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Old 11.11.2008, 16:14   #1
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Default A general Pulling guide

Just posting a quick guide that my wife and friends have accumulated playing these games for a bit. Comments and suggestions are most welcome.

Pulling Guidelines – World of Warcraft

By S & J Edited by T

This is a generic list of the tactics we use for delving into a dungeon with a party of the appropriate size and level for the dungeon. These guidelines, we have developed over several years of playing various role playing games, produce an effective dungeon delving party. We will discuss the basic concepts and responsibilities of each role.

Standard Roles:

1) The Puller
It is the puller’s responsibility to assess, and select the monsters which they will bring to the party. Preferably, the puller will extract single monsters for the party to then bring down. First and foremost, the puller is to communicate with the rest of the party, and select a point where the monster will be pulled to. This allows the pull, to be controlled, and is hopefully selected in such a way as to avoid add-on monsters. It is the remaining party members’ responsibility to remain behind the ‘pull point’ awaiting the return of the puller and monster(s). Because of the chance of add-on monsters, it is often crucial that party members do not go beyond this point (even to attack the monsters chasing the puller) as the puller has selected this point as the ‘safe’ region to fight the battle at.
It is also the puller’s responsibility to designate the priority of the monsters being pulled. It is the party’s responsibility to concentrate on the monsters in the order the puller has selected.
Lastly, if the puller gets a bad pull, and he does not think, or knows the party will not survive, it is often an option to run back closer to the party (but still out of agro range) and then allow oneself to be killed. It is easier to resurrect a single member of the party than the whole party.

2) The Tank
The Tank’s responsibility is to hold the main target’s attention throughout the battle. Holding the attention of the selected target allows the rest of the party to blast, hack, shoot or dot(damage over time) the creature down in an efficient and safe manner. Please remember, cloth is a poor substitute for plate. The tank’s role, may or may not involve any of the other roles listed here.

3) The Agro Manager (I don't like the term crowd control)
Agro management, or crowd control (I prefer the former as it is more accurate) is the second or third trickiest job listed here. It is every party member’s responsibility to understand the basics of Agro. Agro is basically how much any one individual has annoyed any one monster during a battle. The secondary and tertiary, or more pulled or added during the battle are assigned to the ‘Agro Management’ person. It is this person’s job to stop, harass, sheep, sleep, stun, and control the actions of these targets until the main tank and remaining party members can deal with them. The hardest part, is dealing with add-ons, or those monsters which walk into the battle while the fight is going on.
To make this person’s job easier, if you are not the agro management person, and you unintentionally pull agro from the main tank or manager, DO NOT RUN! It is much easier for the tank or agro management to pull it off of you if you are not dragging the monster around behind you willy-nilly. Oh yes, and don’t continue to hammer it with high agro spells or abilities…

4) The DPS
DPS, or damage per second is the responsibility which all remaining players who are not doing Agro Management, or being the ‘Tank’. The DPS players are to target the monsters in sequence as designated by the puller, killing each in turn. It falls to each player to figure out how they want to play and do their job, whether by spell, sword or other means. In doing damage, I mean in a controlled and responsible manner, which allows the Tank and the Agro Manager to do their jobs. Pulling agro from the Tank is bad, as leather and cloth are poor substitutes for metal armour, and it takes longer to regain agro than to maintain it. Too many times I have seen casters overdo it, and wind up dead before the healer can compensate for the monsters’ change of target.

5) The Healer
Likely the most unforgiving role in the party, and the most likely to die first when something does go wrong, the healer’s responsibility is to keep everyone alive. In doing this it up to the healer, and strictly dependent upon their ability to heal each person in the party. Basically, it is easiest when everyone let’s the tank and agro manager do their jobs correctly.
As will happen though, there will come a time when the healer will be attacked because of healing people during the battle. The hardest part is to remember, Do Not Panic, Do Not Run! Let the party know you are attacked. It is every other party members’ job to keep the healer alive. All players in the party must accept this and understand why.
Simply, without the healer,
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Old 20.12.2008, 23:34   #2
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