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View Full Version : Post LU#13, How to you pull now?


CheezeBurgerAnimal
10-10-2005, 10:01 PM
<DIV>OK my favorite was our level 20 Fun Spell "Fae Flames" which was changed to Friend only <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></DIV> <DIV>This had a long reach (25m i think), half second cast time and was instant guranteed agro. I understand it wasn't intended as a utility.</DIV> <DIV> </DIV> <DIV>What are your favorite pull spells post LU#13?</DIV>

Lego
10-10-2005, 10:54 PM
I use irritating or dooming swarm usually.

jacksonr
10-10-2005, 11:06 PM
<DIV>I like to go from one extreme to another. If it is a solo mob I use bolt of storms. If there is more than one of them, I use starburst.</DIV> <DIV> </DIV> <DIV>Since casting time doesn't matter on a pull really and ranges seem similiar, might as well do a ton of damage. Also, theres no way those spells will be interrupted which seems to happen a lot more now.</DIV> <DIV> </DIV> <DIV>/Pyrex</DIV>

TimboSilvermi
10-10-2005, 11:40 PM
The casting range on the Hexes from the dolls is quite long, even tho the casting time is just silly.  When time isn't a factor but distance is, I highly recommend this.

Tige
10-11-2005, 12:11 AM
<BR> <BLOCKQUOTE> <HR> CheezeBurgerAnimal wrote:<BR> <DIV>OK my favorite was our level 20 Fun Spell "Fae Flames" which was changed to Friend only <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></DIV> <DIV>This had a long reach (25m i think), half second cast time and was instant guranteed agro. I understand it wasn't intended as a utility.</DIV> <DIV> </DIV> <DIV>What are your favorite pull spells post LU#13?</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>I pull with either of the Swarm Spells or Beast. If I am attacking a group, then I use my AE for them.</P> <P>The only time I really used Fae Flames is to try to get that hard to reach mob or if doing writs and it was a war zone trying to get the kills. Was always fun seeing a warrior trying to run up and he is ahead of me and I staop and cast it to snag it <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />. But it was al fair game then too and had my share of payback to me hehe.</P> <P> </P>

Shirlyn
10-11-2005, 10:11 PM
I use a debuff. Usually Feral Intimidation or Snare. My problem is at my lvl (just got 30 last night) I have a limited number of effective damage spells. So, I usually find it best to debuff then start HOs and use the 3 general damage spells. <div></div>

darkshm
10-13-2005, 12:09 AM
I don't run out of power much these days since the revamp, combat pretty much always ends before I do so I just open up with starfire (even if it's just one mob).  Bolt of storms does slightly more damage (to a single target) but starfire can be hard to get off once combat's already begun so It's easier to get BoS off right after starfire. <div></div>

Belario
10-13-2005, 05:51 PM
<P>It'd be nice if Snare were actually longer ranged than all the other spells we have (which is 25 meters). Only one DoT seems to be slightly longer ranged (30 I think), so using Snare really isn't the best thing to pull with, since it could have been a debuff. (Mob usually gets to me in the same time snared as it would have otherwise, resulting in 1.5 spells cast on it.)</P> <P>If it's a group mob, I like to open up with the group AoE spell. Otherwise, I like to pull with a debuff, then start winding up the heroic opportunities. If it's a powerful mob, I pull it with the WIS/STR debuff (as it casts longer), then the fast debuff, and then HOs again.</P>

darkshm
10-15-2005, 03:39 AM
Meh I basically don'tuse Irritating Swarm since the revamp.  I've got it at master I but the power drain is incredibly negligible and unless I'm in a long fight with a mob who's casting times are long spending power and time trying to time an interrupt seems pointless. <div></div>