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  1. #16
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,998
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    Definitely agree that POTD has made this particular issue worse; there was a marked increase in how much I saw this behavior in 3.x compared to 2.x and I highly suspect the blame lies there.

    I'm not fond of "chain pulls" where the tank takes off before the last mob is dead, because that often results in half the MP/TP regenerating on the other players, so you start the next fight at half strength.
    I do this sometimes to keep the steady pace going, but I understand the whole reduced regeneration thing and I don't start running until the last mob is around critical HP (and I usually use a stun here to stick him in place before I run, if he's not already been made stun immune by Holy spam or something).

    Also while we're on that subject, as a non-tank, it's important to note your own MP/TP after a fight when a longer pull is being made; if you're still recovering it is probably wise not to throw DoTs and such at the various mobs as they're being pulled so that you remain "out of combat" for longer and can recover more quickly before the next pull is settled and you engage.
    (2)
    Last edited by Fynlar; 07-18-2017 at 10:35 AM.