(10-02-2015, 06:46 PM)Kage Wrote:(10-02-2015, 06:14 PM)Calliope Cloverbloom Wrote:I'll respectfully disagree with you here. It's my opinion that it's up to the tank to decide when to mark and that's usually because of the two cases I mentioned above. So if the tank is having a rough time, go for it but the tank should not be even with dps and healer all on different enemies. Rotating your hits is pretty much standard aggro tank procedure, not because of DPS hitting different targets but because everything will generate aggro almost. Spreading DoTs is good and the tank, healer, and dps will do so and should do so. And when you do that, target target's target won't be doing squat.(10-02-2015, 05:26 PM)Kage Wrote:(10-02-2015, 04:37 PM)Calliope Cloverbloom Wrote: I've also noticed that a surprising number of tanks don't make use of target marking... I'm pretty good at keeping on the correct target anyway, but I had some groups where even at the level we were at, the other DPS kept grabbing the wrong mob.See, part of the problem is that marking is usually done for two reasons. Tank is bad at aggro or there is a specific order that things should be killed (focus down this target and make it dead first). Marking becomes a bit of a tank crutch.
Mark because it needs to zerg down because the target does a nasty attack at X time or X HP% (BEES)
I think you're looking at it the wrong way... in a standard party if there's two DPS each attacking a different target, it makes the tank's job harder if the tank has to alternate target constantly to keep threat. The marks have nothing to do with the skill of the tank, and everything to do with the skill and attentiveness of the DPS.
Ideally, DPS will focus target the tank and will target-of-target and so everything will be fine... but... unfortunately there are some players who are new (even if high in level) or who just flat out don't care about being a team player (they figure "it's the tank's job to keep aggro, not my fault if he can't"). So the marking is basically a big neon sign that says "just in case you're new or a derp, here's the one I want you to have selected when you mash your buttons kthx".
The only times the mob is "wrong" are if DPS go gungho before the tank could adequately pull (unloading when the tank has only provoked [for long distance pulling], shield lobbed, tomahawked, and DRK puller I forgot the name of) or if they didn't focus something that needed it.
I stopped marking essentially before I hit 50 on my first tank (PLD). Honestly, for me, it's more work to mark than it is to keep hate and do damage.
Well, actually the right way to cull a pull in a dungeon crawl is to all by fighting the same creature. If everyone is hitting a different mob, the kill is actually slower. If the deeps are all hitting different mobs and it is one particular mob doing the most hazardous damage, you are stuck dealing with that mob longer than you should. You also can't completely expect a first-timer to know which one is going to be the most trouble every time.
*snob-mode engage*
Except for the healer. A healer should be able to read the battle, interpret enemy behavior, and recognize opportunities to speed up the fight.
The exception is when you are in a Full or Raid Party. One healer (preferably a WM*) dedicates health maintenance. The other cleric should focus on support, which I am more than happy to do as battle-cleric takes out the tedium of dungeon crawls. I prefer to stick to AoE heals, Selene skills, DoTs, tank buffs, and only target heal when things are getting tight or the other healer is in danger.
I'm also usually butthurt when us Healers are plenty and waiting on tanks 5everrrrr.
*edited.