Lyrailis wrote:
Callinon wrote:
Quote:
That and I hate when a tank grabs a group and then he keeps running (especially when he gives no warning that he's going to pull multiple groups). I can't cure him while he's running away from me, constantly running out of Cure range. And sometimes he ends up losing mobs to me because I have to pump heals into him because one, nay, two groups just aren't enough mobs to tackle at once.
Yeah, don't do that. If you see your tank is pulling more than one group at a time (a dead giveaway is when they pull something and then keep on going) just wait and let them handle it until they stop. THEN heal them.
Pulling multiple groups in max-level dungeons is an extremely common practice and you should expect it to happen more often than not. If you're trying to heal a tank while they're in the middle of doing that, you're going to cause a wipe because the tank is going to have to stop what he's doing to pull mobs off of you one by one.
So what you're saying is to just let the tank die, then.
When tanks do this, by the time they get the first group, I see their HP is down to like 80%. Okay... 2nd group, now they're dipping into the 60% region, and by the time they finally start flashing the third and final group, now they're down in the 30s.
I'm supposed to get a heal on them, a BIG heal that they're going to need, WITH a slow GCD and the 2-2.5s casting time, and somehow keep them alive from 30% health with three groups of mobs pounding on them?
*sigh*
Of course they're going to drop dead. I've seen tanks do this, and I always roll my eyes going "uh, why? You could see that you were getting badly hurt on the 2nd group, why did you keep running for the 3rd!?"
Tanks need to realize that our heals take 2 or so seconds to cast AND there's a 1.5s GCD to boot. The GCD is rolled into the casting time, yes, UNLESS it's an instant-cast spell. So even if I use Swiftcast, I STILL have to wait a minimum of 1.5s GCD to START casting the next 2-second Cure.
In Short: I don't like seeing 30% health tanks running up to a 3rd group of mobs to try to tank them, too. No way I can get their health back up in time. Seriously. Nor do I like spamming Cure 2/3 right from the start to try and beat the insane incoming damage. I had enough of that in WoW where that was the norm, where tanks went from 100% to 20% to 80% to 20% to 80% to 20% every couple seconds. It's NOT fun gameplay, and one of the things I love about XIV healing is that it doesn't have to be like this, you get actual TIME to make decisions on what to do.
Unless, of course, you get an overly impatient tank who just wants to pull pull pull even if he's in no condition to pull more mobs.
Yea I hear you there, a tank should be watching his health because sometimes they get hit harder or hesitated a second longer and took a few extra hits than the last time they ran the dungeon on the same pull.. It does not happen allot but when that tank hits 30 percent health it is hard to get them back up especially if the mobs are throwing out aoe,s and you have to move or better yet when there is that lag. Tanks see their health drop before you do it is common lag and then there is the lag from your heal. Healing would be so much easier if you had at least one ability that allowed you to heal while moving.
Edited, Mar 22nd 2017 11:31am by Nashred