This
might be my last Tales of a Tank entry for a while, so I'll cap off
this trilogy on a positive note. Since I started playing Final Fantasy
XIV AAR, I make regular stops on the game's message boards. Mostly, I
just
want to keep up to date on other people's experiences and maybe learn
something for myself. Most times, the topics are what you would expect,
but sometimes, there will be negative topics. Things like
Tank/DPS/Healer's stink type of topics. Basically, a lot
of horror stories. I never understood this because for the longest
time, I have only been in one bad group. Surely not the world ending
crisis some people make it out to be. Granted, later on, as the
dungeons get tougher, the wheat gets sorted from the
chaff but all in all, there are faaaaaar more good groups than there
are bad. Which leads me to say… there's no such thing as a bad group,
only bad group dynamics.
To
see what I mean from a Tank's perspective, I'd like to share with you
something I heard from the top salesman of a sporting goods company. He
told me once, that what makes a professional athlete different from a
mere
athlete is the ability to compensate. Whatever conditions are there
out in the field, a true pro would use everything in his or her skillset
to compensate for the negatives and lean on the positives. And so it
is with tanking. A lot of these so called bad
groups are simply a lack of compensation between one party member to
another. Tanking is hard, yes, but not because of the tools you are
given. In fact, what you are given as a Paladin or a Warrior is more
than enough to do your job with. The rest is all
about how you use them.
I
ran a dungeon once with a Black Mage who complemented me because I can
hold aggro while he went on an AOE spree. AOE stands for Area of
Effect, and denotes skills which affect a wide area, and thus, can
target multiple
enemies. Using AOEs present a danger to lesser tanks because it's
possible to pull aggro away from the tank and onto yourself. A good
tank, however, can compensate for this with their own AOE moves (such as
Flash or Overpower). If a black mage or an archer
or a healer spams AOE, simply use your own more often. In fact, if you
use Flash or Overpower at just the right intervals, the crazy AOE
spamming DPS cannot, I repeat, cannot, take aggro away from you. Ever.
I know because I did this. The opposite is
true also. I was with a group involving two black mages. I was
healing and my buddy C-Rox was tank. The mages put all the enemies to
sleep except for one. It was literally the most
boring dungeon run of all time, as there was no
way we'd ever die, but at the same time, the tank doesn't have to AOE
as often, and can focus on dealing damage (such as it is).
Though
a tank has all the moves necessary to compensate for all sorts of
situations, it's important for healers and DPS to realize that they
aren't miracle workers. Compensation works both ways. If you find that
the
tank has trouble holding onto multiple targets, then stop doing your
AOEs. For healers, just try to focus on cure rather than cure 2 and for
god's sake, don't use Medica if you don't have to. The DPS can
compensate for weaker tanks the same way a strong
tank can compensate for all sorts of play styles. Also, please try not
to hit enemies out of order. Always damage the tank's target. When a
tank is focused on one target, there isn't a hope in hell of anyone
pulling that target away (believe me, I tried).
That said, tanks can even compensate for this, somewhat. I notice that
it takes a long time to pull out of order enemies away from a good tank
(I know because I often hit enemies out of order if the tank doesn't
mark them first). Even if the tank isn't focused
on that target, it still takes 2 or 3 combo cycles to transfer aggro on
to you. That's good news for small mistakes. Even so, the tank can
compensate for this by giving the target of the offending party member a
quick savage blade or a skull splitter. This
can be hard to do in the middle of a hectic fight, however. One of my
favorite tactics when tanking just two enemies is to use (as Paladin)
Fight or Flight (increase damage), then hit one enemy with fast
blade/savage blade combo and then the second enemy
with rage of halone, then repeat. I find that no matter who hits what
this tactic lets you keep aggro and do wicked damage.
This
is why I say there are no bad groups, only bad group dynamics.
Confict usually occurs when someone is too set in their ways. I've seen
so many different fighting styles while doing dungeons but have almost
always manage to complete the instance. There really isn't much right
or wrong in the game, just what works. While a smooth group works best,
a lacking group can also be successful provided that party members
adjust their tactics accordingly. Of course,
not every problem can be solved in this way. If someone is a jerk,
there's not much you can do. If someone doesn't know their role, all
you can do is educate them. But if you want to talk game mechanics,
there's very, very little (outside of outright sabotage)
to trip up a party where at least half the people know what they are
doing.
So
maybe, the next time you are in a 'bad group', the best thing to do
isn't to rage quit or call people names, but rather, think about what it
is you can do differently to make things work better. Easier said than
done,
I know, but it can be done.
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