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THE LAST CAMP

Pulling is the act of bringing a single mob — or a small, controlled group — from its spawn point back to your group's camp without also bringing its neighbors. Good pulling is invisible: the group sees one mob walk into camp, the tank picks it up, it dies. Bad pulling wipes groups, and bad pulling is the most common single cause of EverQuest dungeon failures.

The skill rewards memorization (spawn patterns, patrol routes, line-of-sight chokepoints), composure (when to feign, when to abort), and communication (announcing each pull before it lands).

At a glance

Field Value
Pull rotation order Monk > Bard > SK > Necro > Ranger > Enchanter
Primary tool Feign Death (Monk, SK, Necro)
Pull pacing Match Cleric mana regen
Single-pull safety Line-of-sight + memory wipe
Multi-pull safety CC pre-staged at camp

Pull tools by class

  • Monk Feign Death — the gold standard. Instant cast (at high levels), short cooldown, splits mob groups cleanly.
  • Shadow Knight Feign Death — slightly longer cast, but SK pairs FD with fear-pull and Harm Touch for pull control.
  • Necromancer Feign Death — slower than Monk but sustainable. Necromancer also pulls with DoT + FD for high-aggro single mobs.
  • Bard pull songs — snare song to keep pulled mobs moving toward camp, fade song to drop aggro mid-pull. Works without ever taking a hit.
  • Druid Spirit of Wolf — used for kite-pulling outdoor; not a true pull tool but enables Druid to lead mobs over distance.
  • Wizard root — emergency pull-stop when something goes wrong. Wizard is rarely the primary puller.
  • Ranger bow pull — long-range, but mobs see past obstacles in many zones; situational.

Pull techniques

Single-pull

The default. Walk to the spawn, attack the target mob, run back to camp pulling only that mob. Use line-of-sight to break aggro on the others. If a second mob aggros mid-pull, FD or fade and re-engage clean.

Split-pull (FD splits)

The Monk and SK specialty. Engage a group of 2-3 mobs, FD when all are aggroed and following. The mobs memory-wipe and return to spawn. Stand up, engage only the back-most mob (now isolated from the others as they walk back), pull it clean.

AE / mez-chain pull

For high-density camps. Bard runs through a packed area with snare song; on return to camp, Enchanter AE-mezzes everything, group kills mobs one at a time as Enchanter re-mezzes the others. High skill floor; works in zones with mez-eligible mobs.

Train recovery

When a pull fails badly and a mob train is incoming, the puller has two choices: lead the train to a zone line and zone, dropping aggro entirely (the polite move — call "TRAIN TO ZONE" first); or run past the camp and hope a Bard fade catches the train (rarely works). Never run a train into another group.

Feign Death pulling in detail

The Monk FD workflow:

  1. Run to the target spawn.
  2. Engage — auto-attack on the nearest mob or land a single attack to lock aggro.
  3. If only one mob aggros, run it back to camp.
  4. If multiple mobs aggro, FD. Mobs memory-wipe and return to their spawn.
  5. Stand up after the FD timer resets and the mobs walk away.
  6. Re-engage only the one you want — usually the back-most mob in the spawn line.

Key: FD has a small cast on most level bands. If the mob hits you during cast, FD fails. Feign before taking a solid hit, not after. Necro FD is slower than Monk FD; plan accordingly.

Mez assist for splits

When a Monk's FD doesn't perfectly split — common in tight rooms — the Enchanter pre-loads mez at camp. Puller runs in with two mobs, Enchanter mezzes the back mob the instant it's in range, tank picks up the front mob, group kills mob 1, then unmezzes and kills mob 2. The puller stays at camp during the kill rotation.

Aggro dump tools

  • Bard fade songs — break aggro by song fade; works on most mob types.
  • Rogue Evade — 1-minute cooldown aggro dump for a single target.
  • SK Terror line — fear interruption that also drops aggro briefly.
  • Cleric Divine Aura — emergency invulnerability for fail-pull recovery; eats mana but saves the puller.
  • Wizard Concussion — deliberate aggro reduction line.

Communication

  • Announce every pull. "Pulling 1, single," "Pulling 2, mez the back one," "Pulling, FD-split inbound."
  • Call adds. "Add on me," "add at camp."
  • Call aborts. "Aborting, two patrols up."
  • Call wipes. "Train, run to zone."

A puller who doesn't talk is a puller who wipes the group.

Common mistakes

  • Pulling without an assist target so DPS opens on different mobs.
  • Pulling beyond the group's CC capacity (4 mobs into a group with no AE mez).
  • Skipping the FD on a multi-mob aggro and trying to "tank it back."
  • Pulling through a patrol path without timing the patrol.
  • Bow-pulling through walls in zones where the engine ignores LOS for ranged.
  • Silent pulls — the group can't react to what they don't know.
  • Pulling faster than the Cleric can regen mana; burns the group out within 30 minutes.

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