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Old 01-05-2015, 04:58 PM
Macha Macha is offline
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Default Sneak Pulling in CoM = Easy Mode!

I'm sure many of you who have been playing a while already know this, but this may be new news to some newer folks [You must be logged in to view images. Log in or Register.]

It is as if City of Mist was made for sneak pulling [You must be logged in to view images. Log in or Register.]
I think you can single pull all of the arena including the two houses except the two goos that sit on the side of the actual arena.
If you go out from the arena towards the zone entrance, you can also single pull all of THOSE mobs!
And I think you can almost single pull everything from Moat.

This is a great place to practice your sneak pulling if you haven't already!
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Old 01-05-2015, 07:03 PM
SamwiseRed SamwiseRed is offline
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you can single sneak pull the the two goos inside the the arena. with skipping stones being unlimited 200 range ammo, com is a breeze for anyone with 1/6th of a brain and sneak. what is the point of those post tho? you dont need practice to sneak pull. all you need is to be able to sneak, con, and throw.
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Old 01-05-2015, 07:07 PM
Yumyums Inmahtumtums Yumyums Inmahtumtums is offline
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That and blue so camped everything is a single pull in com.
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Old 01-05-2015, 07:11 PM
SamwiseRed SamwiseRed is offline
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sneak pulling not optimal when you are pulling temple/arena/and moat at off peak hours. i usually sit at arena, single pull those, the houses, the ones towards CY, and the two above the named ghost (Lhorac?). then i bring 2 at a time from temple/moat because the pulls become long runs. just root add. if you are really pro youll sit at the door at moat to agro room (assuming you are a monk) fd on bridge, and single sneak pull those and repeat til its just the reaver left.

com at offpeak hours is pulls for days, its great.
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Old 01-05-2015, 07:36 PM
Macha Macha is offline
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Quote:
Originally Posted by SamwiseRed [You must be logged in to view images. Log in or Register.]
you can single sneak pull the the two goos inside the the arena. with skipping stones being unlimited 200 range ammo, com is a breeze for anyone with 1/6th of a brain and sneak. what is the point of those post tho? you dont need practice to sneak pull. all you need is to be able to sneak, con, and throw.
I haven't tried it yet but how do you get "behind" the two goos if they are in the cubby and facing outwards? Do you just sneak up behind the goos and the wall, pull 1 and hope it doesn't bash you to break sneak?
Oh and I'm a Rogue so I can go the cheap route and use a bow and arrow [You must be logged in to view images. Log in or Register.]

And the point of the post was not for someone with 11k posts who probably is terribly aware of CoM... it was directed at newer people who may not have known it. Sometimes I have to try to convince others in my group to let me pull rather then have them waste their time with harmony or FD pulling.

And yes I realize that you don't ALWAYS want single pulls but my post was geared more to the situations that you do. Like soloing/duoing or when you're with less than optimal groups with no reliable CC.

Lastly thanks for the tip on the room at Moat. If I ever have a SK or Monk in the group, I'll have them pull it and FD for me to tag.
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Old 01-06-2015, 12:08 AM
Cecily Cecily is offline
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It's a new mechanic to someone, some where. And an extremely good thing for rogues to know about, so thank you for this post. Breaking the walking dot mold makes playing a rogue so much more entertaining. CRs, pulls, tanking, and spell interrupts. I guess pretty good DPS too. It's a great class.
  #7  
Old 01-06-2015, 02:39 AM
iruinedyourday iruinedyourday is offline
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Quote:
Originally Posted by Cecily [You must be logged in to view images. Log in or Register.]
It's a new mechanic to someone, some where. And an extremely good thing for rogues to know about, so thank you for this post. Breaking the walking dot mold makes playing a rogue so much more entertaining. CRs, pulls, tanking, and spell interrupts. I guess pretty good DPS too. It's a great class.
how does a rogue spell interrupt?
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Old 01-06-2015, 03:00 AM
SamwiseRed SamwiseRed is offline
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Quote:
Originally Posted by Macha [You must be logged in to view images. Log in or Register.]
I haven't tried it yet but how do you get "behind" the two goos if they are in the cubby and facing outwards? Do you just sneak up behind the goos and the wall, pull 1 and hope it doesn't bash you to break sneak?
Oh and I'm a Rogue so I can go the cheap route and use a bow and arrow [You must be logged in to view images. Log in or Register.]

And the point of the post was not for someone with 11k posts who probably is terribly aware of CoM... it was directed at newer people who may not have known it. Sometimes I have to try to convince others in my group to let me pull rather then have them waste their time with harmony or FD pulling.

And yes I realize that you don't ALWAYS want single pulls but my post was geared more to the situations that you do. Like soloing/duoing or when you're with less than optimal groups with no reliable CC.

Lastly thanks for the tip on the room at Moat. If I ever have a SK or Monk in the group, I'll have them pull it and FD for me to tag.
you dont have to be behind a mob to sneak pull. use con to see. u can pull them from the side.
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Old 01-06-2015, 07:59 AM
Cecily Cecily is offline
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Quote:
Originally Posted by iruinedyourday [You must be logged in to view images. Log in or Register.]
how does a rogue spell interrupt?
You have a ton of push as a dual wielder, and you have to be constantly aware of your group's net push to use it for spell interrupts. Enough push = 100% interrupt. Sooo... Front stab with the warrior if you think you can stop a gate. Brain deads in your group won't know what you're doing and hate you though.

It basically works out to more people attacking the same direction = more mob push in that direction. Closer proximity to a mob and faster weapons generate more push as well. Players attacking from opposite sides effectively cancel each other out.

It's a royal pain in the ass to use this effectively in full groups, but in smaller groups it's a necessity to keep your tank from getting ice comet blasted, slowed, or gated on. Exp mobs need at least 2 people pushing them in the same direction to reliably interrupt. If someone is canceling you out, it gets frustrating really quick. But it's a good skill to practice and learn how and when to use it.

Rog/War ->-> Mob gating <- Monk = -> x 2 - <- x1 = -> 1x = gate
Rog/War/Monk ->->-> Mob gating = interrupt
Last edited by Cecily; 01-06-2015 at 08:22 AM..
  #10  
Old 01-06-2015, 01:29 PM
DrKvothe DrKvothe is offline
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Cecily, what about with 2x ranger/monk/rogue dps and a pally or sk tank? Presumably their relatively low number of swings doesn't matter much?

With a knight tank, can you have consistent and effective spell interruption from 2 melee dps attacking from behind? Seems like another advantage for hybrid tanks...
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