The Beginning Puller's Primer
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NOTE: This is a primer, meant for lower level pullers. I would assume at 33+ you know enough about pulling that this guide would be child's play.
So, you've just joined a party as a thief, warrior, or even red mage. Or maybe you've just started an advanced job like ranger. Whatever the case may be, you've just been told: "You're the puller." You've just now been given one of the least liked role in the game. So what are you going to do now? Panic and link 10 things at once? Bring thousands of xp/hour to your party, thereby levelling them (and yourself) quickly and being showered by praise? Depends on how you go about your party role.
The puller needs to be aware of a wide range of data, not including only the toughness of a mob you're going to try and pull.
First and foremost, the puller needs to be aware of themselves. What am I going to attract a mob's attention with?
Recommendations include: Normal ranged weapon attacks, Dia, Poison, Stun, Jump.
Bad things to do: Provoke, melee hit, offensive damage spells, weapon skill attacks.
Why are these bad? Because it boils down to hate and hate management. Your tank (I really hope you aren't the puller AND tank) needs to be able to pull it off you and keep it off you when you come back to the party. If you've generated a large amount of hate, say with your own Provoke, and depending on how much damage you do in the first few seconds of the fight, the mob may not pay attention to the actual tank and start wailing on your lightly armored rear. This might be a little different if say your party consists of two warriors, one which will be main tank and the second one backup who will also be the puller. However, in general it is usually a bad idea to pull with something that generates excessive amounts of hate.
Second, a puller needs to be aware of his/her party. What do you have in the party as far as jobs are concerned? Specifically for mages, check and double check their MP. Don't wait for them to yell "Out of MP" before deciding that you'll stop pulling. Watch how much MP they use in each fight. If they used 100mp in that last fight with an IT+ mob, and they only have 150MP.. might be a BAD idea to pull that IT++ mob that's standing right by the party.
Third, be efficient. This is absolutely the most important aspect, as well as the most varied. As soon as a mob is dead and rattling it's death throes on the ground, you should be out scouting. Don't wait for your mages to get to full MP. Don't wait for your DRK to return from AFK. Be out there, and be standing by a mob as soon as the party is ready. Again, watch your mages' MP, and judge the distance you need to run back to camp with the mob. If you're a good 20-30 seconds away from the party when you begin a pull, the mages will be able to rest for a bit longer before they need to stand up and start healing/nuking/debuffing. Use that to your advantage.
Fourth, be efficient. Assuming your party has skillchains and magic bursts set up, gauge what your party can handle to keep the XP chains going. If your mages are mostly drained from that last IT+ fight that gave you a Chain #1, don't sit there and wait for them to med to near full just for another IT+. That waiting will cost you the XP chain. Grab a tough. Maybe an even, and tell them to rest through the fight. The rest of your party should be able to dispatch the mob quickly, thereby building TP for the next IT++ mob, the mages will have more time to recover MP for the next fight, and the XP chain will still be alive.
Fifth... did I mention be efficient? Get regular status reports from your party. Insist on it. Pulling that IT++ mob and killing it for 200xp won't mean anything if just ONE member of your party doesn't have enough TP to pull off their weapon skill. It will just mean downtime as your BLM blows their MP on killing the mob, and the WHM blowing their MP on keeping the BLM alive.
Sixth, always keep your party updated. If you're bringing a mob back, let the party know. I suggesting using a macro with a <call>. It'll wake up otherwise dozing party members. Immediately follow that with the difficulty of the mob itself. There are some shortcuts for diffcultly that most people understand: IT = incredibly tough. VT = very tough. EM = even match. DC = decent challenge. EP= easy prey. If you check a mob and it says it has high evasion.. put a + at the end. If it's got low defense, put a -. That's where IT+ and VT-- come from.
Seventh, be self-sacrificing, to a point. If you picked up a link and you know your party would be wiped out.. don't bring it back to the party. Zone it. If you're in an area where zoning a mob will probably get another party killed, call for help.. both by saying it, AND by hitting Control-G. If you're nowhere near zone.. well, stay put. Die, and respawn/get raised. Take one for the team.
Eighth, know your enemy. Knowing which mobs in the area link, and which ones aggro will save you a lot of headaches. There are more than enough guides (online and hardcopy) that will give you an inkling on what a zone has to offer as far as the mobs are concerned. Knowing that pulling that Giant Trapper will yield a link with that Gigas Leech, who will then link those Acrophies, is important. Knowing that BLM-jobbed mobs will attempt to bind you, and the range of that spell, is also important.
This is just barely scratching the surface on what is expected of a good puller. Let alone once you get back to camp, you need to know how to be a damage dealer or debuffer as well. I'm sure there can be another 10-20 points to add, and I'm sure someone will add it below. But hopefully this will set you on the right path to being a good.. nay, great puller.