Quote:
Originally Posted by jilena
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This is funny. My problem 90% of the time grouping 1-50 on both my cleric in necro was being in groups that pull too goddamned slow. If my cleric isn't regularly hungry for mana or if my necro isn't having to occasionally feed a healer or enchanter mana to save our asses. The group sucks. Period. *shrug*
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I'm usually pulling for my groups (I like controlling the incoming rate of damage in my optimization equation, thus being a primary determining factor on whether my group wipes or not) especially if in an outdoors situation so I can further increase my group's safety by harmony-pulling, and to be honest... if it's a pickup group, I'm going to spend the first 10-15 minutes figuring out what the group can handle based on constant mana checks and what kind of discipline they show that corresponds to my above model.
If they're good to go, I'm gonna chain pull. I'm going to have the next mob inc before they finish the one they're on. If pulls are a long distance away, I'm going to pull 2-3 and rootpark the extras nearby (and hopefully save the chanter/bard some mana... my mana pool as a ranger is a lot more expendable than theirs.) But first I need to adjust the incoming rate of damage so that I'm not causing extended periods of downtime (once in a while is okay for bio/smoke breaks for the group, etc.)
The puller has a visual display of the group's HP pool, so he should be able to judge for himself how much he's draining that resource. What he can't see is the group's collective mana pool. And since the puller is relying on that mana to HP conversion to extend the HP pool, any puller worth a damn is going to wait on/ask for mana checks/updates from the classes in the group that can perform that mana->hp conversion (i.e. healers). As the cleric, create the group dynamic where you set the rate of incoming damage with the puller. If the puller doesn't understand this by now after 10 years of the existence of EQ, point him to this post, or find a new puller.