After a certain point, it's more fun to wipe trying than to clear single-pulling. That's when you see healers rescuing tanks and dps pulling for the tank.
Just play along with your party. If they want to be reckless, then back them up.
After a certain point, it's more fun to wipe trying than to clear single-pulling. That's when you see healers rescuing tanks and dps pulling for the tank.
Just play along with your party. If they want to be reckless, then back them up.
Could just as easily say that "a tank pulling small is at a point where he's not confident and just wants a minimum stress clear. Just play along with your party. If they want to be careful, then back them up."
Honestly, depending on the situation I'll often prefer a guaranteed clear that takes an extra 5 minutes to everyone just running off trying to set their own pace because they're bored.
Last edited by Goji1639; 08-29-2021 at 09:54 AM.
Taking an extra couple minutes to make sure it only takes 1 attempt in the end is faster than trying to speed run the duty just to wipe multiple times forcing everyone to have to warp/run back. More so when people waste more time trying to point blame at everyone else as to why said wipes happened.Could just as easily say that "a tank pulling small is at a point where he's not confident and just wants a minimum stress clear. Just play along with your party. If they want to be careful, then back them up." 1 bored DPS or Healer running off and pulling isn't "the party."
Honestly, depending on the situation I'll often prefer a guaranteed clear that takes an extra 5 minutes to everyone just running off trying to set their own pace because they're bored.
I'm the type that doesn't like repeating things if it's not necessary. The best example of this is probably with Monster Hunter games. In the latest titles of the main series I main Gunlance with a very defensive skill oriented build. It takes a few extra minutes to finish the hunt. However at endgame I'm pretty much uncartable even if I walk away in the middle of combat to do something afk. I'll come back and see the monster gave up trying to kill me and walked off. I just balance the lack of offensive skills/selections to get big damage numbers by playing in an extremely aggressive manner that results in an almost non-stop uptime on damaging the monster... And then watch the squishy people in my hunt if i'm playing online get 1 shot the moment they fail to dodge something.
I'd really rather tanks don't w2w pull if they're new or inexperienced. Even at level 80 it puts a strain on me healing tanks that can't/won't use their mitigation correctly. Every single pull is a nightmare where I'm GCD spamming praying that they're gunna live and side-eyeing my mana because I don't play WHM in dungeons. If your healer isn't able to dps, you had better hope your DPS actually know their rotations.
Last edited by Dreamsoap; 08-29-2021 at 09:13 AM.
Wall-to-wall pulls are expected at max Lvl.
Players leveling tanks/healers for the first time should experience big pulls at some point while leveling.
Big pulls might be overwhelming at the start. Especially when you haven't unlocked most of your job tool kit. Things get way better once you unlock certain abilities later on. It makes mitigation and healing a lot easier.
A lot of players overestimate the difficulty of big pulls. They try it early on when they barely have enough mitigation/healing abilities and assume it is always going to be the same. That's not true.
From my experience, big pulls while leveling (up to a certain point) are harder than big pulls at max level.
Here is 1 example: https://www.youtube.com/watch?v=SalusJfiwn8
WAR is the best tank for no-healer dungeon runs because they have good self-heal that isn't a DPS loos when used.
"BAAAAAARD!" - 2018
I mean, to do this you have to run the dungeon unsynched. So, exactly how high over the ilvl limit was everyone in that video?Here is 1 example: https://www.youtube.com/watch?v=SalusJfiwn8
WAR is the best tank for no-healer dungeon runs because they have good self-heal that isn't a DPS loos when used.
Roulette doesn't ilvl sync you for lvl80 dungeons, so this point is moot.
Hell, Paglth'an, the most recent dungeon, has been solod by a Warrior.
Only the two current Expert dungeons (Matoya's Relict and Paglth'an) are without sync in roulette. Amaurot syncs to 440; Twinning, Academia Annyder, and Grand Cosmos to 470; and Anemnesis Anyder and Heroes' Gauntlet to 500.
you'd know if you looked at the upload date of the video, tbh
it was the latest dungeon at that point and 510 was the max, I think, so no 530 shenanigans
It all comes down to the simple fact that healers and tanks have cooldowns which are wasted resources if they don't get used, and depending on the level the same applies to DPS. So if it is possible to speed up the dungeon by putting these resources to use then it is always correct choice.
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