thatlaurachick wrote: »Exactly. I pull talons on the main group, and then chain in the outliers (if possible). It's annoying when single-target builds and pets root them out there.
shadowofnarsil wrote: »As a DPS (only) player, and in all seriousness, I firmly believe the single most important other member in the group (PUG or otherwise) is......by far...
...the tank.
I can sustain heals to stay topped up, and stay out of red to avoid the worst of the rest. I can DPS to make up for what the other DPS is/isn't doing, if needed. Frankly, and with one or two exceptions, I don’t even care if another DPS joins the group. But I cannot heal/make it rain AND be bullet sponge.
A good tank makes things flippin' glorious - I can let loose with full rotation, and it literally feels like someone blew the recess whistle.
To all you healers out there, you are of course essential to the group as well, but may you run with groups where you can stay focused on keeping the tank alive.
I fully agree players shouldn't run ahead of the group. Healers often get left behind because DPS sprints ahead and the healer can't keep up. It really becomes a problem when the DPS streaks through a mob leaving the healer alone to deal with the mob themselves. And of course those same DPS are going to wonder where the healing is when they get into trouble up ahead somewhere.
Back to tanking. When I tank I like to pull the entire room or drag mobs down the tunnel to group them together. Goes a lot smoother if you tell the group ahead of time what you are going to pull and where you are going to take them. It also helps if you make sure the group can handle pulling the entire room.
I wouldn't do this with a pug group but one guild I am in has an unwritten rule. If DPS attacks a boss before the tank taunts then we assume that means the DPS can solo him and we all will probably stand there and watch. The odds of us standing there increases as the odds of the offending DPS dying increases.
I fully agree players shouldn't run ahead of the group. Healers often get left behind because DPS sprints ahead and the healer can't keep up. It really becomes a problem when the DPS streaks through a mob leaving the healer alone to deal with the mob themselves. And of course those same DPS are going to wonder where the healing is when they get into trouble up ahead somewhere.
Many players don’t understand how tanking adds works - they’ll just run in because base game dungeons are easy enough to where they’ll usually survive if in range of the healer until the tank catches up. Keep in mind that the majority of players in Group Finder are not very good at understanding this stuff so if they think you’re too slow they’ll just run on ahead. It’s not a big deal although I wish players wouldn’t run so far ahead of the group like some do and just die lol.
However, I also don’t think having a group that doesn’t play exactly as you want is justification for **dropping** groupthat’s kinda toxic if you ask me. Especially if the players are low-CP noob players who barely understand how to deal damage. Do you really think they’ll understand when they should/shouldn’t engage adds or not? I wouldn’t be surprised if the player whispering you legit had no idea why you dropped Group.
Also I’ve seen many “real” tanks queue. I’ve seen “real” DPS and “real” Healers as well. They do queue but the majority of players you’ll group with aren’t that great in general. The reason for this is because players tend to group with guildies/friends instead of using Group Finder.
thatlaurachick wrote: »Many players don’t understand how tanking adds works - they’ll just run in because base game dungeons are easy enough to where they’ll usually survive if in range of the healer until the tank catches up. Keep in mind that the majority of players in Group Finder are not very good at understanding this stuff so if they think you’re too slow they’ll just run on ahead. It’s not a big deal although I wish players wouldn’t run so far ahead of the group like some do and just die lol.
However, I also don’t think having a group that doesn’t play exactly as you want is justification for **dropping** groupthat’s kinda toxic if you ask me. Especially if the players are low-CP noob players who barely understand how to deal damage. Do you really think they’ll understand when they should/shouldn’t engage adds or not? I wouldn’t be surprised if the player whispering you legit had no idea why you dropped Group.
Also I’ve seen many “real” tanks queue. I’ve seen “real” DPS and “real” Healers as well. They do queue but the majority of players you’ll group with aren’t that great in general. The reason for this is because players tend to group with guildies/friends instead of using Group Finder.
Right, so when a 720 runs ahead and has the boss half dead before I even get there, I should just stand around? No thanks. Why is it toxic to drop when the group does not need or want a tank? I'm just supposed to cheer them on? No thanks.
You seem to think I've never run a PUG before... I've run so many that I only do so for guildies and friends.
Many players don’t understand how tanking adds works - they’ll just run in because base game dungeons are easy enough to where they’ll usually survive if in range of the healer until the tank catches up. Keep in mind that the majority of players in Group Finder are not very good at understanding this stuff so if they think you’re too slow they’ll just run on ahead. It’s not a big deal although I wish players wouldn’t run so far ahead of the group like some do and just die lol.
However, I also don’t think having a group that doesn’t play exactly as you want is justification for **dropping** groupthat’s kinda toxic if you ask me. Especially if the players are low-CP noob players who barely understand how to deal damage. Do you really think they’ll understand when they should/shouldn’t engage adds or not? I wouldn’t be surprised if the player whispering you legit had no idea why you dropped Group.
Also I’ve seen many “real” tanks queue. I’ve seen “real” DPS and “real” Healers as well. They do queue but the majority of players you’ll group with aren’t that great in general. The reason for this is because players tend to group with guildies/friends instead of using Group Finder.
Icy_Waffles wrote: »As a tank... if you are gonna lead... then LEAD. Move quickly. That being said, dps running around pulling and then having enemies reset etc is ridiculous. Leaves the group with slower times than running together
Icy_Waffles wrote: »As a tank... if you are gonna lead... then LEAD. Move quickly. That being said, dps running around pulling and then having enemies reset etc is ridiculous. Leaves the group with slower times than running together
thatlaurachick wrote: »Exactly. I pull talons on the main group, and then chain in the outliers (if possible). It's annoying when single-target builds and pets root them out there.
This one thing: gd pets giving mobs cc immunity. Fine. Removes chains from bar and puts frickin skooma bubbler there instead.
thatlaurachick wrote: »I fully agree players shouldn't run ahead of the group. Healers often get left behind because DPS sprints ahead and the healer can't keep up. It really becomes a problem when the DPS streaks through a mob leaving the healer alone to deal with the mob themselves. And of course those same DPS are going to wonder where the healing is when they get into trouble up ahead somewhere.
Back to tanking. When I tank I like to pull the entire room or drag mobs down the tunnel to group them together. Goes a lot smoother if you tell the group ahead of time what you are going to pull and where you are going to take them. It also helps if you make sure the group can handle pulling the entire room.
I wouldn't do this with a pug group but one guild I am in has an unwritten rule. If DPS attacks a boss before the tank taunts then we assume that means the DPS can solo him and we all will probably stand there and watch. The odds of us standing there increases as the odds of the offending DPS dying increases.
Well yes, being able to talk to the group about the pulls would be ideal, but you rarely get that in pre-mades and never in PUGs.
It is my *permenant* rule that if a DPS pulls a boss, I will just stand there.
I'll tolerate some mob pulling if the DPS realizes I am going to group them (size depends on group DPS) and doesn't spread them out or pull 3 rooms at once. That's basic tanking.
thatlaurachick wrote: »
Part of the issue does lie with game content/design and difficulty (or lack thereof). I remember tanking in Warcraft where every enemy in a group could smash dps or healers easily, and thus necessitated crowd control and tanking.
Here many of the enemies are too easy and not dangerous enough, and that diminishes the value of the tank and healer roles. I wish we'd see more dungeons with trash packs that were lethal to the dps - but it won't happen, because tanks in eso are by design not much tougher than dps characters (and that imo is largely due to pvp).
Oooh! I love people like you. Asking why 720's would run a normal. What do you believe they should do?thatlaurachick wrote: »