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A good puller.Follow

#27 Jan 14 2004 at 12:24 PM Rating: Decent
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364 posts
Yamakamui wrote:


And warriors, PLEASE, learn to pull. It IS possible to pull with provoke without getting hit once (in most cases, if it's a fast monster, then it's acceptable ^^). Most experience players knows the maximum range of the provoke, if you don't, learn it. While you see the provoke animation, start running already.


I will never Provoke pull, period. Why? I would rather have the ability to get my throwing/ranged skills up and also when I drag whatever back to the group, I can Provoke so that the mages will have both a text and visual indication of when I have Provoked. It has helped WHM/BLM/RDM time the order and how often they use a given spell. Personally, I have tried Provoke pulling and in crowded areas have signed my death cert too quick for my tastes...:)

As for the "one tank/only Provoker" theory, while I understand for the healers that it is easier for just one target to heal sometimes even the main tank needs some help. Pugils in Qufim nailing someone for 150+, I have found it helps for another to pull them off of the main tank so the healers can Cure the person up without drawing too much attention to the mages. But, there should hopefully always be someone to try and Provoke the mob off the WHM after a Benedicition goes off......:D
#28 Jan 16 2004 at 2:50 AM Rating: Decent
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58 posts
I'm a Monk and after being in many groups where the tanks also pull I can add that this is not the best way to manage damage.

I'm putting out only slightly less damage per round than the tanks now. Yes it looks like it's a lot less but remember I get two strikes per round. So a WAR might hit for 25 and I might hit for 2X12. I digress..

The point is the WAR still puts out more damage and hence I often end the fight with almost full health and often no heals during the fight. That is just a waste of available HP especially when fighting IT's.

I often have a hard time convincing groups to let me pull and take some of the early damage. This serves several purposes:

1) At least one tank will start the battle with full health.
2) Being a Monk after the Tank engages it will naturally obtain agro after a few hits, thus saving my poor *** from certain death.
3) Becuase it's unlikely that I'll need a heal during the remainder of the battle the WHM has to cast less heals overal and so has more MP at the end of the battle.

Lets face it if the tank has 300HP and a the best healer can heal at 75HP a max of 10 times during a fight. If the WAR starts the fight at 225, due to damage taken pulling the creature, then the healer can heal the WAR for a max HP of 975HP over the entire battle vs 1050HP if the war started with 300HP.

Obviously the WAR will not be the only recipient of the heals. It serves only to underscore the point that, that 75 points the WAR loses pulling a creature could mean the life or death of the entire party.

So let the Monk take the early hits. Save the tanks HP and save the Monks heals to after the battle. You WHM out there should be demanding that the vokers should not pull due to using up more heals than they would otherwise.

When you ask tanks to pull ask your self a simple question..

If someone else were too pull would I want my tank to start the fight with 3/4 health, especially when fighting an IT? Well the answer is no! You need the tanks to start with full HP so the WHM has to heal them less. Let the classes that are not likely to hold agro pull.

It's not really a case of anger management. That's the WAR's job and will do so quite efficently with their damage output and provoke.

It's a matter of reducing downtime and increasing odd's of killing higher level creatures, namely IT's.

I'm not having a rant. I don't mind if tanks pull most of the time. I do however, mind tanks pulling IT's and getting back to camp at 50-75%. It usually spells doom or a long rest for the WHM post battle. These groups are not the fastest XP generators.

Peace.
#29 Jan 16 2004 at 8:25 AM Rating: Good
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8,507 posts
This kinda aggravated me last night.
I'm partying in Qufim (2 WHMs, 1 BLM, 1 WAR,1 PLD, 1 THF(me)) and I'm playing the puller. (I was the highest level and the only one with a boomerang)

Now being someone that pulls often I can usually throw my boomerang, make it back to the group without taking a hit, and with proper timing to get 2 Sneak Attacks off in a row.

Ok, so I pull a pugil in. When I get back, I see the tanks standing on the other side of the mages, so I need to basically drag the mob through the mages to get to the other side. Well as soon as I get to the correct camp spot and try to spin around and actually engage the mob, one of the WHMs starts casting Cure on me..(why I'm not sure...I still had full Health). In addition, I think our tanks were daydreaming..as neither of them provoked. Consequently, the pug made short work of her (died in 2 hits).

After the battle, the BLM starts yelling at me to pull with provoke. So I tell him that it's better for me to pull with my ranged weapon and be able to pull a Sneak Attack off as soon as the tank vokes it off me. Then he proceeds to tell me how I NEED to use provoke in order to keep the mages alive.

1.)I'm not the tank, I'm the puller.
2.)What were you guys doing on the wrong side of the tanks?
3.)Why am I getting healed when I have full health?
4.)WARs and PLDs are first and foremost meat shields (sorry to offend anyone), forgetting to provoke doesn't exactly make you look like the most competant player...

/disband

Anyhow...just a rant..thanks for caring.
#30 Jan 16 2004 at 8:54 AM Rating: Decent
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511 posts
Yamakamui
We have a good LS on Leviathan. It is called Chimera and we are trying to expand it right now. There are lots of people around your level. Send a tell to Elpheas....thats me....or email me at rahl_the_seeker@hotmail.com.

I have never been the puller but I think a rdm could do it with enfeeble spells. I usually end up enfeeble then nuke or enfeeble then heal until I run out of MP then its melee. Whatever I can do to help. I was in a group the other day where the tank didn't keep hate and I was having to try to cure the WHM everytime he cast spells. We died too much for only about 50-60 xp per mob. We changed tanks and everyone started living longer and xp went up to 80-100.
#31 Jan 16 2004 at 10:15 AM Rating: Decent
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4,148 posts
I don't pull often but i like to sneak attack to aggro then run back to pt ... by then time i'm back and the tank voke's my sneak is ready to go again.

Figure 160points of damage before the fight really gets started is pretty nice. Although for IT's sometimes i get back in bad shape, though most of the time i come back with only 1 hit landed.
#32 Jan 16 2004 at 10:34 AM Rating: Good
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8,507 posts
I think for a THF it's easier to Use Sneak Attack just before throwing your boomerang. Then head back to the group. Once your tank provokes the mob swing behind it and /attack. Depending on how long it took you to get back to the PT your next SA may already be ready, or pretty darn close. Additionally, using a ranged weapon, when done right, will allow you to make it back to camp unscathed 9 times out of 10. Course...you will tend to confuse your WHM as to why they don't need to heal you right after pulling a mob.
#33 Jan 16 2004 at 12:56 PM Rating: Decent
I'm sorry, a puller should NOT be regularly taking hits on his/her way back in to the group. Either pull with a ranged weapon, be skilled enough with voke, have a spell, or don't pull. That is a waste of mp healing you. For the arguement that you don't NEED a heal for the battle, sure.. I'll bite, but after the battle you WILL need a heal, or after the next pull, etc etc.. eventually you WILL need a heal and its a directly effects downtime. X hp = X mp. Delaying that use doesn't make it go away. Unless you are sitting and healing, your lost hp needs to be healed eventually.

Also, I play a taru whm/blm sometimes and a elvaan war/monk other times (depending on my mood) and with either class I hate people (especially monks or underequipped war/drk/drg/etc) spamming provoke to "split" the damage. Having multiple tanks provoke is a situational thing. Most of the time in reg xp groups you want ONE tank taking the damage and having a backup only in case of bad aggro or low mp (just to survive the fight). We go back to X hp = X mp and splitting the damage does NOT lower overall downtime - ESPECIALLY if the second provoker is taking more damage. (i.e. 55 compared to 40) All it does is get you through this fight and create MORE downtime after the fact. Thinking otherwise is very short sighted and won't make for a solid longterm xp group.

#34 Jan 16 2004 at 2:50 PM Rating: Good
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8,507 posts
Quote:
I'm sorry, a puller should NOT be regularly taking hits on his/her way back in to the group. Either pull with a ranged weapon, be skilled enough with voke, have a spell, or don't pull. That is a waste of mp healing you. For the arguement that you don't NEED a heal for the battle, sure.. I'll bite, but after the battle you WILL need a heal, or after the next pull, etc etc.. eventually you WILL need a heal and its a directly effects downtime.


I absolutely agree. If the puller is taking hits initially, then it needs to be made up for at some point during the battle. Because if you want to keep your chains going, the puller should be leaving to pull a new mob as soon as the last strike lands.

Best suggestion for pullers is to work with the rest of your group. My method is pretty simple:
1.)Ask that the tank provokes the mob off you as soon as it is in range
2.)Talk to the mages and work strategy. I prefer to continue pulling non-stop until a mage asks me to hold. But if the mages would rather tell me when to pull another...that works too. (more downtime though)
#35 Jan 16 2004 at 3:54 PM Rating: Decent
29 posts
Elpheas, sure will give you a call once I have the chance to get on. Now sure though cause the computer with the FFXI installed on it had its connection cut -.-

Quote:
Also, I play a taru whm/blm sometimes and a elvaan war/monk other times (depending on my mood) and with either class I hate people (especially monks or underequipped war/drk/drg/etc) spamming provoke to "split" the damage. Having multiple tanks provoke is a situational thing. Most of the time in reg xp groups you want ONE tank taking the damage and having a backup only in case of bad aggro or low mp (just to survive the fight). We go back to X hp = X mp and splitting the damage does NOT lower overall downtime - ESPECIALLY if the second provoker is taking more damage. (i.e. 55 compared to 40) All it does is get you through this fight and create MORE downtime after the fact. Thinking otherwise is very short sighted and won't make for a solid longterm xp group.



Eh.... I guess you aren't used to having 2 healers in your party or you lack experience then ^^ Splitting dmg DOES save downtime if you do it right. As EVERY whm knows, Divine Seal + Curaga = 180 hp per person for 60 mp. 60 mp = 2 1/2 Cure 2 which adds up to 225hp. If you have 2 whm, just allow one to rest after doing said technique and rest while the other heal when the next battle starts. By the time the other one used up his/her mp for curing, you will be med decently enough to cure for the rest of the battle (unless you are one of those low mp, but why would you be a mage :P).

Quote:
Best suggestion for pullers is to work with the rest of your group. My method is pretty simple:
1.)Ask that the tank provokes the mob off you as soon as it is in range
2.)Talk to the mages and work strategy. I prefer to continue pulling non-stop until a mage asks me to hold. But if the mages would rather tell me when to pull another...that works too. (more downtime though)



Hehehe, or number 3, while you talk, the whm gets restless and pull with his full mp :P
#36 Jan 16 2004 at 3:57 PM Rating: Decent
I enjoy being the puller. It cuts down on the down time, because i am scouting out the area for the next mob. I am a ninja. I cast blink on myself then go pull with a boomerang. I laugh when I see people walking backwards and getting hit or the provoker running and seeing the flashes of red on him as he is getting smacked by the mob. Most of the time I don't get touched. I run past the tank and he provokes it off me when I get back. if by chance I got to close or the mob moved while I was pulling then I have my shadows to protect me. So alot of groups I been in make me the puller.
#37 Jan 16 2004 at 4:15 PM Rating: Good
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8,507 posts
Yamakamui wrote:
Hehehe, or number 3, while you talk, the whm gets restless and pull with his full mp :P


Well...some of us like to talk about party strategy before whacking at mobs.

But feel free to poke the mob with your toothpick if you want.

In closing, at the end of the day, play however you like. But if you play like a moron, then don't expect others to want to party with you.
#38 Jan 16 2004 at 4:30 PM Rating: Decent
"Eh.... I guess you aren't used to having 2 healers in your party or you lack experience then ^^ Splitting dmg DOES save downtime if you do it right. As EVERY whm knows, Divine Seal + Curaga = 180 hp per person for 60 mp. 60 mp = 2 1/2 Cure 2 which adds up to 225hp. If you have 2 whm, just allow one to rest after doing said technique and rest while the other heal when the next battle starts. By the time the other one used up his/her mp for curing, you will be med decently enough to cure for the rest of the battle (unless you are one of those low mp, but why would you be a mage :P). "

Sure.. if you have 2whm in a PT then that's a great approach.. However, I was thinking more along the lines of a standard XP pickup group.. I've only been in a few groups with more than one whm.. In fact, I've been in more groups WITHOUT a whm than with 2. So as I mentioned, situational..

Plus, against IT caliber mobs, splitting damage on tanks erratically (like when random monkB with voke spams it every now and again) makes it harder to anticipate the next hit and keep the tank healed.. last thing I want is to let them get too low because I'm healing the OTHER tank that no longer has aggro and the mob to whip out a special attack to finish them off. However, with a little coordination - i.e. timed provokes and working with the other whm on heals, it works just fine..

Overall, my input was based on a pretty normal xp pickup group.
#39 Jan 16 2004 at 4:49 PM Rating: Good
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283 posts
Splitting damage between tanks can be helpful for most of the reasons explained above. The other reason could be to let the WHM rest mid fight. If you can trade agro between 2 people long enough to let the WHM get in another tick or two of MP before anyone is in danger it can be very helpful.

As far as puller goes anyone capable of a ranged attack who does not need to stop and rest up MP frequently and is NOT the main tank makes a good puller. Well maybe not dragoons or beast masters. The tank must be ready as soon as this person gets back to take hate. Your puller should not be hit at all unless the target casts spells. The idea of saving the tank some HP at the expense of another is flawed but the concept is still correct regardless of this.

If your group is capable of non stop fighting then the puller leaves before the enemy drops. They should be ready to bring back the next one and have it arrive almost immediately after the previous one falls. This probably won’t work without a backup healer or if you are fighting something too easy for your group anyway.

I like the mindset that all HP in a party are resources to be used as effectively as possible. It’s tricky to do properly but it’s an effective method. Pulling is not the situation to put this in practice, accept perhaps at lower levels when a ranged attack pull may not be available. Separating pullers and tanks serves to speed up the time between kills. It is not an appropriate opportunity to share damage if that is your strategy.

Pulling is the one point of the encounter when the enemy has the opportunity to do damage and your team is not in a position to return the favor. Eliminate or minimizing the head start your target gets is your first priority. Who gets hit comes second.
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