Melody, pulling, pls help

james3james

Dalayan Beginner
I have a levlel 10 druid, and I've been wondering of melody works as a lull spell? I'll use it then try and pull single goons out of the mob but i never can succeed. Can someone give me some suggestions?
 
Sorry, yeah i mean harmony. Is there some certain spell im suppose to use to pull, because the whole mob usually comes and attacks me.
 
I've tried harmony, lull and soothe at low levels and never gotten any of them to work. The best I could guess was that they're designed to be less effective either at lower levels or in general. It could be that mobs aggro ranges are just bigger. I don't know for sure, but something is definitely different in this regard.
 
They work the same at low levels.

Mobs that are holding hands cannot be single pulled with these spells.

On live, such spels meant unless the mob you pulled walked through the other mob, you could single pull. That is an undesirable outcome in SoD.

Those spells reduce, but do not entirely eliminate, the aggro radius of the mobs here. They can help you pull only 2 instead of 4.
 
you could single pull. That is an undesirable outcome in SoD.

what?

Lull spells are supposed to allow you to single pull, if you know how to pull properly. It's a reason they exist - to help reduce the risk of overpulling.

Solo chanters and druids don't like pulling a mob and then having another one come with it(unless the druid is trying to quad kite) because in the case of the enchanter it usually means death if they overpull and cannot mez either fast enough or can't mez that many mobs at once.

And in the case of groups overpulling can mean death, even with a good mezzer.

So try to explain to me why single pulling is undesirable?
 
Single pulling reduces every encounter to "an entire group vs one mob". It reduces tactical complexity, reduces group dependency, and it makes the game worse.

Successfully single pulling is an advantage to a character. It would also be an advantage for a character to be able to instantly kill any mob they choose by typing /die mob_name. /die mob_name would be bad for the game -- and, as it happens, easy single pulling is bad for the game.

It sure played heck with EQLive.
 
Undesirable to the developers creating encounters.

I am certain it remains highly desirable to us, the players. It is still possible in many cases, but requires a great deal more tactical finess than the previous version seen on Live.
 
All the agro reducing lines work, they're just not as reliable, and I get the feeling you knew that as you were posting the thread :p

As for suggestions, keep as far a distance away as possible while using harmony, as I hear this helps minimise critical resists, and if mobs are at least an arms length apart, don't bother - just pull them both and deal with them the best way you know how, (kiting or rooting for you).
 
Yakk said:
Single pulling reduces every encounter to "an entire group vs one mob"..

... ummm yeah that's the point.

It reduces tactical complexity

what? tactical complexity? even when you pull more than one mob a chanter usually goes 'Hold on there big boy!' and mezzes the adds while the fight turns to 'entire group vs. one mob'. And what fricken tactics are you talking about? Other than mob positioning there isn't much to tactics unless it's a raid fight. Even then the tactics aren't too strenuous.

reduces group dependency

do you ever play with an enchanter in your group? or at the very least a bard or necro? more than one pull = mezzed mob in most cases.


and it makes the game worse.

maybe 'boring in my opinion' would have been a better choice of words.


Successfully single pulling is an advantage to a character

who would've guessed?

It would also be an advantage for a character to be able to instantly kill any mob they choose by typing /die mob_name

where the fuck did this come from?


easy single pulling is bad for the game

single pulling isn't always easy.


*whipes his hands off*

wow... I made that look easy.
 
Anatole said:
if mobs are at least an arms length apart, don't bother - just pull them both and deal with them the best way you know how, (kiting or rooting for you).

that's my suggestion to you. if you're not used to kiting just follow these easy instructions. I'll just use a two mobs near one another example. so if there's more than two and less than one... this won't work very well.


Root one of the mobs (call him Mob_2}.
Snare[oe root if it's refreshed] the mob that ran after you(Mob_1).
Gain a bit of distance and snare Mob_2.
Root[or snare if you rooted him before] Mob_1.
Stack what dots you can on Mob_1 while keeping both Mob_1 and mob_2 rooted and snared.
WHen Mob_1 dies med up while keeping Mob_2 snared and rooted.
When ready apply dots to Mob_2 while keeping him rooted and snared.
Rinse, Repeat.



Learning the durations of your roots and snares are key to winning with the Root Rot hunting/splitting style.
 
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