two people ran ahead of everyone to get to the end boss to finish the quest quicky. Two of us are trying to catch up but they left all the mobs behind which were slowing us down. Then I was the one to be blamed cause the two of them died and I was asked why I was not healing.
Heh. If you run ahead on a non-tank (or tank not grabbing agro), you're on your own. There are tanks that are great at gathering more than one pack for AE if that's what's good for the group. The behavior is pretty obvious and v.different from melee blitzing and praying for agro-drop.
There are also some dash ahead / skippy quests where a LOT of people don't know the skips. The tree (corruption?) in Feywild is the classic skippy where I regularly see folk not know how to skip -- melee walking up & breaking or standing next to orbs, etc.. If the team isn't on the same page and you're doing anything remotely different from "kill it all", TALK to your team first to get them on the same page.
So, yeah, that dash & die was entirely on them.
I know how to play the game and avoid damage, but eventually youre going to take a hit, then its all over.
Everyone dies now and then in R10. The "don't die" or "no one-shots" just means make sure dying isn't your go-to strategy.
The biggest difference between say R4 and R10 is that there's no "standing still" in R10. Cast a heal too soon and you peal mobs off the tank. Healer has to circle 'em back so tank can get agro. Stand and shoot instead of strafing and ranged attacks will pincushion you. Step between mob & tank (classic newbie melee mistake) and you eat the hits meant for tank; conversely, not circle strafing out of the front as a melee means you get hit instead of missed.
DDO attacks all have physics in addition to the classic D&D dice. Moving turns lag and game-physics to your advantage.