Depends on how long the jump is. Darkside requires 442 MP to activate, which is slightly more than 2 ticks (6 seconds). So if the jump is NOT 6 seconds or longer, do not bother turning off Darkside.One more thing - if there is ever a break in the fight (boss jumps, disappears, goes untargetable, whatever) TURN OFF DARKSIDE. There's literally no reason to have Darkside on while in combat if you're not hitting anything, if you're not dealing damage, it becomes nothing more than an MP bleed, it should go without saying, and likewise, if your party isn't able to hit anything, your BRD/MCH should be playing Ballad/MP turret, and with Darkside off, you will benefit from it. And unlike Grit, Darkside is off GCD and has a relatively cheap MP cost.
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