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Venomancer Luring
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== Things That Don't Work == (Or at least not very well) Do '''not''' allow the cleric to heal you until the single monster is free and clear. If the cleric heals you while mobs are still attacking your lure-pet then the ''cleric'' will get aggro on the lot of them. This is a bad thing! They'll all come running - and go straight for the cleric. The cleric should either use the heal-over-time (iron heart blessing) ''before'' your pet goes in, or wait until the lure is mostly complete. Or not heal you at all, and trust in the tank to catch properly. :Also, if they ''do'' heal you whilst only a single monster is coming - the monster will often go for the cleric instead of you. This is especially important with ranged mobs, it means that the cleric also needs to run back far behind the tank. The 79 Skill Wings of Protection doesn't generate any aggro, so it's safe for the cleric to throw that featherball on you while you're luring, but that is the one exception. Don't try to pull with the Herc. Not just because it's a pain to put the buffs back on, but because it has reflect. This will cause it to 'attack' every monster which does a physical attack on it. You'll pull the whole lot. :''Note: In case the Mob or the Boss is higher level and surrounded with more mobs, Use Herc but don't put reflect on it and this helps it behave as a normal pet with good health and defense to lure bosses.'' :You can remove the reflect from the Herc (and indeed remove all buffs from any pet) by unsummoning and resummoning it. Don't pull with a pet that doesn't have many hitpoints. If it dies before it hits the monster, you won't pull. For the same reason, default skills which take ages to activate are a bad thing. Don't use a slow pet to pull if you can help it. Not only does it take longer, but it may well get hit by other monsters on the way to the one you want. Don't be flying (or standing ankle deep in water) when you pull land monsters - they will often refuse to come to you at all. Don't run too far away from the monster. It may fail to aggro on you, or you may even cause your pet to teleport back to you, drawing out every monster in the area. Don't wait too long after pulling before hitting the monster, it will give up eventually. If you want a monster to follow you a long way for some reason then you will need to hit it periodically. Don't use an archer, or a wizard, or a genie to pull. They just aren't as good. Tame yourself a proper pet! Don't use 'tame pet' to lure. This does actually work, in that it pulls a single monster. Its limitation is that it costs a lot of mana, doesn't have a huge range, takes even longer than a pet lure, and has a gigantic cooldown. Oh, and the tame might succeed, though that does at least get the monster out of the way. (This is debatable. Tame Pet has a range of 25 meters, which is the same as Earthflame and where you need to be for most pet pulls. It takes longer and a good portion of mp, but you can have your pet out to catch while you're pulling and full energy on your genie. The cooldown is a pain, but if you rotate pulling methods, it doesn't become much of an issue. Also, using tame on a mob with 100% hp will always fail, even if you have level 10 tame.) Don't Lure unless the rest of your group 'gets it'. Failing at this is possibly the most annoying thing in the world. If the rest of your group doesn't know what you are doing (and you did ''tell'' them, right?) then they are likely to get too close to the group of monsters and draw them all in. : Make sure they know how far they need to stay back (which varies depending on the situation) and that they ''want'' to pull. Make sure they know about monsters that shoot through corners, too. Just because they can't see it, doesn't mean it can't kill them. : There's often no ''need'' to pull, in which case, why bother? Don't bother luring the last monster in a pile. Unless you know the others will respawn soon, you might as well just jump in and pile on the last guy rather than luring him to you. Again, make sure the group know this is what you want to do, if they don't realize quickly enough, you may end up with a dead pet. Don't summon a new pet whilst the old one is still out, when in combat. This works like an unsummon-then-summon new pet, but is very rarely what you want. The old pet will still get hit while the new one comes out, and the instant the new pet comes out, the monster will go for you (just the same as if it killed the old pet, which it may well do, since you can't heal it while summoning). And for the icing on the cake - it will mess up your pets skillbar. (The first skill will be active, but the highlighting will be gone). This can be used if timed very carefully when luring - you want the channel to end just as your pet hits the thing you are trying to lure. But that is very hard to time, and you are almost certainly better off using the instant-unsummon trick.
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