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View Full Version : Paladin - How to pull?


Exard3k
06-01-2020, 10:35 AM
Alright. I'm usually not in the melee and pulling business and although my paladin is low level (13) on green, I enjoy playing already and look forward to new toys at new spell levels.

My problem is that I don't know how to pull in a group. Yesterday I figured out that pulling from dervish camp in north ro with flash of light is not THAT good of an idea. Leaving me with basically nothing but body pull, which is not that useful either for most spawns.

How do paladins pull at lower levels and/or how do you do it? Spells and clickies at lvl 50 won't help me.

Jimjam
06-01-2020, 10:53 AM
Am I missing something here... surely the answer is launch a 4cp arrow at the mobs you want to aggro?

rajax
06-01-2020, 10:58 AM
Blind spells on targets without someone in melee range are basically cheap fear spells. Unless it’s time for you to run to zone never cast them at range.

Buy a basic 100 range longbow from any melee class vender (3pp?). Buy a fletching kit and 4 20 stacks of basic arrow parts at 5cp per item. Craft basic arrows until skill trivializes and add the next higher fletching (feathers/range) part until around 40+ skill which trivializes making the 1 damage 150 range arrows. You save some time just grabbing 21 (?) tradeskill cap via training skill points.

Target, shoot run to group. 100 range bow + 150 range arrow is slightly longer range than spell casting.

You can use lull spell at level 15 to pull by recasting till critical resist causes threat while out of line of sight or when elevation makes arrows impossible.

Loadsamoney
06-01-2020, 11:50 AM
Use a bow. Stuns and Flame of Light will work too, but they're not mana efficient.

DeathsSilkyMist
06-01-2020, 12:22 PM
Once you get to 15 you can start using lull. Lull the mobs you do not want to pull, then face pull or bow pull the last remaining mob. Rinse repeat until camp is broken. Then you can just pull individuals on spawn. Just be careful of crit failing, that will pull the whole camp.

You also get your first undead direct damage spell at 15, which can be used to pull undead mobs. You get your first stun at 30, which will be the first spell you can use to pull non-undead mobs.

Exard3k
06-01-2020, 01:33 PM
Thank you all for your advise. I'm gonna get a bow although I didn't bother with ranged weapons yet. And the other tips and tricks were helpful.

Truth and Light, Brothers!

Snaggles
06-01-2020, 06:19 PM
Lull changes things at 15. With a bit charisma (120-150) it’s downright decent. Grab a crude stein at least for a cheap 15 point bump.

White_knight
06-02-2020, 11:36 AM
Yup...use a bow as others have suggested.

Craft arrows in the field...odly enough you can make them while you melee/tank (good 1 brad).

You eventually get roots and lulls that help you pull.
I'd suggest having a decent charisma set..aim for at minimum 120-150 worn...there are some nice cheap items that give a quick charisma buff.

A perk of picking high elf/human is the high starting charisma.

Strifen
06-17-2020, 08:16 PM
Pull with a bow or just run up to a mob at early levels.

At later levels you can pull in a number of ways.

Stuns - you'll stun the mob letting you put some distance between the two of you reducing your damage running back to camp, good tactic if you have the mana and against dangerous opponents. Added benefit is by the time it's in camp you'll already by high on the aggro table from the initial stun pull.

Pacify/Lull - A good method for breaking up camps but not exactly reliable unless you out level the mobs greatly or have high CHA. When using pacify to split up camps, ALWAYS go for the lowest level mobs first, least likely to crit resist.

Root pulling is my personal favorite method I did pulling in 90% of my groups leveling and root is the best method, you can split up 3 pulls really easy. Just root one mob in place, the other 2 will aggro, cycle to one root it, now you bring the solo back to camp. Usually always works out by the time you kill the one in camp root will break and the others will funnel in one after another.

Blingy
06-17-2020, 08:30 PM
A perk of picking high elf/human is the high starting charisma.

.....as I cry everytime my dwarf cleric or paladin is starting at me in the character select screen.

Cen
06-21-2020, 03:13 AM
Pull with ranged weapons or cheap spells for the whole game. Remember though there's a rule of initial aggro, a spell or ability used on a mob who is not aggroed on you can only do maximum 75 aggro, the equivalent of a 75 damage nuke. Do not waste stun as the initial pull spell. Fire an arrow so the mob aggros you, THEN hit it with a stun so it does full aggro.

Other classes figure this out when they pull with disease cloud or flame lick initially and notice they lose the mob easily until the second time casting.

Conversely, do pull on classes with spells that have rediculous aggro as the initial spell, so it causes very little ;P

Robersonroger38
08-27-2020, 03:23 PM
Use flash of light , watch the magic happen!
Then you want have to pull at all !

Jimjam
08-27-2020, 05:53 PM
Long root a mob on a pathing node and they’ll pull them selves.

Until then fling an arrow, then lock in aggro with FoL once it is in camp.

Swish
08-27-2020, 06:19 PM
If you're pulling with something low aggro (an arrow, for example)... be aware that if you run to close to your casters/cleric they're going to get sit aggro. Keep a few steps distance from them if you can.

unleashedd
08-28-2020, 03:34 AM
sit agro is casters problem; they should be sitting far enough from tanking/melee spot. pull with arrow and time your FOL to land precisely when target comes into your melee range

elwing
08-28-2020, 03:52 AM
I disagree, exp group is the ideal moment to teach casters about sit agro...

Waedawen
09-08-2020, 10:06 PM
For stuff you need to break, you need to use soothe, For pulling stuff at range, use stun. If you can't use stun, use your bow. Once you get level 22, you can just straight up pull with root, and most of the time you won't even need to lull because it gets broken up anyways.

You will not get sit agro if you throw a stun or a blind (or equally high-threat) move on a mob before dragging it over someone else.

If the mob is blinded, they'll hit the 'nearest target', but if you blind them and then the actual effect wears off, you can drag the monster over anything and it'll still chase you.

unleashedd
09-09-2020, 01:32 AM
dont pull with blind. or do and learn about its effects ;)

Nagoya
09-16-2020, 10:16 PM
level 39+ you can pull with Cancel Magic as well.

But otherwise, longbow+arrow is the correct answer.