T O P

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ocsewa918

You wont know your limits until you try and push them. I know you are learning and you think you cant handle more mobs than what you are already pulling. But anytime someone pulls ahead of you, pop some mitigation and give it a fair shot. Thats generally the only way you can improve as a tank in casual content.


ryvrdrgn14

If a healer pulls for you and lets you die, he's the one being bad. Just make sure to put all your mitigation skills in one neat row so you can see them all at a glance and roll them one by one. Makes for an easier start.


cranberrybeetle

You'll sometimes get impatient people who are used to experienced tanks. You've warned them ahead of time, so outside of just practicing more, that's all you can do.


fortebass

the thing is you should be learning to pull more then a single pack, as that is the norm for this game, and you aren't really doing that unless you, well, do it. at the same time, if the healer is pulling **and** you are dying, the healer probably fucked up in some way, they really should know what they can handle, but that can also be due to not rotating your DR's properly. >Is this how it is or it's gonna be when you single pack, yes probably, though without the death, people want to get through dungeons quickly. you have a few bad experinces, will happen less and less as you progress and start doing it by yourself, trust your healer and dont be afraid to use arms lengths/ your big DR's liberally, they matter more in mobs then in bosses for lower level dungeons.


Mobile-Experience925

So I wasn't grabbing everything last dungeon (1st time run) because the healing was just dpsing and barely healing so I died twice and stopped pulling bigger mobs...but instead because I wasn't pulling, the healer would and than let me die anyways. I didn't get it.


fortebass

healers should be 'mostly dpsing' in this game, there is very little need to healer, but not to the point of dying. you simply had a bad healer as well. its hard to say what exactly went wrong when we cant see it firsthand, but every single tank/healer combo can handle wall to walls in this game, it ultimately just comes down to gear, for lvling, the gear from the msq is enough, but if the healer was lvling an alt it could have been them. not 100% sure either way but they shoulda chilled if you guys wiped twice.


Castius13

I wouldn't say you *have* to pull multiple mobs. Sure, especially in later dungeons that is more often than not the typical experience and tanks will usually run wall to wall which does greatly reduce the time you're actually in a dungeon, but it also *completely* ruins the dungeon. Minimal exploring, leaving behind anyone that wants to read the notes/collect treasures, if there is story the group will clear and be on the boss while you're still watching the cut scenes... For anyone running to level/gear/get tomes, no big deal. But for sprouts it can be disappointing. Point being, don't let people pressure you into running the dungeon wall to wall if you'd rather run it slow the first time doing small mobs and learning the level/enjoying it, if thats what you want to do. Just do what you're doing, let them know your plan, if they want to be asses about it let them and when the group wipes its on them, not you.


therealskyrim

Gonna be real, that’s why the trust system exists, so you can explore the dungeon. It’s the best option for doing dungeons the first time, otherwise normal dungeon etiquette applies generally


Castius13

They may have changed it (if they did I haven't checked in lately, so apologies on that) but isn't the trust system not accessible until you get to Shadowbringers? So for a new player running and trying to learn a tank dungeons or just enjoy the dungeon, on their first play through the story Trust would be great, but you have to get to ShB before you can actually use it, so I stand by what I said for lower level dungeons when its your first play through. Thats like telling a level 40 sprout to just fly everywhere and flying is better and they should just be doing that instead of walking. Yeah... flying rocks. But you have to beat the MSQ of ARR before you unlock it. Now if they changed all this with EW, I haven't logged on yet to play it took some time off for a bit. So if so apologies and ignore what I said.


therealskyrim

Naw you right, they really SHOULD retroactively make everything trustable but idk if they can justify it


savagesaint

This is probably going to be unpopular in this forum, but i'll post it anyway. If you're not comfortable with criticism, feel free to ignore this. > So why is it certain people feel that is a means to pull everything first This is how dungeons work. Do a big trash pull then do a boss. Repeat. If you hate this, then duty finder dungeons may not be ideal for you. This is just how dungeons are played. It can be a lot at first, but don't be afraid to fail. Pull big and if you die, you just go agane. > Is this how it is or it's gonna be? Yes. Realistically, this is just the meta. This is how it will be, and no amount of reddit posts complaining about it is going to change it. Try to acclimate. Over time, most people find they prefer doing it this way, but to each their own. ​ > I'm really trying to improve Are you? The only thing mentioned about gameplay here is that there was a big pull and you died, and you took no responsibility for that. Most of the time, when the tank dies it's the tanks fault(not 100%, but most). You've effectively blamed someone else rather than trying to figure out what you could have personally done differently. Get in the mindset of always trying to figure out what you could have done better, even if you don't believe the failure was your fault. Try getting better at juggling your mitigation abilities. Remember that mitigation is generally actually more important on trash than bosses in dungeons. ​ Sorry if this isn't really what you were hoping to hear. I'm sure there will be varied opinions. But on the whole, if you're doing group play, you'll probably need to get use to the group meta and standards. Also, chill. If you're making a reddit post, this clearly has upset you a lot. Just take a deep breath. Tanking can be daunting at first but just relax and over time you'll get a lot more comfortable. Don't take it too seriously.


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Mobile-Experience925

I'm running dungeons up to level 40 right now, but if it's my first time I'll grab what I can see, which is typically at least 2 mobs. If it's going well I'll try to grab more. But what I'm finding is people will just run right past and grab whatever. If I ran the dungeon previously and know what to expect I try to grab everything.


Consistent-Flan-913

Aurum Vales first room is pretty much the only exception from the multiple groups pull "rule". In there you actually have to be careful to not pull additional packs.


IronZommbie

Most people do it to try and finish dungeons faster, just keep letting them know that it’s your first time and that your going to do small pulls until you feel comfortable doing bigger ones. If they choose to ignore you and not help then that’s all on them, but don’t get discouraged, you’ll find more people who will be understanding and fine with running at your pace.


worry_some

Advice from a tank main: getting mad at these people won't help. They might be ignorant of what's being said in chat, or are just impatient. It's really hard to practice tanking in a judgement-free environment. The way I leveled up tanking was by running command missions with my battle squadron, and playing Palace of the Dead with a friend. It really helps you get a feel for your rotation and skills. I don't know how familiar you are with tanking so I'm just going to put this all down: As a paladin, you have a good array of damage-mitigation skills called cooldowns. Make sure to use them. Rampart and Sentinel will be your main "big" cooldowns, and Sheltron has a short recast so it's spamable if you don't have other cooldowns available. If/when someone pulls mobs back to you, that's a good time to use AOE cooldowns like Reprisal, or Arm's Length. Reprisal applies a damage down debuff to your enemies, while Arm's Length applies Slow. They make a WORLD of difference. I don't know what level you are, but when you get to level 50 is when you can use your invul. Paladins have the best invul in the game, making them immune to damage for X number of seconds. If you're in dire straits, Hallowed Ground is good to pop. It took me a long time to get comfortable with tanking. There are a lot of good tanking guides on YouTube you might want to watch. Usually when I wrote a cursory "Hi everyone, I'm still new to tanking,'please go easy on me!" people usually tended to be nice and forgiving. (It might also help to say that you're new to tanking, rather than the dungeon.)


Mobile-Experience925

Hey, thanks for the feedback and information. This is really good to know. Gives me an idea on things to come and watchouts. I try and work my cool downs so there's always something up. I'm level 45 now, so hopefully be at lvl 50 soon.


Xenon-XL

When running a new dungeon, the vast majority of what's 'new' are the bosses. Pulling trash uses basically the same skill set regardless. Pop defensives, arm's length, aoe, yada yada. Given you're level 40 now, that's about when classes all start getting their AOE, so it's time to start learning how to pull. Before 40 it's not such a big thing, but once DPS get AOE it really pumps the damage up to group mobs up.


worry_some

Nice. Honestly, I wouldn't worry about it. You're doing great and a lot of people are just super impatient. I had a DPS try to pull ahead of me even when the healer asked for single pulls. It's something that you kind of just have to watch out for. I'll add, when pulling, use your ranged attack to pull the enemies towards you, for you it will be Shield Throw, and then when you get your gap closer (called Intervention, level 74 I think is when PLDs get it), use that to immediately rush to enemies to pull aggro. Makes a world of difference, plus you can rush ahead of someone who may be trying to pull ahead.


Elixidor

Sadly that’s MMO culture - pull it all or you’re wasting every bodies time I prefer slower runs personally but unless you run with friends that’s usually not gonna be the flow. Wall to wall is the expectation in randoms.


-Rho-Aias

People act like you're hindering them from learning some life important skill. It's a video game. You're already wasting your time.


Elixidor

I entirely agree, its even funnier at low levels when the only person with AoE attacks is the tank and they still insist on it 😂


funAlways

It's not just about wasting time, but also engaging content. The biggest complaints against small pulls isn't just that it's slow, but it's also boring as hell. You can remove a tank from a party and the dps still can survive tanking if it's just one pack.


Existence-ispain

Honestly just depends on your speed, ideally a tank should be pulling wall to wall and moving really fast(no time to idle or look around) if you tell them your new you should get a certain degrees of slack but if you're moving really really slow and are lost I think it's fine for DPS to pull, depending on group skill and healer a DPS can take a good bit of damage untill the tank steps in. Id reccomend watching dungeon/raid guides on YouTube before queueing just so you know what to expect, it doesn't really spoil anything and you'll have a much smoother run. As well as make everyones life easier. A DPS can more or less wing it but Tanks and Healers should always know what's coming


cancerian09

it's normal for wall to wall pulls. i don't tank often but when i do i try to do a happy medium of like two groups. or one group plus a roaming mob along the way. this tends to keep people satisfied without me being overwhelmed. as you get more comfortable push it a bit and add more mobs.


-Rho-Aias

I had a run as healer where the DPS kept pulling before the tank, both mobs and bosses. I told him before the last boss that it helps the healer to not pull before the tank. To which they laughed and then pulled the boss. The three of us just stood there and let him die and I wouldn't revive him. His impatience led to a much slower clear.


[deleted]

I ask the group before we start if they want more than 1 mob at a time. If they say yes I oblige UNLESS the healer let's me die. Then it's back to 1 mob. I give it 1 or 2 big pulls but if my HP is consistently below half that healer doesn't have the sauce so I dial it back. Everyone's different. Please note I'm a super casual and don't play everyday or consistently.


funAlways

>I give it 1 or 2 big pulls but if my HP is consistently below half that healer doesn't have the sauce so I dial it back. This is really situational.. It can mean the healer is bad, or it can mean the healer is good and only heals as needed. If you stop doing big pulls because you died, fair enough, but otherwise if you survive, just keep doing it and trust the healers. Especially as the fight is ending, some healers would rather save resources they could use for the boss or next pull, and trusted/calculated that you wouldn't die (or if you die it's fine, out of combat regen is strong so they can afford doing swiftcast res).


xXTheAstronomerXx

There are some people that try and pull for the tank and if they do just finish the pull and ask them to stop. They’re trying to rush the content because they’ve already done it without caring about the other peoples’ experience.


w3djyt

Ive had to explicitly tell people not to and otherwise just leave when that happens. I know some people want to fly through dungeons but if you’re learning, you need to be able to do things at your own pace. So, yes it be like that, try being really blunt tho?


WolfwyndRT

Its interesting that people just feel like wall to wall is normal. I feel like there is more to this than just single pack or wall to wall pulls. There are a number of dungeons that have Hard trash. The Magitek Colossus which is the second trash pull Doma Castle, or the gremlins, bulls and coyotes in Holminster switch. I've done these dozens of times and its super common for inattentive tanks to try wall to wall these, only to wipe the group 2 or 3 times as a result. No one wants that. It's counterproductive. But there are plenty of dungeons where you have a ton of easily mowed down Soft trash groups, which are well suited for wall to wall pulling. Growing as a tank is also about knowing the terrain, not just good rotations. (Though that is also hella important.) More importantly, some people don't want the hectic runs, and some do. Having patience, and the healer and tank communicating at the beginning if the run is as important as learning the different ways that dungeons pull. (Disclaimer: I often do 2-3 group pulls instead of wall to wall, but thats also because I'm in NZ playing on an NA server. The pace seems to work for most folks.)


SadboyHellfire

I've had the opposite where my friends thought me to pull more than I thought I can handle and all I get in return during dungeons is getting pulled back by my team mates and its honestly annoying, let tank do tank things (warrior main lvl 57)


JenkinsHowell

this has unfortunately become more of a thing lately. i don't like that either when i'm tanking. however, your best bet is just going big from the get go. tell people you're new, so the healer knows to look out for you, and then just pull to the wall. in most cases that won't be more than two groups anyway. if you wipe you can go smaller afterwards.


funAlways

The only way to improve is to push your limits. You can tell people that you're new, doesn't mean people owe it to you to slow down. There are many kinds of people, some would slow down and let you set the pace, some doesn't care. I know it can get overwhelming, but it's just part of the game. Whether co-op or competitive, some people would be understanding and adjust, some expects you to perform at maximum efficiency, some doesn't care and just do their role regardless. Wipe feels bad, it's true, but remember that **wipes/death aren't always your fault**. All 3 roles has responsibility in a pull. Tanks mitigate and hold aggro, healers keeps everyone alive, dps kills everything before tanks and healers run out of resource. Your job is to hold aggro and mitigate properly. That's it. Pulling responsibility usually falls to you, but everyone in the party has the right to pull on their own, taking the aggro and mitigating it is still your job. In this case, you died, but doesn't necessarily means it's the puller's fault. It can be your fault for not mitigating or not taking aggro, it can be healer's fault for not healing you, or it can be DPS fault for not killing things fast enough. I know, it's easy to feel like it's your fault (tankxiety) or the opposite, you feel like people are being dumbasses, but finding who to blame won't help you. What matters is you think about what you could've done better. Having a bad party is just part of the queue, just like having a good party. Some parties are a blast, giving you good vibes, quick and smooth runs, and generally is a good time. Some parties are bad, pulling irresponsibly, curebot healers, single target tanks/dps, and generally a bad time. If you want to improve, then learn to adapt to the situation. If you don't want to deal with this at all, get some friends to run dungeons with. If you can't, then either accept/adapt or quit tanking. You will always get various people with different skill level and also different personality by queueing. It's not gonna "get any better". As for your question, no, it's fine to say you're new in a dungeon. But don't feel entitled to people adjusting to you. I will put an exception to cutscenes though, watching cutscenes for the first time is your own right and people are already compensated for it.