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New to EQ2 from EQ1.  Puller class???Follow

#1 Jan 14 2006 at 2:39 PM Rating: Decent
I'm an old EQ player and I'm getting ready to start up on EQ2. I always loved being a puller in my group. Is pulling still a necessary or even helpful skill in EQ2? If so, what classes are best in this area? Thanks in advance.
#2 Jan 14 2006 at 4:30 PM Rating: Decent
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Having a separate puller isn't really necessary in EQ2 as it was in EQ1. One of the reasons is the mechanics of separating mobs works a bit differently.

Many mobs are linked in groups, you pull one, you get 'em all. They can be mezzed at the fighting spot (mostly) but not separated by using FD.

There are times when someone other than the tank needs to pull for particular named mobs depending on the mobs abilities and tactics needed to fight it, but in general gameplay, the tank does all the pulling.

Monks are a really great DPS class though and also a pretty good tank in their own right Smiley: smile
#3 Jan 14 2006 at 8:19 PM Rating: Good
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I've usually seen the tank pull, that way he ensures he gets the greatest agro. I've also seen Rangers pull with a bow, and relied on the tank to pull the mob off him.

Conjurers can make the longest range pull with their pets. Even pick out a single from a group of critters. I call it a surgical pull.

It sounds like you like to pull but not be the main tank. You could consider being Scout class...Ranger, Troubador, etc. You'll do great DPS and have lots of fun.
#4 Jan 15 2006 at 4:42 AM Rating: Good
I often trio with a tank, a ranger and my warden and we usually let the ranger pull. He brings the mob(s) back to our camp and hands them off to the tank who then applies liberal amounts of taunt until the mob only has eyes for him!!!

Works pretty well... and I've never lost the ranger, (or the tank for that matter), yet!

Although it isn't necessary, sometimes the old tried and true methods work the best!
#5 Jan 15 2006 at 1:28 PM Rating: Decent
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Aye, a the tank usually pulls in EQ2. The only trick in pulling in EQ2 is avoiding proximitey aggro to any adds while running back to camp when the mob/mobs you want to pull. Splitting spawns and the like is not an issue
#6 Jan 15 2006 at 10:55 PM Rating: Decent
Thanks very much for the feedback folks. From reading some of your other posts I'm sure the info you provided is accurate.

I notice from the scout skills section that the rangers have some interesting abilities such as:

38

Trick Arrow
Archery
Deals damage with little hate. The next player to damage the creature will enrage the creature, generating hate.


That along with other skills such as moving in stealth and seeing invisible mobs got me thinking those would be cool pulling oriented abilities. Who knows what the developers may have in mind for the future...
#7 Jan 16 2006 at 1:03 AM Rating: Decent
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Usually the tank pulls in the group, or whoever plans to take the most damage.
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#8 Jan 16 2006 at 12:14 PM Rating: Decent
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Templars get a spell line called Sign of... (e.g. Debility) which will pull a MoB in a pacified state. As long as you don't do any damage you can cast any spell or art on it. So you have 16 seconds for everyone to debuff and for the tank to build aggro with taunts, etc. Also works for parking adds if you don't have an enchanter in your group.

(Crowd control is supposed to be the Templar's secondary role now. Don't get me started.)
#9 Jan 16 2006 at 7:41 PM Rating: Good
Atleast you have decent crowd control. Bards have always had limited crowd control abilities, and the best my dirge can do is make a mob run away for a couple of seconds. Nothing like making something make your group chase it down.
#10 Jan 16 2006 at 11:28 PM Rating: Decent
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Quote:
Aye, a the tank usually pulls in EQ2. The only trick in pulling in EQ2 is avoiding proximitey aggro to any adds while running back to camp when the mob/mobs you want to pull. Splitting spawns and the like is not an issue


The important thing to remember here is that you can't pull from too far away like you could in EQ. Most mobs have a defined range and will not go past a set point. Therefore, if things get too hairy, you can run away and the mob will break the encounter as soon as you get out of its "range". On the flip side, if you pull a mob too far away from your group, you have the chance of that mob breaking the encounter and running away before you get back to your mates.
#11 Jan 19 2006 at 7:48 AM Rating: Decent
Also keep in mind some mobs dont have a range at which they will break the encounter and will follow you anywhere, so you cant always run away. The first one I noticed this on was the named giant in TS when I saw him up by the zone in from antonica. My guess is this only applies to a few named mobs.
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