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Message ID: 634
Date: Tue Apr 27 13:10:17 BST 1999
Author: Paul McClung
Subject: Re: Digest Number 31


>
>Message: 2
> Date: Tue, 27 Apr 1999 00:36:21 -0400
> From: Vince Seese <seese@...>
>Subject: Abandoning ship
>
>Since my groups tend to have a high ratio of tanks to spellcasters, I
>find myself in an interesting position, and I was wondering what
>everyone else's ideas of proper etiquette were regarding gate.
>
>First is easy. You all ran 20 min to your fav kill spot. Played for
>hours of fun. Night is over. Do you gate home, leaving your tanks to
>run thru what might end up being hostile areas (but usually aren't), or
>do you run with them?
>
>2nd is harder. Basically, do you die with your party, or abandon them
>when there is trouble? All of this talk of shadowstep gate has made me
>think Im in the minority here. My tanks actually tell me they expect to
>die so I can live, if it comes to that. BUT - I don't think its right
>to leave them. Am I doing them a disservice ? I would rather try one
>more time to get that root off on the MOB killing them so we can all
>live (or die) together.
>
>#2 has lead me to doing a LOT more solo fighting, cause I hate the idea
>of either possiblity actually!
>


Abandon ship, run, gate, zone or otherwise haul butt. The tanks know your
worthless in melee, and if you've given it your best shot, they would MUCH
rather see you survive than to see you die needlessly.

When I played a tank, if I knew the end was near, I told everyone to
zone... its useless for an entire party to die, when the deaths can be
limited to just 1 or 2 individuals.

I've never had the first bit of qualm about running... Your tanks will
actually feel better if you get away, because at least they didn't die for
nothing.

Flik