A Small Guide to Pulling --by Dwimble


Abigail Frost

 

Posted

I play an Ice/Rad Controller and ever since I got my TP Foe power at level 6 (Yes, even before Hover or anything else), I haven't looked back. I first flesh out the map as much as I can (when I solo that is) and then set up for my kill. Targetting minions first, ones that are not seen by others, or just wandering idely. I intentionally left my TP Foe's interrupt time high so that while I'm TP'ing the traget, I can still invoke the Block of Ice on it. What results is a popcicle enemy, ready to pummle down with my augmented Flurry.

Yes, sometimes foes manage to squize off a shot before being frozen solid, but to evade that, I usually memorize the direction they face and teleport them in such a way that they continue to face the same direction, i.e. away from me!

TP Foe, imo, makes almost any character-build soloable with ease and with a few simple tricks as map-use and careful planning of the TP. To be honest, I sometimes feel that TP Foe has made the game too easy, but then again, there are the Tsoo with their teleporting Sorcerers to fix that notion!

Another interesting thing that has happened to me on occasion is that sometimes, some packs are just unseparatable, I TP a foe and they will come no matter what (especially non-human foe), using the map to place the TP'ed target (and yourself) in a corridor that is outside the groups direction and LOS may result in the whole group just running and passing you by, unable to "locate" you. This happened to me a lot while teaming up and people would often point at the stampede and laugh , something that makes them appriciate the fine art of TP placement!


I believe that a Kheldian Gold Standard should be based on SO's, and for anything above that... there's Platinum!

Save Ms. Liberty (#5349) Augmenting Peacebringers The Umbra Illuminati

 

Posted

There's really a very important aspect to pulling that I think was overlooked. The shot type is very important. Do not use powers that hit them immediately. Always use projectile type attacks that leave your hands, travel through the air, then hit the target. If you can back out of range before the attack hits the target you will always pull one mob. It seems their range of sight increases dramatically once damage is done within their immediate area. If you are within this range increase they will see you. If you are not, they will ignore you and only the guy you hit will come runnin. Once you fire, start backing up immediately, super speed helps, short attack animations help. Long attack animations will get you seen. Damage done to any mob will get them pinpointed on you so if you use a fireball that hits others, they will all come running.

I've got this down to a science and I can pull single mobs from the center of the group if I want to. And as stated in the OP, pick them carefully because some mobs watch over others. For example, if you want to pull that Paragon Protector, hit a minion somewhat close to him using my method. You will pull one minion but since the protector watches everyone he will come too but not alert the group.


 

Posted

TP Foe was the first thing I thought of when I came across this thread so I am glad to see that it's getting its due. It is one of the best powers in the game, and if you don't have it, get it and enhance the range as much as possible. Combine it with the Hover power and you can TP enemies beside you in the air and drop them, depleting 2/3 of their hit points or more. There is little chance of defeating an Elite Boss solo without pulling their guards, and this power will let you do it without getting the Boss's attention as long as the guard is slightly behind them. I thought TP Foe sounded lame at first, but after using it I now select this power at level 6 no matter what my archetype is.


 

Posted

Okay, I've read about how good TP Foe is for pulling, but how about Wormhole? I realize it's AoE, but is the AoE small enough that it can pick up only one or two, and is the disorient long enough for the team to blow the living **** out of the villains you pull in it?

I ask because my main is getting close to getting it. And I like the idea of an AoE disorient. Or teleporting them to the energy blaster


Quote:
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
Apostrophe guidelines.

 

Posted

No, you can't "pull" with Wormhole. It's AoE is very big, like a normal AoE disorient. So, if you "pull" with it you are actually just pulling an entire group. It pretty much like any other AoE disorient as far as I can tell. I don't recall offhand exactly how long it is, but if you slot it sufficiently then the disorient might last long enough for you.

My Grav/FF controller has it and I use it fairly often, since its recharge is significantly shorter than the AoE hold.


 

Posted

The way I've been pulling lately has decent success, and takes advantage of animation times. I use this both with my Scrapper (laser beam eyes) and my Dominator (the basic Thorns attack). Both of them have stealth, which helps, but is not a necessity since I used this with good success even before the respecs that I got stealth with.

pick your target and queue your pull attack while out of range. move into range in small increments until the attack triggers. Then quickly during the animation time, press and hold the movement keys to back away. As soon as the animation finishes, you're moving away, and quite often out of attack range when the foe you shot makes his 'do I shoot or do I chase' check. Then he very calmy begins to run away from his friends and toward you. As soon as he is out of Per range of his friends, you can charge back to attack, or wait for him to get to you.


"Null is as much an argument "for removing the cottage rule" as the moon being round is for buying tennis shoes." -Memphis Bill

 

Posted

[ QUOTE ]
I posted this in a reply to a question about pulling in the Player Questions section, but seeing that is had the makings of a small guide to pulling I am posting it here.

Here are some tips on pulling that may help to solve the mystery for some of you who want to pull successfully but just can't seem to master it:

Pull from the edge
As much as possible try to pull villains that are separated from the group to which they are "attached". Frequently there are some that walk around and you can catch them when they are at a good distance from the others. If none are walking around then try to pull someone from the edge of the crowd.

Pull mobs the others aren't facing
If a group of mobs is standing around, try to pull one that the others aren't looking at. Mobs are much less likely to notice when you shoot someone whom they AREN'T facing. For example, if two guys are fighting, don't try to pull one of the ones fighting, pull someone watching the fight. If one mob is speaking, don't pull the speaker, pull someone listening to him, and so on.

Don't pull bosses
Don't pull bosses! Many people just don't get this or won't believe it. Occasionally it will work, but not very often. Typically if you try to pull a boss he will bring everyone with him. You can frequently pull Lts successfully with practice, but try to stick with minions as much as possible until you have no choice but to try a Lt.

Get as much range as possible
Get as far away as possible from the group you are trying to pull. While it is possible to pull with shorter range attacks, it is much more difficult. Use a snipe if you have it, and at long range. If you must use a shorter range attack then try to use something with at least an 80' to 100' range. Get out of range, target the enemy, hit the attack, and then slowly move forward until it goes off. That will ensure maximum range on the attack. You can't do this with snipes because moving will interrupt them. Snipes will, however, still give you the "out of range" message, so you can just keep inching forward and pausing to hit the attack until it finally starts.

Get your team out of sight or at least back
This is typically one of the most difficult parts (especially on pickup teams) because oftentimes people don't listen, are too impatient, don't care, or simple don't know what they are doing. But, I've seen more pulls gone bad than you can imagine for this simple reason. People are too close, so when you shoot and the mobs look your way, they see everyone and all come.

Hide after your shot
As much as possible you should pull to a corner or an obstacle like a crate or column. Take your shot and then QUICKLY step behind the crate or around the corner. This will force the mob to come all the way to the corner or crate before he can attack you (very important when trying to pull mobs who use ranged attacks).

Move quick after your shot
As mentioned in the previous point, move QUICK after you take your shot. Get out of sight or Super Speed way out of the mob's range immediately. Frequently if a mobs has time to shoot at you while he is still near his buddies then that will alert all of them to your presence. If he has to run to a corner or get himself within range of you before he attacks then they won't see.

Move/Hide even if you one shot the mob
If you one shot the mob then you should still hide for a few seconds. If you don't hide then the others will notice that their buddy just hit the dirt and look around to find out who did it. If they see your group standing there then they'll all come running.

Your team must WAIT to attack
This is the other common thing that wrecks pulls. You hit a mob, he starts moving toward you (hopefully to the corner you just stepped behind if you are smart) and Capt. Impatient on your team just can't restrain himself and shoots when the mob is only halfway to you. So what happens? The mob stops and shoots at Capt. Impatient, alerts his buddies to your group's presence, and then they all come running. If your team will restrain themselves enough to get around the corner with you and then let loose on the evil guy when he rounds the corner, then things will go nicely. Further, they should have him pre-targeted or be assisting you so that they can attack him before he gets the chance to attack you. Why? Because the mob hates you of course. He wants to kill you and will frequently run past everyone else trying to get to you. Since it's likely you are one of the weakest guys on the team, that could spell death for you if your team isn't ready to pounce on him as he rounds the corner.

Dealing with "packed" groups
Occasionally you will find large groups who are very tightly packed together with no "edge" to pull from. Don't be surprised in those situations if the whole group comes. They can be very hard to pull, if not impossible. In those situations if pulling is very important due to group size, weak defenses, and so on... use some "hit and run". Hit one mob and everyone run until agro is lost. Wait a little while to make sure they've "forgotten" about you, and then go back. Sometimes that will have loosened up the group a bit so that you can now find an edge to pull from.

Summery
Get way back, near a corner or obstacle, with only you visible. Pull a minion from the edge who doesn't have the group's attention. The instant your attack goes off step behind the obstacle or super speed well out of the mob's range.

If you follow that procedure you will frequently succeed. Sometimes two or three or several may come, but rarely the whole group, and even more rarely the boss with them (assuming there is a boss). However, some types of bosses come more often than others. Vahz bosses, for example, almost always come, as do the Lts. But of course Vahz are different in many ways...many rules just don't apply to them. For pulling or otherwise.

Dwimble

[/ QUOTE ]

A couple more notes: The coding for mobs has recently been changed a bit. Now, running mobs do a Yell for Help at intervals while they run around. So if the mob you've pulled turns around and runs away, keep a close eye out for adds he may send after you.

Kheldians: These guys have a distinct advantage when pulling in Nova form. Their flight has inertia assosiated with it, so they can fly across an open space (Say, an intersection in a corridor), trigger an attack, and be out of Line Of Sight when the attack goes off.

This should be obvious but you never know what sort of idiots you may be playing with, but Don't pull with AOE attacks of any type. That includes Tanker taunts, Provoke, Fireball, Rad debuffs, Fire Rain, Grenades, Ball Lightning, etc.

Also, you missed: If you are a meele type, do NOT, repeat, NOT charge into the mobs your blaster has just pulled one from using Dwimbles handy dandy techniques. You're not impressing anyone by spoiling a perfectly good pull.


The Optimist says the glass is half full.
The Pessimist says the glass is half empty.
While they argue about it, the Opportunist comes along, drinks what's left, and removes all doubt. - Redwood

Alvays remember, schmot guy...any plan vere you lose you hat...is a BAD PLAN!

 

Posted

[ QUOTE ]
This should be obvious but you never know what sort of idiots you may be playing with, but Don't pull with AOE attacks of any type. That includes Tanker taunts, Provoke, Fireball, Rad debuffs, Fire Rain, Grenades, Ball Lightning, etc.

[/ QUOTE ]

Taunt is useless for pulling a single mob out of a pack, but it still can be a very useful pulling tool, especially now that it has a 5-mob limit. I find it particularly handy in a big room with multiple spawns where entering the room might aggro more than one. A tank can use Taunt to pull a single spawn away from the others to be dealt with safely. Heck, I use this technique all the time when soloing to pull mobs at the entrance of a big room to me without aggroing others that might be lurking farther in.

[ QUOTE ]
Also, you missed: If you are a meele type, do NOT, repeat, NOT charge into the mobs your blaster has just pulled one from using Dwimbles handy dandy techniques. You're not impressing anyone by spoiling a perfectly good pull.

[/ QUOTE ]

LOL. Works both ways. I can't tell you how many times I've been backpedaling after taunting a few mobs into a corridor, only to have someone run in and attack them when they're about a yard away from an unaggro'd group. Hmm, why do you think I was BACKING UP?


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Nice thread! I've been pulling since EQ and I love all the ways pulling fits into various games.

I've seen it mentioned elsewhere but not here that if you have a low-damage attack that has some travel time, you can do the shoot then duck for cover thing, which works fine if it hits after you are out of sight....but it is noted that if it is a MISS then the foe doesn't wait for the arrival of the missed shot to react, but reacts instantly (in other words, while you are still standing there in line of sight.

Therefore it is important that such an attack be pretty accurate. I'm currently a level 11 Grav/Psi Dominator in CoV (Mistress Maelstrom) and use the level 1 Psionic Dart as a useful pulling shot.

Back when I was in CoH as Mask of Pain (MA/SR Scrapper, I've been away from CoX for a while) I used to use Teleport Foe for pulling.

Since I'm a compulsive soloer, pulling is very handy.

Pulling is an art that is often underappreciated except by those who realize how awesome it is. Though I confess that pulling a dragon with 72 people waiting out of sight, it was always a source of interesting chat logs to say something like "oops!" or "oh dear..." (/me confesses to enjoying the heck out of a monumental wipe.) If you are going down, go down spectacularly

Pullers Do Not Fear Death.


 

Posted

I believe JohnyX is describing what I call the Bunny Pull. This is a variant of the shoot-and-duck described by Dwimble in his original post.

While the shoot-and-duck method is easy to pull off, it requires that you find a fence or some other largish object to duck behind. More often than not, you won't find what you require in indoor mishes. What indoor mishes have in abundance, however, are corners. And that's where the Bunny Pull comes in.

Click here for the Bunny Pull diagram

STEP A: setup
At position 1, you have LoS (line of sight) to the mob you want to pull. Ensure you are in range.

STEP B: bunny hop
Now, do a jump to position 2. This position does not afford LoS. You can jump any way you want as long as you have your target in your reticle, but I prefer a sideways jump so that I don't lose sight of the mob as I'm jumping.

STEP C: fire-and-forget
While in mid-air, hit your attack. It is important that you do not let go of the jump and direction buttons while you are doing this. It is also important that you still have LoS when you hit your attack (another reason I favour the sideways jump).

STEP D: special delivery
If all this was done correctly, you will fire off your attack after you land at position 2. You wll shoot through the wall to hit your target.

Since there is no LoS, your victim can't return fire and will be forced to rush you. If you have picked your target well (refer to the rest of this thread), there is a good chance that only one mob will come barrelling around the corner after you.

Oddly enough, I've actually never seen anyone use this method of pulling before. It's a lot of fun to execute and can be a lifesaver especially at the lower levels.


 

Posted

This should be required reading by all. It seems so simple but they just do not get it. The usual response to a good pull in the vast pickup groups I have been in is charge. Ugh, it amazes me these people get any levels at all oh well what are you going to do.


 

Posted

Line of sight. Line of sight. Line of sight. Line of sight. Line of sight. Line of sight. Line of sight. Line of sight. Line of sight.

Block the @#$% line of sight people!!!

(sorry, just get so sick of gawkers standing around in the open in a firefight, wondering why they die and get everyone else killed as well)

-Sandolphan


"When heroes fail, the Angels will save you."

MASTERMIND NUMERIC KEYPAD PET CONTROLS
HAMIDON NUKE RAID GUIDE

 

Posted

Sand, the worst are the ones who turn around and blame the puller afterwards.


 

Posted

party leader(pl):"wow that room is full. Who can pull?" Looks at Flannel Seeker with his bow."flannel you pull. Everyone back!"

everyone stays where they are.

Flannel Seeker(fs):"ok everyone back I am pulling."

nobody moves

PL:"Ready!" he sayes with a thumbs up sign.

Others in party:"Ready!"

FS:"OK then i gues I am too.Pulling everyone back please."

one of the scrappers charges into the vile enemy mayhem ensues.

FS:fires an arrow."ok I tried."

people begin dying as the tanker charges at a close by group and the controller gets another with his AoE power.

more people die

FS:Creeps away leaving group to figure out a new way to battle minus him.


 

Posted

Council room of doom (kind of a tall doorway slot, big catwalked room behind, always multiple spawns, you see it a lot on Striga).

my MM: "Hmm, several bosses, big spawn, time to pull."

other MM: "Sounds good."

my MM: I start getting into position to put some traps down and pull with a nice ranged robot attack. I watch as the other MM sends his zombies through the slot. . .

[after near TPK]
my MM: "Um, why did you send the zombies in when we were pulling?"

other MM: "Thats how zombies pull."

------------------------------

In most cases I've been on teams that can handle a full spawn quite nicely, but some setups have close multiple spawns, and we can't manage that. In that case taunt pulling, debuff pulling or even "body pulling" (scrapper or tanker runs in, smacks someone, and runs out) can work fine, as can targeting lts or bosses. Heck, the situation I just described above could have worked fine IF he'd waited till the traps were in place, sent only 1 zombie in, and pulled it back after it made its appearance to lure the baddies.

Many of the principals above such as using LOS still hold even for a spawn pull, and its vitally important to decide *what kind of pull* is going to take place. Who does the pulling may very likely switch off depending on whether its single mob or spawn pulling. Spawn pulling may also need discussion of aggro transfer at the right moment.

Example; my rad/rad defender and a Fire blaster fighting foes with mezzes. I debuff pull the spawn, zip around a corner, he Fireballs them as they near the corner to grab aggro. They can't hit him more than I can easily heal because of the debuffs, and it doesn't matter if he gets mezzed, he'll just hang out and recover some End, if I get mezzed the debuffs turn off and we die. This required more coordination then when I did it with a tank, but was still quite viable.

The same thing applies if your sniping blaster pulls, a melee may need to be ready to grab aggro before the baddie rounds the corner to keep the blaster from face planting, so if you are the main melee in a group, stand where you can see around the corner with the camera, even though you aren't visible.


 

Posted

Here's another sort of pull for those with Snipes: The Sliding Snipe.

First off, you need a snipe that has a couple of interrupt reduxes slotted. What these do for you is that they make the later part of the snipe uninterruptible.

What you do is you line up your snipe and fire it off. Then, about 2 seconds into the animation, you run sideways to break LoS. Just as in the Bunny Hop pull, you should shoot through intervening walls to hit your target, who should then be forced to run up to you before being able to retaliate. You could wait for him to come, or you could wait a little while then queue up another attack and step out to finish him off.

If there is no cover, you could instead step backwards to gain distance. This pull works better than the Bunny Hop for my Archery hover-blaster, since I don't have to come down to ground to pull this one off.

Hm. The unfortunate pun was not intended.


 

Posted

[ QUOTE ]
Here's another sort of pull for those with Snipes: The Sliding Snipe.

First off, you need a snipe that has a couple of interrupt reduxes slotted. What these do for you is that they make the later part of the snipe uninterruptible.

What you do is you line up your snipe and fire it off. Then, about 2 seconds into the animation, you run sideways to break LoS. Just as in the Bunny Hop pull, you should shoot through intervening walls to hit your target, who should then be forced to run up to you before being able to retaliate. You could wait for him to come, or you could wait a little while then queue up another attack and step out to finish him off.

If there is no cover, you could instead step backwards to gain distance. This pull works better than the Bunny Hop for my Archery hover-blaster, since I don't have to come down to ground to pull this one off.

Hm. The unfortunate pun was not intended.

[/ QUOTE ]

This is also possible to pull off with no interrupt reduxes, but you have to time it exactly right, and its a bit trickier.


 

Posted

*steps into a flame-retardant suit*

Well, I'm gonna throw this out there and I'll probably be called all kinds of names, told that I'm talking bunk, and assorted other crap, but I've reached me end.

I've been playing this game for about two years now and my first lvl 50 took about four months. During that time and my subsequent time spent playing other ATs with ranged attacks, I've learned two things.

It is very highly possible to pull a boss from a mob and not have the entire mob aggro'd to you.

It is nearly impossible to try to explain this to anybody else.

Basically, I've learned that it all depends upon a forumla between exactly how much damage could be/is done to the boss on the attack in relation to the proximity of others in the mob. I've never taken the time to crunch some numbers, but I can pretty much look at a mob and tell you whether or not I could pull the boss away.

I believe that the amount of damage that you do or could do on your "snipe" attack has a direct correlation to the aggro radius, meaning the less damage that you do, the smaller the aggro radius circle is around the boss. My blaster (fire/fire) uses Flares, which has minor damage, and it is only slotted with an accuracy enhancement. If a minion is standing right next to the boss, chances are that they'll come running, too, but not the entire mob.

I never claim that I can pull a LT simply because the damage to hit point ratio is higher whereas with a boss, they have more hit points and resistances.

I just got into my third argument in three days over this issue and frankly, I'm getting tired of hearing it and trying to explain my experience.

If I had to guess, I'd say that I've got about an 85% success rate in pulling just only the boss from a mob, if I'm going to pull. If another villain besides the boss comes running, it is rarely even then the entire mob.

Well, I'm going to go eat some Thanksgiving food now, so whether you agree with me or not, it doesn't matter. I know that I can pull a single boss from a mob because I've done it several, several times before and I know that I doubt that I'll be able to change anyone's mind on the matter.


 

Posted

[ QUOTE ]
Well, I'm going to go eat some Thanksgiving food now, so whether you agree with me or not, it doesn't matter. I know that I can pull a single boss from a mob because I've done it several, several times before and I know that I doubt that I'll be able to change anyone's mind on the matter.

[/ QUOTE ]
For what it's worth, I've NEVER seen a difference in pull success whether I target a minion, Lt, or boss. I can get them all individually, I can get the entire spawn with any of 'em.


 

Posted

I wrote that guide almost two years ago, and much has changed since then. For one thing, something radically changed with AI and agro about a year or so ago (I think it was sometime around CoV's launch). Things just don't agro anywhere near as easily as they used to. Especially when mobs aren't facing each other. It is very routine now to start shooting or fighting something, without using any sort of pulling techniques, and defeat it before the things standing nearby in the same group even notice.

Frankly I think it is a bit silly. It happens to me constantly...I'll be blasting or swinging away and have one or two things defeated before the other guys seem to wake up and realize, "Hey, there is someone standing right behind me killing Frank and Bob...I guess I better help." And even then they may turn and stare at you for several second before they attack. It is a lot easier now to avoid mass agro than it used to be.

Also, I never meant the guide to be taken is some sort of absolute or exhaustive exploration of pulling and agro generation facts. It is a small, general guide made to teach the simple basics of pulling.


 

Posted

[ QUOTE ]
Don't pull with AOE attacks of any type. That includes Tanker taunts, Provoke, Fireball, Rad debuffs, Fire Rain, Grenades, Ball Lightning, etc.

[/ QUOTE ]

Bunk.

Toggle debuffs are some of the greatest pulling tools in the game. I know they do not pull singles, but if you are comfortable fighting an entire spawn that is debuffed to the gills, this works very well.

This technique is most effective with Dark Miasma, but it is quite doable with Radiation Debuffs as well. You just have to drop Enervating Field on them as they cluster. Use Radiation Infection as your opener since it has the -acc debuff attached to it.

Step 1 Select the highest threat target. You want him to be the anchor so he stays debuffed.

Step 2 Announce that the pull is beginning.

Step 3 Activate Darkest Night (or Radiation Infection), IMMEDIATELY break line of sight by ducking around a corner or behind some other obstacle.

Step 4 Drop a Tar Patch at the corner. (Rads skip this step)

Step 5 Wait for the spawn to cluster at the corner.

Step 6 Activate Fearsome Stare, if it is available. (Rads use Enervating Field here, following up with Lingering Radiation is optional.)

Step 7 Slaughter Spawn.

My SGmates in Dark Shadows refer to this as the Yank-N-Gank. Give it a try, it works very well.



M'Teru couldn't get the job done. So she sent Mot to Astoria. Bad call.

 

Posted

Got another subtle tip about pulling that apparently some teams haven't quite mastered: it's not a good idea to pull while on Relentless by yelling "Charge!!" and diving into a frontal attack while half the team is AFK. heh.


 

Posted

I've always used this as a pulling guide. I think it explains things a bit better personally.


 

Posted

I want to add a bunch of observations too.

Pulling from the edge is not as important as selecting the right guy to pull. I was completely stymied by my friend's mob selection. He'd pick ones from the middle or even the far side and still get only one. His snipe would sometimes knock the guy way back too, and still only got the one targetted and could whittle the group down one by one.

The most difficult part of pulling with a team is getting everyone out of sight first. They all want to watch and will stand in LOS, waiting for the guy to come to the team. Once the puller hides, the guy thats running toward the team will target the next available team member and stop and hit them with ranged attacks... depending on how much damage the puller did. I think the only situation where someone should remain in LOS is when you plan on having a tank intercept the pulled mob. This also applies to herding. Everyone needs to hide out of sight until the mobs get to the intended herd location because they will also aggro on anyone they see, stop short and use ranged attacks, negating the herding the tank just did.

Another observation about runners that run into other spawns. They are not part of that spawn and do not alert the next spawn if you hit them while they are standing in it, as long as you are out of normal aggro range of the next spawn when you hit them.

TP foe works the same as range pulling, so choose wisely who you TP.

Oh yes, for the Tsoo, Sky Raiders, and Rikti that have "protective" mobs... they have some sort of feature that allows them to "see" their friends in danger whether or not the pull was successful or not. If you successfully pull a tsoo, the sorcerer will most likely TP to the mob when his health gets low to heal him even if the pull was successful at first so get ready to take on the sorcerer too. The teleporting mobs are the ones that seem to follow their friends in danger after the pull, thats why I mentioned the sky raiders and rikti.


 

Posted

[ QUOTE ]
I've always used this as a pulling guide. I think it explains things a bit better personally.

[/ QUOTE ]Come in just to link to a competing (so to speak) guide? Poor netiquette aside, at least make sure the info you're linking to isn't outdated. If people believe your post, as some surely will, then they will go to that link and get false ideas about Teleport Foe and Taunt, specifically. It's posts like yours that help propagate noobishness in an online community. I'm not trying to offend, only educate. "And knowing is half the battle." *grins with thumb up*