Pulling, Kill Zones, and Patience in Combat

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Well, RPeople, I'm going to risk sounding just a teensy bit "educational" and pass along my views of Combat Group Dynamics (yes, at least that *is* a title for a class in venues outside of gaming :) ).

There are probably a good bunch of members on this forum who are more qualified than I am to talk on this subject. SWG is/was my first MMORPG and I've had a good 5 month dose of live Worlds of Warcraft, 7 months if I count the Beta for that game. If any of you multi-generation MMO veterans would like to add-on or critique these views, please do so for the sake of any combat beginners.

Also to note:

**This is not aimed at any supporting or non-supporting of the CURB. The following tactics would be mostly applicable under either system, old or new.**

Pulling:

This is a fine art, and personally, one of the funnest, most exciting things to do in game combat. NPC's we call "mobs" because, simply, when encountered they congregate around a particular location and don't stray to far from it. The best way to combat a mob even for a very capable party is to watch their "patrol" pattern in that certain area. After some time, or even upon first glance, there will be at least one straggler who gets more isolated from the main mob than any other single target. This should be the first victim of the party.

You want to "pull" this target. That is, aggro it to the point that it follows you. *One* person from the party should be designated to be the Puller. Preferably you want to have some on with at least some of the following
attributes:

- patience - many time you'll have to edge your toon meter by meter towards even an isolated target to get only the single aggro and not multiple NPC's aggroing. Inch to it until you see the "?" over it's head. This is your best indicator of just how many NPC's you are about to aggro.

When you see that "?", STOP moving and see if it turns into a "!". If it does, you'll hear the "travelling music" (battle tune) and start running back to the group. If it stays a question mark, then inch a little bit more until you get it going. Patience will help you do this.

- Terrain Negotiation - the Puller needs to be among the fastest and sure footed movers in the group. In game terms that translates to some Terrain Negotiation mods. While not crititcal, those Terrain mods could help the Puller get in and out with some bit of finesse.

- Health/Hit Points - The Puller is usually the first one to take a hit from the aggro as he/she's the first one to make contact. This also can translate into taking more hits than any other single group member. Higher Health will help the Puller survive the "run back" and subsequent combat.

And where is the Puller pulling to?

The Kill Zone:

The kill zone is what I call the spot where the majority of the group is and where they will do most of their attacks.

Good candidates for kill zone real estate are:

- Flat - an area that's as flat as possible will allow everyone more free local movement and good visibility of the Target and fellow group members.

- Clear - that is, not having alot of trees, bushes, etc in your kill zone to aid in visibility and getting the "You Cannot See Target" message while it's gnawing on you or your buds.

- Safe - in terms of other aggro nearby that might loiter to your zone and aggro you in the worst possible moment. Even a secondary mob that is of much lower level than your group can be a critical nuisance, adding on to the main attack of the enemy. Sometimes you might even want to clear out a secondary mob to better establish a safe Kill Zone.


Combat in the Kill Zone:

Once the target is there, every one should be ready for it either from watching the moves of the puller (if you see him running back to you, most likely something's coming), or getting a group message from the Puller. Whatever alert word works for you, have the Puller use it or ...just watch the Radar/Top-Down map.

The NPC AI won't always respond to it, but have your party roles set up already. Tanker, Melee Damager, Range Damager, Crowd Controller, Healer, etc.

Most obvious way...have Puller stop the run back at the Tank and let the Tank engage. Or if the Puller's is double-duty Tank, stop the target at best firing range. Other Melee engages, Crowd Control apply those states/inhibitors, Ranged starts cappin', Healer watch everybody's health....basic stuff.

After you've taken down that first target. Go back to step one and repeat.

Vehicle/Mount Pulling:

What happens when the aggo is just too thick to pull a single or even a doable double or triple?

I've found in this instance that having everyone standby on their bikes/mounts while the Puller rides to the Mob on his bike/creature, pulling whatever comes, to work well. The entire party then rides to a secondary Kill Zone where the stretched out (hopefully) mob is easier to handle. Hopefully at least one group member can maintain aggro over a distance where everyone can dismount and kick the chasing NPC's ass. :lol:

Patience: Again, not only for the Puller, but for everyone in the group. Know your place and accept direction from your group leader. It may not be in your persoanality to have to chillout and wait for a pull, but get used to it...or get used to Cloning.

Old system or New system, patience would serve you well. BUT in the new system it will serve you even better. Since February 2004, the dawn of the Buff Era, many have forgotten the old rules and patience. It's been a "wham-bam-thank-you-ma'am", Hurry Up/No Huddle offense. Like it or not, the rules are changed now and like anything else that's not going away you either adapt or get "naturally unselected."

Best Wishes to everyone. And add-on if it suits you.

Add On and Game On! :D
Keer
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Keer Tregga
Truely AWSOME post...thanks for this.
Zannon
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Stickied! No doubt one that will go in guides too.

Jabe
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Jabe Adaks
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