Why Grouping Matters
Grouping is not just faster experience. It lets each class stop pretending to be self-sufficient. A fighter can hold contact, a mage can spend mana ending fights, a battle cleric can prevent a bad pull from becoming a wipe, and a thief can scout, open, and control loot pressure.
- Groups split loot and experience, but they also survive more encounters per rest cycle.
- Solo players burn health, mana, and consumables covering jobs their class was not built to cover.
- Group runs let fragile classes use their strongest abilities instead of saving everything for panic.
