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PULL!!!

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VincentGX Profile

Author: VincentGX
View Profile of VincentGX

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2 Comments
I felt I should make this guide because I ran with a group that didn't seem to get the idea of pulling. As a result we had unnecessary deaths and the mission took longer than it should have. I hope this guide help explain the finer points of puling.

Guide to Pulling


What is pulling?
Pulling is a tactic of using a ranged attack or ability to draw an enemy away from the main group
and bring them to you to fight in a more favorable situation. Pulling is very useful for thinning out
large groups that could otherwise overwhelm you, or to separate minions from a boss. Pulling is
best used by ranged ATs, such as Blasters, Defenders, Peacebringers, Warshades, Corruptors,
Dominators, and Master Minds.

How does one 'Pull'?
Pulling is simple to do; select an enemy that you want to pull from the group and fire at them.
Yea right, things in this game are never that easy. If you target any enemy and shoot at them
the whole group will be on top of you. The primary targets you should aim for are those that wander
around in and out of the area that stationary targets are standing. Try to hit them when they are
farthest away from the group to minimize the chance of bringing the whole group to you. As soon
as you initiate your attack, run around a corner so you can fight without drawing the attention of
the rest of the group. After you defeat all the wandering targets, start targeting foes on the outskirts
of the group. Doing this will more than likely bring more opponents to you, but it's better than the
whole party.

Pulling in a group?
Pulling in a group is very useful in various ways, from using the above tactic of thinning the herd,
to setting traps (very fun thing to do). When your pulling in a group, get an idea of what your group
can do; find out what ATs your teamed with as well as what powers they have to know what kind
of pulling you should do. For thinning the herd, follow the same instructions as above, but have
the team waiting around the corner to ambush the unsuspecting whatever.
To set traps, find out what power sets your teammates have, and decide which ones can be set
before hand or when the enemy rounds the corner. For example, trip mines from the Blaster
secondary devices should be set before hand, but the mass hold ability Cinders from the
Controller primary should be cast when all the enemies are grouped around the corner for best
effect. Setting traps requires good planning and coordination from the team, but the results are
you can take on a group of foes that are one, two, or even three levels higher than your group.
Now that you know how to pull, I think it would be good to know which ATs are good for each
role.

Pullers- Blasters, Defenders, Tankers, Peacebringers, Warshades, Corruptors, Dominators,
Masterminds- The role of the puller is simple; fire a single shot at an enemy and pull
him to you. As soon as you use your power, hide around a corner or object.
Forward Guard-Tankers, Scrappers, White Dwarf, Dark Dwarf, Brutes, Stalkers,
MasterMind pets- The forward guards job is to intercept the enemies that the puller
brings, and keeps them on him or her.
Rear Support- Blasters, Defenders, Controllers, Peacebringers, Warshades, Corruptors,
Dominators, Masterminds- Rear support is very important, they are to keep the rest of
the group alive with buffs, while holding or debuffing the enemy, or providing additional
fire support.

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User Comments
  BGH122 on 05/29/07 08:25

Ah thanks for clarifying that, it is a slightly different system in Everquest 2 so it is nice to know the differences!

  Perceptor II on 03/04/08 12:16

For you tankers and scrappers who lack ranged attacks, this is one way in which your origin specific power (apprentice charm for magic, mutagen for mutation, taser for technology, throwing knives for natural and tranq dart for science, all of which are ranged attacks) can actually come in handy.

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