View Full Version : Pre-Wards / Heals / Buffs etc.. for pulls.
Ruwen71
09-23-2006, 01:23 AM
<DIV>Can you tell me roughly what temporary buffs / wards / etc is on you before a pull?</DIV> <DIV> </DIV> <DIV>There is some discussion within my guild that these are causing our current MT to lose agro during the pull.</DIV> <DIV> </DIV> <DIV>I say give him everything... </DIV> <DIV> </DIV> <DIV>They are considering giving him nothing. no heals / wards / buffs / procs / etc... completely clean.</DIV> <DIV> </DIV> <DIV>Am I crazy? <-- well I'm hijacking my own thread with that question, don't answer that.</DIV>
Rorrak
09-23-2006, 01:47 AM
<DIV>I go in with basically everything on me. What's your MT group setup? Does your MT know that group taunt has a limited range and if he does it too early it's effectively wasted on the other mobs in the encounter who are out of range? Do you have a ranger using confounding arrow to give your MT 10s of 30% extra hate gain for the pulls? Does your guardian have moderate on your MT group shaman, who is typically the most likely healer to grab aggro on a pull? Does your shaman have their finger on their deaggro ability on every pull, in case they need to hit it? Does your tank have Master taunts? What AAs did they pick? Are they having trouble with single mob encounters or only on group encounters?</DIV> <DIV> </DIV> <DIV>- Rorrak</DIV>
Ruwen71
09-23-2006, 01:55 AM
<P>Sorry Rorrak but I can't answer any of those questions. Like I said, I've all but stopped raiding and have no idea what the current setup is. They do have a lot of raiding experience though so I have to assume they're doing everything right.</P> <P>You saying that you go in with basically everything on you pretty much answers my question though. Thanks for the response.</P>
Mentin
09-23-2006, 11:46 AM
<P>Passive buffs will not generate hate, so those are np.</P> <P>What can cause problems in a pull situation because MT hate can be low for a few moments is</P> <P>Shamans - wards</P> <P>Clerics - reactives</P> <P>Druids - Heal over time, damage shields</P> <P>It probably makes life easier if those can be avoided on the routine pulls at least, but it depends on tank strenght vs. mob strength.</P> <P>Three situations that will cause aggro to be low for some time:</P> <P>* Pulling an encounter, one (caster) mob lags behind so encounter taunt cannot be fired until it comes because it is oor. Meanwhile its friends in the encounter proceeds to whack the healers. Or if the encounter taunt goes early, the lagger will whack the healers <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>* Body pulling an encounter and having to wait until all mobs in the encounter are outside aggro range of other encounters before taunting at all. (Mobs will start yelling for help as soon as you do any offensive action)</P> <P>* Resisted taunts <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></P> <P> </P>
TanRaistlyn
09-23-2006, 10:04 PM
A well equipped guard needs no pre pull wards, reactives at all on him. He has ToS for very hard pulls - so he can basically ward himself for 3 hits. Have your templar throw the ....forget its name....the skill where 210percent of his power used converts to health - and also have your mystic put up a grp ward and have your guardians moderate on the shaman. Even body pulling shouldnt get a toon dead if your tank doesnt suck. Then after the guard spams the tuants and whatnot start casting normally.
BetaMaster
09-24-2006, 12:20 AM
<BR> <BLOCKQUOTE> <HR> TanRaistlyn wrote:<BR> A well equipped guard needs no pre pull wards, reactives at all on him. He has ToS for very hard pulls - so he can basically ward himself for 3 hits. Have your templar throw the ....forget its name....the skill where 210percent of his power used converts to health - and also have your mystic put up a grp ward and have your guardians moderate on the shaman. Even body pulling shouldnt get a toon dead if your tank doesnt suck. Then after the guard spams the tuants and whatnot start casting normally.<BR> <HR> </BLOCKQUOTE> <P><BR>Reverence is the name of the spell.</P> <P>I play a 70 raid guardian and my mom (yes my mom) plays a 70templar in the same guild. There have been times when we are healer light so I play the templar when she's gone. On the tank side I hardly have issues losing aggro on the pull and I hardly drop health at all. Like TanRaistlyn said we have ToS for tough mobs/nameds so that we mitigate that initial period when the mob is not debuffed and we don't have multiple reactives/wards up on us.</P> <P>On the healer side I found that I grabbed aggro if I tried stacking reactives and everything on the MT (on multi mob encounters) so I would cast reverence right before the pull so when the tank is spam taunting and burning thru power it heals them for no aggro toward me. And then I'll cast some reactives after the mobs are set. If things get serious i'd Focus Intercession... blah blah blah healer talk... doesn't belong here, but you get the point.</P> <P> </P>
Sir_Halbarad
09-24-2006, 07:28 AM
If you are body pulling, pull without pre-buffs if you absolutely want to avoid aggo-bouncing. Tell them to do their wards, reactives etc after your first taunt.But if they are in range of Sentry Watch, that shouldnt be something to worry about?<div></div>
Ruwen71
09-24-2006, 05:19 PM
Thanks for the help everyone.Awesome information, I'll be sure to pass it on.
TuinalOfTheNexus
09-26-2006, 02:32 AM
<P>I use two pull macros, one asking for pre-heals one asking people to cancel any active.</P> <P>Generally when you're clearing non-named in a raid instance, you need to body pull to avoid adds, and the mobs don't hit that hard anyway, so pre-healing is a mistake. When it gets to the named, they're usually easy single pulls, so you can ask for pre-healing. In the worst case, where you need to body pull a named that hits extremely hard, then ToS without pre-heals is usually the best option.</P> <P>As a raid tank, the first 10 seconds of every encounter is the bit that requires skill. Getting taunts in at the right time and getting the pull and initial aggro spot on are the hardest parts of playing the class by far. After that, it's simply a case of mashing taunts and attacks and managing power, having ToS ready if a bad spike hits.</P>
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