Milady Chris Lightfellow
Pouncey
Milady Chris Lightfellow
Pouncey
True enough. : 3
On another note, I was healing Brewfest earlier today on my shammy. The first couple of times, the DPS kept pulling aggro. So before the third pull, I said, "Know what? If you pull aggro, I'ma let you die. There's no reason to take much damage on this fight, not with THIS group."
And after that, they had no problems keeping their threat down. : D
I had the same issue on a healer priest of mine a long while back. I was healing for Blood Furnace and the Rogue kept pulling and I told him "If you do that again, I'm not saving your a**", and I even went so far as to tell the tank that, if he did, to not grab aggro for a bit. Sure enough, Rogue pulled and, with me and the tank staying out of it, he died. Of course, the tank then pulled before our other dps got spanked. When I finally got around to ressing him... (Taking my time to drink, rebuff people, and chat with the mage), I asked him if he needed a repeat to stop from pulling.
He never pulled again. XD
Heh.
My dad plays a tank, and he doesn't save anyone except the healer. He's well-geared enough that if people pull off of him, odds are very good that they're not attacking his target.
He says that if he tries to pull a mob other than his target off a DPS, then the DPS who are doing their jobs and attacking the tank's target start to pull, because he's no longer attacking them. This often results in a wipe as he keeps having to pull mob after mob off the DPS, and can't save them all.
Also, nice avatar. : D
On my 28 Belf Rogue, our tank was having the same issue. My damage was so much higher than his that I pulled off him CONSTANTLY. The diff was that I was a MUCH higher level than the mobs, so I was dodging more than 75% of the time. I was helping some guildies there, thus why I was so much higher. Tank didn't have to worry about me.
But I HATE raiding with DK tanks. I have yet to meet one who my healer Pally does not pull off in raids. Worst I had was the DK held for about twenty seconds before I started healing him. After three heals, aggro dropped off him and his entire mob went for me. And this was with threat-reducing stuff on me. Regardless, a group of 10 went gunning straight for the healer, and I died.
And the group then had the gall to be like 'WTF, healer, help out!!'
Well, I would if the tank didn't get me killed! Dumbass dps people... I don't get how people can acknowledge that it's a wipe if the MT dies, but NEVER consider how bad it is if the HEALER dies.
After playing as a healer so often, you begin to see why all raids usually have that little warning; "Do NOT piss off the healer. Just don't."
Had one raid that pissed me off SOOOOOOO much. Raid leader was acting like tough s**t, blaming pulls on others, etc. At one point, he got on my case saying I ripped aggro too fast, my heals suck, etc and I got pissed enough I simply dropped group. Over Vent, I heard one guy, our mage, go "Oh, ********, LOOK WHAT YOU DID, YOU DUMBASS". As the wipe began. After, he was ike 'WTF, healer, why you do that?!' while the rest of the group was begging me come back.
I said 'fine, but we get a new tank', and the entire raid agreed.
Main Healer > Main Tank. MT might think what he says goes, but that's only because the MH isn't saying anything. You can get a new MT. Good luck on a new MH.
EDIT: Glad you like my avi. =D
I think the tank should always pull or get initial threat unless the situation is trivial. I don't like to lead, but I like to mark enemies if there are three or more and any one of them cannot be solo'd by anyone in the group. I learned to tie the markings for enemies to key combinations so that I could easily mark during a fight without lowering the amount of threat I produced. Ideally, one of the DPS (as a Main Assist) should mark targets, and all DPS should /assist that character.
One of the kinds of group members that bothered me were hunters that misjudged the threat posed by a group of enemies and pulled with a misdirection while someone was AFK or just after I mentioned that I was going AFK. There were a couple times I right-clicked the misdirection buff just in time to save myself from a repair bill I couldn't afford. Leeroy Jenkins can keep his repair bills to himself.
mad
I spent a long time trying to learn by experience and word-of-mouth. After I found reliable sources of information on game mechanics, I quickly discovered what caused a pull to go bad and how to correct it.
In the days when warriors lacked abilities capable of generating threat on more than four targets simultaneously, it seemed necessary to switch targets frequently. I could usually build up threat quickly enough on multiple enemies so that the healer could do his or her job as long as there were not more than six or so enemies. If any of the DPS was too fast for me, I would attempt to use either a taunt or mocking blow ability to force the target onto me for a couple seconds so that I could switch to the targets that were more likely to run to the healer. I learned that a healer and tank can last so long that losing a DPS character is preferable to losing a tank or healer.
Tanking multiple enemies with a warrior was a significant gear test because of the limited threat generation. It was necessary of course that a person generate as much threat as possible on all targets, have enough health and armor (and avoidance if possible) to not need heals immediately, and to be able to maintain threat generation across all targets while focusing enough of it on one target so that the DPS can burn it down quickly enough to ease the incoming damage through which a healer must heal.
Also, avoidance is fairly useful with multiple enemies that do not hit very strongly or that attack very quickly, but a staple of tanks across all RPGs that continues to exist in WoW as far as I know is a focus on obtaining maximum health and armor. I can't recall any instance where it should be difficult to heal through steady incoming damage.
Avoidance is not detrimental, but for progression, it should be secondary to equipping a main tank character with more health and armor.
I once sought to build my dodge rating because of the naive way other tanks seemed to focus on a maximum health pool. I gradually learned that it was more beneficial to threat generation, a tank's longevity when taking into account healers' mana pools, and chance combinations of boss special attacks with regular swings to place a focus on attaining a tremendous health bar backed up by a very high armor value. It seemed other tanks seemed to be aiming for the right goal without knowing the real reason for doing so.
The other way to avoid spike damage besides choosing health and armor over avoidance is to eliminate the chance for an enemy to land critical strikes and crushing blows if possible.