro
    That sometimes happens due to server delay where a mob will run right through a tank using their AoE ability but it not registering on the mob, even though visually they were directly in the AoE.

    This tends to happen more often when a healer throws out an early regen or heal during the pull or when an overzealous dps starts attacking before the tank tags the group of mobs, where the mobs will initially agro on the tank as they get close and then suddenly get their agro redirected towards the healer or dps and start moving towards that player which can result in a split-second difference in what the server sees as mob location and what the tank sees client-side, which is often enough to be the difference in tagging a mob or not when on the move in a big pull.

    In addition to that, healers and dps need to keep in mind that mob groups tend to be a bit spread out and so the tank often needs that initial second of agro on the group when they approach them so that they all converge on the tank's position to get them all close enough to be in range to get tagged by their AoE ability. If a healer or dps jumps the gun during a pull, it is quite easy for mobs to be too spread out and end up running past the tank and out of range of their AoE agro grab.

    If a mob does get by the tank during a big pull, it can often be more detrimental to stop, turn around, grab agro on that one mob and then continue the pull. That gives the mobs a good amount of time to get extra hits in on the tank and time that the dps will often see as an invitation to go ham and then end up taking agro on the other mobs and then you end up with the same situation again.

    The best things to do when this happens, and is sort of general best practice for big pulls anyways, is to make sure the tank and the rest of the party have hit sprint after the first group has been tagged to help keep one step ahead of the mobs and therefore avoiding most auto-attacks. Also when the pull is over and the group stops to fight the mobs, whoever has the stray mob on them just needs to lead the mob into the middle of all the other ones and it will get picked up almost instantly by the tank spamming their AoEs. If you are spending time running around with the mob or typing out a message for the tank to take the mob instead of just stacking the mob with the others, you are taking unnecessary damage.

    On a similar note, if you have a mob that tethers to you and ignores agro, like in Amaurot, don't run around like a fool as you are making it incredibly difficult for the party to kill the mob. Just stack it with the rest of the mobs and it will get killed. I'm sick of having to tell at least one of the people in my party to stop running around with their tethered mob almost every time I get that dungeon in Ex Roulette.
    (3)
    Last edited by TouchandFeel; 09-11-2019 at 10:41 PM.

  8. #88
    Player
    Vulcann's Avatar
    Join Date
    Jan 2019
    Posts
    135
    Character
    Matic Zanleer
    World
    Faerie
    Main Class
    Paladin Lv 80
    you're a tank you decide the pace of the dungeon ... no one else.

    if others don't like it they can vote abandon and go back into their 10 minute DPS queue.
    (3)

  9. #89
    Player
    LichKaiser's Avatar
    Join Date
    Aug 2013
    Location
    unknow
    Posts
    25
    Character
    Lich Kaiser
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    content is old and repetitive, doing same dungeon over and over during all this years makes tanks and generally most of player base just wishing to run down as fast as they can to receve the ending EXp/gold/Tomes they comes for. Thats it, faster you do, faster you end them and return to your activity. You can look the ambient, mechanics, landscape of a dungeon the first 2/3 times, but after 1 month of repeting the same dungeon, nobody care of it anymore, and do it only for reward as fast as they can.
    (0)
    Last edited by LichKaiser; 09-11-2019 at 08:04 AM.

  10. #90
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    The reason for pulling one group at a time or pull multiple really just comes down to situation.

    A group that have geared up properly can do multiple because they are gear to the minimum required to handle multiple.

    However, rush to multiple when group is not well geared will end up just being a bad choice since healers may not keep up with damage taken or the DPS may take too long to kill with AoE due to low DPS for not being geared up yet to current content or Tank is taking too much damage due to not being geared enough to handle large multiple even with Defense buffs.

    When pulling multiple you got to be more observant with how the Group is handling it on the first or second try because if you blindly just pull multiple only without noticing the group is struggling to barely kill them all then you may end up annoying the group more than you being annoyed you're not getting the dungeon done fast enough just to get it over with.
    (1)

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