Fighter Pulling
Re: Fighter Pulling
The reason I like fear over anything else like blind, stun etc is that fear gives me extra time to run back to my group. I don't care to get clobbered on the run back like you get with taunt, or some spells if you get too close. This is especially useful on mobs that Crit you for 1100 dmg.
Re: Fighter Pulling
kamagi wrote:I had a thread about this 2 days ago and the replies suggested blind as the best option.
Just need to break the link straight after casting.
I have rerolled to incorporate blind without wrecking my melee development.
What are you all talking about when you refer to links?
Re: Fighter Pulling
I use taunt. It's free and instant. There's just enough range to pull single pred mobs from groups, and it's very easy to pull singles from herb groups. Best way to do it if you plan to run any distance with the mob is to turn around before you cast it, then taunt and run real fast, you can get to your location without getting hit at all usually, as long as it isn't like 200m away. It's also a skill every tank should have anyway.
Re: Fighter Pulling
xixan wrote:What are you all talking about when you refer to links?
When you cast any sort of repeating spell (i.e. DoT or any of the afflictions), the original spell hits with whatever credits you put on it as payment. After that, the spell refreshes about every 4 seconds or so with what is almost a new casting that checks for resist and such again.
Re: Fighter Pulling
Taunt 1 - Lvl 20
Taunt 2 - Lvl 50
I have spent the last few hours playing with taunt and pulling various mobs. Gingo's in particular because they are of the aggro type. I can say that almost every pull the range of my taunt exceeded the range of the aggro.
The stray gingo running up to you kind of ruins that but ... if you live so much the better.
As for the no magic ... I personally recommend that everyone at least expend the sp to acquire and use heal hp if not stamina and sap. One poster above pointed out the obvious if your healer gets killed from drawing aggro who is going to rez him/her? I think after a few times of the healer getting aggro and getting wiped out and gathering a nice DP but in the process rezzing any other members of the group I would have to say ... Run we'll wait for you to get back
Heal magic is by far the easiest of the 'combat' skills to raise. You can join any group over lvl 50 that is killing 3k xp mobs and just throw a few heals on anyone. Not do anything else and Bam ... you get 3k. In a few hours you can easily go from 1 to 20 or higher depending on your groups abilities.
Spending 10 sp for Sap and 10 more for Sap regen will leave you with alot of sp left over to upgrade your heal and even purchase HP Credits if desired.
I just cant see why someone would not learn some heal magic. But hey to each their own
Taunt 2 - Lvl 50
I have spent the last few hours playing with taunt and pulling various mobs. Gingo's in particular because they are of the aggro type. I can say that almost every pull the range of my taunt exceeded the range of the aggro.
The stray gingo running up to you kind of ruins that but ... if you live so much the better.
As for the no magic ... I personally recommend that everyone at least expend the sp to acquire and use heal hp if not stamina and sap. One poster above pointed out the obvious if your healer gets killed from drawing aggro who is going to rez him/her? I think after a few times of the healer getting aggro and getting wiped out and gathering a nice DP but in the process rezzing any other members of the group I would have to say ... Run we'll wait for you to get back
Heal magic is by far the easiest of the 'combat' skills to raise. You can join any group over lvl 50 that is killing 3k xp mobs and just throw a few heals on anyone. Not do anything else and Bam ... you get 3k. In a few hours you can easily go from 1 to 20 or higher depending on your groups abilities.
Spending 10 sp for Sap and 10 more for Sap regen will leave you with alot of sp left over to upgrade your heal and even purchase HP Credits if desired.
I just cant see why someone would not learn some heal magic. But hey to each their own
"There is more imagination in one's life than there is in all of one's dreams."
Christopher Columbus
Christopher Columbus
Re: Fighter Pulling
daleknd wrote:THe 50 points on magic are not really wasted since you will eventually get levels in magic and can spend some of those on Constitution or metabolism or the self heals.
I pull with Acid 2, Except for bugs who are resistent. On them I use cold.
You don't need to spend points in magic to get magic levels unless something changed (which I don't think it has). You just need a way to execute/use a spell during a fight... same as leveling fight as a newbie that didn't pickup any fight packs.
Re: Fighter Pulling
A lot depends on whether the person intends to group or not.
Not everyone groups and not everyone likes solo.
I dont intend to group much if ever because I just cannot dedicate the time in one clear period - too many real life interferences.
Many others mainly group and I should think that it is a lot of fun and way way easier than soloing.
So I guess what Im saying is that there must be a distinction made between pulling back to a group and pulling to a safe spot, altho come to think of it maybe that sounds much the same
Certainly the choice of skills will be quite different for soloing and grouping tho.
Not everyone groups and not everyone likes solo.
I dont intend to group much if ever because I just cannot dedicate the time in one clear period - too many real life interferences.
Many others mainly group and I should think that it is a lot of fun and way way easier than soloing.
So I guess what Im saying is that there must be a distinction made between pulling back to a group and pulling to a safe spot, altho come to think of it maybe that sounds much the same
Certainly the choice of skills will be quite different for soloing and grouping tho.
Re: Fighter Pulling
Taunt
It's all we use in our groups (and I use alone to solo too). Works for everything. Just can't run in wrecklessly. Edge up and use it then run back to group. If you know how the mobs work and act with caution you shoudn't have a problem with taunt.
It's all we use in our groups (and I use alone to solo too). Works for everything. Just can't run in wrecklessly. Edge up and use it then run back to group. If you know how the mobs work and act with caution you shoudn't have a problem with taunt.
xerosleep
Re: Fighter Pulling
If you are a tank, you WILL have taunt, its not some 'optional skill' unless you consider healing spell optional for healers as well.. Its great to pull with and essential to any well run group. It should do fine for you once you figure out max range