View Full Version : Sneak Pulling in CoM = Easy Mode!
Macha
01-05-2015, 04:58 PM
I'm sure many of you who have been playing a while already know this, but this may be new news to some newer folks :)
It is as if City of Mist was made for sneak pulling :)
I think you can single pull all of the arena including the two houses except the two goos that sit on the side of the actual arena.
If you go out from the arena towards the zone entrance, you can also single pull all of THOSE mobs!
And I think you can almost single pull everything from Moat.
This is a great place to practice your sneak pulling if you haven't already!
SamwiseRed
01-05-2015, 07:03 PM
you can single sneak pull the the two goos inside the the arena. with skipping stones being unlimited 200 range ammo, com is a breeze for anyone with 1/6th of a brain and sneak. what is the point of those post tho? you dont need practice to sneak pull. all you need is to be able to sneak, con, and throw.
Yumyums Inmahtumtums
01-05-2015, 07:07 PM
That and blue so camped everything is a single pull in com.
SamwiseRed
01-05-2015, 07:11 PM
sneak pulling not optimal when you are pulling temple/arena/and moat at off peak hours. i usually sit at arena, single pull those, the houses, the ones towards CY, and the two above the named ghost (Lhorac?). then i bring 2 at a time from temple/moat because the pulls become long runs. just root add. if you are really pro youll sit at the door at moat to agro room (assuming you are a monk) fd on bridge, and single sneak pull those and repeat til its just the reaver left.
com at offpeak hours is pulls for days, its great.
Macha
01-05-2015, 07:36 PM
you can single sneak pull the the two goos inside the the arena. with skipping stones being unlimited 200 range ammo, com is a breeze for anyone with 1/6th of a brain and sneak. what is the point of those post tho? you dont need practice to sneak pull. all you need is to be able to sneak, con, and throw.
I haven't tried it yet but how do you get "behind" the two goos if they are in the cubby and facing outwards? Do you just sneak up behind the goos and the wall, pull 1 and hope it doesn't bash you to break sneak?
Oh and I'm a Rogue so I can go the cheap route and use a bow and arrow :)
And the point of the post was not for someone with 11k posts who probably is terribly aware of CoM... it was directed at newer people who may not have known it. Sometimes I have to try to convince others in my group to let me pull rather then have them waste their time with harmony or FD pulling.
And yes I realize that you don't ALWAYS want single pulls but my post was geared more to the situations that you do. Like soloing/duoing or when you're with less than optimal groups with no reliable CC.
Lastly thanks for the tip on the room at Moat. If I ever have a SK or Monk in the group, I'll have them pull it and FD for me to tag.
Cecily
01-06-2015, 12:08 AM
It's a new mechanic to someone, some where. And an extremely good thing for rogues to know about, so thank you for this post. Breaking the walking dot mold makes playing a rogue so much more entertaining. CRs, pulls, tanking, and spell interrupts. I guess pretty good DPS too. It's a great class.
iruinedyourday
01-06-2015, 02:39 AM
It's a new mechanic to someone, some where. And an extremely good thing for rogues to know about, so thank you for this post. Breaking the walking dot mold makes playing a rogue so much more entertaining. CRs, pulls, tanking, and spell interrupts. I guess pretty good DPS too. It's a great class.
how does a rogue spell interrupt?
SamwiseRed
01-06-2015, 03:00 AM
I haven't tried it yet but how do you get "behind" the two goos if they are in the cubby and facing outwards? Do you just sneak up behind the goos and the wall, pull 1 and hope it doesn't bash you to break sneak?
Oh and I'm a Rogue so I can go the cheap route and use a bow and arrow :)
And the point of the post was not for someone with 11k posts who probably is terribly aware of CoM... it was directed at newer people who may not have known it. Sometimes I have to try to convince others in my group to let me pull rather then have them waste their time with harmony or FD pulling.
And yes I realize that you don't ALWAYS want single pulls but my post was geared more to the situations that you do. Like soloing/duoing or when you're with less than optimal groups with no reliable CC.
Lastly thanks for the tip on the room at Moat. If I ever have a SK or Monk in the group, I'll have them pull it and FD for me to tag.
you dont have to be behind a mob to sneak pull. use con to see. u can pull them from the side.
Cecily
01-06-2015, 07:59 AM
how does a rogue spell interrupt?
You have a ton of push as a dual wielder, and you have to be constantly aware of your group's net push to use it for spell interrupts. Enough push = 100% interrupt. Sooo... Front stab with the warrior if you think you can stop a gate. Brain deads in your group won't know what you're doing and hate you though.
It basically works out to more people attacking the same direction = more mob push in that direction. Closer proximity to a mob and faster weapons generate more push as well. Players attacking from opposite sides effectively cancel each other out.
It's a royal pain in the ass to use this effectively in full groups, but in smaller groups it's a necessity to keep your tank from getting ice comet blasted, slowed, or gated on. Exp mobs need at least 2 people pushing them in the same direction to reliably interrupt. If someone is canceling you out, it gets frustrating really quick. But it's a good skill to practice and learn how and when to use it.
Rog/War ->-> Mob gating <- Monk = -> x 2 - <- x1 = -> 1x = gate
Rog/War/Monk ->->-> Mob gating = interrupt
DrKvothe
01-06-2015, 01:29 PM
Cecily, what about with 2x ranger/monk/rogue dps and a pally or sk tank? Presumably their relatively low number of swings doesn't matter much?
With a knight tank, can you have consistent and effective spell interruption from 2 melee dps attacking from behind? Seems like another advantage for hybrid tanks...
Macha
01-06-2015, 02:10 PM
you dont have to be behind a mob to sneak pull. use con to see. u can pull them from the side.
Ah yes I am aware you only need to be "behind" the mob as in it's -180 degree field of view, but I always thought the goos were too far back to get to it's "side". I guess it is just a matter of trying it. Thanks again, I'll be sure to do it next time I get the chance.
And yes, pushing mobs is the most consistent way to interrupt. If the group has pets, be sure to keep the pets attacking on the same side and have all melees attack from that side. I have never seen a mob cast through a planned push.
You can also use a Skean or other stun weapon but that gives you aggro and isn't as consistent. If you have someone to snare and have the room, instill doubt is also an option but the load time on instill doubt means it'll be a craps shoot.
Also if you have a bard, consider Mez a GREAT interrupt tool :)
Cecily
01-06-2015, 02:42 PM
Cecily, what about with 2x ranger/monk/rogue dps and a pally or sk tank? Presumably their relatively low number of swings doesn't matter much?
With a knight tank, can you have consistent and effective spell interruption from 2 melee dps attacking from behind? Seems like another advantage for hybrid tanks...
I haven't exped for a LONG time (I just KS raids hehe), but a knight will likely have to adjust by stepping back ALOT in a fight because of dps' push. That's kind of a problem in a typical grinding session more than a benefit. You end up walling mobs in weird spots and aren't able to backstab. Push control is to rogues (and other dps) as mob positioning is to tanks. Groups can get pretty frustrating if the tank can't position (Hydro, Tanken) and the dps push where ever they feel like (every ragebringer twink ever).
But yeah, it's not exclusive to rogues. Any dual wielder can and should be aware of this. I would guess constant interrupts with a knight would be practical with 3 dps pushing, semi-reliable with 2. Yeah the knight will be pushing back less, but they still double attack at a decent rate. The DPS would all have to be on the same page and facing the same direction when you want them too. Harder than it sounds.
iruinedyourday
01-06-2015, 07:27 PM
You have a ton of push as a dual wielder, and you have to be constantly aware of your group's net push to use it for spell interrupts. Enough push = 100% interrupt. Sooo... Front stab with the warrior if you think you can stop a gate. Brain deads in your group won't know what you're doing and hate you though.
It basically works out to more people attacking the same direction = more mob push in that direction. Closer proximity to a mob and faster weapons generate more push as well. Players attacking from opposite sides effectively cancel each other out.
It's a royal pain in the ass to use this effectively in full groups, but in smaller groups it's a necessity to keep your tank from getting ice comet blasted, slowed, or gated on. Exp mobs need at least 2 people pushing them in the same direction to reliably interrupt. If someone is canceling you out, it gets frustrating really quick. But it's a good skill to practice and learn how and when to use it.
Rog/War ->-> Mob gating <- Monk = -> x 2 - <- x1 = -> 1x = gate
Rog/War/Monk ->->-> Mob gating = interrupt
thanks! I thought you meant like a bash or some skill that interrupts heh, or like backstab during casting.
drktmplr12
01-07-2015, 09:42 AM
You have a ton of push as a dual wielder, and you have to be constantly aware of your group's net push to use it for spell interrupts. Enough push = 100% interrupt. Sooo... Front stab with the warrior if you think you can stop a gate. Brain deads in your group won't know what you're doing and hate you though.
It basically works out to more people attacking the same direction = more mob push in that direction. Closer proximity to a mob and faster weapons generate more push as well. Players attacking from opposite sides effectively cancel each other out.
It's a royal pain in the ass to use this effectively in full groups, but in smaller groups it's a necessity to keep your tank from getting ice comet blasted, slowed, or gated on. Exp mobs need at least 2 people pushing them in the same direction to reliably interrupt. If someone is canceling you out, it gets frustrating really quick. But it's a good skill to practice and learn how and when to use it.
Rog/War ->-> Mob gating <- Monk = -> x 2 - <- x1 = -> 1x = gate
Rog/War/Monk ->->-> Mob gating = interrupt
Many aren't aware of this. I tried to inform my groups when they see merbs casting heals, slows or gates to have melee stack on tank. 60% of players get it after I explain push.
Tuljin
01-12-2015, 02:46 PM
Paladin with Bixie Blade is OP push - Pal also bashes and stuns :-)
Clerics and Wizards should be casting stun (or Thunder Strike/Draught of Jiva line for Wiz) to stop spells, especially if they see a mob gating. These are two classes notorious for not doing a damn thing other than cast a spell every once in a while, however. Enc should also toss out a stun if he sees a mob gating, also. It shouldn't be all up to the pushers - everyone should do everything in their power to stop it.
I can say from first hand experience that Pal with Bixie, Epic Rogue, and Enc pet is insane mob push. Pal with Bixie alone is enough to scoot a mob around very nicely. I can also say from first hand experience stuns/Draught of Jiva from a Wizard is also very effective at stopping spells.
A good Rogue and really any other strong melee should be enough for push, but it takes teamwork to have near 100% interrupts, and its even too important to stop a gate to rely on it alone if there are others who have spell based stuns or bash/slam.
Apparently push to interrupt isn't classic though?
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.