Guilty as charged. I queue as tank on my sorcerer to farm some normal instances and end up doing 60-80% group DPS
Tan9oSuccka wrote: »I want them to get rid of the multi queuing ability.
Too many Mr. clever DPS guys who can't wait in line like the others.
Giles.floydub17_ESO wrote: »Tan9oSuccka wrote: »I want them to get rid of the multi queuing ability.
Too many Mr. clever DPS guys who can't wait in line like the others.
So people who can do multiple roles are forced to select one?
I guess those who can truly do multiple roles but prefer one over the other can chooose to forum their own groups making the GF queue even longer.
Heck, healin 4 man dungeons is usually pretty easy. I mostly do damage as a healer and only jabs 2 - 3 heals sloted. BoL, regen and repent. On a Sorc if would be regen and combat prayer. The rest would be dps skills.
HalloweenWeed wrote: »Id like a soloinstance with tank-challenge, healer-challenge and dd-challenge u have to beat in order to unlock role-icons for vet-modes groupfinder.
Interesting idea, and I would agree except for the actual implementation (ZOS) part. Heck, they've been working on the group finder for how long - and still haven't gotten it right. Then there's the newer Battlegrounds - still patching. And would you trust them to implement a test for role? I wouldn't. Even if they implemented a system to check stats for possible roles - would be buggy as heck. This is why I think they must leave that unchanged, the way it is.
What's worse than players that aren't tanks queuing as tanks? Player that ARE tanks NOT being allowed to queue as tanks.
Not only that, as was said the player execution of plays is the biggest thing that makes a difference. And tanks MUST taunt, or they're worthless in some situations. I'd bet many of the players that think they are tanking don't even have a taunt ability - or know to use it.
Oh, my upcoming tank on the PC NA server is Casontril BTW. Lv 40 presently.
Crafts_Many_Boxes wrote: »Crafts_Many_Boxes wrote: »Crafts_Many_Boxes wrote: »The blood fountain boss comes along (the human who spawns the red clones of himself), and the tank just got repeatedly 1 or 2 shot. There's no healing through that, and we couldn't rez the tank fast enough for the pull not to fall apart. Tried it a few more times, then had to boot the tank.
Was he dying on the spin attack, or after the teleport?
* The spin attack on normal can be survived with 20k health or so as long as you block it.
* The teleport move is always a oneshot. The players who don't get tethered down need to bash the shadows so the person tied down can move out of the way (just sprint away/rolldodge twice away)
I'm not dismissing you, but that fight requires a lot more than others from DPS players due to the mechanics. If you don't do them, the tank is always going to die/get one-shot.
I understand there are things for the dps to do, but it was mostly on the tank. He wasn't blocking a lot of the big hits, not interrupting a lot of the wind-up attacks, and just dying all the time. Again, this guy had like 25k health, and he probably wasn't in tank gear. Who knows if he had the right passives or armor on.
As for the tether move, we freed the target every time. Does he teleport to the target and oneshot them if you fail that? In previous groups before that day I'd noticed the person always died, but I'd never observed a teleport.
That guy is very kite-able. Just saying. I've kited him before up until I'd get chained on my 16k health sorc, no streak, no speed buff. Granted I was doing 0 dps pretty much but he is possible to do without a proper tank. That was on vet too, the thing is all his attacks are conveniently very melee range.
It doesn't excuse bad tanks, it simply means if you and just one other person(needed to bash) know what they're doing you can pass him with or without a tank.
Also, one thing a lot of people don't understand is that bash doesn't interrupt his heavy when someone is chained, it only breaks the person free so they're able to avoid it. Do basically once you're un-chained you MUST dodge or block/shield, no exceptions. A lot of people simply don't realize this on their first runs so it really helps if you tell them(assuming of course they're capable of listening at all).
Are you sure you're not talking about a vet mechanic that doesn't exist on normal? We were consistently breaking out the trapped person by bashing the two clones, but I don't remember any extra aoe cone from the boss during that timeframe, or even a heavy attack during it for that matter. That being said, i try to keep my distance from that particular boss to give the healer one less melee to worry about.
It was pretty rare that one of us would die, 90% of the time it was the tank at certain times, and the pull would fall apart because he'd run around killing all of us before rezzes could be done.
HalloweenWeed wrote: »Id like a soloinstance with tank-challenge, healer-challenge and dd-challenge u have to beat in order to unlock role-icons for vet-modes groupfinder.
Interesting idea, and I would agree except for the actual implementation (ZOS) part. Heck, they've been working on the group finder for how long - and still haven't gotten it right. Then there's the newer Battlegrounds - still patching. And would you trust them to implement a test for role? I wouldn't. Even if they implemented a system to check stats for possible roles - would be buggy as heck. This is why I think they must leave that unchanged, the way it is.
What's worse than players that aren't tanks queuing as tanks? Player that ARE tanks NOT being allowed to queue as tanks.
Not only that, as was said the player execution of plays is the biggest thing that makes a difference. And tanks MUST taunt, or they're worthless in some situations. I'd bet many of the players that think they are tanking don't even have a taunt ability - or know to use it.
Oh, my upcoming tank on the PC NA server is Casontril BTW. Lv 40 presently.
Tan9oSuccka wrote: »Giles.floydub17_ESO wrote: »Tan9oSuccka wrote: »I want them to get rid of the multi queuing ability.
Too many Mr. clever DPS guys who can't wait in line like the others.
So people who can do multiple roles are forced to select one?
I guess those who can truly do multiple roles but prefer one over the other can chooose to forum their own groups making the GF queue even longer.
Heck, healin 4 man dungeons is usually pretty easy. I mostly do damage as a healer and only jabs 2 - 3 heals sloted. BoL, regen and repent. On a Sorc if would be regen and combat prayer. The rest would be dps skills.
Champion point allocation is vastly different for the three roles. I suppose one could adequately balance points and carry multiple sets of armor and be serviceable.
I run Pug Vet dungeons quite extensively over the last two years and have found most, almost all are damage guys looking for faster groups.
Best example was a multiqued pug "healer" in Vet WGT.
He was a DPS Mag Sorc that didn't heal squat and everyone died except me (tank).
I said over voice, Healer WTF?
His response: (While dead) he replies with "If YOU'RE good enough, you don't need a healer".
#puglife
I do random normals and regular normal dungeons a lot. My rule of thumb looks like this:
1) all I and II dungeons with exception of Darkshade II - doesn't matter. Even one vet (me) and 3 non vets will dps through
2) Darkshade II - absolute minimum - 2 vets, one dps (me) and one heal. If heal is non vet - you should tell him what to do when last boss went to green phase.
3) DLC dungeons - ICP and WGT - three vets min. If I see two non vets on normal, I am leaving.
4) DLC dungeons - RoM and CoS - four vets, no exclusions. Those have weird mechanics and it should be done properly. If there are no four vets, I am leaving.
Follow this up and you will be fine all the time
-vovus
There once was an Argonian by the name of Dracindo, who stayed away from endgame PvE content as much as he could, and ended up living a stress-free life in Tamriel.
The End.
Crafts_Many_Boxes wrote: »Crafts_Many_Boxes wrote: »Crafts_Many_Boxes wrote: »The blood fountain boss comes along (the human who spawns the red clones of himself), and the tank just got repeatedly 1 or 2 shot. There's no healing through that, and we couldn't rez the tank fast enough for the pull not to fall apart. Tried it a few more times, then had to boot the tank.
Was he dying on the spin attack, or after the teleport?
* The spin attack on normal can be survived with 20k health or so as long as you block it.
* The teleport move is always a oneshot. The players who don't get tethered down need to bash the shadows so the person tied down can move out of the way (just sprint away/rolldodge twice away)
I'm not dismissing you, but that fight requires a lot more than others from DPS players due to the mechanics. If you don't do them, the tank is always going to die/get one-shot.
I understand there are things for the dps to do, but it was mostly on the tank. He wasn't blocking a lot of the big hits, not interrupting a lot of the wind-up attacks, and just dying all the time. Again, this guy had like 25k health, and he probably wasn't in tank gear. Who knows if he had the right passives or armor on.
As for the tether move, we freed the target every time. Does he teleport to the target and oneshot them if you fail that? In previous groups before that day I'd noticed the person always died, but I'd never observed a teleport.
That guy is very kite-able. Just saying. I've kited him before up until I'd get chained on my 16k health sorc, no streak, no speed buff. Granted I was doing 0 dps pretty much but he is possible to do without a proper tank. That was on vet too, the thing is all his attacks are conveniently very melee range.
It doesn't excuse bad tanks, it simply means if you and just one other person(needed to bash) know what they're doing you can pass him with or without a tank.
Also, one thing a lot of people don't understand is that bash doesn't interrupt his heavy when someone is chained, it only breaks the person free so they're able to avoid it. Do basically once you're un-chained you MUST dodge or block/shield, no exceptions. A lot of people simply don't realize this on their first runs so it really helps if you tell them(assuming of course they're capable of listening at all).
Are you sure you're not talking about a vet mechanic that doesn't exist on normal? We were consistently breaking out the trapped person by bashing the two clones, but I don't remember any extra aoe cone from the boss during that timeframe, or even a heavy attack during it for that matter. That being said, i try to keep my distance from that particular boss to give the healer one less melee to worry about.
It was pretty rare that one of us would die, 90% of the time it was the tank at certain times, and the pull would fall apart because he'd run around killing all of us before rezzes could be done.
Crafts_Many_Boxes wrote: »I random qued Saturday and got normal Crade of Shadows. It went okay, even though the tank was a 30-something warden tank, because both myself and the other dps were decent and we had a good healer.
The blood fountain boss comes along (the human who spawns the red clones of himself), and the tank just got repeatedly 1 or 2 shot. There's no healing through that, and we couldn't rez the tank fast enough for the pull not to fall apart. Tried it a few more times, then had to boot the tank.
Got another tank, also a 20-something with like 20k hp. Got rekt, we boot him, que up again. A third tank comes in, level 21 templar with 18k hp, and I flat out ask him "hey man, do you at least have a tank set you haven't equipped yet, or know the mecahnics in here?" and he just responds with "it's cool I'll leave". We went through three "tanks" over the course of an hour, and not one of them was able to do this content. We ultimately disbanded, on the second to last boss.
Hey, does anyone remember that time I made a whole thread about lowbies being able to get DLC and II dungeons in their normal random ques is a huge problem, and the vast majority said I was crazy? Because I sure remember!
DivinityDay wrote: »Sorc DPS here, I q up as TANK, HEALS and DPS. Then, once in the dungeon I run though ALL the rooms, pull all the bosses and adds and burn them down in the last room. Then I just cool walk away.