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Maintankadin

How to double pull like a pro.

Threatco
Sat Dec 06, 2008 12:37 am

How to double pull like a pro.

So I have noticed that tanks in 5 mans can either be loved or hated for doing these.

Loved if he does it right, all the mobs stick to him and no nasty surprise abilities end up killing someone. Hated if anything goes wrong.

So as a tank I have tried to memorize what parts of an instance are "multi-pull" safe. And try to find out the best ways to do them. Partialy to go faster, partialy to make a boring repetative grind more fun

Often it's run into 1 group face pull with a fast conc, HotR then an AS over to the next group.

Or if it's 3 I will run up, HotR, run to next group, conc, then target 3rd group and avengers shield.

Anyways I don't think i'm quite pro at this yet. Issues like.

1. Preparing your overconfident group for the challenge.

2. Keeping your back from all mobs.

3. Rounding up casters.

3. Maximising AOE DPS potential

4. Increasing survivability for long runs between pulls.

5. Regaining groups trust if a wipe.

What I am looking for is any tips or tricks or advice other tanks have found useful related to this.
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Limitation strictly defined by motivation - Edan
Warning. I edit my posts.
zelah
Sat Dec 06, 2008 1:03 am
with elite players or friends that know how to play the game: yes

with random terrible pugs (almost never): no


I tried to pull the room in draktheron with my friends group, did not work out so well. That's the one with 2 or 3 aboms, and 3 ghoul groups i think, so about 10-12 mobs maybe. After bubblewall ended - GG
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Threatco
Sat Dec 06, 2008 1:19 am
A specific example of a spectacular pull is the room with all the red drakes near the end of Utgardes Keep. Each pull has a melee drake and a ranged handler. I like to clear a path from 1 end to the other. Involves about 4 pulls. 4-5 drakes and 2-3 handlers. As long as I LOS handlers into a pile aorund a corner and keep my back to a wall for the Drakes toss I'm golden. The ranged handlers do physical throwing damage so it's just an AOE fest that looks insane with all the massive drakes and tank tossing.
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Limitation strictly defined by motivation - Edan
Warning. I edit my posts.
vschiano2008
Sat Dec 06, 2008 5:19 am
On regular- yes.

On heroic.. lol im so undergeared still.
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Equitas
Sat Dec 06, 2008 8:28 am
Its easily doable in most instances, im at 27K hp unbuffed right now and trust me on heroics like ahnkahet its not doable, most hit me for 20K HP in 2 seconds if there is no counterspell etc.
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Lies! You just don't want us to see your super secret strat involving Voodoo Gnomes!

thegreedyturtle
Thu Dec 11, 2008 8:39 am
I think you skipped an important poll choice:

Size up every fight as you go.

Which is one of a your most important skills. You gotta call each fight as they come. If you are kicking ass and taking names, pull two. If you are getting dropped, then it's time to step back, mark things up and take it slow.

The choice that I'd really pick though is Chain Pull. The best way, unless you've got some heavy AoE hitters, is to keep things rolling at a steady pace instead of pulling 2 at once. Let DPS burn down two or three of the mobs and go get another group. As long as your healer keeps their mana up, just rinse and repeat.
DeadMilliken
Thu Dec 11, 2008 9:08 am
...I do it all the time....unintentionally.

Usually its part of the "I suck so good" innuendo on vent.
Mozen
Thu Dec 11, 2008 10:51 am
I mostly chain pull patrols as long as our resources are adequate (healer and caster mana). In five-mans, waiting half a minute for a patrol that juuuust got out of reach can really break the mood.

I've got used to tabbing around and checking each mob's threat, and once I have enough threat on the whole group, I start eyeing up the next group or the patrol that's slowly finding its way to us.

I'd say environmental awareness is something a tank cannot live without in five-mans, and it's the key to successful chain/multi-pulling. Trained mine from playing a warlock where all my CCs have cast times. Cool

Oh, and yeah, I think chain-pulling is better than multi-pulling. Multi-pulling is for over-geared content where you just want to round them up and burn them down.
Phoulmouth
Thu Dec 11, 2008 12:56 pm
Its actually the first thing I do in a PUG; with no warning at all. I wanna make sure the healer is on there toes and able to heal so within the first 5 minutes of any pug I tank I pull 2 packs and see how the healer handles it. Based on how many CDs I pop to survive it lets me know whatthe healer can handle. Rest of the run is usually really good.
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Perky - Muradin
Unorthodox
Protection
Retribution

A real pally doesn't heal!
Andurin
Fri Dec 12, 2008 12:32 am
Yes with the sidenote that I only do it with guildruns that I know we can survive it cause we got damn good healers. Rolling Eyes I like the last part of CoT: Stratholme Laughing kill first mob, holy wrath around a bit, trow some more AoE and have a good time pulling everything walking there ^^
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Andurin - Tankadin Emerald Dream EU

Tonked: Dwagon in Dwagonblight: 1/1 | Naxx: 1 / A lot
phaqueue
Fri Dec 12, 2008 12:55 am
Spot at the bottom of the stairs in Pinnacle with the hunters/dogs and pat of more hunters/dogs?
have yet to pull those groups separately...

generally - I can gauge a healer pretty quickly just by watching my health spike on normal single pulls...

if I'm spiking up and down a lot... then I won't pull - but like the other day I was running with a guild healer... and he asked "what does devo aura do for you other than armor" when I said "increases healing done to me" his response "put on ret aura"

this is a healer I can pull a ton and survive... he's definitely one of the better healers in guild, and I'll gladly chainpull/pull more than one group with him... barring abilities that are just unmanageable
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Falibard
Mon Dec 15, 2008 9:55 am
Wuts double pull? I thought you were supposed to pull everything at once and then mock dpsers for being lower than you on the charts. Very Happy
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