29 Jun 2005 at 19:58 - 6
Well, it's all about builds. I have no problem putting healing seed on a warrior, if that warrior has been successful so far in generating hate. A warrior that draws agro is a good thing.
For casting professions and ranged professions (E, Me, N, R), I've seen idiots in all 5 of these categories. I do remember seeing N/W run into the center, thinking that they have warrior armor, and I felt helpless in my attempt to save their skins. That is the only build that stands out as being recipe for trouble, but even for it, I believe it was just the players who mis-understood the role of their toon.
I think that the geometry of the group is often more important the builds. If a warrior runs in, and attacks one MOB in a group of 4, the other 3 will often run right past the warrior, back to the monks. The whole party (except for the warrior loner) backs up. Now the warrior is out of reach of the monk, and cannot be healed. One dead, useless warrior coming up.
Ideally, I think the warrior should chase down whichever mob is closest to the rest of your party. Tanking 1 of 4 is useless if it separates you from your group.
Warriors, find out if your healer is some one who uses healing seed. If so, make sure you stay as close to the your other warriors as possible, so that you can all share the heals.
Necros, ask your monks to broadcast when they are low in energy. Stay near them, so that you can give them a big energy boost when needed. Broadcast it yourself, so that the monk will know to return the favor with a nice big heal.
Rangers, volunteer yourselves to call targets. Make sure your monks/elementals know, so that they can give you a protection spell before you run off to pull the next target. You'll probably be the first one to take damage, so a little pre-emptive protection is really designed for you.