James-Wayne wrote: »If the tank or healer come dps brings monster dps i dont care really because 4 good dps players who know mechanics can rip through most content
James-Wayne wrote: »If the tank or healer come dps brings monster dps i dont care really because 4 good dps players who know mechanics can rip through most content
They often don't, though!
VaranisArano wrote: »James-Wayne wrote: »If the tank or healer come dps brings monster dps i dont care really because 4 good dps players who know mechanics can rip through most contentThey often don't, though!
Nor can you guarantee that the other 2 members of your group know the mechanics and have good DPS. I see the most problems when there's a DPS is the group who doesn't know the mechanics and/or isn't built to be self-sufficient.
@Maura_Neysa ...a successful run...
Lightspeedflashb14_ESO wrote: »@Maura_Neysa ...a successful run...
a successful run that takes 45 minutes when it ought to have been 15 is not a "a successful run" to me. i would and have quit out of runs of the first boss because the dps is so low. not worth my time. i would rather pick flowers.
Maura_Neysa wrote: »VaranisArano wrote: »James-Wayne wrote: »If the tank or healer come dps brings monster dps i dont care really because 4 good dps players who know mechanics can rip through most contentThey often don't, though!
Nor can you guarantee that the other 2 members of your group know the mechanics and have good DPS. I see the most problems when there's a DPS is the group who doesn't know the mechanics and/or isn't built to be self-sufficient.
- If there's a bad DPS in the group, just leave him dead and carry his rear. It effects nothing except the speed of the run.
- If its a bad healer, slot your own and carry his rear. You have to work harder to stay alive. The tank has to work to keep the DPS out of stupid.
- lf there's a bad tank, DPS has to work harder to stay a live. The healer has to work harder to keep you alive.
Bad DPS has the least effect on the success of the run. If everyone can keep themselves alive, it will be a successful run whether people are the right roles or not.
Maura_Neysa wrote: »VaranisArano wrote: »James-Wayne wrote: »If the tank or healer come dps brings monster dps i dont care really because 4 good dps players who know mechanics can rip through most contentThey often don't, though!
Nor can you guarantee that the other 2 members of your group know the mechanics and have good DPS. I see the most problems when there's a DPS is the group who doesn't know the mechanics and/or isn't built to be self-sufficient.
- If there's a bad DPS in the group, just leave him dead and carry his rear. It effects nothing except the speed of the run.
- If its a bad healer, slot your own and carry his rear. You have to work harder to stay alive. The tank has to work to keep the DPS out of stupid.
- lf there's a bad tank, DPS has to work harder to stay a live. The healer has to work harder to keep you alive.
Bad DPS has the least effect on the success of the run. If everyone can keep themselves alive, it will be a successful run whether people are the right roles or not.
Unless the combined team DPS is 5k or less. You can't heal or tank your way to a clear.
Maura_Neysa wrote: »Lightspeedflashb14_ESO wrote: »@Maura_Neysa ...a successful run...
a successful run that takes 45 minutes when it ought to have been 15 is not a "a successful run" to me. i would and have quit out of runs of the first boss because the dps is so low. not worth my time. i would rather pick flowers.
If you would rather have an unsuccessful run, thats up to you. However, you can not change the definition of successful. Personally, picking flowers will not give me any of the only reasons for me to be in 4-man, keys, monster helm, helping Guildies, the challenge of dragging a team through, leveling Undaunted. Don't really care about keys and monster helms either. Already have plenty of those.
I am doing 60% DPS(well, 58.2% to be exact according to combat metrics), but we still manage to wipe after getting the boss to about 50% this time. So what is this group's solution? They kick me...not exactly sure why
Have you not read The Art and Science of Being Successful in ESO? "Rule #3: If you feel you are about to get blamed, blame someone else first."
Lightspeedflashb14_ESO wrote: »Maura_Neysa wrote: »Lightspeedflashb14_ESO wrote: »@Maura_Neysa ...a successful run...
a successful run that takes 45 minutes when it ought to have been 15 is not a "a successful run" to me. i would and have quit out of runs of the first boss because the dps is so low. not worth my time. i would rather pick flowers.
If you would rather have an unsuccessful run, thats up to you. However, you can not change the definition of successful. Personally, picking flowers will not give me any of the only reasons for me to be in 4-man, keys, monster helm, helping Guildies, the challenge of dragging a team through, leveling Undaunted. Don't really care about keys and monster helms either. Already have plenty of those.
I just told you that your definition of a "successful run" is a failure to me. Also I have been playing since Feb 2015. I have seen the game without a cp cap and have been at the cap every time they have raised it. I have every set I want in the traits I want. So if you have to sit through crap runs to get what you need, you have my sympathies and if you actually enjoy them, more power to you.