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Dwimble's "A Small Guide to Pulling"

Archived here before it is permanently lost from the CoH forums.

http://boards.cityofheroes.com/showflat.php?Cat=&Number=2076065&Main=2076065#Post2076065

Dwimble
Reged: 04/15/04
Posts: 3935
Loc: All glory to the Hypno-toad!

A Small Guide to Pulling --by Dwimble
#2076065 - 01/16/05 06:31 AM

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

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DA_Sapphon_40k
Super-Powered
Reged: 08/04/04
Posts: 955

Re: A Small Guide to Pulling --by Dwimble [Re: Dwimble]
#2271650 - 02/16/05 08:07 PM

I have a couple things to add if others can back it up.

When you are pulling and do not want to aggro the entire group, try using low or no damage powers (Siphon power, transfusion, single target taunt). From my experience, the mob is much less likely to call attention to your presence if you do little or no damage.

The duck-around-a-corner as soon as you fire tactic can also be accomplished by having a wall/gate/railing between you & the mob. Simply select the target, activate the power (it won't fire until you have line of sight) then jump up just high enough so your power will activate.

When running door missions, you can sometimes encounter densely packed groups of mobs. If your team can handle a single group, try pulling out one of the fringe groups to your team to first thin out the room.

Also, as a */Dev blaster, Trip Mine tends to aggro/pull mobs if they are never aware of your presence (i.e. you stealthed in, planted the TM and ducked around a corner out of LOS before it blows). If this happens, the mobs will aggro on the first thing visible to them (any teammate or if you go back into LOS).

One more thing, to facillitate keeping your teammates behind cover while pulling, try this. Keep them updated on what you are doing. Ask if they are ready. Tell them you are going to pull, then do it. Also, after you whittle the group down to the point where you think pulling will get the entire group, tell them. This will satisfy their curiosity and bolster their confidence in your abilities. This is much more important in the early levels since a mistake can end up in many dirt naps.

And another point. Only employ one puller in the group. Having two or more people pulling can mess the whole thing up.

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Dr. Angstrom

Thanks for the added info. I've never tried the lower damage attack thing to notice a difference. I'll have to play around with it a bit. Thanks.

Also, I forgot to mention that about standing behind a fence/crate and jumping up. I do it all the time, I can't imagine why that slipped my mind. I'll have to add that in if I ever expand or revise it.

Thanks again.

Dwimble


Archived June 30, 2009