Friday 27 September 2013

Mechanics of the Pull

Party with a strong and low cool down CC

  1. Start - Be sure to make sure everyone is ready
  2. The Pull - The healer positions close to the end of the party location, sometimes stepping outside of the immediate location, so they can heal the puller as soon as possible while not losing sight of the rest of the party, especially the tank. This is typically only done for strong mobs, mobs that are capable of killing the puller, or mobs that have a sleep or bind.
  3. The Handoff/The Exchange - The tank taunts to pick the mob up from the puller.
  4. Tank Positioning/Rotation and DPS Start - The tank rotates the mob so that the mob is facing towards the outside of the party location. This is to help prevent DD gibbing and to prepare for the secondary pull.
  5. Secondary Pull - at a certain %, the puller will pull a secondary mob. With a CC in the party, this can be done around 60%. It can be higher or lower health % depending on the strength of the DD in the party.
  6. The CC - A strong CC on the secondary mob is cast by one of the DDs. All DDs are responsible for making sure to not break the CC and/or help to ensure the mob stays CC'd.
  7. Second mob readied - When mob 1 is nearing death, the tank should taunt the second mob. This taunt occurs in the sweet spot between mob 1 death and mob 2 stronger attacks. The tank should be aware of how hard the mob is hitting and blow a secondary cool down or plan accordingly so as to not take too much damage for the healer(s) to heal through.
  8. Mob 1 death - After mob 1 dies, and only after mob 1 dies, all DPS switch to mob 2. The tank should have sufficient threat at this point. The puller then repeats appropriately, being sure to gauge everyone's mana and other resources.

Party without a CC

The biggest difference between a party with a CC and without is when the secondary pull happens. Without a CC, you do not want 2 mobs beating up on your tank if they are especially tough. Teamwork, communication, and observation are key.

  1. Start - Be sure to make sure everyone is ready
  2. The Pull - The healer positions close to the end of the party location, sometimes stepping outside of the immediate location, so they can heal the puller as soon as possible while not losing sight of the rest of the party, especially the tank. This is typically only done for strong mobs, mobs that are capable of killing the puller, or mobs that have a sleep or bind.
  3. The Handoff/The Exchange - The tank taunts to pick the mob up from the puller.
  4. Tank Positioning/Rotation and DPS Start - The tank rotates the mob so that the mob is facing towards the outside of the party location. This is to help prevent DD gibbing and to prepare for the secondary pull.
  5. Secondary Pull - The secondary pull in this case happens when mob 1 is @~30%. Making sure to notice how fast mobs are being DD'd. The tank rotates the mob so that the mob is facing towards the outside of the party location. This is to help prevent DD gibbing and to prepare for the secondary pull.
  6. Secondary Pull - The secondary pull in this case happens when mob 1 is @~30%. Making sure to notice how fast mobs are being DD'd. The tank rotates the mob so that the mob is facing towards the outside of the party location. This is to help prevent DD gibbing and to prepare for the secondary pull.
  7. Mob 2 Exchange - In this case, without a CC, the tank no choice when to pick up the mob 2. The tank must pick up mob 2 once the puller comes within range lest the puller die. A good tank and puller tandem will understand this and coordinate effectively, with the puller kiting if necessary.
  8. Tank Positioning/Rotation and DPS Start again - The tank rotates the 2nd mob into the fold. No DD should attack mob 2 until mob 1 is dead.
  9. Mob 1 death - After mob 1 dies, and only after mob 1 dies, all DPS switch to mob 2. The tank should have sufficient threat at this point. The puller then repeats appropriately, being sure to gauge everyone's mana and other resources.

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