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Senior Member
Additional Info
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Last Online: 06-08-2007 12:32 AM
Join Date: May 2006
Posts: 132
Level: 10
HP: 7 / 238
MP: 44 / 1609
EXP: 53%
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The Fine Art of Pulling.
The purpose of this article is to discuss the gameplay known as pulling. It isn't so much intended for experienced pullers but more for the player coming here that will be a first time tank, and therefore will be required to do some pulling in his/her gameplay experience.
Pulling defined is when a player gains aggression from a Mob and leads it back to his group. A puller is the one designated to be the first to draw this aggression and start the engagement. There are several ways in which this can be accomplished. Those are...
1. Bow pulling
2. Ability pulling
3. Proximity pulling
Aggression (Aggro/Hate) defined is basically when the mob turns to attack you. If it is targeting you, you have aggro. If it is targeting the wizard, they have aggro. Aggro begins when one of three scenario's are in motion. The first is doing damage. If you do damage to a mob, it will turn to attack you. The second is proximity, if you come within range of a mob so that it detects your presence, it will turn to attack you. The third is called social aggro, if you attack a mob near another mob, the second will recognize the attack on it's partner and also come to attack you.
I will also discuss several pulling scenario's with advanced tactics that may come into play. But first the general three types of pulling I mentioned earlier will be discussed. Keep in mind that pulling in a game also depends upon the A.I. mob design within the game itself. It varies from game to game, and Vanguard may have it's own quirks, but in general, the types of pulling discussed here will work in most MMORPG's, including Vanguard.
Bow Pulling:
This type of pulling basically has you equip a distance weapon (bow, throwing weapon, etc) and hit the mob from afar, causing it to turn on you and run to your position. This type of pulling is common in open areas, where mobs either roam around spread out, or are not social. If they are not social, they can be standing right on top of eachother and the second mob will not recognize your attack on the first mob.
Your goal is to pull one mob, let it come to the group, kill it, then grab the next one. It is a fast means of pulling and is good for fast xp. Some scenario's where this is prefered is when mobs are a higher level than you and you do not want to risk having more than one mob attack the group by standing close to them. It also is a fast way to pull. If mobs are social, but roam, you must time your shot to hit the monster when it has moved far enough away from the others so as not to draw the attention of more than one mob. It is generally not preferred to try this pulling method in unkown areas that are higher level than you, people have pulled entire areas by using a bow. Know your enemy before you shoot and what it will do.
Ability pulling:
This method is similar to bow pulling, but uses one of your abilities like taunt to pull. The advantage of pulling with an ability is that usually you can gain more hate from the mob by using your ability vs using a bow or throwing weapon. This helps you as a tank keep the aggro on you instead of having the mob turn on softer targets. There are times when you must get closer to the mobs using ability pulling than with bow pulling. Therefore it is general used in open spaces with congested non-social mobs, and larger dungeons.
Social aggro must still be considered here. If the mobs are social, you cannot pull one that is standing near another with a taunt without drawing both. If mobs are not social, just be aware of their proximity detection distance, since you will generally have to get closer to the mob than a bow pull to use your taunt/spell. This pull type can still be fast xp as long as you don't have to run long distances in order to reach the mobs.
Proximity pulling:
Proximity pulling or body pulling requires you to enter a mobs detection radius so that it turns to attack you, then dash away back to your group without engaging the enemy until it is safely away from its brothers. It's a "catch me if you can" tactic so to speak. Body pulling is almost always used in close quarters areas, areas where mobs are highly social, areas where mobs are close together and bow/ability pulls are dangerous, or generally when your unsure of mob behavior in a given area.
The key to remember about Proximity pulling is that you cannot engage the enemy, and in some cases let them engage you, until you are safely away and at a safe distance from other mobs. In some games, mobs are not social when a target is pulled and is chasing you, but has not engaged or been engaged (damage dealt or taken). They ARE social however, if you damage the mob near them, or if the mob damages you. So you must slide into the targets detection range, then dash away back to your group once you have it's attention. Some games give you a heads up about entering a mobs detection range. That is, the mob turns to face you with a slight pause, or it's head turns to look at you before it gives chase. That one second pause is all you have to get running back to your group.
This method is generally slower than the first two methods, but an experienced puller can prox pull quickly as their skill increases. In some cases it is safer to pull by this means, but keep in mind that you must be aware of how large the mobs aggro distance (and if it overlaps with another mobs range). You also at times need to literally inch your way up to the mob to pull only one sometimes. Running is not always your friend, and impatience can get you and the whole group killed.
Advanced Scenarios:
There are times when you simply cannot avoid pulling more than one mob. Depending on your group make up, this may be dealt with several ways. If you have a crowd controller in your group that can mezmerize/stun a mob, you may pull both mobs at once, letting your groupmate incapacitate one while you kill the other. Then you kill the second. This works with mez, stuns, roots, traps, etc. Basically anything that stops the second mob from joining in the fray. If you can handle both mobs at once without fear of dying, simply pull both and kill them without stopping one.
There are times when a casting mob is involved. Be aware that casting mobs general do not engage in melee to begin with, but start off their attacks with magic. If this is the case, even body pulling may not help you. You will run into aggro range, get his attention, then begin your run back, but the caster mob while stand in his place and start casting. If the mobs are social and he is within range of the others, his casting will initiate the social rule and all mobs near him will come. If any a roaming area, be aware of this pause to cast and allow extra room between mobs before you pull a caster. It raises the chances that you will not get social aggro from other mobs. If it cannot be avoided, use crowd control on melee mobs nearby and kill the caster first.
Some games AI have a social code that allows one mob to detect that another mob is targeting you (even if you have not damaged it or taken damage from it yet ) and will join the fray IF the pulled target passes in front of it or near it. Be aware of this when pulling if this type of social AI is used.
When pulling, there are two ways to return to your party. Turning around and running back, or backpedaling. Situations may dictate one over the other. For example, if you are body pulling a mob thats a short distance from your group, simply move forward to gain aggro, and backpedal straight back. Taking the time to turn around in this scenario may cost you time, time that the mob can hit you and therefore draw social aggro from others. If the pull is a long distance and over crooked terrain, it is better to pull the mob, turn around, and run back to your group. Nothing is worse than backpedaling into a hole or getting stuck on something and still being out of healing distance by the time the mob engages you. In crowded areas, be aware of not accidentaly backpedaling into another mob that came behind you.
Finally, you must keep in mind how fast mobs respawn in an area. If you are pulling in an area that is highly congested but deep, and you go from short pulling distances to long pulling distances, be aware that eventually the mobs closest to the group that you killed first will respawn. You don't want bad respawn timing to wipe your group.
Well, there you go. I wish you a very successful career in your tanking ventures. The art of pulling is just a part of the tanking job, but it is a key function that if done well, will net you praises from group members, and invites to future groups. Just remember to know the area as well as you can, know your mob also, and make the safest decision first before trying something risky. It is never looked down upon to start off pulling conservatively before moving up to more aggressive pulling against an untried area or mob. Cheers!
Ellestil
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