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style="color: rgb(154, 185, 124);">Pulling It On

A Guide to Pulling Part I

Introduction

    Pulling
is a common term in DDO.  It is a combat tactic that involves
choosing and setting up a battlefield and sending one person to get the
attention of a few monsters, “pulling” them back to the group and the
prepared staging area.  When used effectively, this tactic can
help a party overcome challenges far above their level. Almost every
quest in DDO incorporates at least a few places where pulling can turn
a difficult challenge into something quite easy, as long as it's done
right.



This series of guides will tell you everything you need to know about
pulling from preparing the battlefield, preparing the party, executing
an expert pull, and recovering from mistakes.  This first
installment will cover preparation for pulling.  I will discuss
how to choose a party member to do the pulling, how to prepare the
battlefield, how to get the party ready, and finally discuss
communication and some common terms used in pulling.

You'll Go Blind!

    First
things first, you have to decide who will do the pulling. A good puller
will have a few requirements, not the least of which being a bit of a
death wish.  When pulling, you will be out on your own risking
ambush; assaults of arrow, sword and spell alike and run the risk of
becoming trapped without assistance.  Simply failing a save
against a blindness or hold spell could mean disaster for a
puller.  You must be prepared to risk death, recall, and equipment
damage.  As an afterthought, it helps for the puller to be able to
communicate on voice chat.

   

Another important trait for a puller is experience.  The best
pullers know their art like second nature.  They understand the
visual range of monsters, as well as certain monsters with special
detection abilities, and how to defend against their offensive
abilities.  You know you have an expert puller on your hands when
even in normal dungeon crawling, he prefers to be a few steps in front,
and often calls out “Hold up!” then backpedals a few feet, bringing one
or two mobs in an improvised pull.  We'll cover more on how to get
that good in next week's installment.



Some classes can be better suited for pulling than others.  I will
cover some of the better choices here:



Paladin: href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=142">Paladins
have incredible saving throws and armor class, as well as the ability
to heal themselves in a pinch making them quite able to stand up to
assault while pulling.  Although not the most nimble or sneaky
pullers, it's not often that a Paladin will die on you during a pull.

href="http://ddo.tentonhammer.com/modules.php?full=1&set_albumName=album14&id=Spider_Cleric&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Choke points are your friends."
src="http://ddo.tentonhammer.com/files/gallery/albums/album14/Spider_Cleric.jpg"
style="border: 2px solid ; width: 250px; height: 188px;" align="right">

Rangers: Rangers aren't as
hardy as Paladins or as stealthy as most Rogues but they have some href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=324">tricks
up their sleeves that can increase their pulling abilities. Longstrider
(Level 1 Ranger Spell) can make them move quicker, Ranger Action Boost
can make them even faster. Camouflage (Level 1 Ranger Spell) can help
them to ensure they are only seen by the monsters they want to
pull.  Barkskin (Level 2 Ranger Spell) and Energy Resistance
(Level 1 Ranger Spell) can boost their defenses. Jump (Level 1 Ranger
Spell) can help get them out of sticky situations, or lead monsters
through obstacles that will slow them down.  Rangers also have the
use of cure wands making them more self sufficient.  Archers will
love being able to run pulls backwards and fill them full of arrows
during the whole trip.



Rogues/Bards: While they are not as hardy as most Paladins or Rangers;
stealth skills, crowd control (from spells or wands using UMD), and
general nimbleness can make both Bards and Rogues superior pullers.
“Stealth Pulling” takes exceptional patience and observation, but it
can be the safest way to pull.



From the above criteria and suggestions, pick the best candidate for
the job.  Make sure you only designate one person to do the
pulling, and be sure everyone knows who they are.  Too many people
out in front can complicate how aggro is determined (something I will
cover in a later installment) and change a controlled situation into
chaos, carnage, and confusion.

Laying Down The
Gauntlet

    Now
that you've got someone to do the dirty work, it's time to get the
killing ground set up.



Step 1: Select a place that somehow offers and advantage to the party,
and/or a disadvantage to the enemy.  Places that have available
Choke Points (see Glossary) can be the most advantageous, or places
with terrain that is advantageous to the group.  Always be sure to
pick a spot that is well out of sight of any mobs, or any places where
mobs may respawn.  There is nothing worse than struggling with a
not-so-great pull, and having another mob storm in unexpectedly from
behind.



Step two:  define the borders of the battlefield.  The puller
should show the rest of the group a point where it is safe to begin
firing missile weapons, or other actions that may draw aggro from his
pull.  Taking these actions while a monster is too far out can
unintentionally get the attention of monsters that the puller did not
mean to pull.  I find it best to stand at the desired point and
move side to side, defining a line, and instructing the party not to do
anything to the mobs until they cross that line.



Step three: prepare the
casters.  Since it is determined that the melee's and archers will
engage the pulls at the aforementioned “line”, this is a good place for
the casters to lay down some crowd control.  Have them lay area of
effect spells so that
they furthest edge lies right on the line of engagement.  Web,
Solid Fog, Cloudkill, Acid Fog, and Hypnotic pattern all work great to
slow down incoming mobs, and weaken them for the melee's without
drawing too much aggro to the casters.  Unless the casters are
extending the duration of their spells, it is most efficient for the
puller to cue the casters to begin laying their spells while he is an
appropriate distance from the battlefield with a mob following
him.  Have the casters let the puller know when the spells are
soon to run out so that the party can decide whether to recast them, or
move the battlefield up to a new location closer to where the monsters
are.



If you are using a Choke Point, and have access to big, area of effect,
damage over time spells such as Cloudkill, Acid Fog, or Firewall, the
strategy is only slightly different.  Simply have the melee's
stand in the Choke Point causing a wall that the mobs will be unable to
pass. The caster sets up his spells centered on the melee wall so that
the monsters will be inside the area of effect when trying to penetrate
the Choke Point.  While the party sits safely behind the melee's,
the puller goes to get some mobs (feel free to get plenty for this
strategy), brings them to the wall, and jumps over.  Then everyone
sits back and relaxes while the caster racks up his kill count from
safety.  If the party has access to cursespewing ranged weapons,
it can help to get a few shots in on the roasting mobs to lower their
saves against the spells they are stewing in.

Communication Is Key

    style="font-family: tahoma;" size="-1"> href="http://ddo.tentonhammer.com/modules.php?set_albumName=album29&id=Hypnotic_Pattern&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Hypnotic Pattern is good for choke points."
src="http://ddo.tentonhammer.com/files/gallery/albums/album29/Hypnotic_Pattern.jpg"
style="border: 2px solid ; width: 250px; height: 285px;" align="left"> style="font-family: tahoma;" size="-1">When you are pulling, remember
that your party likely can't see what you can.  Keep them
appraised of the situation whenever you can.  Let them know what
is happening, whether or not you need help, what you are bringing back,
and what is still left in the path ahead.  Always let your party
know if you pull a Named, or if you pull more monsters than you
intended.  Try and let them know immediately so that they have
time to adjust spells or strategies accordingly.



Keeping your party informed of what sort of mobs are coming their way
also allows them to adjust as needed for maximum efficiency in the
fight.  It can also help to remind the party not to engage until
the mob chasing you passes the appropriate point.  Sometimes those
archers can get a little trigger happy.  You know who you are!

To make communication easier, I have included a glossary of terms
commonly used in pulling at the end of this guide.  Make sure your
party knows what they mean before you start using them however to
prevent confusion.

In Closing

    Now
that you know how to get ready for pulling, I am sure you are anxious
to move on to learning how to actually do the pulling itself.  In
next weeks guide I will be addressing mob perception ranges, how the
game engine determines aggro, monster walk pathing, and general
behavior of monsters.  I have a homework assignment for you
faithful readers:  Get out there and observe. 



Play with monsters visual perceptions.  Sneak around near them and
watch how they behave when they think they see or hear you.  Get
some practice using rocks, trees, walls and other terrain to avoid
being seen by more than one monster at once.  Darkgolem's guide href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=317">Dungeon
Discretion has some very useful information on these topics as
well.  Next week we will use what you learn to turn you into a
pulling expert.

Glossary

    Below I
have compiled a list of terms that are commonly used in pulling. 
I will try to keep this guide updated as terms change through the
community, or as new terms come to light.  Feel free to send me
any suggestions for inclusion.



Battlefield – The area
to which the mobs will be pulled, and where they will be fought.



Bottleneck – When many
mobs get stuck outside of a Choke Point. Think of a four lane highway
that is suddenly reduced to one lane.



Choke Point – A narrow
part of a hallway or doorway where mobs will only fit through a few at
a time, or that is easy to stop up with a shield wall, creating a
Bottleneck.



Clear to Me – This
means that the path is clear for the party to move forward to the point
where the puller currently stands.  Mark his position on your map,
and advance to that point.  Pullers tend to move up again soon
after calling this out, so be sure to advance to where he was when he
said it, and prepare a new battlefield.



Clear to [Landmark] –
Where [landmark] is any landmark mentioned in the statement. 
(i.e. Clear to the door.) The path is clear for the party to move up to
said landmark and set up a new battlefield.



Hold Here – This tells
the party to stop moving immediately, usually so the puller can go and
get a pull, or scout the path ahead.  It is usually implied to be
ready to set a battlefield for a pull.

    



href="http://forums.tentonhammer.com/showthread.php?t=2777">Think we are pulling your leg? Tell us in our forums!





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Last Updated: Mar 13, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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