蓝色诺亚公会-我们不能玩一辈子游戏,但可以做一生的朋友's Archiver

nevertry 发表于 2004-12-4 22:18

[讨论] 各种角色拉怪的不同

  大家在放水之余也来讨论些知识吧。也互相交流交流,学习学习。
偶今天就抛砖引玉,发个话题大家讨论下吧。

就是,通常拉怪的职业和方式有如下
1.最普通的,就是战士或其他mt职业直接pull怪。
2.有bb的职业用bbpull怪。
3.游侠用弓箭pull怪。
4.如有请补充。

这些pull法从用途,agro怪的程度或者其他方面都有什么优劣或者适合场所、条件?
大家畅所欲言,表嫌这个太基本哈;kiss

etien 发表于 2004-12-4 22:52

恩,PAL可以直接用打晕魔法拉怪···········

林叶 发表于 2004-12-4 23:07

魔法师拉怪是根据bb距离主人距离够远就不会影响怪物身边同伴的说法——传说的
其他则是用仇恨比较小的dd(也可用降魔)拉怪,或者用连续点后退让bb拉怪的方式。

多补充一句,从luc开始纯肉搏系多了一个1级戒律,效果是远程攻击目标伤害1点(恢复时间很短命中率100%),这应该也是提供给纯肉搏系的一种拉怪方式。

伍德 发表于 2004-12-5 01:23

盗贼 …………绝对不要拉怪……

龙云风 发表于 2004-12-5 01:31

puller专业的是sk和monk
就是暗骑和武道家
其他的要说pull除非是在特定的环境下

不然可以靠边站了

wishmaster 发表于 2004-12-5 07:45

Suprising enough druids can make excellent pullers. Especially outdoors where we can use our Harmony line of spells to break a camp. The following is a list of tips on how a druid should pull.

Harmony of Nature is a single target mez spell that reduces the aggro radius of a creature to 15 feet. This spell is very rarely resisted. It is a great spell for breaking up a camp, but it is outdoors only.

Snare is a very useful spell to use for pulling with the exception of a long pull. If there is a chance of wandering mobs or \'re-pops\' then snare may not be your best bet. The longer it takes you to pull the mob back to camp the more chance you have of getting a add. If you are pulling over a short distance. Snare will ensure that the mob does not catch up to you (if it isn\'t resisted) and makes it much safer to pull.

Summoning Mobs:

Summoning mobs can be very difficult to pull. Druids can pull a summoning mob effectively by casting a no damage or very low damage spell on the creature. Generally summoning mobs will not summon you until their health has gone below 98%. So using snare, a debuff or a low level damage spell to aggro the creature is the best tactic. Never use a high damage nuke spell to pull a summoning mob. There is a very good chance that you will not make it back to camp with your pull alive.

Adds and Ghetto Mez:

If you did use snare to pull a creature and you do get a add you can often root one of the creatures before getting back to camp. This is commonly known as Ghetto Mezzing. Pull the un-snared creature back to camp and let the main tank get aggro. Then head back and root the snared mob before it reaches camp. Keep an eye on the rooted mob to make sure that it does not break root. If it does run away from the camp and re root. Never root the creature in your camp because it will aggro on the nearest Player and can easily get somone killed. If you cannot get a root to \'stick\' on a creature you can kite the creature around the group until they have finished off the first mob. Usually when you have aggro the creature will ignore the rest of the group ( provided you don\'t path it over somone that is sitting ) and continue to chase you.

Indoor camp splitting:

It is possible for a druid to split a camp provided he has enough room indoors. Our harmony spells don\'t work indoors but we can still use our root and snare spells to break the camp up. This is especially useful in LDoN type dungeons where the creatures do not respawn. In the following scenario we will consider a room with 4 mobs as the target. The goal will be to bring back a single creature to the group.

Have your group stand back a long way\'s from the room or area to be pulled. They need to stay out of aggro range. Root 1 creature and run. This will cause the other 3 to aggro on you.

Creatures do not path as well as you can run through a dungeon. So you should have no problem getting some distance on them, especially if you have Spirit of Wolf on. Once you get a good bit of distance on the creatures ( be careful not to run out of aggro range ) find a nice straight hall or room and target one of the mobs and root. Run and repeat as often as needed. If there are no resists you should have all but one creature rooted provided you haven\'t run out of room. Pull this creature back to your group and head back and snare the remaning mobs. It is important that you get back and snare them beacuse when root breaks these mobs will be running for you at full force. Once they are snared you can head back to your group and assist them. If any of the creatures break root you can step past the group and wait for the creature to show up and re root.

If you run out of room on your pull try to zone quickly this will reset aggro and the creatures will head back to their normal camp. The rooted creatures will still be where you rooted them so you can have a group member break root with a nuke once the creatures have pathed back and you can repeat this until you have broken the room.

This tactic can be used very often but it takes a fair bit of skill and a group that will listen to you.

Invis and non social creatures.

In a place where most creatures will not assist other creatures. It is possible to pull a creature with snare and then camo up and run it back to camp with no worries of adds. This is situational and you need to know well what mobs see invis in this zone and know for sure that creatures will not \'assist\' other creatures. This can be a great tactic in zones where it can be used.

Summary:

Your main goals in pulling is to get a single creature back to camp and not to build up so much aggro that the main tank cannot take the aggro from you. Don\'t nuke the mob continuously while pulling. This will make it very hard for the main tank to get aggro and will result in you having to root over and over and for the group tanks to have to chase the mob.

Alway\'s keep a eye behind you. You never know when a mob might re-pop or a wandering mob will become a add. Try your best to deal with adds before you get back to camp. If you do get too many adds and cannot deal with them it is wise to pull the creatures away from the group and try to get enough distance to gate or zone out. Be careful not to train others though this will make it much harder for you to get a group at a later time.

Additional Tip:

This is not excatly a pulling trick but it is very useful in a group. If you have a creature that does a great deal of damage, it may be difficult or outright impossible for your group to kill him.

First this creature cannot be a summoning creature. If it is you will die. Basically what you can do is pull the creature and on the way back to the camp, Debuff and snare the creature repeatedley. This will result in the creature becommning very mad at you and you will keep the aggro.

wishmaster 发表于 2004-12-5 07:45

As you kite the mob in a circle. the tanks and casters can attack from behind. This will usually result in very little and possibly no damage to the group because the mob is chasing you and not hitting anyone. It may be very difficult to keep aggro on the mob so it is suggested that you debuff, snare and stun the mobs a much as possible. We have several spells that have a stun component. These spell are good in 2 way\'s one it causes alot of aggro and two the mob is not beating on the other players while stunned so it can help reduce the amount of damage your group is taking.

wishmaster 发表于 2004-12-5 07:47

其实DRU的PULL技巧就是隐身和撤退,和游侠有些类似,不过需要满高的技巧

chilavert 发表于 2004-12-5 12:18

楼上的,把东西翻成中文先

uranuz 发表于 2004-12-5 13:42

汗 哪里复制来的一大段e文啊

nevertry 发表于 2004-12-5 13:56

[quote] [u][b]龙云风[/b]  在 2004-12-5 01:31 AM 发表:[/u]

puller专业的是sk和monk
就是暗骑和武道家
其他的要说pull除非是在特定的环境下

不然可以靠边站了 [/quote]

解释解释:D

天圣怒火 发表于 2004-12-5 14:10

不要E文啊!!
这几天感冒在家一直玩着E文的文明3,头够痛的了。。。

nevertry 发表于 2004-12-5 14:13

[quote] [u][b]wishmaster[/b]  在 2004-12-5 07:45 AM 发表:[/u]

Suprising enough druids can make excellent pullers. Especially outdoors where we can use our Harmony line of spells to break a camp. The following is a list of tips on how a druid should pull.

H ... [/quote]

德鲁伊能做出色的puller很令人惊讶吧。尤其对于户外情况下,我们可以用抚慰术来破camp。下面就是一些德鲁伊pull怪的技巧。

大自然和谐术(8知道是不是这个名字)是一个针对单体怪物的,能够将怪物的aggro范围降低到15英尺内的魔法。这个魔法极少会被抵抗,所以是一个用来破camp的极好魔法。只是只能用于户外pull怪。

snare是一个十分有用的近距离pull怪的魔法。如果附近有巡逻的或者重新刷新的怪,则snare不是pull怪最佳选择。因为怪离你距离越远,你被怪瞄准dd的几率就越高。近距离时,snare可以保证怪不会直接来打你,从而更安全一些。(这段我也看的迷糊)

先写这些,没耐心了;)

黑天 发表于 2004-12-5 17:31

晕~这不是自然的小德pull帖子吗?我上次翻译了一段,

Summoning Mobs:

Summoning mobs can be very difficult to pull. Druids can pull a summoning mob effectively by casting a no damage or very low damage spell on the creature. Generally summoning mobs will not summon you until their health has gone below 98%. So using snare, a debuff or a low level damage spell to aggro the creature is the best tactic. Never use a high damage nuke spell to pull a summoning mob. There is a very good chance that you will not make it back to camp with your pull alive.

召唤怪:
召唤的怪是非常难以pull的。小德可以使用没有伤害的魔法或者是伤害很低的魔法来进行pull。一般来说,会召唤类型的怪不会进行召唤直到他们的血降低到98%以下。所以用陷阱,削弱类魔法或者是低等级的伤害法术来引怪是最好的方法。永远不要使用高伤害的法术来吸引会召唤的怪物,如果你不想活着把怪拖回camp点,这确实是一个很好的办法来寻死。
pull的资料好多啊。而且还有多种不同类型。真是麻烦的说。

[ Last edited by 黑天 on 2004-12-5 at 05:41 PM ]

黑天 发表于 2004-12-5 17:39

Adds and Ghetto Mez:

If you did use snare to pull a creature and you do get a add you can often root one of the creatures before getting back to camp. This is commonly known as Ghetto Mezzing. Pull the un-snared creature back to camp and let the main tank get aggro. Then head back and root the snared mob before it reaches camp. Keep an eye on the rooted mob to make sure that it does not break root. If it does run away from the camp and re root. Never root the creature in your camp because it will aggro on the nearest Player and can easily get somone killed. If you cannot get a root to \'stick\' on a creature you can kite the creature around the group until they have finished off the first mob. Usually when you have aggro the creature will ignore the rest of the group ( provided you don\'t path it over somone that is sitting ) and continue to chase you.

关于add和小德专用的控制方法:
当你用陷阱拉怪的时候很容易就会arrgo到另外的怪,你可以使用使用缠绕来避免火车和影响camp点.这就是小德专用的控制怪的方法.将没有被陷阱的怪拉回camp点,然后让mt控制住仇恨.然后回头缠绕那个被陷阱的怪,,你的注意力要时刻集中在那个缠绕的怪物身上以保证他不会打掉缠绕冲过来.如果他有逃走的情况(即仇恨范围不大的情况).可以不用root.永远不要在你的camp点缠绕任何怪,尤其是那些靠近队友的怪.
如果你不能缠绕(缠绕被抵挡了)....你可以拉怪转圈子直到队伍解决了第一个怪物.

龙云风 发表于 2004-12-6 01:01

[quote] [u][b]nevertry[/b]  在 2004-12-5 01:56 PM 发表:[/u]

解释解释:D [/quote]

sk和monk可以装死分怪
这个是其他职业无法做到的
对于mob的pull
方便MT接手是其他职业无法做到的
因为其他职业去pull的话拉了回来仇恨依然存在
而sk和monk可以用FD这招消除mob对puller的仇恨而且可以分怪
所以一般来说puller还是monk和sk的世界
而有些boss是需要游侠去开ws pull的
例如INNO
因为boss的攻击力惊人,其他的职业去pull可能还没有回来就半路挂了
至于有些特定的环境下
其他职业的pull也不错
例如在野外dru的安抚就比enc好多了
所以dru在某些特定的环境下也是一个puller的选择

天圣怒火 发表于 2004-12-6 13:52

公会职业缺陷严重啊...
好象没有MONK和SK吧...

轩辕深海岚 发表于 2004-12-6 14:43

dru pull 会coh的怪的时候,首先要把自身ds点掉。所谓hp小于98%才coh的说法个人感觉只应用于luc之前的版本(Loy版本高于luc)

dru的pet pull,感觉完全凭运气-0-!
我曾经用我的小熊pull过solB的火巨人国王,不过后来跟mag双杀的时候,mag没pull成功- -!

还有就是sn+随意隐身pull,基本跟游侠差不多,如果满buff 5KHP的话,还比游侠多了一个逃亡,残念。。。。不过。。。。如果mt接手不当,可是没有ws的。我只是pull过小葛和cdk的回声,那个回声回来的时候,hp已经低于200。。。。。。

魔幻王子 发表于 2004-12-8 20:45

[quote][b]下面是引用wishmaster于2004-12-05 07:45发表的:[/b]
Suprising enough druids can make excellent pullers. Especially outdoors where we can use our Harmony line of spells to break a camp. The following is a list of tips on how a druid should pull.

Harmony of Nature is a single target mez spell that reduces the aggro radius of a creature to 15 feet. This spell is very rarely resisted. It is a great spell for breaking up a camp, but it is outdoors only.

Snare is a very useful spell to use for pulling with the exception of a long pull. If there is a chance of wandering mobs or 're-pops' then snare may not be your best bet. The longer it takes you to pull the mob back to camp the more chance you have of getting a add. If you are pulling over a short distance. Snare will ensure that the mob does not catch up to you (if it isn't resisted) and makes it much safer to pull.
.......[/quote]

魔幻王子 发表于 2004-12-8 20:46

幻术~~~~好象不拉!!

页: [1] 2

Powered by Discuz! Archiver 6.1.0  © 2001-2007 Comsenz Inc.