Post by Ikonic on Oct 15, 2004 15:30:17 GMT -6
I do not agree with all of the following information, but there is some good info to know. Have a read.
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Macros
The following is a set of macros I use to pull
/p Incredibly Tough <t> Found It! Pull Back?
/p Very Tough <t> Found It! Pull Back?
/p Tough <t> Found It! Pull Back?
/p Ranged Attack <t>~! Incoming <t>~! <call14>
/ra <t>
If you want you can substitute with this if you feel comfortable pulling without wait for party OK
/p Ranged Attack - Incredibly Tough <t>
/ra <t>
/p Ranged Attack - Very Tough <t>
/ra <t>
/p Ranged Attack - Tough <t>
/ra <t>
These macros are designed to let your mages know how much MP they need for a fight. They won't need as much for Toughs or Very Toughs as they will for Incredibly Toughs. Also to save a little bit of time I make a check Macro.
/check <t>
These macros make my life simple as a puller, especially when I party with strangers. When I party with my static I know what mp to pull at or how long to wait in between pulls. These may not be prudent at higher levels but they are for lower levels. In areas where you are heavily contested for pulls use your best judgement. If you absolutely must you can claim a target and perfect dodge or have another pt member put it to sleep if people still need to rest. I try not to do this unless it's absolutely neccessary.
More useful macros courtesy of Kenshiin
/p <t> {Standing By}<call14>
As soon as the fight is finished I am out scouting and use this macro as soon as I find my next target. I find that it helps keep my parties from not going afk when they know that I have one waiting for them when HP/MP is ready. It also cuts down on the "WAIT DON'T PULL MP=XX" yells most pullers get.
I currently use these macros for pulling:
/p {Found It} <t> <call20>
I don't use this one that much. Usually only to make sure the party is awake and ready for my pull.
/equip range "Long Boomerang"
/throw "Long Boomerang" <t>
/wait 1
/p {Range Attack} <t> <call20>
Typical RA macro. I like to use the equip macro just as a habit for the future when I have items in those slots that I don't want to throw.
/p Nothing to pull, still scouting.
Beats typing it all the time.
/p Got a link!!!! Get ready to {Sleep} or {Escape} <call1>
Hey it happens.
------------------------------------------------
Know your Creatures
Know what aggro's, and how.
Know what links.
Know what aggro's and links.
Remember that all areas are different.
For instance, Soldier Crawlers in the Crawlers Nest agro to sound. They do not agro in the jungles. ***Proven when a BST released a Soldier Crawler at Kazham Zone Line*** To the Best of my knowledge all crawlers link.
This is one of the most important things in pulling. If you don't know your creatures, ASK. It's not stupid to ask a more experienced party in an area you've never been in. As a puller you need to know. A lack of knowledge in this department will get parties slaughtered.
Know your Surroundings
Try to keep your maps up to date. As a puller it is very important to know the area you're pulling in.
A few things you should try your best to remember.
1.) Know how far away from your party you can pull from safely. Pull from maximum Range.
2.) Never forget Flee or Hide if things look bad.
3.) Remember where mobs spawn.
4.) Remember how often mobs spawn. This keeps from pulling and having something pop at camp two seconds later.
5.) Keep your maps up to date.
Always be prepared
There is a small list of items you should have with you.
1.) Shihei - Utsusemi Ninja Tools (For NIN Sub pullers)
2.) Plenty of Ammunition & a back up boomerang just in case
3.) Silent Oils and Prism Powders. (You never know when you might have something hectic happen.)
4.) Instant Warp Scroll (If you don't have warp or a blm with warp II in your party you should keep one of these handy always.)
Silent Oils and Prism Powders can be very useful. Sometimes lag will land you down a hole you really didn't want to go down.
Warp Scrolls are nearly neccessary. If you're in a party deep in Yhoator Jungle, or Garlaige Citadel or elsewhere in dangerous areas, thats your free ride home without taking the xp express.
Timing
The priorities of timing pulls are simple.
1.) Keep the party safe.
2.) Keep the chain alive.
You cannot always pull for the sake of an XP chain. If your party isn't ready before the designated time then reset your chain. Your top priority as a puller is to keep your party safe. Don't sacrifice the well being of your party for the xp chain. If your pt is high enough level you can always use Perfect Dodge. If your party is close have your blm come cast Escape.
Chain 1 -> 200 seconds
Chain 2 -> 160 seconds
Chain 3 -> 120 seconds
Chain 4 -> 80 seconds
Chain 5 -> 40 seconds
Also I'll include in this section a word about death. You must know when to die. If you just chained 4 bats together. Be responsible and just die for it. Chances are it was your fault. ~_~ Please don't zone this to get the other 12 parties in the area killed. There are other options available to you other than dying. One is Perfect Dodge + Logout but be sure you tell your party what you are doing and why. The other is Perfect Dodge + Warp Scroll ( ONLY if you are near town)
Contributed by DeadMeatJewce
Some people aren't aware that hide only workes like invisible. If a mob detects by sight and pursues by scent (ex. Orcs), using Hide after agro does nothing. The mob can still smell you. You'll have to deodorize or run into water (not confirmed but I'm assuming this is why Farkillers never pursue me when I agro them while running in water).
Some other points:
-- Newbie pullers tend to stay in camp during downtime. A puller is no good if he only leaves camp when MP is ready. Go out and scout. Be prepared to pull when MP is near ready. MP is still regend while you are returning.
-- Learn the aim and spin technique. When you found your target. Go to first person. While you are in the act of aiming/firing, turn and face the direction of your camp. Being in first person is important. If you turn (right or left arrow) while in first person, you just spin and don't move (no aim interrupting). I've seen too many pullers use ranged attack and get hit soon after they make a claim because they can't retreat fast enough.
-- If you are pulling via job ability (Chi Blast, Voke -- not recommended), you don't have to be stationary. You can be in the process of retreating while you hit your macro. It will give you an extra step on the mob.
-- If pulling a mob that uses Ranged Attack, RNG type mobs, run passed your camp. Do not stop in your camp.
-- Be aware. Notify your PT of links or adds.
-----------------------------------------------------
DJSlyde The Mighty on Pulling
Know your Party
It is very important to talk to your mages and know at what minimum MP they feel comfortable for a pull. Then you can figure out when exactly to pull from your next scout to keep XP flowing in a more productive manner.
Protect yourself
When you pull, it is important to use any ability you can to protect yourself. Not just Utsusemi, but make sure you have Protect and Shell up. As well, use whatever other abilities during the pull that you have accessible like Dodge, Defender, etc. Use them often, and remember to take Defender off when you engage the fight with your party.
Also, in my static, the WHM usually casts Regen on me after every fight when I pull so when I do get hit, I am still regaining some HP so I have less chance of getting too low.
I pretty much follow most of what is listed here as I am usually the puller in my XP party. A good puller can easily get chain 3,4 and sometimes 5, one after another. If I am at chain 3 or 4 and I know I am running low on time to get the next chain, I will pull something VT instead of IT to finish the chain to maximize the XP of that specific chain.
---------------------------------------------------------
Being a good puller takes a lot of practice, skill, and intelligence. It's not as simple as going out to agro a mob and bringing it back to camp at exactly the right time. It is up to you to keep the flow of xp coming in but not at the cost of pt death. These are just a few things you should keep in mind when pulling. I'm sure I missed a few things. Feel Free to contribute.
A note for thieves and Sneak Attack + Trick Attack & pulling
You don't have to wait til you get back to camp before using Sneak Attack + Trick Attack. You can do it before a pull for shorter pulls or mid pull for longer pulls.
taken from: ffxi.allakhazam.com/forum.html?forum=36&mid=109785525556162124&thread=13
-----
Macros
The following is a set of macros I use to pull
/p Incredibly Tough <t> Found It! Pull Back?
/p Very Tough <t> Found It! Pull Back?
/p Tough <t> Found It! Pull Back?
/p Ranged Attack <t>~! Incoming <t>~! <call14>
/ra <t>
If you want you can substitute with this if you feel comfortable pulling without wait for party OK
/p Ranged Attack - Incredibly Tough <t>
/ra <t>
/p Ranged Attack - Very Tough <t>
/ra <t>
/p Ranged Attack - Tough <t>
/ra <t>
These macros are designed to let your mages know how much MP they need for a fight. They won't need as much for Toughs or Very Toughs as they will for Incredibly Toughs. Also to save a little bit of time I make a check Macro.
/check <t>
These macros make my life simple as a puller, especially when I party with strangers. When I party with my static I know what mp to pull at or how long to wait in between pulls. These may not be prudent at higher levels but they are for lower levels. In areas where you are heavily contested for pulls use your best judgement. If you absolutely must you can claim a target and perfect dodge or have another pt member put it to sleep if people still need to rest. I try not to do this unless it's absolutely neccessary.
More useful macros courtesy of Kenshiin
/p <t> {Standing By}<call14>
As soon as the fight is finished I am out scouting and use this macro as soon as I find my next target. I find that it helps keep my parties from not going afk when they know that I have one waiting for them when HP/MP is ready. It also cuts down on the "WAIT DON'T PULL MP=XX" yells most pullers get.
I currently use these macros for pulling:
/p {Found It} <t> <call20>
I don't use this one that much. Usually only to make sure the party is awake and ready for my pull.
/equip range "Long Boomerang"
/throw "Long Boomerang" <t>
/wait 1
/p {Range Attack} <t> <call20>
Typical RA macro. I like to use the equip macro just as a habit for the future when I have items in those slots that I don't want to throw.
/p Nothing to pull, still scouting.
Beats typing it all the time.
/p Got a link!!!! Get ready to {Sleep} or {Escape} <call1>
Hey it happens.
------------------------------------------------
Know your Creatures
Know what aggro's, and how.
Know what links.
Know what aggro's and links.
Remember that all areas are different.
For instance, Soldier Crawlers in the Crawlers Nest agro to sound. They do not agro in the jungles. ***Proven when a BST released a Soldier Crawler at Kazham Zone Line*** To the Best of my knowledge all crawlers link.
This is one of the most important things in pulling. If you don't know your creatures, ASK. It's not stupid to ask a more experienced party in an area you've never been in. As a puller you need to know. A lack of knowledge in this department will get parties slaughtered.
Know your Surroundings
Try to keep your maps up to date. As a puller it is very important to know the area you're pulling in.
A few things you should try your best to remember.
1.) Know how far away from your party you can pull from safely. Pull from maximum Range.
2.) Never forget Flee or Hide if things look bad.
3.) Remember where mobs spawn.
4.) Remember how often mobs spawn. This keeps from pulling and having something pop at camp two seconds later.
5.) Keep your maps up to date.
Always be prepared
There is a small list of items you should have with you.
1.) Shihei - Utsusemi Ninja Tools (For NIN Sub pullers)
2.) Plenty of Ammunition & a back up boomerang just in case
3.) Silent Oils and Prism Powders. (You never know when you might have something hectic happen.)
4.) Instant Warp Scroll (If you don't have warp or a blm with warp II in your party you should keep one of these handy always.)
Silent Oils and Prism Powders can be very useful. Sometimes lag will land you down a hole you really didn't want to go down.
Warp Scrolls are nearly neccessary. If you're in a party deep in Yhoator Jungle, or Garlaige Citadel or elsewhere in dangerous areas, thats your free ride home without taking the xp express.
Timing
The priorities of timing pulls are simple.
1.) Keep the party safe.
2.) Keep the chain alive.
You cannot always pull for the sake of an XP chain. If your party isn't ready before the designated time then reset your chain. Your top priority as a puller is to keep your party safe. Don't sacrifice the well being of your party for the xp chain. If your pt is high enough level you can always use Perfect Dodge. If your party is close have your blm come cast Escape.
Chain 1 -> 200 seconds
Chain 2 -> 160 seconds
Chain 3 -> 120 seconds
Chain 4 -> 80 seconds
Chain 5 -> 40 seconds
Also I'll include in this section a word about death. You must know when to die. If you just chained 4 bats together. Be responsible and just die for it. Chances are it was your fault. ~_~ Please don't zone this to get the other 12 parties in the area killed. There are other options available to you other than dying. One is Perfect Dodge + Logout but be sure you tell your party what you are doing and why. The other is Perfect Dodge + Warp Scroll ( ONLY if you are near town)
Contributed by DeadMeatJewce
Some people aren't aware that hide only workes like invisible. If a mob detects by sight and pursues by scent (ex. Orcs), using Hide after agro does nothing. The mob can still smell you. You'll have to deodorize or run into water (not confirmed but I'm assuming this is why Farkillers never pursue me when I agro them while running in water).
Some other points:
-- Newbie pullers tend to stay in camp during downtime. A puller is no good if he only leaves camp when MP is ready. Go out and scout. Be prepared to pull when MP is near ready. MP is still regend while you are returning.
-- Learn the aim and spin technique. When you found your target. Go to first person. While you are in the act of aiming/firing, turn and face the direction of your camp. Being in first person is important. If you turn (right or left arrow) while in first person, you just spin and don't move (no aim interrupting). I've seen too many pullers use ranged attack and get hit soon after they make a claim because they can't retreat fast enough.
-- If you are pulling via job ability (Chi Blast, Voke -- not recommended), you don't have to be stationary. You can be in the process of retreating while you hit your macro. It will give you an extra step on the mob.
-- If pulling a mob that uses Ranged Attack, RNG type mobs, run passed your camp. Do not stop in your camp.
-- Be aware. Notify your PT of links or adds.
-----------------------------------------------------
DJSlyde The Mighty on Pulling
Know your Party
It is very important to talk to your mages and know at what minimum MP they feel comfortable for a pull. Then you can figure out when exactly to pull from your next scout to keep XP flowing in a more productive manner.
Protect yourself
When you pull, it is important to use any ability you can to protect yourself. Not just Utsusemi, but make sure you have Protect and Shell up. As well, use whatever other abilities during the pull that you have accessible like Dodge, Defender, etc. Use them often, and remember to take Defender off when you engage the fight with your party.
Also, in my static, the WHM usually casts Regen on me after every fight when I pull so when I do get hit, I am still regaining some HP so I have less chance of getting too low.
I pretty much follow most of what is listed here as I am usually the puller in my XP party. A good puller can easily get chain 3,4 and sometimes 5, one after another. If I am at chain 3 or 4 and I know I am running low on time to get the next chain, I will pull something VT instead of IT to finish the chain to maximize the XP of that specific chain.
---------------------------------------------------------
Being a good puller takes a lot of practice, skill, and intelligence. It's not as simple as going out to agro a mob and bringing it back to camp at exactly the right time. It is up to you to keep the flow of xp coming in but not at the cost of pt death. These are just a few things you should keep in mind when pulling. I'm sure I missed a few things. Feel Free to contribute.
A note for thieves and Sneak Attack + Trick Attack & pulling
You don't have to wait til you get back to camp before using Sneak Attack + Trick Attack. You can do it before a pull for shorter pulls or mid pull for longer pulls.
taken from: ffxi.allakhazam.com/forum.html?forum=36&mid=109785525556162124&thread=13