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  1. #31
    Player
    SierraZero's Avatar
    Join Date
    Mar 2015
    Location
    Tampa, FL
    Posts
    8
    Character
    Sierra Zero
    World
    Faerie
    Main Class
    Marauder Lv 49
    a rotating pull is a safer solution and even more consistent/fluid...if you are able to do it. Example: you have a mob of four, once an enemy dies, the dps move to the next as you pull another single mob to keep the number at four and its a cycle.

    if enemies are paired up ( you agro one and another is auto agroed as well ) I pull two pairs so that my group has four targets. if one dies ill pull a single target to bring it up to 4 again, but if the enemies are paired up, wait until two drop before agro-ing the mob so that your number stays at 4 and so that the healer doesn't get overwhelmed when they have gotten used to healing through 4 and you bring in 5

    id break occasionally though so your melee dps have some time to recover some TP
    (0)
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  2. #32
    Player
    Spoekes's Avatar
    Join Date
    Feb 2014
    Posts
    646
    Character
    Spoekes Magica
    World
    Odin
    Main Class
    Scholar Lv 70
    Quote Originally Posted by SierraZero View Post
    As a tank from MANY mmorpg's, and even mmo's that don't have the defined "holy Trinity" ( like Phantasy Star Online ) chain pulling is strictly situational and there should be a dialogue and understanding with the healer.

    when tanking a mob of, lets just say, four, I will slowly move the group to the next pull but without agro-ing them immediately. when the last enemy is close to being dropped, ill turn around and use Tomahawk to pull the next, ill stay still until the mob gets to me and by the time the new mob starts attacking I would have already vomited fire all over them with Overpower and the cycle continues.
    And while you tomahawk a heal lands on you or regen ticks and the pack runs straight to the healer.

    Chainpulling from pack to pack is only then dangerous if both tank and heal are undergeared, thats my experience.

    Quote Originally Posted by SierraZero View Post
    a rotating pull is a safer solution and even more consistent/fluid...if you are able to do it. Example: you have a mob of four, once an enemy dies, the dps move to the next as you pull another single mob to keep the number at four and its a cycle.

    if enemies are paired up ( you agro one and another is auto agroed as well ) I pull two pairs so that my group has four targets. if one dies ill pull a single target to bring it up to 4 again, but if the enemies are paired up, wait until two drop before agro-ing the mob so that your number stays at 4 and so that the healer doesn't get overwhelmed when they have gotten used to healing through 4 and you bring in 5
    Except for the fact that there are so few occasions in the game where you can actually pull a single mob. If, its mostly 2 or 3 patrolling mobs in a dungeon, but not like you could move through the dungeon this way.
    (0)

  3. #33
    Player
    SierraZero's Avatar
    Join Date
    Mar 2015
    Location
    Tampa, FL
    Posts
    8
    Character
    Sierra Zero
    World
    Faerie
    Main Class
    Marauder Lv 49
    Quote Originally Posted by Spoekes View Post
    And while you tomahawk a heal lands on you or regen ticks and the pack runs straight to the healer.

    Chainpulling from pack to pack is only then dangerous if both tank and heal are undergeared, thats my experience.

    in those situations youd have to use OverPower or another AOE enmity a little sooner than expected and stay on top of your meters.
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  4. #34
    Player
    SierraZero's Avatar
    Join Date
    Mar 2015
    Location
    Tampa, FL
    Posts
    8
    Character
    Sierra Zero
    World
    Faerie
    Main Class
    Marauder Lv 49
    Quote Originally Posted by Spoekes View Post
    Except for the fact that there are so few occasions in the game where you can actually pull a single mob. If, its mostly 2 or 3 patrolling mobs in a dungeon, but not like you could move through the dungeon this way.
    Brayflox's, is decent with this as well as Sunken Temple. but requires a lot of trust. I rarely attempt this with a Pick Up Group.
    (0)
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  5. #35
    Player
    Artair's Avatar
    Join Date
    Sep 2013
    Posts
    49
    Character
    Artair Nox
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Spoekes View Post
    As a healer chainpulling never ever got me into mana problems.
    Can't speak for the TP users.

    Some here making it sound like you drag a mob form A to B for 30 seconds, when in reality its like 5 sec tops.
    Pulling one mob for a longer time to the next pack is not the definition of chainpulling, but retarded.
    If it's only 5 sec to the next group it's easier to just pull all the way to the next group and blow them up with the stuff you already grabbed. More TP/MP efficient too. In reality a full pull takes about 20 seconds from start to kill zone. That's 70% resource recovery.
    (0)

  6. #36
    Player
    Spoekes's Avatar
    Join Date
    Feb 2014
    Posts
    646
    Character
    Spoekes Magica
    World
    Odin
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Artair View Post
    If it's only 5 sec to the next group it's easier to just pull all the way to the next group and blow them up with the stuff you already grabbed. More TP/MP efficient too. In reality a full pull takes about 20 seconds from start to kill zone. That's 70% resource recovery.
    It's most of the times only 5 sec to the next group, thats why I brought it up.
    I'm in no way saying chainpulling is better than big pulls in terms of efficiency, dunno why you give me that.
    (0)

  7. #37
    Player
    Artair's Avatar
    Join Date
    Sep 2013
    Posts
    49
    Character
    Artair Nox
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Not saying you think it's better. Just that I don't know of any dungeon with packs of mobs 5 seconds apart that it's not more beneficial to just pull the lot and have it all die in 1 go. Brayflox HM has packs 5 sec apart but it's easier to just burn the lot from boss to boss IMO. If we could do it at i90 it's far from a tricky pull synced to i110.

    5 sec apart is really 3 sec and a tomahawk and at that point you are at most gonna get hit once by everything you have on you already. Dungeons not synced to 110 are mostly gated anyway so you just pull to the gate then repeat.
    (0)
    Last edited by Artair; 03-19-2015 at 01:52 AM.

  8. #38
    Player
    Lollie's Avatar
    Join Date
    Apr 2012
    Posts
    625
    Character
    Lollie Ondoreil
    World
    Hyperion
    Main Class
    Lancer Lv 80
    If you are doing single pack pulls this is an 80tp loss between each pack for each person, if you then combine it with speed run pulls where you are pulling 2-3 packs or more you are talking about 240-320 tp lost per person, when dragging 1 mob. On packs 4 or less I don't care its a dps wash for me most of the time between the increased activity time and having to switch to single targeting. Above that you are throwing away about 1k dmg per mob in the pack just off my output, not counting the other dps and potentially healer, and reducing the amount of aoes that I can get out under full buffs by 2 which if I have them up is about another 1k per mob on top of that.

    If you are saying increased strain on resource management is more fun, I can't really argue against that opinion nor would I want to. If you are saying it is more efficient, from a dps stand point no not really.
    (0)
    Last edited by Lollie; 03-19-2015 at 02:32 AM.

  9. #39
    Player
    KikoriL's Avatar
    Join Date
    Dec 2013
    Posts
    200
    Character
    Kikori Lyehga
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    As a MNK, I appreciate having a chance to punch something while on the move to refresh my stacks between pulls.
    As a WHM, I utterly hate having to sit and do nothing because my MP pool is drained after the first few groups of mobs' worth of DPS. When the whole team is covered in enmity, Swiftcast-Stoneskin II between pulls goes out the window. It becomes hard to even Stoneskin the tank-on-the-go with any corners or early departures. More often than not this becomes a game of "What percentage of HP will the tank have before they finally Flash / Overpower / Circle of Scorn?", which is followed up with "Oh my, they're at 25%. Gotta save 'em. WHM tank is go!" I dislike knowing Regen is out the window because the tank may shoot off at any time, despite being one of the most versatile and efficient heals in the WHM arsenal.
    As a THM, MP may not be an issue, but it's pretty much obnoxious to have to run and Scathe because range and line of sight both stink.
    As a PLD, I know it's almost always easier to group up one large quantity of monsters and deploy the songs / cooldowns needed to burst them all at once than it is to trickle a monster into the next group if speed is the goal.

    If you want to have a speedy run, do a speedrun the right way.
    (1)
    Last edited by KikoriL; 03-19-2015 at 08:23 AM.

  10. #40
    Player
    Blueskyy's Avatar
    Join Date
    Nov 2014
    Posts
    116
    Character
    Frozen Warrior
    World
    Unicorn
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Giantbane View Post
    If the healer is helping your group to kill the group by doing damage (especially a WHM using holy) instead of standing around doing nothing (managing their MP) then they will drain their MP.

    Chain pulling is a big resource drain on all members of the party save maybe SMN/SCH. I think the extra couple seconds to finish the last mob is usually not worth it. It's particularly bad when chain pulling between large AoE groups since AoE is so resource intensive.
    My definition of managing MP includes WHM using Holy as well. As a WHM if you wanna help dps you should always know the limit and not just use holy blindly.
    (0)

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