Blizzard please revoke and remove tanks nerfs dungeons are already hard on the healer with healing rest of the group he/she doesn’t need more pressure to heal the tank as well
Every key from 2+ to 10+ became boring and yawnfest to tank just pulling a pack at a time
Speak for yourself. Roll a tank and see yourself yawning tanking a single pack on +10.
As they should. Imagine if bosses were tickling like they were slightly bigger trash.
Imo all tanks should have a CD that allows for a nearly infinite pull (My bear’s Incarnation comes to mind). One that can be used every ~2 or more minutes. Sad that other tank classes don’t have it.
You think tank survivability is the thing keeping tanks back from pulling massive packs ? BRO ! Tanks can take a lot more than that if they L2P and manage their CDs properly. You have to be doing +15s and +16s for tanks to be in “paper thin” territory.
Its not the reason for small pulls !
What is preventing this is that every pack has like 5 casters “machine gun” casting bolts PLUS a ton of “you need to kick this or you wipe” spells every 15s …
And AoE stops do absolutely nothing at all to prevent this. So you have to kick them one by one. And the “bolts” they cast can be considered “unavoidable” at this point because you need the kicks for the things that will wipe you.
And if the tank grabs a pack of 6 casters or more, it is 100% guaranteed 2 or 3 will target the same person and 1-shot him with 3, 3M damage bolts 0.1s appart from eachother. Or worse, some unavoidable AoE happens and 0.1s after someone gets hit by 1 bolt and gets 1-shot.
2000+ ? There is a stark difference between 2100 and 2800 rio.
At 2100 rio you are immortal. But if you do big pulls you will kill your whole party with so many casters. At 2800 rio is when you start to notice your “mortality” sort of speak.
But again, at those levels of play coordination with your team is required. One way is to coordinate group comps and CDs.
For example, top teams when they go to SV they pull everything up to the 1st boss. EVERYTHING. Including 5 elementals. But they also bring DPS classes played by really good people that can do crazy monster DPS. Such that in 8s (1 shield wall) or 1 Incarn the whole pack is dead.
And if you take more than 10s to kill everything… either the casters will 1-shot you, or the AoE of the elementals will. Or the mobs will overwhelm the tank. And that is why you cant pull that off unless you are a pro team.
Pretty much this. Especially on my Bear with Incarnation up, I limit the pull size based on how many casters need to be stopped.
They need to increase the CD on some of these machinegun casters. What good is interrupting a spell, when the same mob either casts something else or goes back to spam casting 3 seconds later…
the tank nerfs are not what prevents big pulls.
good tanks are still immortal, at least below 10s from my experience.
the group just wont survive big pulls.
if anything you need to ask for nerfing the spell queuing of the mobs
that is a big deal yes.
I get dps that barely get above 1m dps with 8 mobs while i see dps on stream blasting for 5m+
massive problem if the trash pull doesnt die within 30secs and lives instead for 2mins