End Game Pulling

Jun

Dalayan Beginner
I understand once in awhile having a multi trash encounter, and I realize there are some hard linked encounters that would be trivialized by being splittable... But honestly, lately when raiding in Sepulcher and CoDarkness I feel useless as a monk. Every set of mobs in Sepulcher seem to be hard linked together save some mummies/casket watchers and a two pull at the end. It would be nice to see more split pulling/skill intensive pulls in the end game, since I havent run into anything challenging in OP/Sepulcher/CoD, where everything is either auto single/los single/hard linked. Even in PoAir, most pulls are roamers and grouped together in a way that requires two man pulling rather than skill pulling. It's just a big difference going from DHK/Misery/SE type zones with some challenging pulls to the end game where almost no thought (and only gear) is required to pull.

It would be a good way to balance some harder multi-pulls with even a chance of being able to split the mobs. I know monks are still the ideal pullers even without needing to split, but it would give monks a chance to be skilled rather than pullers by tradition, which is basically what I feel like now.

EDIT::: This suggestion is for FUTURE CONTENT. I understand that current multi pulls are balanced difficulty wise, and do not expect total retuning of them for the sole purpose of making them splittable.
 
Also, I could be wrong, but it sounds like IP is more of the same in terms of hard links. Maybe Thaz is different, idk.
 
hitting fd and standing to fd shortly after is not skill. The mobs in ip/thaz/cod are designed so they have to be multi tanked.
 
Then what exactly are you asking for? The only 'skill' involved in splitting any pull imaginable is timing your fd's and getting one mob to wait longer before it paths back than the others you have aggroed.
 
I have never confused these two names and for as much as I've tried going back over the threads this gets brought up in - can not see where ya'll are having so much trouble.

i guess it's just an annoyance for Jun and the rest of you not paying attenion, There is a huge difference between a 3 letter name and a 6 letter one.
 
The hall just past Scribe is typically a FD split (I think only due to pathing). But FD spliting a bunch of casting mobs that hit hard as well is kinda a PITA, and if it goes badly, the raid has to wait for zone, rez, zone, rebuff. While I dont mind it as it is, throwing in more of these would just make raids longer, for no real purpose. I wouldnt mind it as much on outdoor zones, where if it goes badly, you can have billy and possibly kite mobs till FD repops. Indoors its meh.

Aethyr
 
Pulling on live required a great deal of skill. The difference here is primarily the lack of pathing and simple AI (mobs waiting different durations). It was a hell of a lot more then just knowing when to stand and to hit FD. It had everything to do with knowing what the mob did and not only when to FD but in what place to FD to avoid certain types of agros and aes (to just name a few factors). A lot of this is missing in SoD.
 
In Catacombs for example, towards the end near Tarlisha, some pulls require a great deal of attention and the ability to manipulate the mobs pathing so that the split themselves. It requires some really precise timing. Some other tough pulls that come to mind is the TR split in NDHK or the middle frozen in SE.

Obviously, for every class, a lot of the skill boils down to knowing when to push the button =P The same can be said of healing, mezzing, etc. But it cant be denied that having to split mobs that are timed almost identically requires a little more attention than just bringing groups of 2 or 3 to the raid.

Basically what it comes down to is Im asking for pulling that requires a monk, without being able to substitute.
 
Grizabella said:
can not see where ya'll are having so much trouble...There is a huge difference between a 3 letter name and a 6 letter one.
The problem is... Breaker's forum name is Jun's in game toon's name. So I see Junius and think Junius (aka Onos) not Breaker.
 
Well give monks SK hate spells and plate mitigation and then we can talk! :toot:
 
Then give me monk avoidance, when youve seen a monk tank IP mobs with 1000+ hps less than you and still do fine.... :keke:

both SKs and monks have their advantages :psyduck:
 
Jun said:
I understand once in awhile having a multi trash encounter, and I realize there are some hard linked encounters that would be trivialized by being splittable...  But honestly, lately when raiding in Sepulcher and CoDarkness I feel useless as a monk.  Every set of mobs in Sepulcher seem to be hard linked together save some mummies/casket watchers and a two pull at the end.  It would be nice to see more split pulling/skill intensive pulls in the end game, since I havent run into anything challenging in OP/Sepulcher/CoD, where everything is either auto single/los single/hard linked.  Even in PoAir, most pulls are roamers and grouped together in a way that requires two man pulling rather than skill pulling.  It's just a big difference going from DHK/Misery/SE type zones with some challenging pulls to the end game where almost no thought (and only gear) is required to pull. 

It would be a good way to balance some harder multi-pulls with even a chance of being able to split the mobs. I know monks are still the ideal pullers even without needing to split, but it would give monks a chance to be skilled rather than pullers by tradition, which is basically what I feel like now.

Ip has 2 Statue pulls that are > most pulls in the game and the 3 pull can't be split and there is a good reason why. This means either you have to be very efficient to kill it.. or have enough healing or both. Even with alot of healers you can get owned, especially with the 3 pull.

There is a reason in CoD, Prison is because they are suppose to be very hard. Not Air or Torment and such. The 3 pulls in CoD are mostly extremely easy. The Summoners are the only hard 3 pull. Prison was the 3 pull which, and i bet some Forsaken will agree, is harder than most encounters pre-thaz. 2 pull statues are wardwyrms or harder. Thaz pulls are mostly single from what i have seen but the difficulty is more like IP trash and a bit harder on some of the mobs but then the Boss are much harder than stuff in IP imo.

I would assume the reason for those is so people can't just steam roll everything all the time. It would make both zones FAR too easy. If you could single pull everything in CoD and Prison they would be Air difficulty (in comparison to pulls).

With caster Mobs.. try gettin more resists. Jinx pulls them just fine cause he has maxed his resist AAs for the most part. Zhak the same (and yes jinx pulled both zones with less gear before; not sure zhak did CoD before semi recently). resists mean a crapload in SoD compared to Live.

And lastly fallin down alot doesn't take that much skill.. Knowing the pulls also doesn't mean as much as they can be all random sometimes and you take 10 mins to pull one time and 3 secs to pull another
 
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