We do. Most random Heroics offer a nice little package of gold and the stat potion thing, that we can give to dps friends or sell on the AH for a tidy sum. At no point are DPS offered this reward. Ever.
(which is kinda lame, because awesome DPS are admired by both tank and healer, unless said tank is a PoS and thinks the sun shines out of their trinket slot)
As a DPS in pugs, you 100% do not have to know any route. I have done this in the beginning of every xpac while learning routes without knowing a single thing. You just follow the tank until youâre used to it. The tank leads, calls the shots, etc. Thatâs how itâs always been since vanilla, and it, for the most part, has not changed since.
Yes, and in coordinated groups they will. In PUGs, you can assume the group isnât going to be that coordinated.
Because some classes are only DPS. Like a mage cannot be a tank, therefore tanks cannot sheep. As a bear, I can mass entangle a group of melee and pull 1-2 of them just fine out of the vines. CCed, done.
Yes, in coordinated groups, but what I think this person was referring to most of all is PUGs, which are 9 times out of 10, uncoordinated.
In a competent group in mythic+, the tank actually has the easiest role. All people, DPS included, know the routes and are using their interrupts and utilityâŚtanks though are way easier to play and get away with mistakes that DPS and healers dont.
Incorrect. In vanilla the CCers would call the shots, most skilled DPS would control the pulls by proxy of their ability to CC without being told what or when to CC and for the most part, a hunter pulled most raid bosses. A mage would pull when polying and a priest would pull when shackling. This was a given so as not to break the CC and wipe the group.
EDIT: the most skilled players would autonomously CC their targets until broken by the tank. The first CC was rogue always, then it was upto Mage/Priest to pull or Lock/hunter to peel their own CC targets. So you are either assuming, forgetting or didnât know. Either way, strong DPS were intrinsic to a good group and by no means was the tank given anything to do but hold aggro and not break CC before it should be broken.
I agree, but I think this was towards PUGs mostly, as thereâs a lot more pugging going on than premade/playing with friends kind of deal. In those situations, the tank has the hardest jobs there. In coordinated groups, just like with raids yeah it is a lot easier on the tanks outside of knowing the routes, etc. A DPS can get away with not knowing routes, though, as can the healer. The tank usually cannot unless itâs not a mythic+.
Also in pugs if you are a tank and do not know the route and let them know beforehand, you will be kicked more than half of the time because people do not care to deal with that. They want tanks to know the routes to lead everyone safely.
I agree, and I never said they didnât. I just said the group is already CCed at that point if itâs entirely melee and the tank can pick those up with ease.
So go into a pug group and tell me how often you see DPS or healers leading. I see this, maybe, 10% of the time. The other 90% of it the tank is 100% doing the leading. If the tank is too slow for the DPS they will lead by pulling more mobs but thatâs about it. I never see the healer leading unless itâs a guild or friend group and the healer knows whatâs going on best. Again, this is for pugs, not for friend groups or guild groups or anything of the like. PUGs, meaning entirely random people who have never met or played together before previously.
Yet the tank is still the one to go in first, meaning they are the ones to lead, no? If youâre attacking the target first as DPS, youâre quite literally doing it wrong as DPS should be the ones going after what the tank goes after first.
I used uncoordinated here to mean pick up, as in random or people who have never once played together before. A group of 5 players who never played together before will follow the tank 9 times out of 10 unless the tank says they donât know, then they will either lead the tank or kick the tank, unless none of them know either. At that point then the tank is still leading. Again, pugs, not guild and not friend groups or community groups where you all should know one another.
Roots doesnât just solve the problem though, neither does slows, ranges interrupts, long range CC like poly, ice blocking aoe mechanics to avoid raid wide damage, is all very useful in runs, ontop of the dps is primary job, priority targets being killed. Which is One of, if not the most important job in the instance, knowing what needs locked down and deleted.
All the time, assuming anybody actually says anything to eachother.
The tank simply moving into a room first is not leading a group.
That isnât leading, thatâs attempting to outpace the tank.
If itâs a race against eachother, heâs in the lead, but thatâs not the same as being a leader, which it isnât a race against eachother anyway, itâs the entire group collectively against the clock.
Because the tank is a walking target dummy that allows dps to nuke enemies.
Again, moving into a room first is not leading a group, it is simply making yourself the target of enemies first.
Healers are the most difficult part of the mythic run, then dps, then tank. You basically just go on route while smacking a few interrupts and self heals. I know because I main bdk and timed all 15+ last expac as well (which is really ez though).
Good healers and good dps much more complicated bcs tanking interrupt doesnât cost anything, dps must implement it in their rotation while maintatining positioning. You can do mistakes on void zones and auxiliary received damage, for most dps it will end up in death. So shush on double loot. Please.