victoriana-blue wrote: »How do you deal with leashing, then? I've been in groups where one dps tries to use this strategy, but they're so far ahead of the group that the other dps keeps dying when the mobs return to their old position and the whole group slows down. (VoM and CoH are particularly bad about this, ime.)Kali_Despoine wrote: »A word to the tank that has to endear a dps that runs ahead
run father and bring them back to them if they don't keep up.
When I run a dungeon I gather all the adds till I hit a boss or a door that wont open until mobs are cleared.
I pull them all to a pinch point or line of sight them so they all stack. Then I let the burn happen.
A true tank will not let the group kill mobs groups of 3-5 but 10-20
Not only will this keep the deeps satisfied but will actually make it fun for all even the healer.
victoriana-blue wrote: »I like teaching things. I would rather spend two hours taking three under-50s through nCoS or nICP than spend 20 minutes with two vMA dps who burn through mechanics - new players are awesome, they're unpredictable and no two runs are the same. I have no illusions that leet deeps will give a flying finger about tank experiences in 4-person content, even before reading the responses to this thread, but there are lots of people between "total beginner" and "Flawless Conqueror" who make life harder for tanks just because they don't know any better. Maybe I'm too optimistic, but I like to think that people change their behaviour when they realize how it affects their experience and the experiences of everyone around them. /shrug
victoriana-blue wrote: »I like teaching things. I would rather spend two hours taking three under-50s through nCoS or nICP than spend 20 minutes with two vMA dps who burn through mechanics - new players are awesome, they're unpredictable and no two runs are the same. I have no illusions that leet deeps will give a flying finger about tank experiences in 4-person content, even before reading the responses to this thread, but there are lots of people between "total beginner" and "Flawless Conqueror" who make life harder for tanks just because they don't know any better. Maybe I'm too optimistic, but I like to think that people change their behaviour when they realize how it affects their experience and the experiences of everyone around them. /shrug
I used to be a teacher to random noobs just like you, but then I took too many curses in the group chat.
If I see someone with Stormproof title, and even more so Flawless Conqueror I can be almost sure I won't stay for 2 hours in the same dungeon I've done 100 times before in an average time of 25 minutes. It's not only about the DPS, but the way people who have beat vMA and have dabbled a bit in PvP in addition to that respond to mechanics by blocking, roll dodging, interrupting - it's not only the tank's job to interrupt, contrary to popular belief so if you see em channeling start bashing. It's like night and day. I can't save your rear quarters if you fail to doge Velidreth spike, you don't grab the pinion at the Inhibitor, you don't line up Chudan's charge to the caster, you don't carry the poison to the cleansing spring at Xal Nur, you keep failing into portals at Lord Warden, or eat other aggro independent, one-shot damage.

Because us dps really don't need a tank in dungeons. Your entire role can be replaced by another dps...how does that make you feel?
Whoever said being a tank is boring needs to go tank vHOF.
Maura_Neysa wrote: »duendology wrote: »Blah, blah, blah...
A Tank and a Healer are a must.
Everything goes smoother when people pay attention to their roles and actually know the meaning of the word TEAMWORK.
I've done most of my speed runs/no deaths in vanilla dungeons (vet HM), even Valkyn Skoria, with a group of 3 dds...
and that's it, not even bothered to look for a 4th, just 3 DDs.
It's not rocket science, it's actually quite easy.
So your first statement is objectively inaccurate.
Your second statement is partially accurate, but it's very generic. What does it mean "pay attention to their role" ?
The tank has to tank, the dds have to dd and the healer has to heal ? that's it ?
What about stacking and spreading ? What about DDs interrupting (usually the tank's job) ? What about specific dungeon mechanics ? What about avoiding one-shot mechanics ? What about not staying at max range ?
A Bow/bow build may stay at max range to get full buff, but most last bosses have charge mechanics if a player is too far. Interrupting an attack is usually the tank's job, but someone mentioned Dranos...
You don't need a tank and a healer to know all that, just people with basic situational awareness.
On the flipside, I've had some pretty dreadful runs with tank and healer, with the healer staying at max range and getting oneshot by mechanics, and the tank kiting the boss out of my destro ulti and ground aoes, because Reasons(TM), so there's that.
Your third statement was a single word, like screaming "FREEDOM" during a public speech, it may or may not be in context, but someone with no clue of what's happening will cheer for you...
And I've done most of the dungeons with no DPS and no healer, really not that hard at all. Just because one can does not make it the best way one should. Only thing that changes with more people is how long it takes and whether there's some mechanic thats now passible (like Dranos)
I was arguing the point that tanks are a must, they're not.
So, while accurate, your statement is useless to the conversation.
Soloing a dungeon with a tank build is not hard, but it's time consuming. I do it for fun or when I want to try out a new build. Running 3 DDs, especially if you're carrying someone, it's the opposite. Look up the difference between Efficacy and Efficiency.
Said that, I'm not advocating for tankless groups, I have 3 different tanks in my roster and I like to play all 3 of them. I main tank in trials right now. I like to play tanks, I've always played tanks whenever I could, in every game I played.
Regardless, in ESO, in the presence of a number of variables (group experienced with the content, medium to high dps), tanks are not a must, outside of DLC dungeons and trials (content with mechanics that require a tank), and that is not my opinion, but a well proved fact..
Would the presence of a tank make the run smoother ? If the combined dps of the group is less than 40k, yes, definitely. Running 3DDs + heal or 4DDs in that condition is probably not advised, as you will have to play the mechanics, manage adds, and manage the boss.
But the moment the average dps of each player is > 25k, the tank is useless, and you don't have to worry about mechanics, you can just burn.
But I can already see the next argument: "Where's the fun in that".
This kind of conversation always goes this way:
1) Tanks are a must. -> No it's not true.
2) Tanks makes everything smoother. -> Not if you can burn.
3) Where's the fun in that. -> Now you're basically begging me to let you win the argument...
The OP was asking "what to do if a dps rushes ahead and burn everything". The conditions are clearly of an experienced player with a high dps, or an imbecile. In the first case, you do your best, but keep in mind you're not necessarily needed, in the second, wait for the guy to die, then proceed to do your thing.
A good tank doesn't have to worry about "messing up the pull" unless there are oneshot mechanics for the pull (there aren't). Someone else pulled? Grab everything and go back in position, nothing happened.
A good tank knows how to keep control of the fight, that's the whole point of a tank. If you're whole tanking strategy relies on the pull, you're doing it wrong.
Just saying.
Maura_Neysa wrote: »duendology wrote: »Blah, blah, blah...
A Tank and a Healer are a must.
Everything goes smoother when people pay attention to their roles and actually know the meaning of the word TEAMWORK.
I've done most of my speed runs/no deaths in vanilla dungeons (vet HM), even Valkyn Skoria, with a group of 3 dds...
and that's it, not even bothered to look for a 4th, just 3 DDs.
It's not rocket science, it's actually quite easy.
So your first statement is objectively inaccurate.
Your second statement is partially accurate, but it's very generic. What does it mean "pay attention to their role" ?
The tank has to tank, the dds have to dd and the healer has to heal ? that's it ?
What about stacking and spreading ? What about DDs interrupting (usually the tank's job) ? What about specific dungeon mechanics ? What about avoiding one-shot mechanics ? What about not staying at max range ?
A Bow/bow build may stay at max range to get full buff, but most last bosses have charge mechanics if a player is too far. Interrupting an attack is usually the tank's job, but someone mentioned Dranos...
You don't need a tank and a healer to know all that, just people with basic situational awareness.
On the flipside, I've had some pretty dreadful runs with tank and healer, with the healer staying at max range and getting oneshot by mechanics, and the tank kiting the boss out of my destro ulti and ground aoes, because Reasons(TM), so there's that.
Your third statement was a single word, like screaming "FREEDOM" during a public speech, it may or may not be in context, but someone with no clue of what's happening will cheer for you...
And I've done most of the dungeons with no DPS and no healer, really not that hard at all. Just because one can does not make it the best way one should. Only thing that changes with more people is how long it takes and whether there's some mechanic thats now passible (like Dranos)
I was arguing the point that tanks are a must, they're not.
So, while accurate, your statement is useless to the conversation.
Soloing a dungeon with a tank build is not hard, but it's time consuming. I do it for fun or when I want to try out a new build. Running 3 DDs, especially if you're carrying someone, it's the opposite. Look up the difference between Efficacy and Efficiency.
Said that, I'm not advocating for tankless groups, I have 3 different tanks in my roster and I like to play all 3 of them. I main tank in trials right now. I like to play tanks, I've always played tanks whenever I could, in every game I played.
Regardless, in ESO, in the presence of a number of variables (group experienced with the content, medium to high dps), tanks are not a must, outside of DLC dungeons and trials (content with mechanics that require a tank), and that is not my opinion, but a well proved fact..
Would the presence of a tank make the run smoother ? If the combined dps of the group is less than 40k, yes, definitely. Running 3DDs + heal or 4DDs in that condition is probably not advised, as you will have to play the mechanics, manage adds, and manage the boss.
But the moment the average dps of each player is > 25k, the tank is useless, and you don't have to worry about mechanics, you can just burn.
But I can already see the next argument: "Where's the fun in that".
This kind of conversation always goes this way:
1) Tanks are a must. -> No it's not true.
2) Tanks makes everything smoother. -> Not if you can burn.
3) Where's the fun in that. -> Now you're basically begging me to let you win the argument...
The OP was asking "what to do if a dps rushes ahead and burn everything". The conditions are clearly of an experienced player with a high dps, or an imbecile. In the first case, you do your best, but keep in mind you're not necessarily needed, in the second, wait for the guy to die, then proceed to do your thing.
A good tank doesn't have to worry about "messing up the pull" unless there are oneshot mechanics for the pull (there aren't). Someone else pulled? Grab everything and go back in position, nothing happened.
A good tank knows how to keep control of the fight, that's the whole point of a tank. If you're whole tanking strategy relies on the pull, you're doing it wrong.
Just saying.
Wifeaggro13 wrote: »Maura_Neysa wrote: »duendology wrote: »Blah, blah, blah...
A Tank and a Healer are a must.
Everything goes smoother when people pay attention to their roles and actually know the meaning of the word TEAMWORK.
I've done most of my speed runs/no deaths in vanilla dungeons (vet HM), even Valkyn Skoria, with a group of 3 dds...
and that's it, not even bothered to look for a 4th, just 3 DDs.
It's not rocket science, it's actually quite easy.
So your first statement is objectively inaccurate.
Your second statement is partially accurate, but it's very generic. What does it mean "pay attention to their role" ?
The tank has to tank, the dds have to dd and the healer has to heal ? that's it ?
What about stacking and spreading ? What about DDs interrupting (usually the tank's job) ? What about specific dungeon mechanics ? What about avoiding one-shot mechanics ? What about not staying at max range ?
A Bow/bow build may stay at max range to get full buff, but most last bosses have charge mechanics if a player is too far. Interrupting an attack is usually the tank's job, but someone mentioned Dranos...
You don't need a tank and a healer to know all that, just people with basic situational awareness.
On the flipside, I've had some pretty dreadful runs with tank and healer, with the healer staying at max range and getting oneshot by mechanics, and the tank kiting the boss out of my destro ulti and ground aoes, because Reasons(TM), so there's that.
Your third statement was a single word, like screaming "FREEDOM" during a public speech, it may or may not be in context, but someone with no clue of what's happening will cheer for you...
And I've done most of the dungeons with no DPS and no healer, really not that hard at all. Just because one can does not make it the best way one should. Only thing that changes with more people is how long it takes and whether there's some mechanic thats now passible (like Dranos)
I was arguing the point that tanks are a must, they're not.
So, while accurate, your statement is useless to the conversation.
Soloing a dungeon with a tank build is not hard, but it's time consuming. I do it for fun or when I want to try out a new build. Running 3 DDs, especially if you're carrying someone, it's the opposite. Look up the difference between Efficacy and Efficiency.
Said that, I'm not advocating for tankless groups, I have 3 different tanks in my roster and I like to play all 3 of them. I main tank in trials right now. I like to play tanks, I've always played tanks whenever I could, in every game I played.
Regardless, in ESO, in the presence of a number of variables (group experienced with the content, medium to high dps), tanks are not a must, outside of DLC dungeons and trials (content with mechanics that require a tank), and that is not my opinion, but a well proved fact..
Would the presence of a tank make the run smoother ? If the combined dps of the group is less than 40k, yes, definitely. Running 3DDs + heal or 4DDs in that condition is probably not advised, as you will have to play the mechanics, manage adds, and manage the boss.
But the moment the average dps of each player is > 25k, the tank is useless, and you don't have to worry about mechanics, you can just burn.
But I can already see the next argument: "Where's the fun in that".
This kind of conversation always goes this way:
1) Tanks are a must. -> No it's not true.
2) Tanks makes everything smoother. -> Not if you can burn.
3) Where's the fun in that. -> Now you're basically begging me to let you win the argument...
The OP was asking "what to do if a dps rushes ahead and burn everything". The conditions are clearly of an experienced player with a high dps, or an imbecile. In the first case, you do your best, but keep in mind you're not necessarily needed, in the second, wait for the guy to die, then proceed to do your thing.
A good tank doesn't have to worry about "messing up the pull" unless there are oneshot mechanics for the pull (there aren't). Someone else pulled? Grab everything and go back in position, nothing happened.
A good tank knows how to keep control of the fight, that's the whole point of a tank. If you're whole tanking strategy relies on the pull, you're doing it wrong.
Just saying.
its a poor design in combat , everyone bangs on the trinity system, but with out defined roles the game becomes all about meta DPS. in all honesty the only thing wrong with defined roles is MMO developers began removing roles to make the trinity system. the group dynamics were far better with true dedicated CC and utility. I personally feel its why there is no permanent end game community in this game any more its a constant churn.
Don't have a chat line for you, but I do have something simple you can do:
STOP TANKING MID-FIGHT.
That will teach them. Might get you kicked, but your message will have been said.
Everyone always bashing on the DDs in this game. All but 2 of my characters are DDs so I spend a lot of time filling that role. I also spend a ton of time PUGing my way through vet dungeons. With the exception of a couple bosses in a couple dungeons I can easily say that I would much rather run them with 4 DDs that have even the slightest clue, and a bit of survive-ability.
You think it goes faster with 2 DDs, 1 healer, and 1 tank? It doesn't. Tanks and healers are pretty much on par with one another as far as the need for them in a group; and that need is very little, and very situational. As an example, just a few days ago me and 3 other DDs ran all 3 vet pledges, all 3 hard mode. Given, the DLC pledge was ICP, it was still a face roll. I think all 3 took us about 30 - 35 minutes.
This is the second topic I came across on here tonight that pretty much screams "I'm a tank, bow to my value", whilst majority of the posts bashed all the poor decisions some DDs make like running ahead of the group, pulling agro before the tank, etc. As a competent DD, I don't want to wait 5 seconds for a tank to group the ads, when I can do that myself within that time frame and have them all pretty much dead by then. You know what kind of tank I like best? The kind that sees me focusing a group of ads right away, and pulls the stragglers to me. I don't know what DDs you all get in your groups, but if you all think a tank is the ever saving grace of the group then I hope my group finder never selects you.