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Message ID: 16900
Date: Mon Mar 27 19:11:04 BST 2000
Author: Kevin L. Crawford
Subject: Re: [eqbards] Is selos in a group a megataunt?


> > > We always tell our nukers
> > > "stand still and take your
> > > beating! we got healers :)".
> >
> > LOL! ...and if I had a dollar for every time I waited
> > to be healed and died, I could buy Verant;-)
>
> Unless the mob was snared or you were SoWed, you would've died
> regardless.
>
> Unless there's a speed difference, you can't run away from
> mobs. You can run all you want and the mob will still have no
> problems hitting you. If there's no speed difference, a mob
> aggros on a caster, and the caster runs around, all he does is
> make it take *longer* for the others to get it off him than if
> he'd just stood there.

Actually there is a trick to go just a little faster than Jboots and a
little slower than SoW when you run. I won't go into what it is because
it's SO useful for non-SOW classes that I'd hate to see it get "Fixed" by
Verant. Basically once I figured out how to do this my SK stopped dying ;)

And... it works INDOORS too ;)

> Even if the mob is snared or you're SoWed, it's still
> generally a poor practice to run since it makes it harder for
> the tanks to hit it, which increases the time it takes to kill
> the mob, which lowers the number of mobs you can kill per
> hour.

Very true ;) And I agree. If something jumps you in a group do NOT run.
Let the group deal with it. Worst case, you die. You probably woulda died
ANYWAY but at least this way you don't get the group in an uproar and maybe
cause a couple extra deaths that wouldn't have happened if ya'd stayed put.

Personally, in groups I am in, if the caster starts running around when a
mob jumps them we give them 1 more chance. If they do it again we disband
them.

~ L