Forum Settings
       
Reply To Thread

Pulling order by jobFollow

#1 Jan 25 2004 at 6:51 AM Rating: Decent
*
61 posts
What is your opinion of the order in which a specific job should pull if they were in a party? The reason being I had leader defaulted to me and I couldn't figure out who to ask to pull. My party had a ninja, samurai, dark knight, bard, black and me the whitemage. Nobody wanted to pull and I wasn't familiar with who could pull properly according to their job. (I just stay quiet in the background and make sure no one dies!) ... So I want someone's opinion. This is my pull priority list, top of the list being those who should pull first. Rearrange according to how you see fit and post your thoughts.

Ranger, Thief, Ninja
Paladin, Warrior, Dark Knight
Samurai, Dragoon, Beastmaster, Monk, Summoner
Red Mage, White Mage, Black Mage, Bard
#2 Jan 25 2004 at 7:09 AM Rating: Decent
Ranger,Warrior,Paladin,Samurai,Monk,Theif,Ninja....everything else is equal to me..usually Drgoons have to rest their dragon and Drks heal up their mp for drain...my opinion..and i dont think mages should pull..they usually resting their mp too..and bards are needed to do their mp songs for mages and beastmaster..well if u have one in a party they would be good have their monster pull
#3 Jan 25 2004 at 7:11 AM Rating: Decent
**
487 posts
Anyone with a ranged weapon and an ability to not bring back more than the mob they want can pull other than mages who should be making sure they have full mana.
#4 Jan 25 2004 at 7:24 AM Rating: Decent
*
61 posts
Quote:
Anyone with a ranged weapon and an ability to not bring back more than the mob they want can pull

But that's my point. Who are those people? Ranger, thief and... ninja? See I'm afraid if I tell someone to go pull when their job doesn't allow them to pull, they'll come back and say "that's not my job". :p
#5 Jan 25 2004 at 11:49 AM Rating: Good
***
1,332 posts
Don't let that fool you. Anyone with a little logic can pull just fine. I was in a dispute the other day in Delkfutts tower. No one would (or wanted to) pull, so I decided to do it. I was a RDM with no pulling weapon. But using my head, I peiced together a strategy.

RDM PULLING TECHNIQUE:
-------------------------------
Pulling a spellcaster mob? Use silence.
Pulling a High DEF mob? Use Dia.
Pulling something very dangerous? Pull with bind and give em' a little somethin' somethin' so when they get back to camp, they're no longer a threat... :)
Anything else? Pull with a elemental spell.

And for the love of God(zwill), don't walk up 4 feet from the monster and cast. Get into range, turn around (to begin the preparations of running), cast and run. Simple. When you get back to camp, there should be people there ready for provoking. Don't worry about building up hate. As long as you didn't Bind+Nuke+nuke+nuke+nuke+nuke+nuke you should be fine.

As long as you don't link. I think I have seen enough stuff in my day to avoid linking. It's all common sense once you think about it.
#6 Jan 25 2004 at 12:56 PM Rating: Decent
**
656 posts
RDMs make great pullers if need be.. In Altepa I ended up pulling because our Bard had never done it [Bards are great pullers]. What I would do is cast Blink on myself, then cast Gravity on the beetle, run a bit, cast paralyze, run a bit, cast blind, run a bit, cast dia, run to the group. By the time I got to the group, the monster was full debuffed. Of course, this could only work well if you have a WHM or another RDM in your group so you don't run out of mana to heal.
#7 Jan 26 2004 at 1:39 AM Rating: Decent
*
216 posts
We were fighting tigers in Battalia, today, and I kept wishing I could pull. The puller couldn't outrun the thing (you cannot outrun tigers), so he'd keep staggering back to camp at half-health or worse. As RDM, I could have just slapped Gravity on it and pittered back to camp.

RDM's do make good pullers. In crowded areas, you can pull with Bind to claim a mob while the rest of your mages are still medding. You can pull caster mobs with Silence to minimize the number of spells they get off against your party. You can pull Tigers with Gravity. You can pull with Dia (goes off almost instantaneously, beaten out only by Provoke, if you're competing for pulls with another group), you can pull from max range, and overrun right into the mage pocket so your WARs can voke.
#8 Jan 26 2004 at 10:54 AM Rating: Decent
Gravity not only slows them down and makes it easier to handel when you have rigid layouts ( where mages bards and theives have to have everyone in a formation) but it lowers the mobs evasion some too.
Reds might be best to pull dangerous monsters. The catch is that reds tire faster. If its a large party then conservative reds can disengage-heal early and extend that a bit. but its still a handicap.

Warriors, Dark Knights, and palladions are all third tier with the other mages to me.
I think too many warriors waste their provolks on pulls. (and many new ones are too cheap to buy arrows or ranged weapons)
#9 Jan 26 2004 at 10:57 AM Rating: Decent
Gravity not only slows them down and makes it easier to handel when you have rigid layouts ( where mages bards and theives have to have everyone in a formation) but it lowers the mobs evasion some too.
Reds might be best to pull dangerous monsters. The catch is that reds tire faster. If its a large party then conservative reds can disengage-heal early and extend that a bit. but its still a handicap.

Warriors, Dark Knights, and palladions are all third tier with the other mages to me.
I think too many warriors waste their provolks on pulls. (and many new ones are too cheap to buy arrows or ranged weapons)
#10 Jan 26 2004 at 11:54 AM Rating: Decent
****
4,575 posts

the problem with some meleers pulling is that they dont carry ranged weapons.................. that's a serious problem imo. you want to be good at your job as a meleer? carry a ranged weapon. dont have money? buy a boomerang. imo, if you use bow for pulling, most people should be able to afford this. im not saying use it in battle..just use it for pulling. again, if you stay out for long periods and dont want to run out of ammo, buy a boomerang.

as a healer i also wish warriors who pull with provoke could come back without losing 25% or more of their HP...

rdm do great with pulling. if you generally pull with a spell that you'd be doign anyway once the mob arrives, this works out fine.

another tip i use is, i like for the highest level meleer to pull. this way, if an mob is IT to him, we can be ready for a tougher fight. a lower level meleer pulling can't tell if something is IT to the whole group, or just IT to him (and VT/tough to others in the group)




#11 Jan 26 2004 at 1:53 PM Rating: Decent
In my set group, the thief pulls with a boomerang, then runs it straight at the warrior, who provokes as soon as it is in range. By then most of the debuffs have landed and mob is locked in place for Sneak Attack. Works nicely.

Personally, I wouldn't ask a Paladin to pull, as they need to rest to have mana for hate provoking spells.
#12 Jan 26 2004 at 2:35 PM Rating: Decent
****
8,507 posts
IMO. The best puller is the highest level PT member that has a ranged attack and a decent defense.

A good puller almost always has some ability that allows him to engage the mob from a distance. (A spell, a boomerang, etc.)
I'm always hesitant about WARs pulling with provoke. It doesn't allow a large enough distance between the mob and the puller, which means more than likely your provoke puller will be taking hits running back, causing the WHM to cast more spells than really should be necessary. I think provoke is much better utilized to pull the mob off the puller.

I also agree that the highest PT member able to pull effectively should be pulling. Especially if there's a relatively large discrepency among PT member levels. This can help ensure that your PT is hunting effectively; that you're getting that great XP for the mob the puller brings in and says is IT.

Finally. I believe above anything else a puller needs to be competant. Know what your mages want their MP to be to feel comfortable for a T, VT, and IT mob (The number will fluctuate)
Make sure none of your members are afk. (This one's really annoying...especially when the AFK has been announced.) If for some reason you've accidentally grabbed two IT mobs, just run them to the zone if you can. There's no reason to bring them both into your camp and confuse everyone else in the process. This eliminates everyone having to run to the zone because you'd have been the only one that generated the hate.

Once again...my two cents. Have a nice day.

#13 Jan 26 2004 at 2:57 PM Rating: Decent
The basic rule seems to be that any class that ever needs to med between fights shouldn't pull.

Rangers are definitely the best. If they effectively use widescan, they can help keep chains going better than any other pullers can.

I'd say Ninjas are the second best if they blink. They can blink right before they pull, that way the main tank doesn't provoke until the ninja gets hit, or the mob breaks for a mage. If done correctly, this can really cut downtime, because the whm doesn't have to heal until the mob is already half dead most times.

Non-blinking ninjas, thieves, monks and warriors are all fine pullers as long as they have a ranged weapon (and they all should!).
#14 Jan 26 2004 at 3:03 PM Rating: Decent
*
86 posts
ranger is probably the best puller because with scan and bow they can find easily and pull without getting hit on the way back

after ranger it shuld be a theif or ninja with ranged weapons

using bard to pull with a song is nice too but they are rare

then a war with ranged weapon

then drk or rdm with magic/ranged weapon

a pld shuld never pull because they need to med mp after every battle for flash/cure spells which are absolutely necessary for keeping aggro especially at higher levels when provokes just arent enough, yes even if you do it every 30 secs its impossible to keep aggro with voke alone.

you should also never pull with provoke, because unless ur a theif with flee or ninja with blink powders u will get hit on the way back, also this messes up the voke for the main tank because u have to wait a certain amount of time before the mob listens to the tanks voke

i really hate it when newbs say "you have the highest def so therefore you're the puller" ;/
#15 Jan 26 2004 at 5:03 PM Rating: Decent
*
156 posts
I love pulling, and I'm often complimented on my technique. I'm a mithra thief, and my defense, let's face it, sucks. But with my equipment, I've got +16 to Evade (at level 22), not counting class or racial bonuses (plus I'm subbing monk, so what actually hits me is often countered ^_~) and a ranged attack of 58.

Anyone can pull if they're prepared, but you helps if you design your character around what you want your role to be.
#16 Jan 26 2004 at 5:28 PM Rating: Decent
Scholar
***
1,000 posts
This is just my opinion, so take it with a grain of salt.

You are all missing one point -- with the exception of pulling mobs that run faster than you (Tigers).

Pulling with provoke (BEFORE LVL30) -- using the main tank.

The reason i say this is because I play Paladin. I'm level 28 now and there really is an art to pulling with provoke.

Distance - you have to judge exactly how far away you need to be from the mob before u can voke.

Procedure - I engage the mob, unlock from it, turn around towards the direction I will run to my party, then I hit the provoke macro. I start to run.. you will move away a few steps (usually outside of voke range -- is this a bug?) before you actually provoke. This gives me more than enough time to run back to my party without getting hit once.

Why is this good - it lets me get 1 provoke in before the fight even starts. By the time I get back, I provoke again, then after a few hits on me throw off a Cure II and the mob is stuck on me for the entire fight while I hit provoke every 30 seconds. I've had DS CureIII go off and not lost hate. I've had thiefs do sneak + fast blade/combo in the beginning of the fight.

AFTER LVL30 w/ Thief-
Puller pulls with Ranged, Main tank stands on opposite side of puller, THF Does trick attack putting all the hate on the MT while MT provokes/casts CureIII.

Note - about "paladins need to sit"
BEFORE LVL25 - A good paladin brings pineapple juice.
BEFORE LVL40 - A good paladin brings a bard with Ballad and juice.
AFTER LVL 40 - A good paladin brings a red mage with refresh and a bard with Ballad.
AFTER LVL 50 - A good paladin brings a red mage with refresh, and a bard with Ballad 1 + 2.

Just my opinion.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 669 All times are in CST
Anonymous Guests (669)