[EQ2] Who does the pulling in your group?

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I'm a level 23 Assassin and I have never, ever been the group's puller.
I find this very odd as you'd have thought that scouts would be good
pullers.

I can track to the correct mobs if we need a particular one. I have a
low agro, long distance pulling tool with Stalk. This, for those that
don't know, is an ability that reduces agro but if there is no agro on
the mob it puts you on the mob's hate list with very little agro - I'd
have thought that the tank could take agro from me very quickly. Also,
the range on this ability is huge - way further than my bow. As there
doesn't seem to be any assist agro, the fact that I can pull at such a
distance can only reduce the number of possible adds.

In every group that I have been in the main tank has been the puller.
Whenever I have suggested that I pull it is made clear that the tank is
the puller. Even when I have found what we want on track and the tank
is just running around looking for it. I have to point out the
direction the mob is and (s)he runs off after it.

Has anyone tried letting the scouts do the pulling? If so what was the
result. Apart from the easier agro management why would the main tank
be a better puller?

steve.kaye
 
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>Has anyone tried letting the scouts do the pulling? If so what was the
>result. Apart from the easier agro management why would the main tank
>be a better puller?

The puller should always be the toughest tank in the group. Its not
really to do with agro management or finding mobs but simply the fact
the tank can take the most damage. My experience of scouts pulling is
the often get wiped out fast, unlike the tank.

It also makes it easier to kill the mob if only one char pulls and has
aggro on them. People (especially the mages) can then target that
character and know they will all hit the same creature.

A scouts roll is really to point out where mobs are, open chests and
kill (they are better then the tank at attacking)

Having said that though it does depend a bit of the creatures and
levels of people. For example, while killing scarecrows in Antonica by
wizard was the best tank in the group simply because she was the
highest level and scarecrows could barely hit her. Did a fair amount of
damage when they did hit though. ^_^
 
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>Sure - but with stalk all you do is make sure the warrior hits it
first,
>or stands nearest - it'll go right ot them. Puller isn't equivilant to
>'tank' or 'aggro holder', which is what you're describing.

Actually it's all part of the same thing. If it was simply about
pulling a creature then mages would be great at it since their spells
can hit over a long distance and thus avoid engaging un-required adds.
The problem is what happens after you have engaged. It is much simpler
and safer if the person doing the pull is the one you want the
creatures to target, without have to re-agro them.

Most deaths happen when things go wrong, like if you think you are
pulling one creature and more then one joins the fight. If the tank
pulled then they would all target him, which is what you would want. If
you aim to switch agro the tank needs to quickly work out whose got
agro, the priest who needs heals, and the enchanter what to mez and
what not. Time you done that it might be too late and half the
group's dead. Keep it simple is the best method. Get one person to
pull and maintain agro and all the others attack that creature.
 
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steve.kaye wrote:
> I'm a level 23 Assassin and I have never, ever been the group's
puller.
> I find this very odd as you'd have thought that scouts would be good
> pullers.
>
> I can track to the correct mobs if we need a particular one. I have
a
> low agro, long distance pulling tool with Stalk. This, for those
that
> don't know, is an ability that reduces agro but if there is no agro
on
> the mob it puts you on the mob's hate list with very little agro -
I'd
> have thought that the tank could take agro from me very quickly.
Also,
> the range on this ability is huge - way further than my bow. As
there
> doesn't seem to be any assist agro, the fact that I can pull at such
a
> distance can only reduce the number of possible adds.
>
> In every group that I have been in the main tank has been the puller.
> Whenever I have suggested that I pull it is made clear that the tank
is
> the puller. Even when I have found what we want on track and the
tank
> is just running around looking for it. I have to point out the
> direction the mob is and (s)he runs off after it.
>
> Has anyone tried letting the scouts do the pulling? If so what was
the
> result. Apart from the easier agro management why would the main
tank
> be a better puller?

Yep, the puller should always be the toughest tank in the group. Its
not really to do with agro management or finding mobs but simply the
fact the tank can take the most damage. My experience of scouts pulling
is the often get wiped out fast, unlike the tank.

It also makes it easier to kill the mob if only one char pulls and has
aggro on them. People (especially the mages) can then target that
character and know they will all hit the same creature.

A scouts roll is really to point out where mobs are, open chests and
kill (they are better then the tank at attacking)

Having said that though it does depend a bit of the creatures and
levels of people. For example, while killing scarecrows in Antonica by
wizard was the best tank in the group simply because she was the
highest level and scarecrows could barely hit her. Did a fair amount of
damage when they did hit though. ^_^
 
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steve.kaye wrote:
> I'm a level 23 Assassin and I have never, ever been the group's
puller.
> I find this very odd as you'd have thought that scouts would be good
> pullers.
>
> I can track to the correct mobs if we need a particular one. I have
a
> low agro, long distance pulling tool with Stalk. This, for those
that
> don't know, is an ability that reduces agro but if there is no agro
on
> the mob it puts you on the mob's hate list with very little agro -
I'd
> have thought that the tank could take agro from me very quickly.
Also,
> the range on this ability is huge - way further than my bow. As
there
> doesn't seem to be any assist agro, the fact that I can pull at such
a
> distance can only reduce the number of possible adds.
>
> In every group that I have been in the main tank has been the puller.
> Whenever I have suggested that I pull it is made clear that the tank
is
> the puller. Even when I have found what we want on track and the
tank
> is just running around looking for it. I have to point out the
> direction the mob is and (s)he runs off after it.
>
> Has anyone tried letting the scouts do the pulling? If so what was
the
> result. Apart from the easier agro management why would the main
tank
> be a better puller?

Yep, the puller should always be the toughest tank in the group. Its
not really to do with agro management or finding mobs but simply the
fact the tank can take the most damage. My experience of scouts pulling
is the often get wiped out fast, unlike the tank.

It also makes it easier to kill the mob if only one char pulls and has
aggro on them. People (especially the mages) can then target that
character and know they will all hit the same creature.

A scouts roll is really to point out where mobs are, open chests and
kill (they are better then the tank at attacking)

Having said that though it does depend a bit of the creatures and
levels of people. For example, while killing scarecrows in Antonica by
wizard was the best tank in the group simply because she was the
highest level and scarecrows could barely hit her. Did a fair amount of
damage when they did hit though. ^_^
 
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Pamela Carlton wrote:

> Keep having a go though, I'm sure when you get it down pat you will
be
> invited to alot better quality groups =)

It's not that I have problems when I pull - it is that I am not allowed
to pull. When I am soloing and I want one solo mob out of a bunch of
them I can use stalk to pick the one I want and not get any adds. If I
didn't have stalk I would have to get closer and have a higher risk of
adds. This is the position that the tank is in - as far as I know they
do not have the ability to pull something from the range that I have.
I know that I can pick one mob (or group) out of a number of close
together mobs. This ability would be useful in Nek as those groups of
Dragoons do seem to stand near each other.

steve.kaye
 
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I regularly group with a scout. He often pulls, and we (rarely) have
aggro problems.

I Hold The Line, and target the scout with my bow. As the mob he pulls
comes into range the bow fires automatically, and with a taunt
component because of HtL. If that fails the taunt line has different
casting ranges, so there are a couple of taunt chances as the scout
runs past me.

If he didn't know to run straight for me (since I can't run to him) and
we didn't trust each other I suppose it wouldn't work.

Whether the same tactic works at higher level is for some other tanky
type to say.
 
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BombayMix wrote:
> >Sure - but with stalk all you do is make sure the warrior hits it
> first,
> >or stands nearest - it'll go right ot them. Puller isn't equivilant
to
> >'tank' or 'aggro holder', which is what you're describing.
>
> Actually it's all part of the same thing. If it was simply about
> pulling a creature then mages would be great at it since their spells
> can hit over a long distance and thus avoid engaging un-required
adds.
> The problem is what happens after you have engaged. It is much
simpler
> and safer if the person doing the pull is the one you want the
> creatures to target, without have to re-agro them.

This doesn't directly compare with Stalk though. The mages' damage
spells generate a lot of agro whereas Stalk is designed to lower agro.
I don't know of an ability that would generate less agro and still
generate enough to pull. Moopy said that simply running behind the
tank is usually enough to lose that agro. I don't know myself as I
haven't used it to pull in a group.


> Most deaths happen when things go wrong, like if you think you are
> pulling one creature and more then one joins the fight. If the tank
> pulled then they would all target him, which is what you would want.

This scenario is much less likely to occur though if I pull due to the
massive range.

steve.kaye
 
Archived from groups: alt.games.everquest (More info?)

>>>Sure - but with stalk all you do is make sure the warrior hits it
>>> first,
>>>or stands nearest - it'll go right to them. Puller isn't equivalent
>>>to
>>>'tank' or 'aggro holder', which is what you're describing.
>> Actually it's all part of the same thing. If it was simply about
>> pulling a creature then mages would be great at it since their
spells
>> can hit over a long distance and thus avoid engaging un-required
>> adds.
>> The problem is what happens after you have engaged. It is much
>> simpler
>> and safer if the person doing the pull is the one you want the
>> creatures to target, without have to re-agro them.
>This doesn't directly compare with Stalk though. The mages' damage
>spells generate a lot of agro whereas Stalk is designed to lower agro.
>I don't know of an ability that would generate less agro and still
>generate enough to pull. Moopy said that simply running behind the
>tank is usually enough to lose that agro. I don't know myself as I
>haven't used it to pull in a group.

Run together sounds prone to error, so the scout might find him
self-agro, unable to take the hits and out of range of the healer.
Resulting in one dead scout. It might work most of the times but seems
to be an unnecessary complication to me.

Any spell a mage can cast on a mop will pull it, not necessary damage
ones. I.e. you could ward them (often the first thing mages do anyway)
or root/mez one and the others will come running (often used then
soloing). If they were significant distance away there would be enough
time for the tank to re-agro them. I've done this a few times where a
mob is in a place the tank can't easily get too. But its prone to
errors, far safer to get the tank to agro them in the first place.

My experience of scouts pulling is that they often die before the mob
reaches the group due to them being unable to take the hits before the
mob getting re-agroed of them healed in time. This rarely happens with
a tank.

Last night in CoB one scout kept on starting encounters and a lot of
the time he died before the tank could re-agro them. Once the tank had
them agroed the situation came under control and the mob was killed
easily.
 
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"steve.kaye" <nospam@giddy-kippers.co.uk> wrote in message
news:1105519309.641962.135330@c13g2000cwb.googlegroups.com...
> I'm a level 23 Assassin and I have never, ever been the group's puller.
> I find this very odd as you'd have thought that scouts would be good
> pullers.
>
<snip>
>
> Has anyone tried letting the scouts do the pulling? If so what was the
> result. Apart from the easier agro management why would the main tank
> be a better puller?

My main is a ranger, and I'm sometimes the puller, sometimes not. It all depends
on the situation. If the group is looking for specific enemies, or we're in a
large area with room to maneuver, then quite often I'll do the pulling - easier
to find the right enemy, and I get a chance to do some damage to it while
running back to the group.
If we're just sitting near large groups of enemies killing anything and
everthing, or we're in enclosed areas like dungeons, then the main tank will
usually be puller, because there's no need to look around for the enemy, and
there isn't enough time to use many ranged combat arts before it gets close - I
may as well just go into stealth mode, let the mob get aggro on the tank, and
then whack it from behind.

Rich
 
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>> Run together sounds prone to error, so the scout might find him
>> self-agro, unable to take the hits and out of range of the healer.
>> Resulting in one dead scout. It might work most of the times but
seems
>> to be an unnecessary complication to me.


>With respect, that may be that you don't understand what is being
described.
>The mob will run to the group and hit the first person it comes
across.
>The scout just has to stand behind the warrior.
>Proximity aggro will do the rest. There is no 'running together'
>Involved, and, unless you're in a dungeon with twisty turny bits,
>the scout doesn't have to leave the party at all. Stalk has an
amazing
>range.

Still seems an unnecessary complication. You are hoping the creatures
hit the tank first or he taunts them in time. I still don't see how
it any better then the tank taunting them in the first place. The tank
shouldn't be running far to taunt mobs anyway and not out of range of
the healers spells, in case he agros more then he bargained and can't
get back the group in time.

>Should the scout have to leave the camp my experience suggests he'd
>simply hit stalk, run back to the camp, and stand with the warrior
>between himself and the npc in question - it will happily pound away
>on the first group member it reaches.

And in my experience the scout often ends up dead or nearly dead before
he reaches the group.
 
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> This is all part of a highly effective group. This is what you shoot
> for. Your simplification comes at the cost of lower efficiency and,
IMO,
> reduces the game to boring button mashing.

I never claiming getting the tank to pull was the most efficient just
the safest, especially when things don't work out as planned. In my
experience the safest option is often the best one to choose. All the
methods mentions are still more likely to go wrong then having the tank
standing a few feet in front of the group and taunting the mobs. (He
too shouldn't be going that far away from the group to pull and
certainly not around mobs to get the one you really want. Clear out all
the possible add first is the best way.)
 
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steve.kaye wrote:
> I'm a level 23 Assassin and I have never, ever been the group's
puller.
> I find this very odd as you'd have thought that scouts would be good
> pullers.
>
> I can track to the correct mobs if we need a particular one. I have
a
> low agro, long distance pulling tool with Stalk. This, for those
that
> don't know, is an ability that reduces agro but if there is no agro
on
> the mob it puts you on the mob's hate list with very little agro -
I'd
> have thought that the tank could take agro from me very quickly.
Also,
> the range on this ability is huge - way further than my bow. As
there
> doesn't seem to be any assist agro, the fact that I can pull at such
a
> distance can only reduce the number of possible adds.
>
> In every group that I have been in the main tank has been the puller.
> Whenever I have suggested that I pull it is made clear that the tank
is
> the puller. Even when I have found what we want on track and the
tank
> is just running around looking for it. I have to point out the
> direction the mob is and (s)he runs off after it.
>
> Has anyone tried letting the scouts do the pulling? If so what was
the
> result. Apart from the easier agro management why would the main
tank
> be a better puller?

We've experimented with that, me pulling with Shadow (upgrade to
Stalk). Basically, it lets me pull from a long way away, and not get
any agro at all. The problem is, every time I do that, it seems the
mob heads right to a healer, no matter how much hate the tank is trying
to generate. It really is easier for them to keep agro if they get it
right off the bat. The only time I used Stalk for a good pull that
worked out the way we wanted was when we were killing the fairy queen
in Nek. The pull with Stalk allowed me to pull the queen without
getting the attention of her bodyguards, but the queen still went
straight for a healer, even as far back as the lake edge. The tank
came up with me though and started working on getting agro as soon as
possible (without getting the bodyguards to follow) so it wasn't too
bad.

When we are looking for something specific, I will track. If we are in
a dungeon, or enclosed area, the tank leads and I call out which
direction to head. If we are in an open area, I will lead and then
when I see the target, hail it so the tank can get it from me and then
pull.

Letting the tank pull is just easier, all the way around. Easier agro
management is the main reason a tank should pull, since that is a big
part of their job - maintain agro. The only time I really pull (as a
36 Assassin) is when I am soloing/duoing with a healer, or we are just
dinking around and leaving a path of destruction.
 
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On 2005-01-12, BombayMix <bombaymix@altavista.co.uk> wrote:
> The puller should always be the toughest tank in the group. Its not
> really to do with agro management or finding mobs but simply the fact
> the tank can take the most damage. My experience of scouts pulling is
> the often get wiped out fast, unlike the tank.

I'm amazed. Stalk gives 0 aggro. All you need to do is stand behind
a group member when you hit it - as far as I can see, its the near
perfect pulling tool. It doesnt refresh often enough for fast grinding,
but for pulling nameds, etc, I cant see why you wouldn't use it.

>
> It also makes it easier to kill the mob if only one char pulls and has
> aggro on them. People (especially the mages) can then target that

Sure - but with stalk all you do is make sure the warrior hits it first,
or stands nearest - it'll go right ot them. Puller isn't equivilant to
'tank' or 'aggro holder', which is what you're describing.

Matt
 
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"BombayMix" <bombaymix@altavista.co.uk> wrote in
news:1105529421.291810.218600@z14g2000cwz.googlegroups.com:

>>Sure - but with stalk all you do is make sure the warrior hits it
> first,
>>or stands nearest - it'll go right ot them. Puller isn't equivilant to
>>'tank' or 'aggro holder', which is what you're describing.
>
> Actually it's all part of the same thing. If it was simply about
> pulling a creature then mages would be great at it since their spells
> can hit over a long distance and thus avoid engaging un-required adds.
> The problem is what happens after you have engaged. It is much simpler
> and safer if the person doing the pull is the one you want the
> creatures to target, without have to re-agro them.

Except the scout in this case can more effectively pull without building
much aggro and be able to head out after another mob when the previous
one gets near death.

> Most deaths happen when things go wrong, like if you think you are
> pulling one creature and more then one joins the fight. If the tank
> pulled then they would all target him, which is what you would want.
> If you aim to switch agro the tank needs to quickly work out whose got
> agro, the priest who needs heals, and the enchanter what to mez and
> what not. Time you done that it might be too late and half the
> group's dead. Keep it simple is the best method. Get one person to
> pull and maintain agro and all the others attack that creature.

This is all part of a highly effective group. This is what you shoot
for. Your simplification comes at the cost of lower efficiency and, IMO,
reduces the game to boring button mashing.

If your group is having trouble, then sure, keep it simple, but if you
want to really shine, utilize the skills of all group member efficiently
and thereby most effectively.

--
Rumble
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin
 
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"BombayMix" <bombaymix@altavista.co.uk> wrote in
news:1105524508.381081.142850@c13g2000cwb.googlegroups.com:

>
> steve.kaye wrote:
>> I'm a level 23 Assassin and I have never, ever been the group's
> puller.
>> I find this very odd as you'd have thought that scouts would be good
>> pullers.
>>
>> I can track to the correct mobs if we need a particular one. I have
> a
>> low agro, long distance pulling tool with Stalk. This, for those
> that
>> don't know, is an ability that reduces agro but if there is no agro
> on
>> the mob it puts you on the mob's hate list with very little agro -
> I'd
>> have thought that the tank could take agro from me very quickly.
> Also,
>> the range on this ability is huge - way further than my bow. As
> there
>> doesn't seem to be any assist agro, the fact that I can pull at such
> a
>> distance can only reduce the number of possible adds.
>>
>> In every group that I have been in the main tank has been the puller.
>> Whenever I have suggested that I pull it is made clear that the tank
> is
>> the puller. Even when I have found what we want on track and the
> tank
>> is just running around looking for it. I have to point out the
>> direction the mob is and (s)he runs off after it.
>>
>> Has anyone tried letting the scouts do the pulling? If so what was
> the
>> result. Apart from the easier agro management why would the main
> tank
>> be a better puller?
>
> Yep, the puller should always be the toughest tank in the group. Its
> not really to do with agro management or finding mobs but simply the
> fact the tank can take the most damage. My experience of scouts
> pulling is the often get wiped out fast, unlike the tank.

You should find better scouts to group with. If the tank is taunting and
managing aggro appropriately, a decent scout should have no trouble
keeping the hits they take to a mimimum.

> It also makes it easier to kill the mob if only one char pulls and has
> aggro on them. People (especially the mages) can then target that
> character and know they will all hit the same creature.

*Too* easy, actually. See my previous post.

> A scouts roll is really to point out where mobs are, open chests and
> kill (they are better then the tank at attacking)

You're limiting them unnecessarily. They have additional abilities that
are left under-utilized when you do.

Any class that has a low-aggro, ranged attack makes a better puller than
a tank class, especially when you add tracking to the equation.

--
Rumble
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin
 
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Henrik Dissing wrote:
> On 12 Jan 2005 10:00:34 -0800, Meaffwin wrote:
>
> >If we are in an open area, I will lead and then
> >when I see the target, hail it so the tank can get it from me and
then
> >pull.
>
> I'm fascinated by this discussion, but forgive me for butting in with
a
> newbie question, or request for clarification, if you will:
>
> 1. The scout targets the mob and presses "H".
> 2. The tank targets the scout and calls /assist
> 3. The tank is now targeting the hailed mob and can begin to taunt.
>
> Is this correct?

That is correct. Using /assist will actually transfer your target to
the mob, unlike targeting the player which will make you hit the mob,
but the player is still targeted.

You should be able to have a macro that does something like:
/assist %t
to make it easy on you. I just manually change my macro to the tanks
name since I use it so much, and am assisting and not pulling.
 
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Rumbledor wrote:
> Hmm. I can't think of any reason it would make an automatic bee-line
for
> the healer unless the healer was maintaining some aggro-generating
buffs
> on the party or something.

I'm not sure either, but I know that my fury friend hates it when I
pull with Shadow. Even turtles go after her, when we have a full group
going. It is bizarre, but enough so she doesn't like me pulling at
least 😛
 
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On 2005-01-12, BombayMix <bombaymix@altavista.co.uk> wrote:
> Run together sounds prone to error, so the scout might find him
> self-agro, unable to take the hits and out of range of the healer.
> Resulting in one dead scout. It might work most of the times but seems
> to be an unnecessary complication to me.

With respect, that may be that you dont understand what is being described.

The mob will run to the group and hit the first person it comes across.

The scout just has to stand behind the warrior.

Proximity aggro will do the rest. There is no 'running together'
involved, and, unless you're in a dungeon with twisty turny bits,
the scout doesnt have to leave the party at all. Stalk has an amazing
range.

Should the scout have to leave the camp my experience suggests he'd
simply hit stalk, run back to the camp, and stand with the warrior
between himself and the npc in question - it will happily pound away
on the first group member it reaches.

> Any spell a mage can cast on a mop will pull it, not necessary damage
> ones. I.e. you could ward them (often the first thing mages do anyway)
> or root/mez one and the others will come running (often used then
> soloing). If they were significant distance away there would be enough
> time for the tank to re-agro them. I've done this a few times where a
> mob is in a place the tank can't easily get too. But its prone to
> errors, far safer to get the tank to agro them in the first place.

That is because the mage gets aggro. In this case, as far as I can see,
the scout doesn't. I can stand behind a party member, hit stalk and
with them doing *nothing but standing there* the mobs will hit them instead,
as they reach them first.

Perhaps I've just had amazing circumstances, I've only used stalk to
pull 4 or 5 times, but thats how its worked for me so far.

Matt
 
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Rumbledor wrote:

> Except the scout in this case can more effectively pull without
> building much aggro and be able to head out after another mob when
> the previous one gets near death.

Well, except EQ2 isn't designed to work that way (not
the pulling, but the "head out after another mob when
the previous one gets near death.") If you (or your
group) has power to kill non-stop, you're taking mobs
too low for your level. You may still be getting XP,
but it'd be like a group in EQ taking light blues in
favor of the greens/blues around them...
 
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steve.kaye wrote:

> This doesn't directly compare with Stalk though. The mages' damage
> spells generate a lot of agro whereas Stalk is designed to lower agro.
> I don't know of an ability that would generate less agro and still
> generate enough to pull.

The fury fluff spell "Faerie Fire" generates aggro -- simply
having a summoner send the pet (before the pet actually
hits the mob) is enough to transfer aggro from the fury...
 
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On 12 Jan 2005 10:00:34 -0800, Meaffwin wrote:

>If we are in an open area, I will lead and then
>when I see the target, hail it so the tank can get it from me and then
>pull.

I'm fascinated by this discussion, but forgive me for butting in with a
newbie question, or request for clarification, if you will:

1. The scout targets the mob and presses "H".
2. The tank targets the scout and calls /assist
3. The tank is now targeting the hailed mob and can begin to taunt.

Is this correct?

I'm asking because I'm a guardian myself and have never really used the
/assist command.

I've often wondered why my group members keep hailing the enemy, but now I
know 🙂
--
Henrik Dissing
Vork - Dwarven Guardian on Highkeep

(e-mail: hendis AT post DOT tele DOT dk)
 
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"BombayMix" <bombaymix@altavista.co.uk> wrote in
news:1105548241.624234.305610@f14g2000cwb.googlegroups.com:

>> This is all part of a highly effective group. This is what you shoot
>> for. Your simplification comes at the cost of lower efficiency and,
> IMO,
>> reduces the game to boring button mashing.
>
> I never claiming getting the tank to pull was the most efficient just
> the safest, especially when things don't work out as planned.

No, but you did say, "The puller should always be the toughest tank in
the group," with which I disagree.

I suppose that might be true if you are interested first and foremost in
always keeping things as safe as possible. Like I said, however, IMO that
pretty much reduces it to boring button mashing.

I'd much rather push the envelope a bit, thereby improving my own tactics
and abilities while keeping it interesting.

To each their own, I suppose.

--
Rumble
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin
 
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"Wolfie" <dbgbdwolf@gte.net> wrote in news:UIdFd.191726$8G4.157569
@tornado.tampabay.rr.com:

> Rumbledor wrote:
>
>> Except the scout in this case can more effectively pull without
>> building much aggro and be able to head out after another mob when
>> the previous one gets near death.
>
> Well, except EQ2 isn't designed to work that way (not
> the pulling, but the "head out after another mob when
> the previous one gets near death.") If you (or your
> group) has power to kill non-stop, you're taking mobs
> too low for your level. You may still be getting XP,
> but it'd be like a group in EQ taking light blues in
> favor of the greens/blues around them...

Of course it wouldn't be non-stop, but it could be for extended periods,
relatively speaking. Add to that the fact that power/hp regen much faster
than EQ, and it should be even more applicable.

Your argument would also apply to EQ, actually, yet it was a highly
effective tactic nonetheless.

--
Rumble
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin
 
Archived from groups: alt.games.everquest (More info?)

"BombayMix" <bombaymix@altavista.co.uk> wrote in
news:1105549300.806336.290940@z14g2000cwz.googlegroups.com:

>>> Run together sounds prone to error, so the scout might find him
>>> self-agro, unable to take the hits and out of range of the healer.
>>> Resulting in one dead scout. It might work most of the times but
> seems
>>> to be an unnecessary complication to me.
>
>
>>With respect, that may be that you don't understand what is being
> described.
>>The mob will run to the group and hit the first person it comes
> across.
>>The scout just has to stand behind the warrior.
>>Proximity aggro will do the rest. There is no 'running together'
>>Involved, and, unless you're in a dungeon with twisty turny bits,
>>the scout doesn't have to leave the party at all. Stalk has an
> amazing
>>range.
>
> Still seems an unnecessary complication. You are hoping the creatures
> hit the tank first or he taunts them in time. I still don't see how
> it any better then the tank taunting them in the first place. The tank
> shouldn't be running far to taunt mobs anyway and not out of range of
> the healers spells, in case he agros more then he bargained and can't
> get back the group in time.
>
>>Should the scout have to leave the camp my experience suggests he'd
>>simply hit stalk, run back to the camp, and stand with the warrior
>>between himself and the npc in question - it will happily pound away
>>on the first group member it reaches.
>
> And in my experience the scout often ends up dead or nearly dead
> before he reaches the group.

Then it doesn't sound like they were doing it right. /shrug

--
Rumble
"Write something worth reading, or do something worth writing."
-- Benjamin Franklin