A PSA to tanks in m+

For the love of the Sacred Flame, please stop pulling 3 mobs at a time in keys this season. You are actively hindering the progress of the key by slowing it down so much and letting your dps sit on their butts with all of their cds. We should not be almost halfway through the timer in Priory on a 2 because it took you almost 10 minutes just to pull the lower layer of the courtyard. Trust in your healer to keep you up, your dps to nuke everything down, and, most importantly, yourself! You are a big beefy boi with lots of defensive cds to keep yourself up. Don’t be afraid to pull more.

3 Likes

Better to pull the entire lower courtyard so your healer isn’t bored!

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BUT if you do be expected to be cursed out and told how bad you are and it’s a low key

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If you don’t like the way a tank player is playing, don’t play with that tank, leave or roll a tank yourself… if you aren’t the tank, you don’t decide the pace.

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My type of tank

Its all vrrrrrr till its errrr

Here are some suggestions that might help you if you want em:

  1. Vet the groups you join just as much as they vet you. Tanks with higher previous scores or experience are more likely to pull more aggressively.
  2. If you have more experience with the current seasons routes/pulls or know how much you can handle; offer to ping or mark pulls you wish to combine. I’ve done this with friends learning to tank, I just ping another pack and tell him he can combine it if he feels comfortable.
  3. Go with the flow
  4. Drop group. Though this one is the last resort, as it’s kinda annoying and apparently leaving too much can be punished now.
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They’re creating some artificial DPS checks for you. If you want to time the dungeon, deal more damage :heart:

I don’t do m+, but isn’t this the sort of thing you should discuss before starting a run?

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It’s week one they’re probably still trying to figure out what each pack does. Better to find out which packs are bad in the easy stuff than wiping a bunch later on

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Too often do i pull an extra pack, the ‘absolutely must interrupt this spell’ goes uninterrupted because there were two of them and my interrupt is on CD. I’m sure if i could check the DPS’s spell book and mouse over their interrupt it would say “You haven’t added this to your action bars”

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The most obvious and easiest fix here is to tank it yourself, big boy.

Tank sets the pace. If you can do better, do better.

Tanks are learning this week. If you want one who learns more aggressively, make friends with one while you’re pugging.

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If you don’t like the tanking, then go tank yourself. :stuck_out_tongue:

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Next time someone makes a thread about not enough tanks for pug groups, just link them to this as an example of why nobody wants to get into tanking for pugs.

ill pull more when 620-630 ilvl can burst them down and also interrupt without it taking 5 mins a pull. till you improve, 3 it is.

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More reason to yolo and learn early how much they can handle and adjust accordingly. Playing safe without needing to use defensives the entire lower area means that they are not looking to improve or reassessing mid-run.

It’s week one and this Season the trash does more damage to the party than the tank. If they pull too much it’s the party that dies. Tanks are also learning which mobs do what and what routes work for them.

Let’s not pretend that people would also be complaining if tanks were overpulling and killing the group.

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you cannot possibly be serious in thinking that the typical tank is going to be doing giga-pumper pulls when they are trying to understand the mobs, damage intake, and important interrupts on day 2 of a new season.

your tanks are very likely running this content for the first or second time.

tanks do not feel big and beefy in new content in last season’s gear.

on day 2.

4 Likes

Not really. Think of it like this:
Mythic dungeons is the framework for how endgame dungeons work. You can take your time and figure things out, being extremely slow and spend an entire day in a Mythic dungeon if you so wish.

M+ is when you add a dungeon-wide soft-enrage timer. You are meant to complete the fight within that time limit but it is fine to go over it, assuming your team played poorly but at the end of the day nearly squeezed out a victory over a boss regardless. You are still meant to try to play well, to do the mechanics, and to perform at your own class. So you are still meant to be within that time limit, with a natural way to determine how well you did is by how much time until enrage is left.

For M+, that’d be the timer.
The expectation is that you play to be as fast but still controlled as possible. The slower you are, the less skilled you are, since it indicates that you cannot do mechanics and perform at the same time. If you have to pick between those two, mechanics is almost always the better option … but you are still supposed to try to do well as well. Ergo, you make larger pulls and do stuff to finish the dungeon faster.

Or alternatively one could act in good faith and simply just acknowledge that tanking isn’t for everyone. Which is why there is, always has been, and always will be a tanking and healer shortage in WoW.

Some folks just don’t want to tank or heal, just the same way some folks don’t want to dps. There’s far fewer folks who don’t want to dps, but it is still the same thing.