When playing as a mage (or shooter), it is very important to start the battle from the maximum distance in order to inflict the maximum number of attacks on the enemy before he gets to us.
Combined with the tendency of mobs to walk back and forth, sometimes a strange situation arises when we start a fight, and the enemy takes and ... leaves, disrupting our preparation for battle.
The solution is to keep attacking even when the enemy is out of range, but the effect of the attack will be reduced.
The further the enemy goes, the less the result will be. It's like shooting shotgun shells at sniper range. Maybe some pellets will hit, but in clearly smaller quantities than with a point-blank shot.
By the way, a melee fighter can run after a mob for quite a long time until he wants to stop.
The solution is to start the battle at the moment of the order to attack. For example, a fighter immediately enters acceleration and attacks with a swoop, approaching closely and delivering the first blow, not allowing a wandering mob to just walk back and forth, brazenly ignoring the player running after him, forced to catch up, stop, not hit (because the mob moved away again ) and run after him again. And again, and again, and again...
Combined with the tendency of mobs to walk back and forth, sometimes a strange situation arises when we start a fight, and the enemy takes and ... leaves, disrupting our preparation for battle.
The solution is to keep attacking even when the enemy is out of range, but the effect of the attack will be reduced.
The further the enemy goes, the less the result will be. It's like shooting shotgun shells at sniper range. Maybe some pellets will hit, but in clearly smaller quantities than with a point-blank shot.
By the way, a melee fighter can run after a mob for quite a long time until he wants to stop.
The solution is to start the battle at the moment of the order to attack. For example, a fighter immediately enters acceleration and attacks with a swoop, approaching closely and delivering the first blow, not allowing a wandering mob to just walk back and forth, brazenly ignoring the player running after him, forced to catch up, stop, not hit (because the mob moved away again ) and run after him again. And again, and again, and again...