Circling is slow. Back away once mobs have clustered well and do a quarter-circle if you need to, but lure them in as close as you reasonably can. Stay alert for other nearby mobs and obstacles. Make sure there is always somewhere to run directly away from the quad.
If you do die, no big deal -- a single quad will usually make up for the XP loss. Dying still dilutes your XP over time, so try not to be too stupid about it.
I pretty much agree with others who have stated that letting mobs get close is too risky. The exception here is a well-twinked druid quadding borderline LB mobs. Druids self-heal well, and can take a few hits. Back on Brell, I quadded wyverns in Cobalt Scar this way for a few levels.
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