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After ARR pretty much every dungeon is just 2 packs of mobs, 2 packs of mobs, boss, repeat. So you just pop sprint and keep running until the level stops you for those.
As long as you're not single pulling people will thankfully just shut up and let you learn, so aim for 2-3 at a time.
Don't listen to this. Theres ZERO reason not to pull wall to wall. Tanking in dungeons is so brain bead easy you shouldnt have any trouble. Turn on tank stance and just spam your AOE and you'll be fine. You'll never loose any aggro so there'es nothing to worry about.
Trying to wall to wall dungeons like Brayflox, Stone Vigil, Aurum Vale, Dzmeal, Sohm Al, the Vault, Doma Castle is just going to be suicide most of the time. 2-3 packs per pull is an ideal rule to follow as you're learning to tank. It prepares you for endgame pulling and isn't going to result in obnoxious, stupid wipes as you're learning.
You just parrot the same dumbass rhetoric about tanking you hear other people saying; because you don't tank, so you don't realize they're mainly referring to expert roulettes and high level content. Only a moron would tell a new tank to wall to wall a dungeon like Aurum Vale or Doma Castle.
I'd rather mention copperbell mines. More often than not tanks pull 1-2 packs at a time, though it's much faster to just run until the final pack before wall, especially since some adds retreat in the middle.
Depends on the level though. HoTN gear is perfect until lv30 or so. And anyway it's rather a question of skill than gear.
You will learn as you play with dungeons are safe to W2W pull consistently but a lot of healers are not comfortable healing you.
W2W pull Amdapor Keep when you get access to it and feel your healer die inside. It's possible to heal but damn hard.
When I've qued as DPS, I've seen some tanks say "sorry that was too spicy" and I'm like NO, tanks should never apologize for doing what they're supposed to. Don't ever let bad players cuck you into thinking you've made a mistake.
I can give a pass to a tank who clearly doesn't know the route in a map taking some stretches in 2 pulls. If I was unfamiliar with the area, or just forgot a given map's layout, I'd say "I don't remember this one guys", and quite often someone would steer me in the right direction so I could full pull it.
There's no general advice for "w2w this dungeon always", you always gauge healer and party expectations.
So very wrong, there are many dungeons, especially early on like Aurum Vale that have no ilvl requirement, your healer can be in gear 20 levels below and unable to heal you, as a tank you always need to look at your healers stats and test the pulls first. It's entirely possible that a healer even using all their skills will be unable to heal you in situations like these. If you keep trying to push it then you, the toxic tank will be the one who is kicked, not the healer.
If you must do wall-to-wall pulls with a random queued group, ask and/or warn the healer first. Otherwise, doing just 2-3 packs is fine. (Maybe even just 2 if it's a new healer in an ARR dungeon.)
Another thing to keep in mind: Some people take breaks to play other games between patches or expansions, and it takes a few runs to remember high-level plays. I don't need a tank getting mad at me for not shaving 3m off our clear time when we could have easily saved 6m by not respawning every other pull. Staying in healing range saves more time than drawing more aggro.