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Fire Giant
Join Date: Jul 2013
Location: EC Tunnel
Posts: 908
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That being said, I would now like to define some terms that I, myself, or the Monk community at large uses when speaking of the Feign Pull.
"Aggro" When a creature becomes angry with you and attacks.
"Aggro Range" The range in which a creature will detect and attack you. This range differs from creature to creature and also gets smaller as your levels go up.
"Chain Pull" When two or more people work on a pull. A Monk is the primary puller, and anyone can be the secondary puller, however, another Monk is preferable.
"Feign / Feigned" When you use your Feign Death skill you will be lying on the ground and, if successful, creatures will think you are dead.
"Feign Pull" The technique used to break up a creature spawn and bring back manageable numbers of creatures for a group to fight.
"Home Point" The spot where a static spawns.
"Mem Wipe" When you are removed from a creatures hate list.
"Pop-N-Drop / PnD" When you stand up and re-Feign several times to increase the chance of a Mem Wipe on a creature.
"Pull / Pull'n" The act of going out to find and bring a creature(s) back to your group to fight.
"Sort / Sort'n" What you do when you are Feigned and waiting for creatures to leave the area you're Feigned in so that you can bring the last one standing near you back to your group.
"Static / Stationary" A creature that always stays in the spot it spawned in.
"Wanderer / Roamer" A creature that has no set spawn point and moves around a certain pattern or path.
Now to explain how the technique is actually used. Again, this is based solely on my experiences and what has worked for me.
1. If you do not know the area you are hunting you need to go do some scouting and learn the lay of the land. Learn what kind of creatures live there, where they spawn, how often they spawn, and where the wanderers are. Learn all the twists, turns, and landmarks of the area. Lots of this will just come with time and exploration.
2. Find a good spot for your group to hunt. This should be an area with few to no wanders. Also the closer to the zone border you can be, the safer it is in case of an emergency. Many good hunting areas will be far away from any zone, so a Monk's skill with Feign Pull will mean the success or failure of a night's adventure.
3. Find a good spot far enough away from your group and the creatures you will be pulling. You don't want creatures close enough to your group that they agro on them. You also don't want to be close enough to the creature’s area you just pulled, so they re-agro on you.
4. Find the creatures you want to pull. You can use a thrown weapon to attract their attention, you can run up and attack them hand to hand, or you can Agro Range pull them. Each method of pulling has its own advantages and disadvantages. It's up to the individual to figure out what works best for them and what method works best in which areas.
5. After you have some creatures angry with you, run back to your Feign spot, turn around where you can see them, and Feign Death. If you are successful, the creatures will stop attacking you and just stand there for a little bit. The creatures will then start to leave and go back to where they came from. They will usually do this one at a time, but occasionally they will all leave at the same time. If they all leave at once, you will have to make judgement calls and use every split second of distance between the creatures to further work to space them more by standing and re-Feigning. Sometimes you just have to bring more than one, but if you are patient, you can almost always bring a single.
6. Once all creatures but one have left you, stand up, attack the creature, and head back to your group. A hotkey set up for a /gsay "Incoming" is very useful. It allows your party to be ready for your return and can also be used to let your group know how many creatures you bringing back if you have more than one. Example: "Incoming, Incoming, Incoming" when you are bringing three creatures back.
7. Help your group to kill the creature(s) you just pulled then check with all casters, so you know how much mana everyone has. You should always check with your casters after every fight. If you run off and bring more creatures and your only healer is at 20% mana, then you could be in trouble. Don't rely on the casters to take initiative and give you mana updates. You control the flow of the pulls, so you should always know how combat-ready your party is.
8. Now its time to pull again. Depending on how quickly you can sort your pulls and how quickly your pull dies, you may need to wait a few minutes between battles to pull again. This is to allow you to "space" the spawn time. If you are pulling a large area and several different creature camps, you will want to do this for ease of pulling later. There is no need to have to Feign Pull every single time if you can set the spawn time to allow you to pull a single as soon as a creature spawns.
That is the basics of the Feign Pull and should work well just as described on all creatures below 35th level. Creatures 35th and above behave differently to Feign Death, so more patience and techniques have to be brought into play to be successful.
Shorter Distance - In step 3 any distance far enough away from the creatures area you pulled from is good, but not so at higher levels (at least for better success rates that is). You will want to shorten the distance you pull the creatures away from their spawn spots, but you still need to pull them far enough away so that when you have your single creature left it does not re-agro his friends when you pull him. The reason for the shorter distance is two-fold: it allows you to see--sometimes hear--when a creature is back to its Home Point, which in turn increases your chance of a Mem Wipe on these same creatures.
Pop-N-Drop - This is a very useful technique and also usually involves a bit more pain. It is used on Wanderers and for Statics that you have pulled long distances. Each time you Pop-N-Drop successfully it increases the chance of a Mem Wipe on the creatures you pulled. This is also useful to Mem Wipe creatures when you are just passing though an area and don't want or need to fight but have creatures go agro on you. The extra pain of this technique comes into play when you are trying to keep one creature with you to pull back to your group but still have to Mem Wipe all his friends. You have to stand up long enough to find out if the others are coming back or not. In turn you will be attacked by the one still with you. Once you are sure you have Mem Wiped the others, call the "Incoming" and head back to your group.
Chain Pull - A Chain Pull can be used on any and all pulls, but is only necessary in certain situations or places. The main time a Chain Pull is used is on the Planes or on difficult creatures such as Imps and Giants in Sol B. This allows much harder creatures to be pulled single and with as little injury as possible to the pullers. A pair of Monks is always best to do a Chain Pull, but anyone can be a secondary puller. Also, more than two people can be used to Chain Pull to increase the pulling distance, but I will only explain the technique used for two Monks.
1. The secondary puller Feigns in a spot where the primary puller will pull to and Feign.
2. The primary puller goes out, pulls some creatures to where the secondary puller is Feigned, and then Feigns himself.
3. Just as with the basics of the Feign Pull, the secondary puller waits for all but one creature to leave then brings the last one back to the group(s).
4. The secondary puller then goes back to his pulling position and Feigns.
5. The primary puller often has only to stand to bring creatures back to him as he has not done a Pop-N-Drop. He then Feigns and the secondary puller repeats steps 3 and 4.
6. When creatures no longer come when the primary puller stands, he then goes to pull again and the process is repeated.
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