




I'm willing to put up with a lot. That said, if you had started doing that in my party I'd have left pretty quickly and ate the timer, even if I was the other dps. I won't be part of that nonsense.Nah I just did it cause I got annoyed with the single pulls and the tank pulling that they are the leader so I did my own thing just to prove a point. I did ignore the slaves though. I did even say I am the captain now. I also did it so they could not remove me cause I was always in combat or had loot rolling cause they did try to wait out the timer. This was also months ago I rarely dps now in DF unless I am with friends.
Last edited by Vahlnir; 03-19-2021 at 08:41 AM.
My first tanking experiences were rough too. One time while I was starting out as a DRK, we were running Qarn and I was struggling. The healer turned toxic and refused to rez after wiping.
Wound up not touching tanking again until Gunbreaker dropped.

I'm a new tank (this is the first game I've played a tank). Could someone explain what wall to wall pulling is. I go one group at at time, every once in a while a dps will pull in a second group. How do you wall to wall pull?




Wall to wall pulling is pull all the mobs possible until the next block point of boss area.




You can hit Sprint and pull as many groups as you can. Sprint lasts 20 seconds if pressed when not fighting anything.
Multiple groups present more of a challenge for everyone. You, the healer and the DPS have to work harder, so it's best to rotate your mitigations Reprisal, Sheltron, Arm's Length, Rampart, Sentinel and Hallowed Ground. You can combine two of these together if incoming damage is very high and you want to help the healer out and Hallowed Ground, which makes you invincible, can be used 3-4 times throughout the dungeon if used off-cooldown on multiple packs.
Multiple groups is safe in 60/70/80 dungeons, but risky in leveling dungeons (any dungeon that is not 50/60/70/80) because of how low your gear syncs and some healers will struggle with it.
It's risky to pull multiple groups in level 50 dungeons because there are no "walls" to pull to, so you can pull half the dungeon. Some healers and tanks can handle this but it's safer to just do half, or just two packs if you aren't confident.
If you run out of mitigation and the incoming damage is high, you can run in a circle to delay the auto-attacks long enough to get healed.
Last edited by Jeeqbit; 03-19-2021 at 08:40 PM.
What your saying has to do with someone being an idiot like I mentioned before and had very little to do with dps pulling for the tank. I know I was being an idiot but I was also not in the mood to just sit back and let them lord over me with their roles. As I mentioned I was lucky and stubborn enough to do what I did. Far from the right play call.
DPS that pull and just kite mobs around are annoying, but a tank that refuses to AoE mobs and single targets and asks the healer to not heal so they also do not get aggro is equally as annoying. So we apes tested our stubbornness.
Remember when tanks had a tank stance and a DPS stance? Back when playing a tank required a brain!Tanks who can't tank in this expansion are extremely bad. There, I said it.
Before you actually had to use multiple attacks to establish aggro and other classes sometimes needed to shirk to get aggro off themselves. They made this braindead easy by just giving everything 10x aggro generation compared to what it used to be. You literally hit your AOE one time on enemies and you have their attention. After you've pressed your ONE button and grabbed some more mobs than just 1 or 3, you use your defensive cooldowns. If this concept is too advanced, then how are you able to play any other class, yet alone crafters or gatherers which have more thought involved?





Still requires a brain. Aggro management has never been easier though. Tanks still need to tank and maintain aggro (yes, it is still entirely possible for some tanks to lose it if they aren't doing what they need to do), grab adds, pop CDs as needed, tank swap depending on the fight and keep the boss positioned correctly, all while dealing with mechanics. It is a bit easier to tank now, that is a fact, but it still requires doing some important stuff. About the only thing that could be considered braindead is aggro management, but that also allowed players to focus more on performing other tasks. Stance dancing was neat and all, but I personally feel that it was unnecessary complexity for the sake of complexity. I'm also aware of the torches and pitchforks that are headed my way after saying this, but oh well. Just speaking my mind.


I must admit as a returning player this did make me chuckle, I quit during the stance dance era where you had to split your rotation up among enemies and OMG that BLM is melting these FLAAAAAAAAAAAAAAAAAASH!Tanks who can't tank in this expansion are extremely bad. There, I said it.
Before you actually had to use multiple attacks to establish aggro and other classes sometimes needed to shirk to get aggro off themselves. They made this braindead easy by just giving everything 10x aggro generation compared to what it used to be. You literally hit your AOE one time on enemies and you have their attention. After you've pressed your ONE button and grabbed some more mobs than just 1 or 3, you use your defensive cooldowns. If this concept is too advanced, then how are you able to play any other class, yet alone crafters or gatherers which have more thought involved?
Emnity is basically not a mechanic anymore, stance dancing vs bosses used to be a skill gap gauge, now it's a one button and done kinda thing.
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