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how to pull with aggro all the mob'sFollow

#1 May 19 2004 at 4:37 PM Rating: Decent
I have a lvl 21 shaman and my partner is a lvl 17 ranger. When we try to pull we get all the mob's. What do we do to pick out just one? For example: the Derv camps in North Ro or Bandit camps in Paludal Caverns.
#2 May 19 2004 at 4:47 PM Rating: Decent
There is nothing you can do. You need a lull spell. Rangers get an outdoor only lull called harmony at level 22 which reduces agro so you can pull one at a time, but I doubt you are that level yet.
#3 May 19 2004 at 5:34 PM Rating: Decent
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You have to be careful and pick pulls with no more than 2. PC bandits are often 4 or more in a hut. That is why people group.

Your only strategy is a root pull where you root one and hope you can kill the other(s) before root breaks.

Outdoors Harmony will work very well.
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#4 May 19 2004 at 6:17 PM Rating: Decent
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If you root one, and run a sufficient distance away, when root breaks that mob won't come after you. If you have to split a 4 mob camp, it is possible to do so with only root.

Root #1, 3 run after you.
Root #2, 2 run after you.
Root #3, 1 follows. Keep running - stop and kill #4.
Run back and aggro #3 while he is returning to camp, kill #3.
etc. etc.

Root splitting is crude and you may feel silly running around, but it is effective if you have no other means to pacify or split.
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#5 May 19 2004 at 7:00 PM Rating: Good
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Samatman wrote:
If you root one, and run a sufficient distance away, when root breaks that mob won't come after you. If you have to split a 4 mob camp, it is possible to do so with only root.

Root #1, 3 run after you.
Root #2, 2 run after you.
Root #3, 1 follows. Keep running - stop and kill #4.
Run back and aggro #3 while he is returning to camp, kill #3.
etc. etc.

Root splitting is crude and you may feel silly running around, but it is effective if you have no other means to pacify or split.


Yeah. It's possible to do it that way. I just feel that if you have to run halfway across a zone to split a camp, maybe you should just find a different place to hunt?

Also, using the chase/agro ranges to split is *extremely* dangerous. This is dependant on which expansion/zone you are in, but in most cases, the mobs don't actually forget about you, you are just outside their chase range. If at any time in the future, you reenter that range (which is generally farther then you can see), that mob will run over and start atacking you again.

What's worse is that you are still on that mobs agro list. If it walks near another mob that it is social to, it wil pass your name onto it's agro list. You can easily end up with a zone full of mobs that are all agroed on you, but since you don't happen to be nearby, they aren't attacking you. A hour later, you'll run across the zone to go visit a merchant or something and get swarmed by 30 mobs at once.

They first introduced the concept of chase range with the Kunark expansion. I remember on a couple occasions, having to just camp out in LoIO back then because somehow I'd gotten social agro to spread to most of the goblins in the zone. Since they wander around, what was happening was that at random intervals 2-3 goblins would suddeny appear on a hillside makeing a run straight towards me. It *really* sucks when this happens, and will eventually lead to a wipe if you don't take steps to clear agro (zone or camp).
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#6 May 19 2004 at 7:04 PM Rating: Decent
It was because of the Druids. They would snare something, dot it, then run accross the zone and med while the mob would slowly walk to them. Then they would snare, redot and run away again. It all equaled one dead red mob.
#7 May 19 2004 at 7:55 PM Rating: Good
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DruidOfEq wrote:
It was because of the Druids. They would snare something, dot it, then run accross the zone and med while the mob would slowly walk to them. Then they would snare, redot and run away again. It all equaled one dead red mob.


I'm sure that was probably part of the reason, but only a small part. The chase range I'm talking about is pretty large. Think like 200-300 yards (not that those measurements mean much in game, but you get the idea). A good example would be if you were standing at the windmill in LoIO, the chase range would extend a good distance along the lake itself.

A druid doesn't need nearly that much room to kite a red mob. Heck. You wouldn't want to have them that far out of sight really since the odds of getting an add are increased dramatically.

I believe that the primary reason for it was to reduce game lag in large zones. What happens is that every mob has to make agro assessments based partially on distance to various targets. This requires that it constantly figure out its position relative to everything else in the zone. The chase range really is a mechanism that allows them to reduce that dramatically. A mob only ever needs to worry about anything within its chase range.

And it made a nifty way to make mobs behave in a seemingly normal fashion. After all, if you get a certain distance away, a mob shouldn't know where you are anymore. This simulates that, but does it in a way that also reduces the amount of calcuation a zone serve has to do...
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#8 May 19 2004 at 8:25 PM Rating: Good
Gbaji's point is indeed valid and one to remember, but there is a subtle difference with "fixed camp" mobs like the Dervs and wandering mobs, like griffs in Jagged Pines for example.

With a fixed camp mob, once you are out of its aggro range and it "forgets" you, it will turn around and walk straight back to its camp (actually there are a few in some zones that don't, you need to also learn who and where these are) these can be split with root parking quite effectively. Because, if you have done your recon properly, you will know exactly where they are at any given time. Making it easier to avoid them or find them when needed.

If you do this with Dervs in N Ro (and it is a good place to practice this) just be aware of where the Madmen path by, getting one of them adding when you don't expect it could be painful.
#9 May 19 2004 at 8:29 PM Rating: Decent
It's true that a druid can kite without doing that, but with that they could take down deeper red mobs becaues of thier able to waste near all thier mana and then med it back confortably on the otherside of the zone while the mob slowly walked twords them. I new a lot of druids that were very agnry and a few who quit becaues they changed that.
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