CoH pulling?

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Merlaina
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CoH pulling?

Post by Merlaina »

So I've seen mentioned a few times in placed that in conjunction with another player we can use CoH to pull mobs effectively (and by effectively I'm hoping I mean split a mob from a group). My question is how does this work? It's been a loooong time since CoH cleared aggro, so I'm not sure how this is supposed to work. Do you yank someone across the zone and then a 3rd person tags the mob as they wander back once they just get bored and give up?
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Daiou
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Re: CoH pulling?

Post by Daiou »

CoTH clears aggro IF the person being called is not close to you and the mobs in tow aren't close. (Don't ask me the distances or why/how it works, i never bothered to test it all out.) In other words don't have the puller pull to camp. I have him/her pull in front a ways and run past the camp.

Easiest is if puller can snare, then snare, all mobs come, COTH and puller runs back to the straggler and reaggros only him. If no snarer it might take a few tries to separate the 1 you want but same deal.

Edit to add, make sure the puller isn't aggroing with a DOT. Because as soon as the DOT does damage on the next tic after CoTH the mob will reaggro with all mobs around him.
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Piemastaj
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Re: CoH pulling?

Post by Piemastaj »

You basically want to hit a mob with a non-dmg spell and run the mob as close to the camp as possible, while avoiding getting too close that it aggros your group. I am almost positive that you need to be around 100 feet away from the person casting CoH for it to clear aggro. So, when you pull the mob run it by your camp and then when your close enough ask for a CoH. If there are no see invis mobs invis up and follow the mobs back and see if 1 of them doesn't move back to the camp with the pack, if that happens tag that mob then rinse and repeat. However sometimes mobs can b a pita and will move back in packs, then you need to get creative with the pulls. Normally in that case I use my air pet or an earth pet to slow 1 mob down so then I can pull it back and split the camp.

Another thing is timing with CoH. If you have a lot of room to work with then timing generally isn't an issue, but if your trying to split a smaller room full of mobs you have to get your timing right or your going to end up dead a lot lol.

Hope this helps. :D
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Zacatac
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Re: CoH pulling?

Post by Zacatac »

I've done this with another mage who was using Earth pet.
Camp has 3 mobs, you want to split. He sends in earth pet to root 1 mob, which aggros everything, and then backs off pet. He then moves away from camp, taking 2 mobs with him. Targets a 2nd mob, roots it, and repeat. Calls for CoH.
Now you have 3 mobs all spread out, ready to pull 1 by 1.

Even if you have an FD puller, it is sometimes faster to CoH them and clear aggro right away rather than waiting for their FD time to clear it. It gives them a chance to get back up immediately and run over to tag a mob.
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sharrien
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Re: CoH pulling?

Post by sharrien »

I duo a mage/beast and use CoH pulling all the time. Most creatures will walk back with enough separation that you can single pull them. If a group is being stubborn, sometimes I'll hit them with Flash of Light which causes the target to run in a semi-random direction, usually not with the rest of the group. It can make for some interesting pulls sometimes. I've had golems warp in Underquarry to behind my camp in the tunnels and then start walking back right through my camp. It can also cause the target to get stuck away from their spawn point for a long time which is good for breaking a camp but can be bad if you have to kill something specific for a task and it is off somewhere cowering in fear.

Most of the time I aggro with slow or sometimes nullify if the mob is buffed so that when I pull after CoH splitting they are already pre-debuffed.

I've also had good luck with it on some of these UF tasks where you do a hail and get jumped by multiple mobs. I hail an instant before CoH lands so that I don't have to deal with four mobs at once and an automatic wipe, I can set up at a safe distance and cull them out one by one.
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Danille
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Re: CoH pulling?

Post by Danille »

Coth pulling is an art. It takes coordination on both the mage and the person who is pulling. In my experience the best class to team with is a necro because they can also FD if things go bad. Druids are excellent coth partners too. Typicall coth pulling goes like this:

- Druid/Nerco is invis and goes up to (snare) casting range of mob and it's group of "friends." If distance to coth pull is short, the mage casts COTH using a hotkey notifying the puller that they will be called in 6 seconds (if you have QS aa, 12 secs if you don't) A variation of this method has the puller using the hotkey and telling you when to begin casting COTH. If you have a group invis aa and have casted it on the puller, you can also use the "worn off" yellow text message to know when the puller is casting snare.

- Once snare has entrapped the mob, the puller runs away from the mage. Once coth hits, all aggro is dropped from the puller and the unsnared mobs will begin to path back to their camp, leaving the snared mob alone.

-If the mobs are unsnareable, the same process can be used and when the mobs path back the final one remaining can be pulled due to the mob's normal lost aggro camping timers and pathing mechanics.

-COTH pulling can also be done using a puller that does not have the ability to snare. It just takes patience and skill.

Note: Puller and mage must be no closer than 100' apart or coth will add mage to the hatelist of all aggroed mobs.
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Sillaen
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Re: CoH pulling?

Post by Sillaen »

Merlaina wrote:It's been a loooong time since CoH cleared aggro, so I'm not sure how this is supposed to work.
It's been a long time since CoH cleared aggro on yourself. CoH will still clear aggro on another person as long as that person is a nice distance away. Back in the day you used to be able to CoH yourself to break aggro, but the devs didn't like that too much and put in a distance to CoH'er delimiter.
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Piemastaj
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Re: CoH pulling?

Post by Piemastaj »

I find that having a snarer makes CoH pulling take a lot longer. Granted it is a lot safer b/c then u can outrun mobs if you need to, but if your strictly duoing snaring hinders the killing because of all the waiting time. If your doing it for a full group then it is really np, because you can afford to lose out on 1 persons DPS and it not take u 45min per mob lol.

I found mage/mage works the best for CoH pulling. You get very fast pulls, and if things go badly you have 2x CoN to rely on to help u split mobs off eachother. But as Dani said, skill and patience are required to be successful and also trust. Pretty much a mage and any class can be highly successful CoH pulling, it all depends on how skillful/how much they know about the game.
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Eanelder
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Re: CoH pulling?

Post by Eanelder »

Fire pet + 2 mages makes for the best CoH pulling.
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nako
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Re: CoH pulling?

Post by nako »

CoH clears agro on CoH-recepient's pet too? (assuming pet is on something's agro list, but isn't currently melee'ing anything)... I've always just assumed that it didn't, and the few times I've tried, it either didn't work or the person didn't back pet off. I'm seeing 2-3 instances of people recommending to send in pet as a speedbump/root/decoy and then get coh'd, so what's the deal? Not that I really care because I don't CoH pull, but I'm having graphic visions of mages splatting all over the place after reading this thread.

[edit] I'm sure it doesn't now, unless they've changed something recently... I remember back in DoD era I would grind 69.1's and would occasionally CoH a necro puller when crap warped (hi ramp of doom). He would have to feign pet and suspend it to clear agro.

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