Mythic+ : How make pulls EZ. And single out difficult Mobs from any Enemy Cluster

'TLDR'
Attacking a mob furthest away from nearby adjacent 
enemy packs changes the way agro works.

EXAMPLE: 
You can pick and choose what to pull and how it agros. 

What I am explaining is how “enemy agro” and “enemy agro assist” actually works. It has been in the game since day 1. It can also allow you to specifically pull any single enemy unit “alone” from a mob cluster.

It seems like everyone making Mythic+ Guides aside from a select few, do not realize packs of mobs near patrols and emissary packs can be pulled easily without causing agro to adjacent nearby enemy packs. So that hard pull with many enemies now becomes 1 single unit “respectively”.

Mobs currently in the game are flagged into 3 types of groups in dungeons.

  • P - Patrol
  • E - Emessary
  • O - Ordinary Mob Cluster (Most packs are this type.)
  • X - Targeted Pulled Mob
  • NOTE: There are linked Mob Cluster chains as a mob type as well. Pulling any single unit of this “linked chain” will pull everything its linked to. This guide does not pertain to that type of pack.

Why does this matter? if a mob is near patrols or if mobs are
from seperate clusters, you can individually pull them without chaining entire mob packs. This works amazing on Bolister and Bursting weeks. As most mobs have a facepull of about 10 yards and a leashed agro radius of about 5 yards (The help of a few rogues or night elves would be required for the exact measurements)
If a pull looks like this

`Mob pack Cluster + 1`
O O E O X <-- Targeting the farthest mob = Bypass Emessary
  O O O <-- this row will will always pull EVERYTHING
'Patrol + Emessary + 1'
O O O O
 O O O
   E <-- only this unit is agroed
P  <-- pulling the patrol here only agros +1 target

This works in both “Retail” & “Classic” Wow to make several pulls easier without CC as long is there is a patrol path. So when dealing with patroling units units you can cheese pulls “Like if you had permanent CC”.

'Classic & Retail Example'
Mob Pack --->>      O O 
Targeting X --> X P <-- Patrol Mob Pack
You will only pull 1 of the O mobs      

How does this actually work?
Assist agro is granted to X
Assit agro pulls P
Secondary AoE assist agro bypasses chained agro
and you only pull 1 O

Again how is this useful?

When dealing with non-standard unit packs = Emessary Units and Oversized mob packs. As well as when dealing with patrolling units with 2+ mobs and there are many other mobs nearby.

You can pick and choose How they agro.

'Large Example'
       O O O O O O  <-- this row of Hard hitting mobs 
       'O'O O O O  <-- only 'O' pulls
'X'P P 
 'X'P
^--Targeting either 'X' will pull the entire patrol 
+1 'O' single mob.

'WARNING!!! This takes practice! 
Missile travel time needs to be taken into account!
Attacking too soon or too late on patrol packs 
may still agro additional units
if your primary pull target is too close to other packs.'

I hope this helped. It is a great way to make Bolistering, Bursting, Beguiling and other Mythic+ mechanics easy. As well as improving your classic wow experience making incredibly un’CC’able hard pulls now easy manageable pulls

'Additional Note'
Some mob clusters are uniquely tagged 
Such as the final pull within Gnomeragan.
Just before King Mechatorque.

'1'2 3 4 5 6'7' <-- Targeting '1' or '7' will not pull 
2-3 additional units on the far side. 
However pulling or attacking '4' will agro 'EVERYTHING'.

# This can be used in other areas as well.
# This is also the easiest example to replicate.

Food for thought:
like the above example sometimes mobs are coded into single units within a cluster. So, only targeting the mob farthest away from the rest of the cluster will only pull a few of that mob cluster.

Additional Bonus:
Using knock back effects and abilities like ring of peace will also allow you to “pinpoint” what you pull.

  • Monk - Ring of Peace: allows you to position mob packs further apart prior to pulling. Allowing easier selection of what is pulled and how it is pulled.
  • Knock backs can also do “fun” things with when using this method of pulling.

M+ Example: FREEHOLD
After the second boss there is a patrolling Ettin on your way to the last two bosses. Occasionally there is an emissary slightly “infront” of the pack before the bridge to Harlan Sweete.

You can single pull the emissary only by attacking the ettin Close enough to the emissary but far enough from the rest of the pack. Only the ettin & emissary will agro allowing for an easier pull.

M+ Example: ATAL’DAZAR
This also makes progressing on the key MUCH EASIER. As it allows you to easily kill difficult pulls. Such as the pack infront of Vol’kaal in Atal’Dazar that ocassionally has a void emessary with it.

There are many more areas where you can use this method to single out hard pulls. These are only two specific examples. The Underrot and The Shrine of Storm have several pulls and spots where you can single out mobs. Try it out.

FunFact: Did you know all stealthed “Shrouded Fang” units in The Temple of Sethraliss dungeon are accompanied by a small visible npc companion critter that gives away their location.

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I’m so confused. :dizzy_face:

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Target a mob farthest away from any enemy and it will not agro other adjacent enemies. Example in a +10 or higher dungeon. It does not agro the emissary if your “target” is 5+ yards away from the emissary even if other mobs are stacked directly on the emissary.

Or

Target a patrolling pack near an emissary on a 10+keystone with multiple nearby enemies. It will only pull the patrol + Emessary and not the 10+ mobs surrounding the emissary. Look at “freehold” example.

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Throw shield, blame dps. Got it.

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Doesn’t using Ring of Peace on mobs aggro them?

You must have gotten triggered by so many bad pulls huh op :rofl: :rofl:

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I think the OP is crazy. Pulling any mob in a cluster will pull the whole cluster.

huh? cant you just pull mobs and kill them?
idk if this needs a novel tbh

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OP put a lot of effort into and there are instances where you can avoid pulling an emissary along with the mobs nearby, but those I think are pretty scarce. An example would be Kings’ Rest where a void emissary is to the left with the raptors and the troll before the hallway to Council of Tribes, with the patrolling hulk.

What if I go full leeroy mode!!!

Leeroyyyyyy jenkins

There are actually more places than you would think where you can pull packs without the nearby emissary. Another is in Freehold when you have the one at the bottom of the first flight of stairs – if you circle around slightly down the hill to the right and body pull the mob closest to that edge, the pack will come without the emissary. (Useful when it’s a void you don’t want getting healed by the healer in that pack.) I’ve also seen the witch in Waycrest in the back of the room with Lord and Lady Waycrest which is right next to an emissary pulled without the emissary via using a Ring of Peace.

I could go on a long while listing them all. But most people don’t bother ever trying to figure out where they are, they think they have to just barrel through and brute force everything… :frowning: Worse, some insist “it makes no difference” when it really does help to be able to kill off a pack without having to also deal with the emissary at the same time. (See especially the Freehold example above.)

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I don’t think I knew about the one in Freehold. I do try to pull smart but I don’t run as many keys as I would like to (mostly since I have to pug) and as a result not as experienced. It will be interesting to try the one with the witches in Lord and Lady Waycrest’s room since I’ve been gearing up a Brewmaster monk lately.

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I know pretty much every in and out of Freehold because it’s my favorite dungeon. :smiley: But the Waycrest one was new to me. A tank did it a few nights ago when we literally needed ONE more percent for enemies and I was amazed. I wish I could tell you how he did it, but I’ll bet it can be looked up.

Just shows there are always new ones to learn. :smiley:

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no, it doesn’t.

not always! Sometimes you CAN body pull or taunt the one furthest away and get just that one, or the mobs but not the emmisary.

I’m not sure it’s as predictable as the OP claims though. but maybe it is?

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For example, in Atal Dazar at the top of the stairs before the priestess the big pack. If you go to the left and taunt the farthest mob you will pull the entire pack without pulling the emissary.

You can to this to several packs in the game, however some of those mobs move slightly like the dogs right before the wicker guy in Waycrest, the dog on the left moves back and forth a little. If you pull him when he moves the farthest away from the big mob you wont pull the big ghost lady. This is helpful with affixes like bolstering.

You have to be careful though because affixes like teeming change the pack dynamic.

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Ring of peace is super helpful and I use it all the time in +10s to either pull a few mobs or skip otherwise unavoidable emissaries altogether.

Thats pretty much 15+ If you want to time them. Pull everything in sight and hide from void emissaries.

M+ is all about the challenge. With that said, dungeon X is too difficult on a week with affix Y. So we aren’t going to touch it at all and instead go elsewhere for a free chest.

Actually i just watched a mythic+ guide and in going through they said it was impossible to kill a specific pack and survive even though it gives you a direct path to the boss and doesn’t require death runs or shrouds to get to it, also it makes the boss safer as you cant agro packs through the walls.

(mind you) as far as kill time vs mob count overall there are far superior path options, but if your group “is bad” this may be the best option as it makes a safer boss fight.

And seeing how M+ guides really only mention strats used during the MDI they seem to mention nothing about how to make a successful clear if the people in the group may be “unskilled” or perform well under their item levels.

It’s pretty useful information but tbh GD forums is probably not the target audience :joy:

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