"You were taught wrong which is correct"
So was he/she taught the wrong or right thing in the end?


Pulling wall to wall in endgame dungeons is a base expectation. If you're not doing that, at that point in time, you're basically griefing. Because you certainly aren't tanking.
I don't need to ask a healer if they're cool with big pulls in Matoya's or Hero's. Why? Because they could literally be a third DPS and I'll be fine. It doesn't require high level play to do this, either. Just base knowledge of what you're doing. Which you learn by being taught, ideally, as a new player how to do that early on. Which is, again, why I tell new players to do a large pull and rotate through their cooldowns to extend the protection they provide for you. Or why I'll request a DPS who is only doing single target in an AoE pull, to AoE. Or why standing around on WHM only waiting to push "Cure II" is a hindrance to your party, because Holy stuns and essentially provides Hallowed Ground-level of mitigation since nothing can take any actions for a duration while you start doing it.
To intentionally slow down a run because someone doesn't want to really participate in the content isn't a playstyle. This is a team game, if you don't want to be part of a team, then run with trusts because AI teammates have no cares left to give.
Last edited by Alaray; 03-24-2021 at 09:16 PM.


I have played this game from the beta and have to disagree. This whole wall to wall pull is a not a given nor was it intended. In fact, when players first began finding ways of pushing packs further, SE put in gates and boundaries so that packs and trash had to handled. So to say that if you not doing this a certain way, then you are griefing is just baloney. There are plenty of reasons for doing pack and wall to wall. It is a team game and that does not work for everyone.Pulling wall to wall in endgame dungeons is a base expectation. If you're not doing that, at that point in time, you're basically griefing. Because you certainly aren't tanking.
....lTo intentionally slow down a run because someone doesn't want to really participate in the content isn't a playstyle. This is a team game, if you don't want to be part of a team, then run with trusts because AI teammates have no cares left to give.
On the subject of who pulls, if everyone did their own job then the dungeon would be smooth regardless. DPS should not pull mobs that is a tank’s job.
For the record, I do not play a tank and I do not mind big pulls as a healer or as a DPS. I do mind when people do not play their roles.
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And it's things like this as to why I will pull how I please.. i have a pocket healer and sometimes a DPS too so pulling more then I want will get you dead or vote removed if you continue to do so..Pulling wall to wall in endgame dungeons is a base expectation. If you're not doing that, at that point in time, you're basically griefing. Because you certainly aren't tanking.
I don't need to ask a healer if they're cool with big pulls in Matoya's or Hero's. Why? Because they could literally be a third DPS and I'll be fine. It doesn't require high level play to do this, either. Just base knowledge of what you're doing. Which you learn by being taught, ideally, as a new player how to do that early on. Which is, again, why I tell new players to do a large pull and rotate through their cooldowns to extend the protection they provide for you. Or why I'll request a DPS who is only doing single target in an AoE pull, to AoE. Or why standing around on WHM only waiting to push "Cure II" is a hindrance to your party, because Holy stuns and essentially provides Hallowed Ground-level of mitigation since nothing can take any actions for a duration while you start doing it.
To intentionally slow down a run because someone doesn't want to really participate in the content isn't a playstyle. This is a team game, if you don't want to be part of a team, then run with trusts because AI teammates have no cares left to give.
I would never have made this mentality of " you pull it you tank it" if not for DPS like you.
Back when I first started the game had a rude Red who kept doing that in a dungeon that was new to me and my healer.. we told them so before the barrier dropped.. we ask him to stop so we could enjoy the new dungeon.. we finished.. he told us we both sucked and left.. so I'll use my privileges as a tank to be the tank and set the pace.. if you dont like it you can return to your 30min+ wait time for a new dungeon or you can suck it up and understand that I play the class that keep your alive an let you have your wall to wall pulls
The important distinction here is endgame dungeons. Because many people just read something like this, expect it means every dungeon in the game and overreact immediately.
Leveling dungeons and leveling cap dungeons (50, 60, 70, 80) are a different boat entirely. In particular, dungeons like Matoya's and Hero's Gauntlet are absolute jokes compared to something like Holminster or huge Aurum Vale pulls with some first timers. Some leveling dungeons it's reasonable to pull 2-3 packs if you're keeping a good pace because they actually can hit like trucks. It's strange design that it starts harder while leveling, then becomes more faceroll as you reach max level, but that's the way it is.




DPS usually can't run ahead of you if you use Sprint out of battles to travel to each mob pack and pull everything without stopping.
It's surprising how many tanks only use Arm's Length for mitigation because that's the only mitigation people teach them about these days.



I pull depending on the party. Also, if you run some leveling roulette you'll run into situations where pulling w2w simply has no point.
In any case, "don't let dps run in front of you" isn't always possible, or even worth the trouble. So what if the DPS runs into a pack half a second faster? Even in level-cap dungeons, I'm sure you've also ran into DPS who are already positioned at the far front to dash. It's a waste of time to argue whether a tank is always going to be able to keep ahead of the DPS. And even if you can, there's really no point to always pull to the actual wall.
I mean I main an RDM, and I can tell you I will be able to outrun any tank in a dungeon unless that tank literally pulls mobs right up to the wall that cuts off access. But is there a point for a tank to do that all the time? Does that mean now the tank isn't good enough, isn't fast enough? No. It's just because I, being an RDM, has the freedom and mobility to pre-position, and a headstart is going to guarantee that I outrun a tank. And we haven't even considered things like NINs and DRGs who can jump forward out of combat.
Let's not turn this into a discussion of "the right way to tank". Just focus on what is essentially a PSA: if you are playing a melee DPS, and you happen to end up pulling, whether intentional or by accident, use that Arm's Length.
Last edited by Zfz; 03-24-2021 at 09:58 PM.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway




I've never had DPS out-pace me. Usually they are all far in the distance from me struggling to catch up.
It depends a lot on loading time though, because if you have an SSD you will load immediately into the next area and be able to run ahead of those loading slower.



Not talking about load time. I'm talking about ranged DPS re-positioning themselves during combat towards the exit side of the encounter, so when the fight finishes, and whatever obstacle preventing movement is removed, the DPS has a headstart simply due to the positioning.
Generally speaking it's trivial for ranged DPS players to outrun a tank if they wanted. Heck I do it all the time and do zigzags to gradually put myself behind the tank. It's my own personal mini-game when playing SAM for example to end the fight with a back-jump towards the exit side.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
― Ernest Hemingway
dps need to learn some patience and wait 2 seconds for the tank to pull, if dps wanted to tank they shoulda que'd up as a tank. if someone runs ahead of me and pulls then i let them tank it
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