Haha, I think I only saw someone pull those once, and it was a troll who spent the entire dungeon trying to wipe the party and mess things up ^^' But I could certainly imagine it would be insane!
@@CaetsuChaijiCh I once had a run where we talked about it and one of the party members told that they were once part of a party, back in ARR, that did this. It was not worthwhile at all. They pulled it off for bragging rights, but it gives abysmal XP returns and no other rewards or titles. And it took them like 15 to 30 mins.
There are some more crazy pulls you can do in certain dungeons: - Qitana Ravel: After the first miniboss, you can wall2wall pull all the mobs into the second minibosses arena, fighting all the mobs + the miniboss simultanously. - Ampador Keep: actually every pull here you can go crazy with around 30 mobs per pull - Kugane Castle: The pull between the 2nd and 3rd Boss. It's a huge pull with Bomb Carriers that AoE Burst the group if not killed quickly.
Oh you mean that weird one before the final boss where you ignore the first few golems? If that's what you mean, I think that one is really funny, since those golems seem like they should be really dangerous, since they take time to build up, but they do almost nothing other than the occasional frontal cone aoe :D@@codediax
I feel like it's crazy important to mention that the difficulty of a pull can vary heavily on whether or not the tank casts sprint BEFORE entering combat, since the additional 10 seconds you get from doing so is incredibly substantial. Sprint is a mit, after all. The entire party should honestly be doing the same, but I feel like this is unfortunately not as common as it should be, I only see people do this regularly in Endwalker dungeons
That is very true! I actually have had players with legend titles admit they didn't know sprint had a longer duration when used before combat. So it is no surprise that players in general might not realize it! I generally advice other roles to use sprint when the tank does, or just before entering combat should the tank simply not do it 😊
I'm a healer main and by this point I'm just used to using sprint whenever I see the tank use it. But when I started I didn't know this, and had so many situations where the tank ran off and they died because I "couldn't keep up with them". So now I find it difficult whenever I play tank, because I know I should use sprint, but I'm worried about the healer getting left behind because they don't know.
Just as a reminder, you don't need to sprint before the tank pulls. As long as you don't draw any aggro at all, you aren't in combat, so popping sprint will give you the full 20 seconds. Even Peloton draws aggro, so you really have to be doing nothing to make it work though.
4:13 I usually do the full W2W here, and i felt pretty confortable about my average performance, until i've queued in one as Astro during its leveling, only to be greeted by a tank that successfully pulled everything ON THE BOSS🤯
I think they nerfed it a little bit? Maybe I jsut got better/geared up but I recall that pull being very tense even if you stopped at the column room, but nowadays it feels pretty easy, I dont do the w2w there more out of habit than anything
I think Shisui of the Violet Tides deserves a mention. Specifically the pull from the first to the second boss. You can pull everything up to the front of the second boss room and I've only seen it successfully done twice.
Honestly I don't find that pull particularly difficult, but I do notice a lot of tanks not going for it. Every tank I've asked, however, said they didn't realize the doors could be opened during the packs lol
I love that pull and I've seen it done a lot. It definitely calls for an invuln, but as long as invuln is usable and everyone plays well it tends to go pretty smoothly.
Aurum vale's first pull is, inscrutably, one of my favorite to execute correctly. No other pull in the game works the same way. Sliding into the corner of the boss room to safespot the ranged mobs and avoid the frogs is just so janky in a way i kinda like
The main issue is the team standing far away and getting yoinked by a frog, gathering more mobs in the fight. I think that room is tough because you csnt account for the dps and then espexially the healer for knowing to stay near the tank.
Commenting before even watching, I think the scariest are the first pull of Bardam's Mettle, and the first pull of Mt Gulg, and the pull after the 2nd boss in Gulg as well.
You can't forget the mass pull after Bardam's 1st boss. That Zu's windburn and autos hurt more than most of the rest of the mobs combined. I saw very few tanks succeed and not even attempt it if the healer was an AST. There were a lot of pulls between StB and ShB that just didn't happen if an AST was in the group, they just didn't have the heals and shields to handle them at the time
As a healer I completely agree with Bardam’s. It just seems that first pull is a heal check for Stormblood. I’m so glad you included it. Stuff just hits really hard it feels like.
Holminster Switch really deserves that special mention, also because it's possibly the first dungeon someone trying out Sage is going to encounter. I've been there.
i love the final leg of Amdapor Keep. my friend went tank and sprinted the whole thing once! Pretty hard heal check but also keeping up through all the winding paths.
Amdapor Keep is a strange one! Its one of those real old school ARR dungeons with items to grab to open the door and things like that! But yeah, there is a really big pull right at the end as I recall! :D
That pull is actually pretty crazy, but once you pull it off you never wanna go back!!! The trick is to actually just never stop. If you hesitate, then the aoes get staggered. There are also casters(ish) but once you get to the wall they usually cycle through to the normal combo.
That's the best part, and the bossfight with 3 sisters is the best in the expansion. I'm deeply disappointed they casualized everything else in the Endwalker. Dungeons in Shadowbringers were much better, especially when the very first pull in Holminster Switch almost kills you and the second obliterates you - it sets the tone of the expansion really well.
Love the Shisui of the depths lvl 63 dungeon. In that one the mid pull you can gather up lots of ninjas to beat down. Doable bit can go wrong. Also Doma castle first pull where you get the iron giant with all the aerial ships and soldiers. Not to hard but can go wrong.
I will forever adore that megapull in Zot because of the warrior main from my static. When endwalker first dropped, his way of showing me how strong bloodwhetting is, was to tell me "dont heal, just dps. Trust me." Before sprinting off to do that pull. It was maybe the second time we'd run that dungeon and it was amazing xD
As someone who often frequents the support jobs, id have to also include the first pull, and the big middle pulls in Ktisis Hyperboreia. as well as the Big Middle Pull in Shisui of the Violet Tides. maybe also some of Anamnesis Anyder's Weird Pulls
I absolutely LOVE tanking dungeons. I don't do savage or extreme things at level though. My personal biggest mechanic as a tank is to watch for my healer when I go around walls. As a multi-job-person, I understand that a lot of healers aren't used to full sprinting alongside their tank. But being considerate of your party will almost always prevent a wipe when you're tanking, wall-to-wall or not, or at least it does for me.
There are 2 wall2walls that i think are infamous In Shisui, i believe it's the pull after the first boss. You can pick up every add All the way to the wall to the second boss, and you usually have to invuln And then i believe it's the last pull in Anamnesis Anyder where you can do pretty much the same, but you have to also deal with some of the mobs trying to bring crystals to life, which brings even more mobs should they succeed
This was a very thorough list and very entertaining. To these I would add a couple more: Amdapor Keep's first and final pull with tons of voidsent and giant ass golems, Cutter's Cry has the explosive cavern pull which comes with even more golems as well as explosions coming out the ground, and last but not least, Ala Mhigo's Plaza pull, right after the 2nd boss I think (can't remember if it's the 2nd or 1st rn), basically you go from a squad of soldiers, into magitek gorillas that come with mini busters, into multiple packs of attack dogs and finally into a magitek squad comprised of soldiers plus a Magitek Armor, all this while dodging AoEs fired by the Artillery battery you have to destroy, a very fun one to pull off :D
I'm highly surprised Ala Mhigo wasn't on this list, ngl, especially since I wouldn't even consider Amaurot a difficult pull at all, just annoying at most and Paghl'than while I really like that dungeon, the first pull isn't 4 packs, because even if you break the boulder... the mobs from the first 2 packs will be dead or near dead by the time you assemble the second. This is also why Sprint isn't a mitigation as some may think, as it gives less time to damage the mobs on the run, which for some jobs means less resources to build up to burst the assembled pack faster but overall means mobs will survive in the big pack for longer. You effectively trade taking a bit less damage while pulling for taking more damage for longer when the actual pull is assembled. That's assuming the mobs don't have ranged attacks, because if they do you're literally on a minus with the sprint cause you'll be taking the damage either way.
I think Doma Castle pull after the first boss can be a sneaky hard one, with the machine guns making you stop and start and they can separate the tank & healer. The Vanguard & Reaper are fairly strong mobs in there too. Not a ton of enemies and most are fairly weak so it's easy enough if you all make it through quick.
Personally most of the time when I've attempted it, the mobs die as you pull because of having to stop and start like that! As long as the dps are cleaving while you run, you rarely get to see the full pack at the end!
This would be high on my list, too. Between the cleaves that cut people off and the dps randomly getting hit by one thing or another and the tanks sometimes stopping before the back side of the last set of guns, I find that W2W pull horrible as a healer.
Great list they’re all worthy entries. For me as a sch main in Anamnesis Anyder the pull between the 2nd and 3rd boss that can be done as one enormous pull was always equal parts fun and scary.
I'm glad someone said this, because it was always my favorite pull in post-ShB and I could give my healer a heart attack when I inevitably had to use superbolide lol
To add on to the Mt. Glug pull, for the last pull at 11:05 if I remember correctly you can pull it even further into the space at the end which I think might have a few more mobs too.
Yup I recognize all the dungeons you name as troublesome. Vanaspati and Tower of Babil was where I died as tank. Don Mheg is where I failed as healer in the Kelpie pack pull. I almost got an anxiety attack when you pulled Stone Vigil with those ice elementals. That's just suicide man. Tried the full last pull in the lvl 79 dungeon, but never made that one.
Here's a little fun fact: That giga pull at the end, we actually wiped, because I waited 1 second too long on Holmgang, and my healer friend waited 1 second too long with a healing spell! xD Yeah the giga pull at the end of Mt. Gulg is insane. Just way too much running, and so many things to deal with in the pull. Unless your tank and healer both are really really good, I don't recommend trying it! ^^'
@@CaetsuChaijiCh kudo's for trying the stone vigil pull!!! To bad you didn't make it. Awesome tho if those pulls succes, such a rush! When I was lvling tanks and didn't realise how much BIS gear for that (and all) dungeon mattered, yeah it wasn't fun. Had to learn to adjust to own and party ilvl and XP whith ARR dungeons and the hard pull dungeons in your video.
Thank you! I main WHM and was *educated* by this - I remember having some really anxious moments on some of these pulls in the list and now you've explained why!
10:50 This pull at Mt Gulg is actually a pretty memorable one for me when it was released and it continues to be right now every time I get the dungeon. I have about a 5 for 1 history playing both healer and tank on this pull. Very rarely is it failed when attempted and at this point, it’s mostly a non-verbal head nod between our characters once we get into the area between healer and tank. It’s a nice pull to be able to test yourself as a healer and a tank, provided the stranger with you knows something about their class too… But, mostly, it’s just a great “cowabunga” moment between strangers just before we say goodbye.
...and then there are the wonderful forgotten DPS who nobody ever thanks. Even if they're the whole reason why the pack is dead in the first place, because they actually care enough to know how to play their job, even if they're the ones dragging the loose mobs to the tank (and therefore also reducing pressure on the healer because their HP bar is just extra mitigation), even if they're bolstering the tank's longevity with their own mitigations, even if they're increasing the healer's heals with their buffs, even if they're dropping ranged/caster LB instead of saving it for the melee for a minor time save at the final boss, everybody just pretends like they're some sort of optional accessory. sob (I'm memeing here, I play literally every role on a savage level, just don't forget to thank your friendly neighborhood dps)
Tam Tara Deepcroft has a surprisingly impressive giga pull at the end. I have potions for leveling and they are a godsend for that pull considering that you're at a level when things like Cure 1 is "good"
I was surprised it wasn't mentioned as it really requires both the Tank and Healer to really work together, given the extremely limited tools they have to use.
An important part of this for tanks is also what I'd call "healer awareness". I adore big pulls, and as a white mage, regen+holy spam clears out a lot of these problems! But yaknow... if I typed something at the start and you ran off around a corner... or my robe got caught on a corner, or I paused because I thought you were ending the pull. I might get just out of range. Just keeep an eye out, my tank brethren and sistren. :D If there's no regen on you, and you don't see your healer, stopping for a couple seconds can save you a lot of seconds! Thank you for this thoughtful video! It's "unfashionable" to call anything hard in this game, so I appreciate you putting the time into this content.
I remember one time I was playing Ast while we still had Cleric stance. Was in copperbell normal. Warrior grabbed everything from the elevator all the way to the wall you blow up. After a couple packs they were still going, thought to myself better turn off cleric stance. Won't get to use it. Was a real rough time, but we managed to survive it!
I found some of the early dungeons, where the distance between walls was longer and I had fewer buttons to save my life pretty difficult, Brayflox being my example, but after all the changes they've made to those early dungeons and my problem with Brayflox in particular as a healer are the fresh dark knights. Tower of Zot, Holminster Switch and Sirensong Sea all gave me some issue at some point. Is it a coincidence that they were all the first dungeon of their expansion? There's no way to know
Yeah I can see that! Indeed, there's a few weird reasons why sometimes the very first dungeon of an expansion becomes extra hard! Whether it is jobs missing crucial buttons, or coming straight from the MSQ and perhaps being a bit undergeared in a way, it is certainly possible that that is the problem, rather than the dungeon itself beiing stand-out in its difficulty! ^^
A lot of tanks would come from MSQ or an alt job and completely underestimate a 1st dungeon of an expansion thinking their gear from the 2nd tome/raid tier would be enough only to be rapidly slaughtered. Zot especially for tanks not at 82 for their defense upgrades had issues even in the best gear available at that point, though DRKs got shafted their with a measly 10% mitigation in oblation while the other tanks got massive defense buffs in holy shelltron, bloodwhetting, and heart of Corundum (short term heavy mitigation and a form of self-sustain built in). DRK to do well had to be quick about pulling and grouping mobs so they could get abyssal drain in to burst heal themselves and hope if they needed living dead early in EW their healer could actually heal enough to prevent the delayed death of the DRK (before living dead had the massive heals on hit added to its waking dead half)
Some personal picks of mine, Last pull of Grand Cosmos: Those paint knights have a lot of health and they hit very hard, not to mention that one of them is a healer and one is fashioned in the style of Odin. Second set of pulls in Swallow's compass: a morbol, stingrays, waterfall AOEs and a priest with a few other mobs that all have cone and circle aoes make it hard to position Final pull on Hell's Lid: just a lot of hard hitting mobs including serpents iirc. Second set of pulls in The Twinning: The set before the second boss, many mobs with tons of circle AoEs that hit pretty hard Final pulls on Stigma Dreamscape: Dragons, omicrons and omega frames all at once, need I say more? Those are my personal picks, loved the video btw.
3:10 But are the frog immune to sleep ? If not, healers and casters can also intervene as a last resort. (I'm just looking for an excuse to use sleep. Why are so many mobs randomly immune to it?)
What healer you have can make such a difference in any of these pulls. White Mage that actually knows the value of holy during pulls can make things go so much smoother. Very glad to see some of these make the list. I did Bardam's Mettle so much in one day that I had the full caster set from it. It gave me an appreciation for that first pull.
This was such a cool idea for a video. I loved it! Shisui of the Violet Tides always stood out to me with that one room before the second boss where you fight the vassels. My favorite wall to wall used to be totorak and basically trying to pull the whole dungeon as fast as possible. As far as the easiest pulls on the contra go definitely st. coinach arboretum and old copperbell. You could solo old copperbell. It wasnt even hard. Well the final boss can be tricky but its far from impossible and a great way to learn a lot of useless old Arr skills if you are new.
So fun fact, mobs dont auto or move while they're casting. I did Gulg as a SCH the ither night in my roulette and we w2wed every pull, on the first pull (the *full* pull), after the tank and I spent our big cooldowns, the tank started running in circles. Normally you don't want to do this as a tank, but this meant that the mobs that were casting would have to catch back up, which which cut out a lot of auto attacks over the pull and smoothed out the damage the tank was taking quite a bit since they were taking maybe only half the mobs autos at any one time. Thankfully SCH can easily attack while moving too, WHM and to an extent AST would've kinda been screwed over by that. Its also worth noting in that final big pull Gulg has that the high mob density + yellow/white tile scheming makes aoes hard to spot. I've seen tanks who were otherwise fine go from full to dead instsntly
This is true, in fact, mobs actually don't chase you if they don't have an auto attack ready, so kiting in general is very effective! I used this to solo Mt. Gulg as a warrior a while back, including all of the full pulls!
That Mt Glug pull actually got me last night. I definitely messed up my own cooldowns, but the healer said they burned a few cooldowns badly too. Had zero issues clearing after that though.
You can always just run it back and do it again if you wipe! My first ever experience of the Mt. Gulg wall to wall was a wipe, after which the group just went and tried again 😂
it's great to watch this, it reminds me tanking is fun lmao. Mt. Gulg pull 2 remains one of the only wall to walls ive never pulled off! it's unusually demanding on the DPS and healer, so there's a lot more that can go wrong. there's also a cool detail with tower of Zot where you can pull mobs along the catwalks from the edge of the previous catwalk, not sure if it's useful, but it's fun to do! and my last shoutout is the final pull of stone vigil, which you can actually take all the way into the boss arena
I assume you mean in tower of babil? 😊 I never considered pulling all those mobs into the boss room in stone vigil because as I recall, you need someone else to open the door, and it is rare I get that dungeon with friends to coordinate that with! 😂
People often forget about the pull after the first boss of Neverreap, probably cuz it’s an optional dungeon and one of the least popular ones. There are multiple bees that will use final sting if they’re not killed quickly enough and while they can be stunned, they all do it close to the same time and if you have a WHM spamming holy, they’ll be immune to stun by then. The only viable choice is to invuln when you see final sting but your tank needs to be aware of what’s going on. On top of that if you target the bee while holmganging, you lose the effect of holmgang because your target died.
Sunken Temple of Qarn (while the pulls are not as big I don't think) also has those Final Sting Bees. I still remember the Healer freaking out in chat because the Tank got one-shotted during my first time running it......
there's a holmgang trick that I've seen work wonders- It's a macro to target YOURSELF instead of someone/something else with holmgang. Can't die if your target is yourself now can you?
Also some more honorable mentions: - middle pack in ala mhigo - quite long with a lot of random adds coming in - first pack in castrum abania - the monkeybots hit hard and the pull is quite long - 2nd set before the first boss in doma castle - because of those iron giants that does massive cleaves They aren't as tough as mentioned above but they definitely will wipe a group that's not paying attention.
Holminster switch broke me as the healer, utterly broke me mentally, physically, peripherally( as in keyboard and mouse). entering dungeon: "I'm on the lvl 70 tomestone gear, I know how to play healer, this is the first dungeon, I should be fineeeeeee". 2 pulls in: "oh dear god, no no no no no, PALI U ARE NOT DYING ON ME, ESSENTIAL DIGNITY ASPECTED BENEFIC *cries in button mashing* BENEFIC II BENEFIC II BENEFIC II, MONK U TANKED ONE AOE AND UR AT 10% HP?!?!?!?!??"
Mt Gulg is my favorite wall to wall pull because it feels like it was tailor-made as a challenge. If you die it's very plain that it was something you or someone else could have done better.
Seeing that Bardam's Mettle pull there gives me mixed feelings of validation. I was grinding through dungeons on my very first healer class and got to Bardam's Mettle and that first pull hit me right in the face. Most of the tanks I queued with seemed to handle it fine, but one I played with was running through so fast that I couldn't keep up, not holding aggro on the enemies, so I had to patch up the two dps, and chewed me out over it, then proceeded to single pull the rest of the dungeon. Probably one of my least favorite ffxiv interactions. It's definitely a tough pull, but manageable with good pacing.
I'm a brand new tank, and Stone Vigil was the first, and so far only, dungeon where the general advice from your videos wasnt enough to keep me alive. I didnt realize how many of the mobs there are ranged, and how much having to run affects the healer's ability to reach me. I'm gonna have to try that again at some point, glad to know it's not just me though
Stone vigil is super strange, so don't be too hard on yourself if you mess it up! 😊 I mostly recommend only doing the extremely big pulls with at least a healer you know, but you know your limits best of course!
Here's a fun one. Amdapor Keep from ARR's final mega-pull. After the second boss, there's nothing stopping you from pulling to the main boss's door. The main problem is how long this pull is and how many enemies there are. It's so long that Sprint will run out well before the halfway point. Of the few times I've done this pull, I've only succeeded on it once. I was playing as Paladin (because that's what I queue the roulette on). I perfectly timed my Hallowed Ground so that I would be as close to death as possible. If I had been off on using my invuln by a millisecond, it would've been a wipe. I also feel that a Warrior can't do this pull just because it's unlikely that they'll get healed enough while Holmgang is active. This pull also needs communication, as if the White Mage is stunning them while you're invulnerable, that's wasted mit. This dungeon is also optional content, so there's not a lot of players that have it unlocked.
One neat thing about stone vigil, the bosses all still work with the cheese of starting the boss, the tank dying and having the mobs all run out, and then the tank teleporting back after the 15s runs out. I haven't fiddled with it enough to say how to do it consistently without the mobs aggroing someone else, but runs of stone vigil could potentially be very fast if everyone's on board with that. I also recommend using two big cds at once in aurum vale for that pull (might as well reprisal too). It makes healing pretty chill, way more chill than trying to play things safe and the enemies should die before or soon after the cds finish. The room before the second boss is another place where you can freely just dump all your cds with no downside, making it easy even if you pull everything in there (even if you pull them all into the boss). Same with the double malboro room, which FWIW you can pull the other from a distance to avoid its eggs triggering. That last one has a 4mob pull after that you'd ideally have one cd for, but it's not a huge deal if you prefer to spend it on the big pull instead, alongside the other two cds. ARR dungeons in general can benefit a lot more from stacking big cds because you have one pull covering most mobs between bosses and they die fast enough that you don't need to space the cds, plus taking little enough damage that the healer can dps the whole time without their OP high-level kit makes them die even faster. The biggest thing for Zot's last two pulls is to realize that you can have two big cds for both pulls. Pop rampart first in the second-last pull and it'll be up for the second slot of the last pull. You can slot arms and your 30% into the remaining two big cd slots to keep big mit up almost 24/7 on those pulls (preferably put arms in the first pull after rampart because even when enemies are slower, it still hurts a ton getting whacked for full damage when everything is still alive), plus of course reprisal and your other stuff freely on top of these. What I see most often for why tanks struggle is that a) they use 2 big cds for the first pull and only have one left for the second; and/or b) they don't use arm's length, so they might have literally 0 big cds for the second. On top of the other usuals of course, like using their short cd only once between those two bosses or something. On sage, even most of these pulls in the video don't require any gcds unless the tank is undergeared and playing poorly and/or the group is doing piss poor damage. I'll give a shoutout to amdapor keep, not because it's particularly hard, but because they might be the longest pulls in the game (tam tara comes to mind too) and the enemies will hit the tank a lot while running even when it looks like they shouldn't. I do remember one fun run I had of stone vigil where the tank did that last wall pull but both of the dps dced at the start of it, so the tank and I had to duo it. Never really had much in the way of MP issues, but I did on that one. We got through it, though, so that should say something about how feasible it is with a full party. In particular, kardia and physis can do quite a lot of work even on that pull if the tank stacks cds at the start and the mobs start to die off quickly.
Very good suggestions! And I do agree that sometimes it feels like sage is the healer equivalent to warrior in the way that it just strong arms through everything somehow!
First time I ever wiped on Stone Vigil was when the DRK tank tried that giga pull at the end of the dungeon, and I, as a sage, was not expecting it in the slightest. The zero comms I got at the end of that felt like the biggest slap in the face.
was running stone vigil with a coworker as healer and I was tank. coworker mained healer and bard and was an ultimate legend if I recall. We wiped after I pulled three mobs and they said they weren't ready to deal with them. So I made small pulls the rest of the dungeon so they weren't overwhelmed
My favorite wall2wall was the pull between the 1st boss and the 2nd boss in st mocianne's arboretum when Heavensward was current. You'd pull the mobs into the wax wall, let the DPSers kill the wall, run to the second wax wall, let the DPSers kill that wall, then jump into boss chamber, which leashes or stops all the enemies. You dont even need to fight them! But back then, surviving long enough to make that pull took a ton of effort between the tank and healer. My friend and I could only ever do it in voice call where we could coordinate cooldowns and whatnot.
There is one pull in one of the Ankadymer's or however you spell it. The one with the minotaur boss as the second boss. You can wall to wall while ignoring stopping the summoning to have a good 6 to 8 or more additional mobs join in the pull. Another one is Cutters Cry, the area between the second and final boss. You can pull the entire thing if you really want to. Bonus points are awarded if you pull the boss as well. It's definitely doable, but requires the tank and the healer to be on top of their game and is a bit harder if the dps is only melee. Still, quite the rush when you manage to pull it off. Same with Mt. Gulg. That final pull is 100% a suicide pull, which is why I love it so much. I really hope they give us more opportunities to do suicide pulls in the future. They add so much potential for a group to test the limits in a unique way outside of something like savage.
my first ever "massive" pull that i was apart of (i was probably part of other ones before, but didn't think much of it) was the mt. gulg 2nd massive pull. luckily the tank asked if i was ready a really really BIG pull, he was a drk and i was a sge, i said sure (he said he it was ok if we failed), and he pulled EVERYTHING. the whole time i was thinking "omg omg omfg!!" while the mob got bigger and bigger. luckily everyone did their part and we made it! i don't think i would have been able to keep the tank alive if i was a sch (my previous fave heal job). had 3 comms after the dungeons. felt nice :)
Great video! Another Wall-To-Wall pull that is hard is Amadpoor Keep last pull, you can pull entire dungeon from start to 1st boss, 1st boss to 2nd boss, and 2nd boss to last boss, also both tank and healer are lvl 50 and dps don't do any damage.
Ohhh! I recognize each one as troublesome for w2w except by Dohn Mheg and Snow Cloak! Probably Snow Cloak before changes to bosses. Though two of my friends are really, REALLY good at w2w at Mt. Gulg. Just the other day they went really straight from start to first boss without us dying a single time, really impressive. Some mobs couldn't even hit tank since they were all trying to fit in the hallway.
Yeah I don't know if snow cloak got nerfed specifically, but that first mega pull is more like a really fast tough pull, so as long as the tank is ready with their invuln, it usually goes fine!
4:24 Why only AST and SGE? I'm curious to hear your reasoning. WHM has regen which is equivalent to aspected benefic, so I don't see how AST has a specific edge over them here. SGE we can put aside because at this level they have an (technically) instant-cast heal, yes. But for AST, they do have essential dignity - on a 40s CD, which if you're doing a proper W2W they'll probably only get one use of. So for both AST and WHM they're having to rely mainly on their regen in a pull.
Astrologian also has Lightspeed enabling to instant cast their benefic 2 while running along. By dawntrail standards, ast now also has 2-4 defensive cards to rely on, and an extra charge of Lightspeed. And white mage remains unchanged in that level range 😅 To be fair, with a strong tank and healer player, and playing optimally, it could work with any healer I imagine, but I do believe white mage would be much much harder to do it with!
I completely agree with all of these, as both a DRK and WHM. If I ever get Bardam's Mettle on leveling roulette I give a silent prayer that we clear the mob pulls before the final boss with out a single death.
In Anamnesis Ayder after the 2nd boss you can ignore enemies summonning extra ads and just pull everything up to final boss. The enemies will summon extra enemies behind your back and then come sprinting after you.
As someone who's been a Tank main for over 3 years now and has done pretty much everything. For me the hardest wall to wall tank pull was in Anamnesis Anyder, after the second boss to the final boss room. It really tests your tanking skill as you need to space out midagation, stun the hightest threat there, while making sure the healer doesnt die by the second wave of mobs that spawn in after a bit. it's possiable to do but man is it hard to pull off.
This video brings back memories, both good and bad ones xD But as a main healer, this video makes me a bit proud and gives me more confidence because I did a lot of these big pulls (So thank you for this video^^ but I'm somewhere in post shb so I also skipped the dungeons I haven't done yet^^). The pull that made me feel the best were the two Mt. Gulg ones. It was my first time doing that dungeon and together with some friends we had decided to go all w2w. Luckily I had a very trusty tank who did an amazing job. But also had a real clutch moment with the last w2w in that dungeon when I got it during leveling roulette. Both the tank and 2 dps were still 79 and at some point the tank had 37 hp at the last pull, but somehow we still made it! Item level and having certain abilities really makes a difference! Aurum Vale will always be my nightmare tho. Once a tank pulled everything in the room and stopped at the 1st boss entrance but because of the frog aoe, they took too many steps back and triggered the boss.... So then we had to deal with not only too many mobs but also the boss mechanics. Sadly everyone died at some point (mostly to not cleanseling that boss stack), but at least we didn’t wipe xD
First: im a Healer Main, but got all my tanks leveled and run dungeons/trials/raids with them (if needed, not prefered), so my Healer knowledge probably helps me with things that other "normal" tanks might struggle/not know. The red indicator for interruptable Spells and the bar above esunable spells got introduced in the 4.0 patch, so beginning of Stormblood, not shadowbringer and affected enemies retroactivly. If you played the Scholar Jobquest, it even forced you to esuna targets (it was intented via Selene since that was the big difference between eos and selene, but there was a time during Stormblood where both variantes where solutions; idk if that job quests was unchanged) I agree with Aurum Vale and all the long-range 3+ pack pulls you mentioned. Long running time adds _so much more dmg_ then if they would be all close and easily pulled together. I myself never had any problems with Vanaspati, Dohm Mheg, Snow Cloak and Tower of Zot, even when i was neither tank nor healer we never struggled at any of those. I feel leveling dungeons oftentimes are easier in random parties, since everyone runs them more often. the endgame-dungeon-roulette (50/60/70/80 atm) does not give enough exp to be worth the time for most people, so _if_ they run those dungeons at some point, they dont have the knowledge which pull hurts and which one doesnt. My additions to your list would be Pharos Sirius 1st pull, its not long, not very many packs, but each pack hurts a lot and if you get that dungeons often _someone_ will be undergeared/not prepared yet, making wipes easier. And my other addition would be Skalla the pull before the 2nd boss, which often requires (or required, only remember it when it was fresh) tank invurnabilities or saved up burst from the dps. Honorable mention to the final pull with the blue big enemies that hurt like a truck for some reason. tl;dr: agreed with about half the list, the indicators for silence and esuna got added at the beginning of Stromblood (!!!) and X0 lvl dungeons are imo often harder then leveling dungeons.
Fun fact that i discovered while healing amarot, if you stay behind and have the dark sprite latch onto another player first before going on yourself, it makes healing the pulls manageable.
There is a pretty nasty pull about midway through the shisui palace dungeon at level 63 in stormblood that is one of the scary pulls for me, right after the lobster boss, with like the palace guards and the guard captain
Shout out to sirensong sea, just before the final boss. It's not a huge pull, just 3 mobs total, but the notable thing is that the final mob is actually a miniboss, and quite a strong one at that. He particularly punishes you if you forget to interrupt him
Not only that, but it's one of the only mobs in the game that will bait you with something to interrupt that is mostly harmless (an avoidable aoe), and then afterwards use the actually dangerous spell! 😁
as a healer, stone vigil is sooo much easier than it used to be since the redesign. used to have trouble but don't any more. Also had a sprout tank go "what happened?" on the first pull of Bardems Mettel, when i calmly informed him that this was the hardest dungeon pull in the game. glad to be vindicated. Balsers Wall can also be rough on the healer with all the dispelling you gotta do.
Pulls I'd like to mention: Shisui of the Violet tides: The pull between the first and second boss. This one catches MANY people off guard. Doma Castle: The Wall to Wall from first boss to second boss, most groups split thie one up, but its VERY doable if you know what you are doing. Qitana Ravel: This is a pull most people dont know about! Right before the final boss, there are ads on a platform, killing these spawns the next group of Ads: HOWEVER; You can also PULL them off the platform, to cause the second group of monkeys to jump down. This makes a HUGE and super fun pull!
New player here, but Temple of Qarn in AAR first pull: A few things: The pull will be quite large for this level, and tanks have no invuln. The Bees might be easy enough for experienced players, but for new people it can one shot tank. And I guess technically the wall is after the boss, so true wall to wall would include the boss. Not that I ever did this. I've just split it into 2+2 pulls then boss. Might be a newb trap, but it stands out to me since it was the first death I had tanking on my paladin trying the 3 first packs.
As someone else mentioned, experienced players tend to split the pull in two parts both because many dps jobs don't yet have aoe options, and because the bees are too scary 😊 I can also assure you that people would absolutely not pull that boss with adds i dont think! 😁 But it is a good observation! I did not include these pulls because I feel the overwhelming version of the pull is rare 🤔😊
For the first pull of qarn, you can skip the first pack entirely just by sticking to the wall, which helps a ton. You can technically get by the second pack as well, but I wouldn't count on the whole party to avoid it. With one pack missing, stacking mit is very effective against the remaining enemies. After that, it's just the bee early in the pull that might stay alive too long if people don't attack while running or press buttons much when stopping.
I've seen some big pulls here, which is *cosmetically* high end tanking. . . but then the tank won't stun Final Sting, and I know they're just tanking "like they saw on TV" :D
This is a very vindicating list, as those are the places where I found I died most as a tank while leveling. Some more honorable mentions: Sirensong Sea: 1st real pull (after the ship) gets a lot of people. Final pull with only 3 mobs, but you have to interupt the tanky one (some tanks dont do this and we all cry) Shisui of the Violet Tides: Mega pull between 1st and second boss Doma Castle: Megapull between first and second boss (you really need to coordinate with your whole party but this is doable) The Vault: first pull after first boss. Long run, ranged mobs, and a tight 180 corner at the end Sunken Temple: We've all been final stinged :( Loved the video! ps. For the Aurum Vale pull, you can actuall pull in tighter in the fist boss room to "help" your team get in there (and drag in the vale wisps)
Very good suggestions! The sirensong pack at the end is extra mean because even if the tank is the type to interrupt, the mob uses an interruptible, but irrelevant spell first to bait it! 😂 I believe in the aurum vale footage, I was slow to go deeper in around the corner because I was concerned about the frog someone pulled and I tried to pick it up 😂 normally it doesn't look as awkward as that! Thank you!
I am blanking on the dungeons name but it is the ARR dungeon with a Chimera as the last boss. There is a long section just before the final boss that involves a lot of mobs, there are fissures on the ground that explode and do extra damage on you if you stand to close combined with limited space to move since it is a slim stone corridor.
Yes, Cutter's Cry! Yeah the hallway is quite long, so if your party isn't cleaving all the mobs as you go, then you might have trouble with the sheer quantity of enemies you have to deal with by the time you reach the end. A funny detail is that you can technically pull everything in that long hallway into the boss room!
Holmensters has another infamous pull in my opinion. The second pull after the first boss. The rams can hit incredibly hard and the wolves still have their mini tank buster. But the Gremlins inflicting a damage boosting debuff is the most dangerous part I’ve noticed.
These are mostly gear/skill check dungeons. Usually, these happen at around the first dungeon of an expac or around the ~7 dungeon (i.e. Dohn Meg/Vanaspati). It's basically just the game saying "hey have you been keeping up with gear/reading your tooltips?".
My mention is the Kugane Castle First Pull and the second Pull (the one with the machine guns). The first one due to the Iron Giant being super tanky and having huge AOEs, and the second one because the party gets split due to the machine guns firing.
The Mt. Gulg triple pull after Forgiven Whimsy (all the way to the wall), and the super fat pull in Anamnesis Anyder after the Kyklops where you let all the additional mobs spawn in are the true gigachad tank pulls.
Honorable mention: Anamnesis Anyder final pull before the final boss You could pull the entire room, the problematic bit was the mobs casting the pods and having more mobs spawn, the problem wasn't the fact that more mobs spawned, but their spawn is so late and their positions are very spread out, while the tank is pulling the free mobs, usually led to aggro disaster and the wrong people being targetted, taking heals off from the tank that is already pulling 10+ mobs. Nowdays it can easily be pulled with invuln and mits, but on release day a caster lb2 was necessary to clear it out in time.
As a healer main and from running the mentor rolo for a year, I can personally confirm that Bardam's Mettle and Holminster Switch do indeed have difficult w2w pulls, the others that were mentioned not as near the coordination between healer and tank is needed. It really does help when casters aoe sleep the pack giving the healer/tank a short respite. Sometimes I wonder what would be faster a midsize pull where the healer can aoe than be stuck doing gcd heals constantly. Or largest pull possible but only 3 people doing damage to them or less depending on party composition and levels.
A very interesting consideration! Given that healers typically do the lowest amount of damage in a group (usually), if you are choosing between having the healer also attack, or have 50% more mobs in the pack for example, then having 50% more mobs would mean the rest of the group would also be doing up to 50% more damage by virtue of hitting more mobs. So in most cases, more mobs is probably the superior option. But sometimes this can be difficult in a vacuum!
More mobs would be better if you have a WHM since the stun, when timed correctly can apply around 8s of no incoming damage to the tank/group (assuming Holy isn't spammed, but used once the stun has expired. Or sage since majority of their kit is oGCD so they wouldn't be suffering much if any damage loss if they have to heal you and attack. But the other 2 healers would be stuck into GCD healing on the very first pull of the duty. Also, I forget where but I remember reading that healers supply 20% of the overall dmg that is done to bosses/trash, assuming they're actively attacking. While that is perhaps the lowest of the group, given that some mobs begin casting raidwides or final sting-like tankbusters after a long period of they being alive I would argue that mid-size pulls are better for the duties mentioned in the video. @@CaetsuChaijiCh
for the gigapull in stone vigil it's worth noting that white mage is drastically worse than the other healers and more common too at the low level range, but it can make up for being way worse than the other 3 healers at the level range by holding off on using presence of mind on the boss before it and instead use it to cure 2 the tank faster for the gigapull, it's the only dungeon that I ever hold presence of mind on and its definitely worth it. It can make you end up running out of mana if the party damage isn't great but a tank limit break can really help out with it too. A swiftcast cure 2 mid-pulling also can make a big difference sometimes.
I what makes a lot of these so much harder, especially as a former ESO player where high end raiding involves some very tricky trash pulls, is that most tanks in XIV seem completely unaware of LOS and backtrack tactics to deal with ranged mobs.
This is especially the case either in older dungeons that sort of expect you to use these tricks, and in newer dungeons that randomly bring them up again with some awkward ranged mobs. But I do agree that it feels like sometimes players never consider it as even an option to LOS and the like!
Yes, many in ARR, especially right after the second boss in dark hold, which could've also gotten an honourable mention lol. One of the most frustrating runs I tanked there was with a WHM casting Holy while I was running.. What a mess that was!
Surprised the 2nd last pull of Sastasha hard isn’t on here. That one I see healers still struggle with today. Same with the first Baelsar’s Wall pull due to the dots the Sagittarius mobs cast.
I appreciate this list. All of these pulls are doable, but you need to be ready for them. Gearwise, awareness, technique, mitigation, and one MAJOR thing that people don't appreciate... DPS skill level. If your DPS aren't killing things quickly, that can and will wipe a large pull. You're running on a timer for those pulls before the tank and healer run out of juice. If the DPS aren't pulling their weight, you're going to croak. And what's worse, if they're not pulling they're weight, they're also probably not good enough at the game to realize it's their fault, either, and will just blame the tank/healer in their head. Good commentary on why these packs are dangerous though. People underestimate the damage of untelegraphed tankbusters that cause enemies to double attack, and in the case of Stone Vigil, people greatly underestimate just how lacking healers and tanks are in their defensive kits, paired with the sharp corners to LoS your healer, and the magical enemies that hit decently hard AND while running. It's not purely quantity of enemies and damage per hit that makes for a difficult pull. Almost all of the dangerous pulls in this game have some kind of ranged or magical enemy that throws a wrench into things. These enemies *need* to be respected, or they'll cause trouble.
@@CaetsuChaijiCh I only ever got to do it once when me and a friend were levelling our astro and paladin respectively, we just blitzed through the whole dungeon haha
As a new warrior player, I absolutely LOVE doing W2W pulls. I'm still leveling warrior, currently at 84 and I have never felt satisfied doing W2W pulls while healing myself like there's no tomorrow. Most recent W2W that got me hyped up was tower of zot like you mentioned, also like others said in shisui dungeon after the 1st boss all the way to the 2nd boss. Luckily random WoL knows what to do and support me doing W2W there. It was hell and I loved it!
I remember the first pull of Akademia Anyder and the last pull of Amneisis Anyder being fairly rough too for the same reasons. Long running between packs, ranged mobs dealing damage throughout, and big honking mobs hitting way above their weight class.
Right! Usually I feel that pack is greatly diminished in difficulty if you have a mage or ranged using limit break. But I can see how it would be scary!
So for me personally, I am CRAZY. I have been playing since ARR and a die-hard healer main since Heavensward, these are my favourite pulls (because they're so hard to pull off), but they aren’t in order because i honestly don't know how I'd order them, I'll also exclude any “back in the day this was harder” pulls (ie quad dragons, 2 ziz’s, 6 ice sprites in Stone Vigil, oh how I miss you) ShiSui of the Violet Tides, a little bit surprised it wasn't on the list but understandable. The pull I'm talking about is the wall-to-wall right after the 1st boss, it's a long walk, and right at the end the tank can mess up the pull purely by entering the room with the last 3 mobs, yay LoS, this pull has a lot of mobs that deal soooo much damage, and with the amount of healing needed if the tank doesn't LoS the two archers in that last room they will aggro onto the healer and most likely cause panic. This pull is super fun to pull off, not many pulls rely on the tank to not enter a room then LoS some mobs, just a lot of fun all around. Bardam’s mettle, the first wall-to-wall pull, this one is in the video so I won’t talk about it :P Doma Castle, whooooo boi, pulling from the first pack to the last after the first boss is probably one of the longest walks in the whole game… on top of dodging turrets, it is normally an absolute mess xD and I love the chaos. Mt. Gulg, now this one is in the video, first wall to wall is a lot of fun, but you didn't show the true wall-to-wall pull at the very end of the dungeon D: this is one of my favourite pulls in the game, whenever I'm doing this dungeon with a friend on tank I bully them into going ALL the way, I love the difficulty of forcing the healer not only to focus healing the tank but also keeping the DPS alive because of the amount of AoEs there are :3c This is my shortlist, personally, I would add ARR and Heavensward dungeons on the list but those were harder back in the day (ok grandma, let's get you back to bed) but to this day these pulls have held strong as my personal favourites. Thank you for the video also! I love making these kinda rankings, made my brain think!
I have to add, that due to Vanaspati also being a leveling-dungeon, the first encounter - due to the transforming of the first two - can cause heavy chaos and also damage for often the healer, if the tank does not notice they missed 2 mobs among the 'wolves' that are on Vrtra...! And due to the ones afterwards hitting so hard, Tank and Healer probably hold back too. It is a bit chaotic at the start (which also fits the setting, though!)
Yeah, I'm always on the tank's toes at that first bit as I've seen things go wrong on that bit, I suspect it being so early doesn't help (also the lack of lillies at that early point)
My least favorite pull to wall to wall is the first in Brayflox's Longstop. I've done some most of those other pulls wall-to-wall at least once and survived... But I have never survived the first pull in the Longstop. Like, ever. Most healers kind of have a bad kit at that point and since it's an early game dungeon, I feel you got a good chance of getting a new healer. But I never tried since the changes for trusts.
Shoutout to the first pull of Akadaemia Anyder, at least on content. It's way easier now, but I basically defaulted to using bolide there every time bc if the healer wasn't on point, that was a wipe every time
The timing on this video lmao. As a Free Trial member newly into Stormblood, my party got wiped today in my first attempt at Berdam's Mettle since the tank did the W2W lol. They did shorter pulls next attempt tho, so they were gg!
Shisui of the Violet Tides has a very big pull after the first boss that takes a LOT of running to pull off, and good mit/heals to survive. Sad to see not a lot of people remember this dungeon.
Yeah, it's one of the pulls I really missed on this list, esp. considering how easy some of the lower ranked ones are imo. There's also that massive pull in the ghimlyt dark after, iirc, the second boss that was hell on a party back in SB if people were not overgearing the dungeon.
Definitely agree on your #1 pick. I might shift some of the others around a bit but overall on point. I would add the first Amdapors Palace, final pull with all the corners and walls and the Tonberries at level 50. Very easy for the healer to lose sight of you, especially if you're trying to get the ranged mobs to group up with a corner pull. The Tonberries can hit pretty hard too, plus at level 50 a lot of healers are missing some vital tools.
I suppose sometimes what makes the pulls hard can be a test of finesse or knowledge of your job, so if you find them easy, that is a good sign that you know what you are doing! :D
Flashbacks to when I was leveling WAR, and my duo healer and I decided to experiment a little and pull the entire first section of stone vigil into the boss room (and second section to boss lol). Only WAR is able to live this due to their early access to their invuln. Needless to say, we've impressed a good number of DPS when we do this.
Aurum Vale's first room sacrifical wipe is one of the rites of passage for FF14, especially as level 49 is unfairly close to invincibilities and Benediction.
Historically the hardest pull was Castrum Meridianum, pulling the dozen Iron Giants without using the gimmicks.
Haha, I think I only saw someone pull those once, and it was a troll who spent the entire dungeon trying to wipe the party and mess things up ^^' But I could certainly imagine it would be insane!
@@CaetsuChaijiCh I once had a run where we talked about it and one of the party members told that they were once part of a party, back in ARR, that did this. It was not worthwhile at all. They pulled it off for bragging rights, but it gives abysmal XP returns and no other rewards or titles. And it took them like 15 to 30 mins.
Always thought about doing a solo run to try doing it, never did.
If I recall we originally pulled them and ran em back to the cannons, before the obvious answer of just don't aggro them got around.
@@Blazingbeard as a lvl 50 dungeon, it wouldnt have yielded exp until HW was released
There are some more crazy pulls you can do in certain dungeons:
- Qitana Ravel: After the first miniboss, you can wall2wall pull all the mobs into the second minibosses arena, fighting all the mobs + the miniboss simultanously.
- Ampador Keep: actually every pull here you can go crazy with around 30 mobs per pull
- Kugane Castle: The pull between the 2nd and 3rd Boss. It's a huge pull with Bomb Carriers that AoE Burst the group if not killed quickly.
I can agree with the first and the third, but I don't with Amdapor Keep. It's a matter of HP, there many mobs but they are very squishy.
There's a pull in Malikah as well, chonky pull but really not bad all things considered.
Oh you mean that weird one before the final boss where you ignore the first few golems? If that's what you mean, I think that one is really funny, since those golems seem like they should be really dangerous, since they take time to build up, but they do almost nothing other than the occasional frontal cone aoe :D@@codediax
@@Itama22 No not that one, I forgot where exactly, some rock dudes, talos and bombs and stuff but like i was saying its not too bad XD
sirensong right after the second boss, that one stressed me out in SB lol
I feel like it's crazy important to mention that the difficulty of a pull can vary heavily on whether or not the tank casts sprint BEFORE entering combat, since the additional 10 seconds you get from doing so is incredibly substantial. Sprint is a mit, after all.
The entire party should honestly be doing the same, but I feel like this is unfortunately not as common as it should be, I only see people do this regularly in Endwalker dungeons
That is very true!
I actually have had players with legend titles admit they didn't know sprint had a longer duration when used before combat. So it is no surprise that players in general might not realize it!
I generally advice other roles to use sprint when the tank does, or just before entering combat should the tank simply not do it 😊
Wow i never knew that i always used it after i aggroed the first targets
I feel like it's crazy tanks popping sprint to run up the peaceful alley instead before the mob.
I'm a healer main and by this point I'm just used to using sprint whenever I see the tank use it. But when I started I didn't know this, and had so many situations where the tank ran off and they died because I "couldn't keep up with them".
So now I find it difficult whenever I play tank, because I know I should use sprint, but I'm worried about the healer getting left behind because they don't know.
Just as a reminder, you don't need to sprint before the tank pulls. As long as you don't draw any aggro at all, you aren't in combat, so popping sprint will give you the full 20 seconds. Even Peloton draws aggro, so you really have to be doing nothing to make it work though.
4:13 I usually do the full W2W here, and i felt pretty confortable about my average performance, until i've queued in one as Astro during its leveling, only to be greeted by a tank that successfully pulled everything ON THE BOSS🤯
That's awesome! I would certainly never do such a pull with randoms! But that's incredible!
I think they nerfed it a little bit? Maybe I jsut got better/geared up but I recall that pull being very tense even if you stopped at the column room, but nowadays it feels pretty easy, I dont do the w2w there more out of habit than anything
I think Shisui of the Violet Tides deserves a mention. Specifically the pull from the first to the second boss. You can pull everything up to the front of the second boss room and I've only seen it successfully done twice.
Honestly I don't find that pull particularly difficult, but I do notice a lot of tanks not going for it. Every tank I've asked, however, said they didn't realize the doors could be opened during the packs lol
Surprised that wasn't here too, its a pretty tough one.
*adds to bucket list*
Oh wait nvm I know which one you mean now, I do that by default.
I love that pull and I've seen it done a lot. It definitely calls for an invuln, but as long as invuln is usable and everyone plays well it tends to go pretty smoothly.
Aurum vale's first pull is, inscrutably, one of my favorite to execute correctly. No other pull in the game works the same way. Sliding into the corner of the boss room to safespot the ranged mobs and avoid the frogs is just so janky in a way i kinda like
You can do same in Stone Vigil to drag Ice Elementals in.
The main issue is the team standing far away and getting yoinked by a frog, gathering more mobs in the fight.
I think that room is tough because you csnt account for the dps and then espexially the healer for knowing to stay near the tank.
Commenting before even watching, I think the scariest are the first pull of Bardam's Mettle, and the first pull of Mt Gulg, and the pull after the 2nd boss in Gulg as well.
Well, I am glad we agree on that! Given all three of those are in the list! :D
@@CaetsuChaijiChas a healer main with a lot of tanking on the side, I would rank both Mt. Gulg pulls above Bardam's.
You can't forget the mass pull after Bardam's 1st boss. That Zu's windburn and autos hurt more than most of the rest of the mobs combined. I saw very few tanks succeed and not even attempt it if the healer was an AST. There were a lot of pulls between StB and ShB that just didn't happen if an AST was in the group, they just didn't have the heals and shields to handle them at the time
As a healer I completely agree with Bardam’s. It just seems that first pull is a heal check for Stormblood. I’m so glad you included it. Stuff just hits really hard it feels like.
The big challenge for me as DRK there is that I don't have TBN at that level - with that it would be trivial. I do enjoy pulling it off though. :D
Holminster Switch really deserves that special mention, also because it's possibly the first dungeon someone trying out Sage is going to encounter. I've been there.
Playing sage as my first healer in that was tough🤣 tank was nice about it though. Now I’m able to wall2wall mount gulg, so I’m happy :P
i love the final leg of Amdapor Keep. my friend went tank and sprinted the whole thing once! Pretty hard heal check but also keeping up through all the winding paths.
Amdapor Keep is a strange one! Its one of those real old school ARR dungeons with items to grab to open the door and things like that! But yeah, there is a really big pull right at the end as I recall! :D
I've done that before. It's one of the few I'll only do on PLD because of how strong Hallowed is
That pull is actually pretty crazy, but once you pull it off you never wanna go back!!! The trick is to actually just never stop. If you hesitate, then the aoes get staggered. There are also casters(ish) but once you get to the wall they usually cycle through to the normal combo.
Tower of Zot is a hilariously hard dungeon for being the first durgeon in Endwalker, regardless of pull size or not
That's the best part, and the bossfight with 3 sisters is the best in the expansion. I'm deeply disappointed they casualized everything else in the Endwalker. Dungeons in Shadowbringers were much better, especially when the very first pull in Holminster Switch almost kills you and the second obliterates you - it sets the tone of the expansion really well.
Love the Shisui of the depths lvl 63 dungeon. In that one the mid pull you can gather up lots of ninjas to beat down. Doable bit can go wrong.
Also Doma castle first pull where you get the iron giant with all the aerial ships and soldiers. Not to hard but can go wrong.
Yeah the iron giant in the second pull of Doma Castle can sometimes get lucky and place their frontal cleave in the perfect spot to cleave the group!
All of the Doma dungeons can get nuts.
Shisui and the one with the Harakiris has crazy pulls, very very fun.
Hardest w2ws are in Mt Gulg. Both first and last w2w in the dungeon.
I will forever adore that megapull in Zot because of the warrior main from my static. When endwalker first dropped, his way of showing me how strong bloodwhetting is, was to tell me "dont heal, just dps. Trust me." Before sprinting off to do that pull. It was maybe the second time we'd run that dungeon and it was amazing xD
As someone who often frequents the support jobs, id have to also include the first pull, and the big middle pulls in Ktisis Hyperboreia. as well as the Big Middle Pull in Shisui of the Violet Tides. maybe also some of Anamnesis Anyder's Weird Pulls
Shisui is by far the hardest pull I've ever done as a tank.
@@theeharkness it’s def up there imo too. it’s a good one to pop invuln on, if your healer can’t keep up with the pack’s damage
I absolutely LOVE tanking dungeons. I don't do savage or extreme things at level though. My personal biggest mechanic as a tank is to watch for my healer when I go around walls. As a multi-job-person, I understand that a lot of healers aren't used to full sprinting alongside their tank. But being considerate of your party will almost always prevent a wipe when you're tanking, wall-to-wall or not, or at least it does for me.
The mega pull in Shisui of the Violet Tides is my favorite. The pull where you go through the castle and conclude in the room with the ninjas.
I feel so validated for you mentioning Bardam Mettle. I hate tanking that dungeon..
There are 2 wall2walls that i think are infamous
In Shisui, i believe it's the pull after the first boss. You can pick up every add All the way to the wall to the second boss, and you usually have to invuln
And then i believe it's the last pull in Anamnesis Anyder where you can do pretty much the same, but you have to also deal with some of the mobs trying to bring crystals to life, which brings even more mobs should they succeed
This was a very thorough list and very entertaining. To these I would add a couple more: Amdapor Keep's first and final pull with tons of voidsent and giant ass golems, Cutter's Cry has the explosive cavern pull which comes with even more golems as well as explosions coming out the ground, and last but not least, Ala Mhigo's Plaza pull, right after the 2nd boss I think (can't remember if it's the 2nd or 1st rn), basically you go from a squad of soldiers, into magitek gorillas that come with mini busters, into multiple packs of attack dogs and finally into a magitek squad comprised of soldiers plus a Magitek Armor, all this while dodging AoEs fired by the Artillery battery you have to destroy, a very fun one to pull off :D
Indeed! The Ala mhigo one I haven't seen in a while because a lot of tanks either find it too scary, or don't even consider it an option!
Thank you! 😁
I'm highly surprised Ala Mhigo wasn't on this list, ngl, especially since I wouldn't even consider Amaurot a difficult pull at all, just annoying at most and Paghl'than while I really like that dungeon, the first pull isn't 4 packs, because even if you break the boulder... the mobs from the first 2 packs will be dead or near dead by the time you assemble the second.
This is also why Sprint isn't a mitigation as some may think, as it gives less time to damage the mobs on the run, which for some jobs means less resources to build up to burst the assembled pack faster but overall means mobs will survive in the big pack for longer. You effectively trade taking a bit less damage while pulling for taking more damage for longer when the actual pull is assembled. That's assuming the mobs don't have ranged attacks, because if they do you're literally on a minus with the sprint cause you'll be taking the damage either way.
I forgot about the Plaza pull, that one is fun. It's actually not that hard on Warrior now.
I think Doma Castle pull after the first boss can be a sneaky hard one, with the machine guns making you stop and start and they can separate the tank & healer. The Vanguard & Reaper are fairly strong mobs in there too. Not a ton of enemies and most are fairly weak so it's easy enough if you all make it through quick.
Personally most of the time when I've attempted it, the mobs die as you pull because of having to stop and start like that! As long as the dps are cleaving while you run, you rarely get to see the full pack at the end!
This would be high on my list, too. Between the cleaves that cut people off and the dps randomly getting hit by one thing or another and the tanks sometimes stopping before the back side of the last set of guns, I find that W2W pull horrible as a healer.
Great list they’re all worthy entries. For me as a sch main in Anamnesis Anyder the pull between the 2nd and 3rd boss that can be done as one enormous pull was always equal parts fun and scary.
I'm glad someone said this, because it was always my favorite pull in post-ShB and I could give my healer a heart attack when I inevitably had to use superbolide lol
It's criminal it wasn't mentioned in the list, as it is really epic and much more difficult than some of the mentioned.
To add on to the Mt. Glug pull, for the last pull at 11:05 if I remember correctly you can pull it even further into the space at the end which I think might have a few more mobs too.
This is true for the first Gulg pull as well, from what was shown in the video
Yup I recognize all the dungeons you name as troublesome. Vanaspati and Tower of Babil was where I died as tank. Don Mheg is where I failed as healer in the Kelpie pack pull.
I almost got an anxiety attack when you pulled Stone Vigil with those ice elementals. That's just suicide man.
Tried the full last pull in the lvl 79 dungeon, but never made that one.
Here's a little fun fact: That giga pull at the end, we actually wiped, because I waited 1 second too long on Holmgang, and my healer friend waited 1 second too long with a healing spell! xD
Yeah the giga pull at the end of Mt. Gulg is insane. Just way too much running, and so many things to deal with in the pull. Unless your tank and healer both are really really good, I don't recommend trying it! ^^'
@@CaetsuChaijiCh kudo's for trying the stone vigil pull!!! To bad you didn't make it. Awesome tho if those pulls succes, such a rush!
When I was lvling tanks and didn't realise how much BIS gear for that (and all) dungeon mattered, yeah it wasn't fun. Had to learn to adjust to own and party ilvl and XP whith ARR dungeons and the hard pull dungeons in your video.
Yeah those ice elementals hit like a truck. I'm pretty sure they're the hardest hitting thing in that dungeon.
the frickin icicle is the most dangerous thing in a fortress full of dragons
@@ericsmith1517 Magic damage do be going brrr.
Thank you! I main WHM and was *educated* by this - I remember having some really anxious moments on some of these pulls in the list and now you've explained why!
10:50 This pull at Mt Gulg is actually a pretty memorable one for me when it was released and it continues to be right now every time I get the dungeon.
I have about a 5 for 1 history playing both healer and tank on this pull. Very rarely is it failed when attempted and at this point, it’s mostly a non-verbal head nod between our characters once we get into the area between healer and tank.
It’s a nice pull to be able to test yourself as a healer and a tank, provided the stranger with you knows something about their class too…
But, mostly, it’s just a great “cowabunga” moment between strangers just before we say goodbye.
...and then there are the wonderful forgotten DPS who nobody ever thanks.
Even if they're the whole reason why the pack is dead in the first place, because they actually care enough to know how to play their job,
even if they're the ones dragging the loose mobs to the tank (and therefore also reducing pressure on the healer because their HP bar is just extra mitigation),
even if they're bolstering the tank's longevity with their own mitigations,
even if they're increasing the healer's heals with their buffs,
even if they're dropping ranged/caster LB instead of saving it for the melee for a minor time save at the final boss,
everybody just pretends like they're some sort of optional accessory.
sob
(I'm memeing here, I play literally every role on a savage level, just don't forget to thank your friendly neighborhood dps)
@@Cherryblossoms110 I invite the DPS to the party too. ♥️
Tam Tara Deepcroft has a surprisingly impressive giga pull at the end. I have potions for leveling and they are a godsend for that pull considering that you're at a level when things like Cure 1 is "good"
I was surprised it wasn't mentioned as it really requires both the Tank and Healer to really work together, given the extremely limited tools they have to use.
Your videos have been ridiculously helpful for me as I vigorously scramble my way through the msq to catch up to my endgame friends
Thank you! I'm glad to hear that! Do be sure to also enjoy the journey on the way so you don't burn out! 😊
An important part of this for tanks is also what I'd call "healer awareness". I adore big pulls, and as a white mage, regen+holy spam clears out a lot of these problems! But yaknow... if I typed something at the start and you ran off around a corner... or my robe got caught on a corner, or I paused because I thought you were ending the pull. I might get just out of range. Just keeep an eye out, my tank brethren and sistren. :D If there's no regen on you, and you don't see your healer, stopping for a couple seconds can save you a lot of seconds! Thank you for this thoughtful video! It's "unfashionable" to call anything hard in this game, so I appreciate you putting the time into this content.
Opening pull in Doma Castle deserves a mention.
I remember one time I was playing Ast while we still had Cleric stance.
Was in copperbell normal.
Warrior grabbed everything from the elevator all the way to the wall you blow up.
After a couple packs they were still going, thought to myself better turn off cleric stance. Won't get to use it.
Was a real rough time, but we managed to survive it!
I found some of the early dungeons, where the distance between walls was longer and I had fewer buttons to save my life pretty difficult, Brayflox being my example, but after all the changes they've made to those early dungeons and my problem with Brayflox in particular as a healer are the fresh dark knights. Tower of Zot, Holminster Switch and Sirensong Sea all gave me some issue at some point. Is it a coincidence that they were all the first dungeon of their expansion? There's no way to know
Yeah I can see that! Indeed, there's a few weird reasons why sometimes the very first dungeon of an expansion becomes extra hard! Whether it is jobs missing crucial buttons, or coming straight from the MSQ and perhaps being a bit undergeared in a way, it is certainly possible that that is the problem, rather than the dungeon itself beiing stand-out in its difficulty! ^^
A lot of tanks would come from MSQ or an alt job and completely underestimate a 1st dungeon of an expansion thinking their gear from the 2nd tome/raid tier would be enough only to be rapidly slaughtered. Zot especially for tanks not at 82 for their defense upgrades had issues even in the best gear available at that point, though DRKs got shafted their with a measly 10% mitigation in oblation while the other tanks got massive defense buffs in holy shelltron, bloodwhetting, and heart of Corundum (short term heavy mitigation and a form of self-sustain built in). DRK to do well had to be quick about pulling and grouping mobs so they could get abyssal drain in to burst heal themselves and hope if they needed living dead early in EW their healer could actually heal enough to prevent the delayed death of the DRK (before living dead had the massive heals on hit added to its waking dead half)
Some personal picks of mine,
Last pull of Grand Cosmos: Those paint knights have a lot of health and they hit very hard, not to mention that one of them is a healer and one is fashioned in the style of Odin.
Second set of pulls in Swallow's compass: a morbol, stingrays, waterfall AOEs and a priest with a few other mobs that all have cone and circle aoes make it hard to position
Final pull on Hell's Lid: just a lot of hard hitting mobs including serpents iirc.
Second set of pulls in The Twinning: The set before the second boss, many mobs with tons of circle AoEs that hit pretty hard
Final pulls on Stigma Dreamscape: Dragons, omicrons and omega frames all at once, need I say more?
Those are my personal picks, loved the video btw.
3:10 But are the frog immune to sleep ? If not, healers and casters can also intervene as a last resort.
(I'm just looking for an excuse to use sleep. Why are so many mobs randomly immune to it?)
I haven't tested, but anything immune to stun is almost guaranteed to also be immune to sleep. Still, good idea! 😅
I never knew you could extend the first pull of Mt. Gulg that far so I learned something new today
What healer you have can make such a difference in any of these pulls. White Mage that actually knows the value of holy during pulls can make things go so much smoother.
Very glad to see some of these make the list. I did Bardam's Mettle so much in one day that I had the full caster set from it. It gave me an appreciation for that first pull.
This was such a cool idea for a video. I loved it!
Shisui of the Violet Tides always stood out to me with that one room before the second boss where you fight the vassels. My favorite wall to wall used to be totorak and basically trying to pull the whole dungeon as fast as possible.
As far as the easiest pulls on the contra go definitely st. coinach arboretum and old copperbell. You could solo old copperbell. It wasnt even hard. Well the final boss can be tricky but its far from impossible and a great way to learn a lot of useless old Arr skills if you are new.
So fun fact, mobs dont auto or move while they're casting. I did Gulg as a SCH the ither night in my roulette and we w2wed every pull, on the first pull (the *full* pull), after the tank and I spent our big cooldowns, the tank started running in circles. Normally you don't want to do this as a tank, but this meant that the mobs that were casting would have to catch back up, which which cut out a lot of auto attacks over the pull and smoothed out the damage the tank was taking quite a bit since they were taking maybe only half the mobs autos at any one time. Thankfully SCH can easily attack while moving too, WHM and to an extent AST would've kinda been screwed over by that. Its also worth noting in that final big pull Gulg has that the high mob density + yellow/white tile scheming makes aoes hard to spot. I've seen tanks who were otherwise fine go from full to dead instsntly
This is true, in fact, mobs actually don't chase you if they don't have an auto attack ready, so kiting in general is very effective! I used this to solo Mt. Gulg as a warrior a while back, including all of the full pulls!
That Mt Glug pull actually got me last night. I definitely messed up my own cooldowns, but the healer said they burned a few cooldowns badly too. Had zero issues clearing after that though.
You can always just run it back and do it again if you wipe! My first ever experience of the Mt. Gulg wall to wall was a wipe, after which the group just went and tried again 😂
it's great to watch this, it reminds me tanking is fun lmao.
Mt. Gulg pull 2 remains one of the only wall to walls ive never pulled off! it's unusually demanding on the DPS and healer, so there's a lot more that can go wrong.
there's also a cool detail with tower of Zot where you can pull mobs along the catwalks from the edge of the previous catwalk, not sure if it's useful, but it's fun to do!
and my last shoutout is the final pull of stone vigil, which you can actually take all the way into the boss arena
I assume you mean in tower of babil? 😊
I never considered pulling all those mobs into the boss room in stone vigil because as I recall, you need someone else to open the door, and it is rare I get that dungeon with friends to coordinate that with! 😂
People often forget about the pull after the first boss of Neverreap, probably cuz it’s an optional dungeon and one of the least popular ones. There are multiple bees that will use final sting if they’re not killed quickly enough and while they can be stunned, they all do it close to the same time and if you have a WHM spamming holy, they’ll be immune to stun by then. The only viable choice is to invuln when you see final sting but your tank needs to be aware of what’s going on. On top of that if you target the bee while holmganging, you lose the effect of holmgang because your target died.
Sunken Temple of Qarn (while the pulls are not as big I don't think) also has those Final Sting Bees. I still remember the Healer freaking out in chat because the Tank got one-shotted during my first time running it......
there's a holmgang trick that I've seen work wonders- It's a macro to target YOURSELF instead of someone/something else with holmgang. Can't die if your target is yourself now can you?
Also some more honorable mentions:
- middle pack in ala mhigo - quite long with a lot of random adds coming in
- first pack in castrum abania - the monkeybots hit hard and the pull is quite long
- 2nd set before the first boss in doma castle - because of those iron giants that does massive cleaves
They aren't as tough as mentioned above but they definitely will wipe a group that's not paying attention.
Very good honorable mention examples! Thank you!
Holminster switch broke me as the healer, utterly broke me mentally, physically, peripherally( as in keyboard and mouse).
entering dungeon: "I'm on the lvl 70 tomestone gear, I know how to play healer, this is the first dungeon, I should be fineeeeeee".
2 pulls in: "oh dear god, no no no no no, PALI U ARE NOT DYING ON ME, ESSENTIAL DIGNITY ASPECTED BENEFIC *cries in button mashing* BENEFIC II BENEFIC II BENEFIC II, MONK U TANKED ONE AOE AND UR AT 10% HP?!?!?!?!??"
Mt Gulg is my favorite wall to wall pull because it feels like it was tailor-made as a challenge. If you die it's very plain that it was something you or someone else could have done better.
as soon as i started the video my brain was flooded with all my past bardams runs like war flashbacks.
Very educational, thanks!
Seeing that Bardam's Mettle pull there gives me mixed feelings of validation. I was grinding through dungeons on my very first healer class and got to Bardam's Mettle and that first pull hit me right in the face. Most of the tanks I queued with seemed to handle it fine, but one I played with was running through so fast that I couldn't keep up, not holding aggro on the enemies, so I had to patch up the two dps, and chewed me out over it, then proceeded to single pull the rest of the dungeon. Probably one of my least favorite ffxiv interactions. It's definitely a tough pull, but manageable with good pacing.
I'm a brand new tank, and Stone Vigil was the first, and so far only, dungeon where the general advice from your videos wasnt enough to keep me alive. I didnt realize how many of the mobs there are ranged, and how much having to run affects the healer's ability to reach me. I'm gonna have to try that again at some point, glad to know it's not just me though
Stone vigil is super strange, so don't be too hard on yourself if you mess it up! 😊
I mostly recommend only doing the extremely big pulls with at least a healer you know, but you know your limits best of course!
Here's a fun one. Amdapor Keep from ARR's final mega-pull. After the second boss, there's nothing stopping you from pulling to the main boss's door. The main problem is how long this pull is and how many enemies there are. It's so long that Sprint will run out well before the halfway point. Of the few times I've done this pull, I've only succeeded on it once. I was playing as Paladin (because that's what I queue the roulette on). I perfectly timed my Hallowed Ground so that I would be as close to death as possible. If I had been off on using my invuln by a millisecond, it would've been a wipe. I also feel that a Warrior can't do this pull just because it's unlikely that they'll get healed enough while Holmgang is active. This pull also needs communication, as if the White Mage is stunning them while you're invulnerable, that's wasted mit. This dungeon is also optional content, so there's not a lot of players that have it unlocked.
One neat thing about stone vigil, the bosses all still work with the cheese of starting the boss, the tank dying and having the mobs all run out, and then the tank teleporting back after the 15s runs out. I haven't fiddled with it enough to say how to do it consistently without the mobs aggroing someone else, but runs of stone vigil could potentially be very fast if everyone's on board with that.
I also recommend using two big cds at once in aurum vale for that pull (might as well reprisal too). It makes healing pretty chill, way more chill than trying to play things safe and the enemies should die before or soon after the cds finish. The room before the second boss is another place where you can freely just dump all your cds with no downside, making it easy even if you pull everything in there (even if you pull them all into the boss). Same with the double malboro room, which FWIW you can pull the other from a distance to avoid its eggs triggering. That last one has a 4mob pull after that you'd ideally have one cd for, but it's not a huge deal if you prefer to spend it on the big pull instead, alongside the other two cds. ARR dungeons in general can benefit a lot more from stacking big cds because you have one pull covering most mobs between bosses and they die fast enough that you don't need to space the cds, plus taking little enough damage that the healer can dps the whole time without their OP high-level kit makes them die even faster.
The biggest thing for Zot's last two pulls is to realize that you can have two big cds for both pulls. Pop rampart first in the second-last pull and it'll be up for the second slot of the last pull. You can slot arms and your 30% into the remaining two big cd slots to keep big mit up almost 24/7 on those pulls (preferably put arms in the first pull after rampart because even when enemies are slower, it still hurts a ton getting whacked for full damage when everything is still alive), plus of course reprisal and your other stuff freely on top of these. What I see most often for why tanks struggle is that a) they use 2 big cds for the first pull and only have one left for the second; and/or b) they don't use arm's length, so they might have literally 0 big cds for the second. On top of the other usuals of course, like using their short cd only once between those two bosses or something.
On sage, even most of these pulls in the video don't require any gcds unless the tank is undergeared and playing poorly and/or the group is doing piss poor damage. I'll give a shoutout to amdapor keep, not because it's particularly hard, but because they might be the longest pulls in the game (tam tara comes to mind too) and the enemies will hit the tank a lot while running even when it looks like they shouldn't. I do remember one fun run I had of stone vigil where the tank did that last wall pull but both of the dps dced at the start of it, so the tank and I had to duo it. Never really had much in the way of MP issues, but I did on that one. We got through it, though, so that should say something about how feasible it is with a full party. In particular, kardia and physis can do quite a lot of work even on that pull if the tank stacks cds at the start and the mobs start to die off quickly.
Very good suggestions! And I do agree that sometimes it feels like sage is the healer equivalent to warrior in the way that it just strong arms through everything somehow!
First time I ever wiped on Stone Vigil was when the DRK tank tried that giga pull at the end of the dungeon, and I, as a sage, was not expecting it in the slightest. The zero comms I got at the end of that felt like the biggest slap in the face.
was running stone vigil with a coworker as healer and I was tank. coworker mained healer and bard and was an ultimate legend if I recall. We wiped after I pulled three mobs and they said they weren't ready to deal with them. So I made small pulls the rest of the dungeon so they weren't overwhelmed
My favorite wall2wall was the pull between the 1st boss and the 2nd boss in st mocianne's arboretum when Heavensward was current. You'd pull the mobs into the wax wall, let the DPSers kill the wall, run to the second wax wall, let the DPSers kill that wall, then jump into boss chamber, which leashes or stops all the enemies. You dont even need to fight them! But back then, surviving long enough to make that pull took a ton of effort between the tank and healer. My friend and I could only ever do it in voice call where we could coordinate cooldowns and whatnot.
There is one pull in one of the Ankadymer's or however you spell it. The one with the minotaur boss as the second boss. You can wall to wall while ignoring stopping the summoning to have a good 6 to 8 or more additional mobs join in the pull.
Another one is Cutters Cry, the area between the second and final boss. You can pull the entire thing if you really want to. Bonus points are awarded if you pull the boss as well. It's definitely doable, but requires the tank and the healer to be on top of their game and is a bit harder if the dps is only melee. Still, quite the rush when you manage to pull it off. Same with Mt. Gulg. That final pull is 100% a suicide pull, which is why I love it so much. I really hope they give us more opportunities to do suicide pulls in the future. They add so much potential for a group to test the limits in a unique way outside of something like savage.
my first ever "massive" pull that i was apart of (i was probably part of other ones before, but didn't think much of it) was the mt. gulg 2nd massive pull. luckily the tank asked if i was ready a really really BIG pull, he was a drk and i was a sge, i said sure (he said he it was ok if we failed), and he pulled EVERYTHING. the whole time i was thinking "omg omg omfg!!" while the mob got bigger and bigger. luckily everyone did their part and we made it! i don't think i would have been able to keep the tank alive if i was a sch (my previous fave heal job). had 3 comms after the dungeons. felt nice :)
Great video!
Another Wall-To-Wall pull that is hard is Amadpoor Keep last pull, you can pull entire dungeon from start to 1st boss, 1st boss to 2nd boss, and 2nd boss to last boss, also both tank and healer are lvl 50 and dps don't do any damage.
Ohhh! I recognize each one as troublesome for w2w except by Dohn Mheg and Snow Cloak! Probably Snow Cloak before changes to bosses.
Though two of my friends are really, REALLY good at w2w at Mt. Gulg. Just the other day they went really straight from start to first boss without us dying a single time, really impressive. Some mobs couldn't even hit tank since they were all trying to fit in the hallway.
Yeah I don't know if snow cloak got nerfed specifically, but that first mega pull is more like a really fast tough pull, so as long as the tank is ready with their invuln, it usually goes fine!
4:24 Why only AST and SGE? I'm curious to hear your reasoning. WHM has regen which is equivalent to aspected benefic, so I don't see how AST has a specific edge over them here. SGE we can put aside because at this level they have an (technically) instant-cast heal, yes. But for AST, they do have essential dignity - on a 40s CD, which if you're doing a proper W2W they'll probably only get one use of. So for both AST and WHM they're having to rely mainly on their regen in a pull.
Astrologian also has Lightspeed enabling to instant cast their benefic 2 while running along.
By dawntrail standards, ast now also has 2-4 defensive cards to rely on, and an extra charge of Lightspeed. And white mage remains unchanged in that level range 😅
To be fair, with a strong tank and healer player, and playing optimally, it could work with any healer I imagine, but I do believe white mage would be much much harder to do it with!
I completely agree with all of these, as both a DRK and WHM. If I ever get Bardam's Mettle on leveling roulette I give a silent prayer that we clear the mob pulls before the final boss with out a single death.
In Anamnesis Ayder after the 2nd boss you can ignore enemies summonning extra ads and just pull everything up to final boss. The enemies will summon extra enemies behind your back and then come sprinting after you.
As someone who's been a Tank main for over 3 years now and has done pretty much everything. For me the hardest wall to wall tank pull was in Anamnesis Anyder, after the second boss to the final boss room. It really tests your tanking skill as you need to space out midagation, stun the hightest threat there, while making sure the healer doesnt die by the second wave of mobs that spawn in after a bit. it's possiable to do but man is it hard to pull off.
This video brings back memories, both good and bad ones xD But as a main healer, this video makes me a bit proud and gives me more confidence because I did a lot of these big pulls (So thank you for this video^^ but I'm somewhere in post shb so I also skipped the dungeons I haven't done yet^^).
The pull that made me feel the best were the two Mt. Gulg ones. It was my first time doing that dungeon and together with some friends we had decided to go all w2w. Luckily I had a very trusty tank who did an amazing job.
But also had a real clutch moment with the last w2w in that dungeon when I got it during leveling roulette. Both the tank and 2 dps were still 79 and at some point the tank had 37 hp at the last pull, but somehow we still made it! Item level and having certain abilities really makes a difference!
Aurum Vale will always be my nightmare tho. Once a tank pulled everything in the room and stopped at the 1st boss entrance but because of the frog aoe, they took too many steps back and triggered the boss.... So then we had to deal with not only too many mobs but also the boss mechanics. Sadly everyone died at some point (mostly to not cleanseling that boss stack), but at least we didn’t wipe xD
How on earth did you survive the entire aurum vale room at once! 😂
That is very impressive!
@@CaetsuChaijiCh I don't know xD think it helped that I was astro, but thank you^^
First: im a Healer Main, but got all my tanks leveled and run dungeons/trials/raids with them (if needed, not prefered), so my Healer knowledge probably helps me with things that other "normal" tanks might struggle/not know.
The red indicator for interruptable Spells and the bar above esunable spells got introduced in the 4.0 patch, so beginning of Stormblood, not shadowbringer and affected enemies retroactivly. If you played the Scholar Jobquest, it even forced you to esuna targets (it was intented via Selene since that was the big difference between eos and selene, but there was a time during Stormblood where both variantes where solutions; idk if that job quests was unchanged)
I agree with Aurum Vale and all the long-range 3+ pack pulls you mentioned. Long running time adds _so much more dmg_ then if they would be all close and easily pulled together.
I myself never had any problems with Vanaspati, Dohm Mheg, Snow Cloak and Tower of Zot, even when i was neither tank nor healer we never struggled at any of those. I feel leveling dungeons oftentimes are easier in random parties, since everyone runs them more often. the endgame-dungeon-roulette (50/60/70/80 atm) does not give enough exp to be worth the time for most people, so _if_ they run those dungeons at some point, they dont have the knowledge which pull hurts and which one doesnt.
My additions to your list would be Pharos Sirius 1st pull, its not long, not very many packs, but each pack hurts a lot and if you get that dungeons often _someone_ will be undergeared/not prepared yet, making wipes easier. And my other addition would be Skalla the pull before the 2nd boss, which often requires (or required, only remember it when it was fresh) tank invurnabilities or saved up burst from the dps. Honorable mention to the final pull with the blue big enemies that hurt like a truck for some reason.
tl;dr: agreed with about half the list, the indicators for silence and esuna got added at the beginning of Stromblood (!!!) and X0 lvl dungeons are imo often harder then leveling dungeons.
Fun fact that i discovered while healing amarot, if you stay behind and have the dark sprite latch onto another player first before going on yourself, it makes healing the pulls manageable.
There is a pretty nasty pull about midway through the shisui palace dungeon at level 63 in stormblood that is one of the scary pulls for me, right after the lobster boss, with like the palace guards and the guard captain
Shout out to sirensong sea, just before the final boss.
It's not a huge pull, just 3 mobs total, but the notable thing is that the final mob is actually a miniboss, and quite a strong one at that.
He particularly punishes you if you forget to interrupt him
Not only that, but it's one of the only mobs in the game that will bait you with something to interrupt that is mostly harmless (an avoidable aoe), and then afterwards use the actually dangerous spell! 😁
Bardam deserves that number one spot. The issue is exacerbated by skill at that level, in that many still don't know how to perform a large pull.
as a healer, stone vigil is sooo much easier than it used to be since the redesign. used to have trouble but don't any more. Also had a sprout tank go "what happened?" on the first pull of Bardems Mettel, when i calmly informed him that this was the hardest dungeon pull in the game. glad to be vindicated. Balsers Wall can also be rough on the healer with all the dispelling you gotta do.
That is true, and baelsars wall just also has quite a long way you can run, and pull so many mobs!
Pulls I'd like to mention:
Shisui of the Violet tides: The pull between the first and second boss. This one catches MANY people off guard.
Doma Castle: The Wall to Wall from first boss to second boss, most groups split thie one up, but its VERY doable if you know what you are doing.
Qitana Ravel: This is a pull most people dont know about!
Right before the final boss, there are ads on a platform, killing these spawns the next group of Ads: HOWEVER; You can also PULL them off the platform, to cause the second group of monkeys to jump down. This makes a HUGE and super fun pull!
New player here, but Temple of Qarn in AAR first pull: A few things: The pull will be quite large for this level, and tanks have no invuln. The Bees might be easy enough for experienced players, but for new people it can one shot tank. And I guess technically the wall is after the boss, so true wall to wall would include the boss. Not that I ever did this. I've just split it into 2+2 pulls then boss. Might be a newb trap, but it stands out to me since it was the first death I had tanking on my paladin trying the 3 first packs.
As someone else mentioned, experienced players tend to split the pull in two parts both because many dps jobs don't yet have aoe options, and because the bees are too scary 😊
I can also assure you that people would absolutely not pull that boss with adds i dont think! 😁
But it is a good observation! I did not include these pulls because I feel the overwhelming version of the pull is rare 🤔😊
For the first pull of qarn, you can skip the first pack entirely just by sticking to the wall, which helps a ton. You can technically get by the second pack as well, but I wouldn't count on the whole party to avoid it. With one pack missing, stacking mit is very effective against the remaining enemies. After that, it's just the bee early in the pull that might stay alive too long if people don't attack while running or press buttons much when stopping.
I've seen some big pulls here, which is *cosmetically* high end tanking. . . but then the tank won't stun Final Sting, and I know they're just tanking "like they saw on TV" :D
This is a very vindicating list, as those are the places where I found I died most as a tank while leveling.
Some more honorable mentions:
Sirensong Sea: 1st real pull (after the ship) gets a lot of people. Final pull with only 3 mobs, but you have to interupt the tanky one (some tanks dont do this and we all cry)
Shisui of the Violet Tides: Mega pull between 1st and second boss
Doma Castle: Megapull between first and second boss (you really need to coordinate with your whole party but this is doable)
The Vault: first pull after first boss. Long run, ranged mobs, and a tight 180 corner at the end
Sunken Temple: We've all been final stinged :(
Loved the video!
ps. For the Aurum Vale pull, you can actuall pull in tighter in the fist boss room to "help" your team get in there (and drag in the vale wisps)
Very good suggestions!
The sirensong pack at the end is extra mean because even if the tank is the type to interrupt, the mob uses an interruptible, but irrelevant spell first to bait it! 😂
I believe in the aurum vale footage, I was slow to go deeper in around the corner because I was concerned about the frog someone pulled and I tried to pick it up 😂 normally it doesn't look as awkward as that! Thank you!
I am blanking on the dungeons name but it is the ARR dungeon with a Chimera as the last boss.
There is a long section just before the final boss that involves a lot of mobs, there are fissures on the ground that explode and do extra damage on you if you stand to close combined with limited space to move since it is a slim stone corridor.
Yes, Cutter's Cry! Yeah the hallway is quite long, so if your party isn't cleaving all the mobs as you go, then you might have trouble with the sheer quantity of enemies you have to deal with by the time you reach the end. A funny detail is that you can technically pull everything in that long hallway into the boss room!
Holmensters has another infamous pull in my opinion. The second pull after the first boss. The rams can hit incredibly hard and the wolves still have their mini tank buster. But the Gremlins inflicting a damage boosting debuff is the most dangerous part I’ve noticed.
These are mostly gear/skill check dungeons. Usually, these happen at around the first dungeon of an expac or around the ~7 dungeon (i.e. Dohn Meg/Vanaspati). It's basically just the game saying "hey have you been keeping up with gear/reading your tooltips?".
My mention is the Kugane Castle First Pull and the second Pull (the one with the machine guns). The first one due to the Iron Giant being super tanky and having huge AOEs, and the second one because the party gets split due to the machine guns firing.
The Mt. Gulg triple pull after Forgiven Whimsy (all the way to the wall), and the super fat pull in Anamnesis Anyder after the Kyklops where you let all the additional mobs spawn in are the true gigachad tank pulls.
Honorable mention:
Anamnesis Anyder final pull before the final boss
You could pull the entire room, the problematic bit was the mobs casting the pods and having more mobs spawn, the problem wasn't the fact that more mobs spawned, but their spawn is so late and their positions are very spread out, while the tank is pulling the free mobs, usually led to aggro disaster and the wrong people being targetted, taking heals off from the tank that is already pulling 10+ mobs.
Nowdays it can easily be pulled with invuln and mits, but on release day a caster lb2 was necessary to clear it out in time.
As a healer main and from running the mentor rolo for a year, I can personally confirm that Bardam's Mettle and Holminster Switch do indeed have difficult w2w pulls, the others that were mentioned not as near the coordination between healer and tank is needed.
It really does help when casters aoe sleep the pack giving the healer/tank a short respite.
Sometimes I wonder what would be faster a midsize pull where the healer can aoe than be stuck doing gcd heals constantly. Or largest pull possible but only 3 people doing damage to them or less depending on party composition and levels.
A very interesting consideration! Given that healers typically do the lowest amount of damage in a group (usually), if you are choosing between having the healer also attack, or have 50% more mobs in the pack for example, then having 50% more mobs would mean the rest of the group would also be doing up to 50% more damage by virtue of hitting more mobs. So in most cases, more mobs is probably the superior option. But sometimes this can be difficult in a vacuum!
More mobs would be better if you have a WHM since the stun, when timed correctly can apply around 8s of no incoming damage to the tank/group (assuming Holy isn't spammed, but used once the stun has expired.
Or sage since majority of their kit is oGCD so they wouldn't be suffering much if any damage loss if they have to heal you and attack. But the other 2 healers would be stuck into GCD healing on the very first pull of the duty.
Also, I forget where but I remember reading that healers supply 20% of the overall dmg that is done to bosses/trash, assuming they're actively attacking.
While that is perhaps the lowest of the group, given that some mobs begin casting raidwides or final sting-like tankbusters after a long period of they being alive I would argue that mid-size pulls are better for the duties mentioned in the video. @@CaetsuChaijiCh
for the gigapull in stone vigil it's worth noting that white mage is drastically worse than the other healers and more common too at the low level range, but it can make up for being way worse than the other 3 healers at the level range by holding off on using presence of mind on the boss before it and instead use it to cure 2 the tank faster for the gigapull, it's the only dungeon that I ever hold presence of mind on and its definitely worth it. It can make you end up running out of mana if the party damage isn't great but a tank limit break can really help out with it too. A swiftcast cure 2 mid-pulling also can make a big difference sometimes.
I what makes a lot of these so much harder, especially as a former ESO player where high end raiding involves some very tricky trash pulls, is that most tanks in XIV seem completely unaware of LOS and backtrack tactics to deal with ranged mobs.
This is especially the case either in older dungeons that sort of expect you to use these tricks, and in newer dungeons that randomly bring them up again with some awkward ranged mobs. But I do agree that it feels like sometimes players never consider it as even an option to LOS and the like!
Yes, many in ARR, especially right after the second boss in dark hold, which could've also gotten an honourable mention lol. One of the most frustrating runs I tanked there was with a WHM casting Holy while I was running.. What a mess that was!
Surprised the 2nd last pull of Sastasha hard isn’t on here. That one I see healers still struggle with today. Same with the first Baelsar’s Wall pull due to the dots the Sagittarius mobs cast.
I appreciate this list. All of these pulls are doable, but you need to be ready for them. Gearwise, awareness, technique, mitigation, and one MAJOR thing that people don't appreciate... DPS skill level. If your DPS aren't killing things quickly, that can and will wipe a large pull. You're running on a timer for those pulls before the tank and healer run out of juice. If the DPS aren't pulling their weight, you're going to croak. And what's worse, if they're not pulling they're weight, they're also probably not good enough at the game to realize it's their fault, either, and will just blame the tank/healer in their head.
Good commentary on why these packs are dangerous though. People underestimate the damage of untelegraphed tankbusters that cause enemies to double attack, and in the case of Stone Vigil, people greatly underestimate just how lacking healers and tanks are in their defensive kits, paired with the sharp corners to LoS your healer, and the magical enemies that hit decently hard AND while running. It's not purely quantity of enemies and damage per hit that makes for a difficult pull. Almost all of the dangerous pulls in this game have some kind of ranged or magical enemy that throws a wrench into things. These enemies *need* to be respected, or they'll cause trouble.
Fell Court of Troia is a pretty tough dungeon imo because the enemies make you switch between AoE and Single Target which can mess up your rotation
Early ARR w2w pulls can be the most satisfying, doing a full w2w sastasha including pulling enemies into boss arenas is so hectic but really fun
I can imagine it is fun if the entire group is ready and able! 😁
@@CaetsuChaijiCh
I only ever got to do it once when me and a friend were levelling our astro and paladin respectively, we just blitzed through the whole dungeon haha
As a new warrior player, I absolutely LOVE doing W2W pulls. I'm still leveling warrior, currently at 84 and I have never felt satisfied doing W2W pulls while healing myself like there's no tomorrow. Most recent W2W that got me hyped up was tower of zot like you mentioned, also like others said in shisui dungeon after the 1st boss all the way to the 2nd boss. Luckily random WoL knows what to do and support me doing W2W there. It was hell and I loved it!
I remember the first pull of Akademia Anyder and the last pull of Amneisis Anyder being fairly rough too for the same reasons. Long running between packs, ranged mobs dealing damage throughout, and big honking mobs hitting way above their weight class.
You got a lot of the ones I had in mind. One I would add is one of the later, near the end of The Court of Troia can be a bit threatening
Right! Usually I feel that pack is greatly diminished in difficulty if you have a mage or ranged using limit break. But I can see how it would be scary!
It looks like a lot, but the enemies in troia do literally no damage so it's very easy to actually live through.
So for me personally, I am CRAZY. I have been playing since ARR and a die-hard healer main since Heavensward, these are my favourite pulls (because they're so hard to pull off), but they aren’t in order because i honestly don't know how I'd order them, I'll also exclude any “back in the day this was harder” pulls (ie quad dragons, 2 ziz’s, 6 ice sprites in Stone Vigil, oh how I miss you)
ShiSui of the Violet Tides, a little bit surprised it wasn't on the list but understandable. The pull I'm talking about is the wall-to-wall right after the 1st boss, it's a long walk, and right at the end the tank can mess up the pull purely by entering the room with the last 3 mobs, yay LoS, this pull has a lot of mobs that deal soooo much damage, and with the amount of healing needed if the tank doesn't LoS the two archers in that last room they will aggro onto the healer and most likely cause panic. This pull is super fun to pull off, not many pulls rely on the tank to not enter a room then LoS some mobs, just a lot of fun all around.
Bardam’s mettle, the first wall-to-wall pull, this one is in the video so I won’t talk about it :P
Doma Castle, whooooo boi, pulling from the first pack to the last after the first boss is probably one of the longest walks in the whole game… on top of dodging turrets, it is normally an absolute mess xD and I love the chaos.
Mt. Gulg, now this one is in the video, first wall to wall is a lot of fun, but you didn't show the true wall-to-wall pull at the very end of the dungeon D: this is one of my favourite pulls in the game, whenever I'm doing this dungeon with a friend on tank I bully them into going ALL the way, I love the difficulty of forcing the healer not only to focus healing the tank but also keeping the DPS alive because of the amount of AoEs there are :3c
This is my shortlist, personally, I would add ARR and Heavensward dungeons on the list but those were harder back in the day (ok grandma, let's get you back to bed) but to this day these pulls have held strong as my personal favourites.
Thank you for the video also! I love making these kinda rankings, made my brain think!
I have to add, that due to Vanaspati also being a leveling-dungeon, the first encounter - due to the transforming of the first two - can cause heavy chaos and also damage for often the healer, if the tank does not notice they missed 2 mobs among the 'wolves' that are on Vrtra...! And due to the ones afterwards hitting so hard, Tank and Healer probably hold back too. It is a bit chaotic at the start (which also fits the setting, though!)
Bardam's Mettle is definitely the hardest. Most times, if I pull off the first W2W I don't have enough CDs to do the second one.
First pull on Baelsar's wall as a healer. The dots are pretty bad if people don't deal with the Sagittarii.
Yeah, I'm always on the tank's toes at that first bit as I've seen things go wrong on that bit, I suspect it being so early doesn't help (also the lack of lillies at that early point)
ngl farming Stone Vigil while leveling Machinist was what made me decide to finally get over my tank anxiety...to some degree XD
My least favorite pull to wall to wall is the first in Brayflox's Longstop. I've done some most of those other pulls wall-to-wall at least once and survived... But I have never survived the first pull in the Longstop. Like, ever. Most healers kind of have a bad kit at that point and since it's an early game dungeon, I feel you got a good chance of getting a new healer. But I never tried since the changes for trusts.
Shoutout to the first pull of Akadaemia Anyder, at least on content. It's way easier now, but I basically defaulted to using bolide there every time bc if the healer wasn't on point, that was a wipe every time
Oh yeah that one is definitely hard! 😊
The timing on this video lmao. As a Free Trial member newly into Stormblood, my party got wiped today in my first attempt at Berdam's Mettle since the tank did the W2W lol. They did shorter pulls next attempt tho, so they were gg!
Shisui of the Violet Tides has a very big pull after the first boss that takes a LOT of running to pull off, and good mit/heals to survive. Sad to see not a lot of people remember this dungeon.
Yeah, it's one of the pulls I really missed on this list, esp. considering how easy some of the lower ranked ones are imo.
There's also that massive pull in the ghimlyt dark after, iirc, the second boss that was hell on a party back in SB if people were not overgearing the dungeon.
Definitely agree on your #1 pick. I might shift some of the others around a bit but overall on point.
I would add the first Amdapors Palace, final pull with all the corners and walls and the Tonberries at level 50. Very easy for the healer to lose sight of you, especially if you're trying to get the ranged mobs to group up with a corner pull. The Tonberries can hit pretty hard too, plus at level 50 a lot of healers are missing some vital tools.
As a tank main, this video has served to give me an ego boost as I found myself going "This was a hard wall-to-wall?" a few times.
I suppose sometimes what makes the pulls hard can be a test of finesse or knowledge of your job, so if you find them easy, that is a good sign that you know what you are doing! :D
Great analysis as always. Also, your voice is just so pleasant to listen to ❤
Flashbacks to when I was leveling WAR, and my duo healer and I decided to experiment a little and pull the entire first section of stone vigil into the boss room (and second section to boss lol). Only WAR is able to live this due to their early access to their invuln. Needless to say, we've impressed a good number of DPS when we do this.
Aurum Vale's first room sacrifical wipe is one of the rites of passage for FF14, especially as level 49 is unfairly close to invincibilities and Benediction.
The sacrificial wipe of (future) luck and fortune!