Honestly I think the problem is the setup you're taking. You're talking a lowman; my group does lowman dynamis as well. In Windy, we go with NIN + THF + RDM + BLM. We focus on each of the four NMs there, bouncing from one to the next while sleepgaing as necessary and having the BLM and/or RDM procing both the NMs and the adds that get slept around them. Wipes do happen now and again due to bad luck or a weird pull at times, but that's what RR Pins and Scrolls of Instant Reraise are for. Sandy's a simple deal, NIN/THF/RDM/Whatever else and we tear through all types of mobs. Your problem is that you're not going for the necessary diversity that this type of event seems to be asking for; you're specializing and as a result, that's going to limit you in some ways.
Anyway, to directly address each point:
1. No area map.
They're implementing these soon enough, and until they're done, pull up the wiki. They're fairly accurate maps and they help a good deal. Another thing, don't let people come in late and make sure they pay attention while following, because that wastes precious time that can be used for farming when they're wandering around like headless chickens.
2. Disparity in ‘proc’ rates.
Not really a problem, honestly. For WS, bring a dagger, use Energy Drain/Steal, or some other low-damage WS. Also pull multiple mobs, and use proc'd mobs for building TP on, then turn and WS the target mob with a low-damage or non-damage WS. For magic, RDM is a beast because you can do your T1 enfeebles (Sleep, Blind, Slow, Paralyze, etc) then toss on the higher-tier versions without waking them up, not to mention stuff like Bind, Gravity, and Addle to make it that much easier. Gone through them all? T1 nuke, sleep again, Sleep II again. Three more proc chances right there.
3. No emergency Raise.
Reraise Hairpin/Earring (though Hairpin is all jobs), Scroll of Instant Reraise. Bring a mage. All of these are applicable situations. If you died in the middle of a group of mobs, it's your mistake on this one, because frankly you need to manage your stealth better. D:
4. Killing your charmed competition.
Charm is an existing game mechanic, and if you can't handle charm, you need to rethink your strategy. For example, bring someone with sleepga (in case a charmed person has shadows, /SCH Manifestation works too) and have only one of your DNCs wail on the NM until it's proc'd, since Subtle Blow will reduce TP spam, and you can sleep a single target readily before sending someone else to smack it. When it procs, zerg it, but be ready to pull back so you don't get everyone charmed.
If you let your guys get charmed, it's free game for removing competition.
Edit to this point: My group is generally nice and offers Raises for those we take out while they're charmed. We just don't wanna be om nommed while killing the NM, and it costs the competition no EXP, so really it's just removing potential "adds" during the fight. That's always a more polite alternative.
5. Quadav sound aggro and linkega.
Sleepga is your friend.
6. Pets depop when starting fight with zone boss etc.
Agreed, honestly. This has been an annoyance, though I haven't had many chances to bring a pet job anyway. Usually I'm either RDM, BLU, or BLM. :s
7. Only few safe camp spots for people targeting specific coins.
Then use those camps, obviously. xD
Non-dickish sounding reply though, those camps are the way to go, and from there you work on pulling individuals or small groups and then having your mage sleep them. It's not too bad, you just need to bring along crowd control.
8. AF2 and base relic weapon junk clogging inventory.
Bumbeen handles this well with his reply: it's annoying, but you can simply go to the treasure pool and manually pass. If you don't like that, you can toss stuff from your inventory as it drops to you.

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