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Pulling Strategy

Created by Naria. Last edited by Naria, 6 years and 2 days ago. Viewed 1,823 times. #4
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"Pulling" is the art of searching for, "tagging" or claiming monsters and bringing them back to your party's camp. Herein I'll cover who should pull, what to use for the pull itself, how to find monsters, and how to avoid links and large deadly trains. I find pulling to be a lot of fun, gives me something to do between fights and when you snag the juicy target from between two IT+++ goblins you feel pretty cool.

The Puller
There are several qualities to consider when choosing a puller in your party. Experience at doing it seems to be the most important, however. Don't automatically force the Ranger into it if they aren't used to doing the job. The best pulling jobs have a ranged attack (spells and provoke count) and either high enough defense to be a tank or some kind of evasion. Here are my favorites, but really any job can do it.

Ranger/Ninja - The attack distance of bows seems to be larger than all spells and other abilities allowing someone with a ranged attack to get the best jump on the target. In most areas scan can be very valuable as well. The Ninja SJ gives utsusemi, sparing the ranger from 3 hits and allowing plenty of time to return to the party.

Ninja/Warrior - Ninja has thrown weapons and warrior gives a very fast tagging ability in provoke. Best for over-farmed areas this combination also uses utsusemi for evasion.

Summoner/whatever - Summons don't attract links (don't ask me why) and no one really cares if the summon is getting attacked, making this the perfect puller when linking monsters are densely packed (ie crawler's nest).

Knowlege
First of all you need to know your enemies. Know which ones aggro and to what - you can run pretty close to a goblin's backside without them being the wiser but try that on a skeleton and you'll be the one who gets buried. Know what links too, and never make assumptions based on type. There are many kinds of pugils and only some of them link. If you start fighting in a new area don't be afraid to ask your party. You can't be expected to memorize everything, just to try and find out before you get everyone dead.
Second you should try and learn their turf - where does each type of monster like to hang out on this map? Where do they spawn? Any NMs that might crush everyone or that might be good to keep an eye out for? When I go to an area I'm not as familiar with I try to scan for a while first to get an idea of where everything lives.
Finally you'll want to check most monsters before you engage them. At certain levels and in certain places there's a big difference between VT and IT. Make note of the "high defense" or "low evasion" stuff too. (This is what makes something + or -.)

Tagging
If there's no competition I recommend always using your longest ranged ability and from maximum range. Also you can learn at what point in the animation it's okay to start running back. For example: if using a ninjitsu to pull I found that you can run as soon as your hand starts swooping out to the side. When there is heavy competition *cough* Kazham *cough* the faster abilities like Dia and Provoke will be better. I really shouldn't have to say this but never engage a monster, attack, and then disengage to pull. You're just making yourself look bad.

Information Flow
Always keep your party informed as to your activities. Have a macro for when you've claimed a target (most vokers include something in the provoke macro anyway - and that's enough) so that your party can be ready when you return. In some cases you will want to tell them what difficulty the target is too.

back to camp
Just because the monster's name changed color doesn't mean your job is over, far from it. When returning to your team keep an eye out for aggressive or linking monsters. Often something will pop behind while you're out and you need to avoid it on the retrun trip. It's far better to take a few hits to avoid links than to run straight in and get everyone killed. Watch your footing too - certain terain features (those ridges) can be passed through one way but not the other. Sometimes just a few steps can make the difference. If you aren't sure try them all out when you first leave camp to find prey instead of leaving it until you're in danger.

Pacing
A very overlooked area of expertise is pacing the party for higher effiency. If the party has a rdm past 40 or a bard you might be in a "continuous attack" situation. Get your butt out of camp as soon as the current enemy is dead and go find another one. If you can memorize the order of places you took them from you might be able to anticipate their respawns. On the other hand, if the party struggles with two ITs in a row you should alternate VTs or Ts and ITs so that the team can build TP on the weaker ones and get exp chains too. Ask the mages what MP they feel safe with for an IT monster. It doesn't matter what you think is fine, the mages need to feel that you're attentive to their mana levels and they probably know how to keep some in reserve for an emergency.
Some 20 levels later I have something else important to add here: When going for 5, 6, or 7-chains, make use of the extra time you have between the the first few monsters. You have a lot of time to get chain #1 so let your mages get some more MP back so they will have enough to last out the chain. Also if you can (this is really advanced, and don't risk a link for it) pull further monsters first, leaving a closer one available for the last kill in the chain. As a ranger, it's often worth saving barrage for the #5 or #6 chain, even if it means not using it exactly every 5 minutes.

Other Behavior
As always, being polite will help you in the long run. If you see a ranger aiming with a bow don't provoke their target out from under them. No one is such a good puller then never get a link and that ranger isn't going to take away your extras if you get in trouble later on. If your party all died and you've been stealing targets from the other party they'll be happy to make you all HP isntead of offering a raise.
Also don't fret if someone has to afk and it breaks a chain. Most players will say "afk after chain" anyway, so if they have to leave in the middle it's usually important. You'll get another big chain soon anyway.

How to be the non-puller
A few things everyone else should know when they're waiting back at camp. When you see the puller say they've got something, be ready when they return. The main tank should provoke the target as soon as possible, often before engaging it in melee combat. If there's complicated terrain or a corner to go around a good tank will move out for a better line of sight.
On occasion the puller will get a link. The most important thing is for you to not panic when this happens. If a Rdm, Brd, or Blm is present they can put a second monster to sleep while the first is killed. In these cases, the other players should not attack the link and only focus on the main target. If another party is around they can take the link too.
If multiple links occur or some other situation arises that the party cannot survive there should be one player in charge of deciding to zone or escape. Usually this is the main tank but so long as it's decided ahead of time it can be anyone who knows what they're doing.

Happy Hunting!

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