** Disclaimer - this is my opinion. I assert it as my opinion only. **
I've never had a static party (hopefully that will change soon).
I have however been in hundreds of pickup parties. There are a few things that get neglected over and over, and these lead to slow starts, inefficient progression, and even death. I had frustration with this last night, so I just wanted to share a few thoughs.
Getting there - Running, Sneak, Invis, Oils and Powders
I know that everyone is eager to get to where they're going. Running through Eastern Alteppa => Western Alteppa => Kuftal Tunnel => Cape Terrigan => Valley of Sorrows for example is a long way. The problem comes up when some people run ahead, some fall behind, some have powders, some don't, some know the way, and some are travelling the route for the first time...
First of all - stick together. There is nothing worse than losing a party member on the way. They might get lost, they might get killed - either way you're wasting a ridiculous amount of time due to lack of patience. Wait for your members and overall you save yourself a lot of time and grief.
Now - as for the Oils/Powders vs. Sneak/Invis debate - Powders and oils cost a good deal of gil. I believe that every melee should be carrying them at all times, but that mages should re-apply sneak and invis for the non-mages when possible. Sneak and Invis items are essential for an emergency - it is not fair for a melee to expect a mage to de-invis in the middle of a danger zone. Generally, however, I find that if you partner up (one caster and one non-caster per partnership) makes this very easy - and at L50+ (where you're going to have to travel pretty far to get to a location) there are generally 3 casters w/ Sneak/Invis.
Setting up the Skill-Chain
I am always blown away when we get to a leveling spot and the puller just runs out to grab the first mob right away. What about the skill chain? It takes 30 seconds to plan the skill chain, and trying to set up the skill chain during battle is a good way to get confused. It takes 60 seconds to plan a skill-chain, set up appropriate macros, and make sure that the mages know what to burst with.
Playing without a skill-chain is ridiculously inefficient, and starting without one is a good way to slow things down right off the bat.
Deciding on and dividing up Enfeebling Magic
Non-mages might not pay much attention to this, but as a RDM (Having an A+ in Enfeebling Magic) I find it annoying when WHMs and BLMs just start spewing out whatever they feel like.
Enfeebles cost anywhere from 9 to 35 MP. Every time you see "whiteMage's Slow has no effect on the Velociraptor" you can be sure there is a lack of communication on your mage line.
I'm biased (being an RDM) but I believe that the RDM should divide up the Enfeebling responsibilites at the beginning of the party to both ensure that every enfeeble is cast and to make sure no one is wasting MP. Personally, I like to Cast Paralyze, Slow and Gravity and leave the Dia II to the WHM (because it always lands). The BLM can add the Elemental Enfeebles to the mix. Last night I actually had a BLM/RDM in my party who insisted on casting Gravity! He asked me if HE could cast it. I said "I wouldn't mind if you didn't always miss." He got pissed off - I think he felt that since he chose RDM as his subjob, he should get to cast Gravity - well... I don't think the party wants to see his Gravity miss just because it's a novel spell for a BLM.
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So ... In conclusion - be patient, head out as a group, plan your skill chain and Enfeebling magic, and you're going to be off to a much smoother start!
Edited, Fri Oct 8 15:54:50 2004 by kingjord