Not to mention that the special heals and other abilities designed as 'group saves' will need to be used more often and won't be available when they are really needed. (For example, if you have pulled and are fighting monsters ok and then something else aggros into the party like a wandering monster). This is a main factor in why a tank often becomes the puller so that aggro/hate originates on the person who is going to 'tank' (poetic isn't it?) the monster while the party beats it to death. Hunters are also typically used as pullers in dungeons and raids. They can use Feign Death and also use their pets to pull star trek credits . They can also mark the targets for the raid with Hunter's Mark. Camping Spot First you need to pick a camping spot. This will be the area where the party sits and the puller leads the monsters back to fight. It's best to pick a spot that is not patrolled by monsters. You also don't want to choose a spot that is in the middle of a monster camp. A monster camp may respawn (monsters spawn again) while you're already fighting monsters, which can shift the battle to the monsters' favor. Experienced pullers will know which spots are good to camp. After the camping spot has been determined, instruct the party to remain here: "/v stay." After the party has stopped, it's now the puller's turn to go fetch the monsters. Pulling It's very important to know about monster aggro radius. This knowledge can be gained through experience. Simply walk up to a monster inch-by-inch, tapping the forward key. Watch the monster for their "excited" movement and sound when they notice you. You will then know about how close you have to get to a monster to wake them up. You always want to wake up the monsters at the maximum possible range away from the monster. This will give you time to run back to the party.