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.
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 nad 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.

