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Pulling guide
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=====They must be in assist range of each other ===== AKA Old School Splitting There are various ways of ensuring that the DA mob doesnt go within Assist Range of another * Just path it around. Duh.... well I'm just puttin it here for completeness. But yeah, its a technique. It is quite important, in that you have to know how mobs will path. They will path differently if you are close to them, so quite often you will get a single by creeping into aggro range when you would get adds with a ranged tag. * Simple Mezz Split Tag mob and mezz adds, fading them off when you get to camp. Thus when last one is in camp it is no longer in assist range after you have faded. This is serious **Halfling**, and is the bomb in big open air zones. With this you will rule KT, Qvic, WoS. Nobody can touch you and you can really show them what a bard can do as you pull every name PH in zone with hardly any trash kills. Sometimes it goes so far people moan about getting no exp! Very very very useful. Selos + Mez > Outdoor exp mobs. In indoor zones you might have 2 mobs next to each other, mezz one, the other will come single and fade when back at camp. Easy peasy, very nice. There is also what I guess you could call a reverse mezz split where you tag mob with HoS and mezz it and fade. Hopefully its buddy will return to spawn before mez breaks and leave u with a single. * Warp Splitting. Warp it passed the potential adds. Now this is a goodie. I use this for pulling Mnat and Dvoin and various GoD mini names that live in temples. It saves 3 or 4 trash mobs when doin Mnat or Dvoin. In some zones, if geometry is complicated or there is a big difference in vertical position between you and the mob, it will just warp on to you and not bypass the other mobs. Therefore its never in assist range. I clear to Mnat and Dvoin until I am in HoS range, then I tag thru the wall and run to a safe spot down on ground level. Just remain stationary and it will warp onto you single. *crunch OYAH!* Edit: can no longer tag through walls but using warp split can still be done in lots of places. * FD Splitting. Mebbe this is the prime monk technique afaik. Basically keep tagging and fd'ing untill the mobs are out of assist range. Then either the monk can bring it in single, or a tagger can grab it. I include geometry splitting under this heading, by which the monk tries to get a mob hooked on a bit of geometry so that it gets left behind and is thus split. I do use FD splitting as a bard, but its very mana intensive and you wont be able to keep it up for long. So avoid. * Snare Splitting. The old staple of SK/Necro splitting. When you FD mobs will 'walk' back to their spawn point. If they are snared, they are unable to move and eventually the other mobs will wander back out of assist range of it. There are two flavours of Snare Splitting. - Pull the mob and it comes with all its buddies. Drop a snare on it and FD, all its buddies will go home, but the mob you snared remains where you snared it. - Snare the mob, and all its buddies will come, while it slowly walks toward you. When you FD, again all mobs will wander back, but the snared mob will still be in place a short distance from spawn. The second of the two needs a longer length snare imo, so as a bard i use the first one. Tag with HoS then snare and fade. This gets the mobs all a good distance from spawn before the fade, it also has the benefit of bringing HoS into the formula so snare is less resisted. You then hope that the rest will wander off before snare wears off. This is how I pull Time P2. * Highsun Splitting This is an iffy one, I try not to use it. But sometimes is a good, one off, fallback pull. Imagine you have two mobs, they cannot be lulled, snared, mezzed, you have no monk, and no corners to split it. You are out of options, what to do! Simple... pull them both a way from spawn and gate one back and fade. They are now out of assist range. Easy huh? Nah... Highsun has pitiful range and you are inside the melee range of big raid wiping names. So you usually pop the bard auto-dodge disc (think WS) and gate one back. As such you can generally only do this when you can either pop the disc (slow refresh) or you can take a few whacks and in those cases there is usually a better method. *Lulling The BIG one! The meat and drink of the bards career. Reduce the mobs assist range so they are no longer in assist range. This is lull pulling, this is all some bards ever do, and when they cannot lull, they are screwed. LDoN (not hard) = lull fest. Thats it, lull lull lull, tag, lull lull lull, tag. etc etc till you never want to see LDoN again. So how does lull work. See the lull section at the end of this document It is dull, it aint sexy, but boy does it work. Quick Guide: Always try lull first! Simple rule, if its blue con you can probably lull it.
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