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The good and bad of GOGOGO

This week on Drama Mamas, we discussed a couple that disagreed on how to handle GOGOGO PUGs, the sort that attempt to rush through everything as fast as possible. The tank felt that the DPS who pulled should not be healed, while the healer believed that everyone should be healed indiscriminately. In my opinion, the tank should pull and the healer should stay with the tank, healing others as needed as long as they are in range. But many in the comments disagreed.

Leveling dungeons are, for the most part, easy places to run -- over and over -- for experience and loot. The question is, are they only that or are they also places to practice your role for the endgame? Many commenters believe that endgame playing should be left for max level and that leveling dungeons should be raced through. Others believe that keeping to a standard pace is boring and chain pulling, even by DPS, is the only way to go.

In practice, a tank has little to no queue time, so the pace ends up being whatever the tank wants, else he or she will just accept the votekick and get into another group immediately. Though I don't believe in strongarm tactics, I do think the pace should be set by the tank, even if it ends up being a little slow. Learning on the way up is good. On the other hand, there is a challenge of the GOGOGO team that can be appealing.

What about you? Do you prefer GOGOGO dungeons while leveling? Why or why not?

Filed under: Analysis / Opinion

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