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What to do when you pull two mobs??

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  • What to do when you pull two mobs??

    Heres my example:

    We were fighting lizzys in Valk. A war with no sub pulls a liz and links with another. Half of our team took one and zoned. The other half stayed and I was yelling. ZONE!!!. and he wouldn't move so i continued to yell and at this point the monster only lost about 30 HP. After I finaly left for zoning (me whm) the war still didn't budge. I then got this from him.

    If you had stayed we could have killed him. Now im dead because your whiny WHM ass.

    leader booted him.

    Was zoning right thing to do? There was no way to of killed the liz.

  • #2
    Yes, the war probably should have stayed until the rest of the PT got clear, then you two could have probably made it out.
    Death can make anyone bitter though.
    "Nihilistic sky, inhale magic power...Bizen Boat!"

    " Is there anything more beautiful than a beautiful, beautiful flamingo, flying across in front of a beautiful sunset? And he's carrying a beautiful rose in his beak, and also he's carrying a very beautiful painting with his feet? And also, you're drunk."

    -Jack Handy

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    • #3
      liberal applications of regen, and small small cures (maybe lots of htem, but brings less hate) of course, the best thing to do is not pull links
      March 23 2004, a day that will live in infamy.
      Use search, or deal with assholes like me

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      • #4
        Most white mages who are leveling up in Valkurm Dunes would probably not have regen. :sweat:

        The spell is learned at level 21 right? ^^
        <:3_)~

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        • #5
          In Dunes, it can be very dangerous since Lizard link and Goblin and Bat aggro. I think if something goes wrong, it is hard to win because you will most likely play with new players who think they can win all the time at that level. But why risk? If you zone, everyone is alive and can go find another Lizard right away. If one member die, then they lose xp, and the whole party has to wait for Raise... It is not worth it. You did the right thing.

          Soonyi.
          75Brd . 37Whm . 22Smn

          "Seeing or hearing things the same way isn't important... Sharing the same moments in your life is." - Romilda, Port Bastok.

          www.tempestls.net

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          • #6
            I play a level 63 white mage. I can assure you that you made a wise decision.

            You need to get in the habit of making sure you take care of yourself before the party. As the white mage, eventually when you learn Raise at level 25, you need to stay alive. That way if anyone else goes down, you are still there to get them back on their feet.

            This may sound pretty selfish, but it's generally the best thing to do FOR the group.

            You might pop your tank a few cures as you are zoning out, but make sure you don't stop too long. If you can cure them just 1-2 times then they should make it out okay if they keep running too. As you know us mages go down in a few hits.

            Taking care of yourself = taking care of the group.
            75 White Mage
            75 Ninja

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            • #7
              If the zone is close and the party is inexperienced just zone. If they are foolish enough to ignore the fact that the whm is zoning, its there loss. I don't care who is in charge the rest of the time, if the whm makes the decision to zone and acts on it, there is no room to disagree with him, he's in charge at that point. In places like valkurm and qufim, it is usually best to just zone and get back to where you were with the loss of 2 min instead of spending 15 min getting raises for half (or all) of your party. Higher up, being farther from zone make this more difficult, but Escape and sleep from blms help out. If the war was actually smart, he would have voked the add, and zoned with it in tail and leave the other 5 party members to fight the origonal mob and prepare for the add to return from the zone.
              Whm 75 Blm 37 Brd 75 | Bastok Rank 10 | Whm > Rdm

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              • #8
                The WHM is the best judge if a party will win or lose a fight, you know how much longer you can hold them alive for so if things get tough and you decide to zone, a party should always go with the WHM and zone. If i reckon time needs to zone you gotta just yell then run, if they dont listen then its there fault.

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                • #9
                  i'm usually the judge of whether or not we'll win a fight. if i don't think we'll win, i ES + sleepga II then escape. usually though if there's only one link, i can keep it sleeping long enough for us to finish off the 1st mob w/o too much problems. sleep lasts 60 seconds unresisted and sleep II will overwrite sleep so u can sleep it for almost 2 minutes and 30 seconds unresisted. earlier on, the only choice you have is to call for help if there are nearby parties or run like hell. if your party has a blm, i believe that its his responsibility to use bind or sleep so the party can get out safely. later on, its the paladin's responsibility to get aggro of all linked mobs by using provoke or flash or whatever he can on the linking mobs then using invincible while escape or teleport is being casted.

                  best thing though is for your puller to just not get a link...sometimes its unavoidable. in some cases, the puller can also simply commit suicide instead of running back to the team with a mob.

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                  • #10
                    I've been playing as a WHM in dunes, when my PT pulls linking monsters, if we can win one war will solo a mob while the rest of the PT teams up on the other one, killing it very quickly, we then resume fighting the one a war is attacking. The war that fights the other monster could be a mnk/sam/any melee class as long as they can voke. Sometimes a willing melee will take the fall for the PT
                    There is no knowledge without experience.
                    San dOria Rank4 \\ 30 WAR | 19 MNK | 14 RDM | 8 WHM | 13 BLM | 13 THF | 5 DRK | 10 RNG // Goldsmithing 10
                    Windurst Rank4 // 46 WHM | 26 BLM | 20 RDM | 18 WAR \\ Alchemy 11 | Fishing 8

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                    • #11
                      Melee's last job, failing all else, is to make sure the mages survive. Pull all the hate you can, run away from party and hope they make the zone line.
                      Cooking: 60, Alchemy: 56, Smithing: 41, Goldsmithing: 15, Woodworking: 9, Leathercraft: 11, Boneworking: 1

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                      • #12
                        Originally posted by Saedius
                        Melee's last job, failing all else, is to make sure the mages survive. Pull all the hate you can, run away from party and hope they make the zone line.

                        I totally agree with this. I am a mage. Although I have another character tanking. It is sad for any of the tanks, but I do feel it is right and necissary that if anyone is to go down first, it should be the melee. The mages keep the melee alive, thus the melee must keep the melee alive. Whenever I play my WHM, the only time I die is in the heat of battle because the melee suck. I usually never die when there are two things pulled because I haul my Taru ass outta there. Now when I'm a Galka, I voke, voke, and voke and if something else gets pulled....I voke. Mages should not die, AT ALL. What you did was so right and if I was the melee, I'd be happy that you got away safely.
                        `\~*~/`Life is a Dream, Death is the Alarm Clock`\~*~/`

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                        • #13
                          I once had a paladin zone on the party when his invincible would have saved it (the other melees had used their 2 hours while the ran, this was level 60). My take is that if you wanna run everyone runs together, white mage cures and melees provoke or whatever, but don't leave the zone till everyone is near by (doesn't apply if you aggroed Bune or something like that w).

                          Easiest answer is to sleep the mob :D But since that isn't an option so early, I say cure what you can, mantain a distance, and take note when the monster turns towards you to keep running (dune only).
                          Black Mage 73

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