Breakfast Topic: Ready for pull?
What's the hardest non-boss pull in the game?For the level, the stats say that Defias Pillagers are among the hardest pull in the game. That's probably because they're the first casters players face, not to mention lots of players head towards Deadmines too early, because they're anxious to see the game's instances. According to the "casters are hard" rule, I'll also throw in Murloc casters-- they come in packs, they run away (pulling more), and they hit hard (that gurgle is one of the most hated sounds in the game).
At the higher levels, the Lava packs in MC have gained a reputation for being hard pulls (mostly because of those Flamewalker fireballs). As for the other endgame instances, I can't think of a harder pull of non-boss mobs-- my guild handled the other stuff pretty well (err-- when we didn't make mistakes, that is). The ZG bats are annoying but definitely handle-able, and the AQ bugs are tough to pull one group at a time, but once you've got the right group of them, they're easy to whittle down.
But for my money, the hardest non-boss pull in the game (if you're not ready for it) is the pull in UBRS we usually do right before the Beast. It's the group of three dragons and two orcs on the far side of the room across from the Beast's lair. If you're not well-geared and/or ready for it, I think that single pull is a real test as to how your group can handle focusing fire, crowd control, and aggro and healing management. So what do you say?
Filed under: Analysis / Opinion, Breakfast Topics, Instances, Raiding






Reader Comments (Page 1 of 2)
Alarius Jan 9th 2007 9:08AM
I'd have to agree with you on that UBRS pull. It's usually that or the pulls in the room right after the Beast that are most difficult. Granted it's been forever since I've been into UBRS but man do I remember those wipes on those pulls.
Breledorm Jan 9th 2007 10:18AM
I agree about UBRS, but i also recall that the pulls in the last room, at General Drakkisath was hard, before they nerfed it. At least the first two large packs, when you have to run over the bridge back to safety and you could get a patrol with you if you where sloppy.
As we have ventured into Naxx recently i must say that those pulls really puts a hunter to the test. And any failed pull is almost guaranteed a wipe. You stay on your toes. :-)
Brim Jan 9th 2007 9:30AM
Hmm that last bug before the first boss in AQ20 is kinda tricky
Pruflas Jan 9th 2007 10:15AM
That single group in UBRS up in the corner is by far the hardest I've found so far.
Another one would be the initial pull in Undead Strat. It's the first pull for the group, couple of elites, and none elite. The group isn't warmed up normaly, just getting started working together so they have the initial instance jitters.
Coristad Jan 9th 2007 1:15PM
In gnomer there is a 5 Dark Iron dwarf pull right as you round a corner towards the end of the instance. That's a tough one, especially with a PUG... I've wiped there more times than I'm willing to admit.
Tachyon Jan 9th 2007 10:04AM
Most difficult non-boss pull are IMO the Anubisath Guardians just before Ossirian. That was one hell of a tricky encounter, and even after we had AQ20 on farm status, we encountered the one or other wipe there, or at least several casualties...
acariquara Jan 9th 2007 10:21AM
I kind of like that the most dangerous creature in WoW universe (according to the link) is the Felguard.
ObtuseMoose Jan 9th 2007 10:22AM
The UBRS pulll is rough indeed, but Tachyon is correct. The Anubisath Guardians are handsdown the clearcut winners.
Brad Jan 9th 2007 10:47AM
I am suprised no one mentioned this already, but I think the hardest pull in MC is the Lava pack across the bridge. If someone is too far to the left they pull Golemagg and his whole room. If they go too far down the ramp after crossing they will pull the ancient core hound from behind the wall. Plus, if you wipe on it, it usually means starting the instance over and reclearing trash to that point since your raid has to commit across the bridge to do that lava pack.
Still, that pull in UBRS in the corner is probably the first true test of a raid group that people see. I would argue that it is hardest fight in UBRS due to coordination required to pull it off. For awhile we used to take new recruits to UBRS specifically to see how they would handle this pull.
Dave Jan 9th 2007 10:51AM
I agree with most of the ones mentioned so far.
I just wanted to add to what someone mentioned about the first pull in Undead Strat: in addition to you group just getting warmed up etc. etc. there is the added confusion of the gate. If half you group ends up on one side of the gate and half on the other you are almost garenteed to end with "Just run out"
Ubrsezmode Jan 9th 2007 11:26AM
Ubrs is not a hard pull...Greater Fire prot for the Hunter and train.. simple.
If your lucky and one guard is lvl 59..it can be slept or fear bombed.
The other is slap on your fire prot gear if you are melee...
I dont see the difficulty with an old boss like this. The strat is solid....there is nothing unexpected by such an old instance.
It's amazing if people actually come prepared with greater fire protect how fast things go here.
And a hunter having Gr.Fire prot makes huge difference...cause if hes a noob to the pull...it will save his life and extend the amount of kite time he can do...if not a noob....he probably can kite till all is dead and everyone rezzed ...and still have time to kite a lot more.
Hardest pull ever .... to me. ZG Snake and Tiger boss run about the same...one slip up...your all dead super fast.
Rajface Jan 9th 2007 12:00PM
Uhh you guys are crazy if you don't think the HARDEST non-boss pull is the garbage before C'Thun. Get an unlucky streak of 4 mindslayer pulls and you could be spending up to an hour or two just clearing and wiping to trash.
Other midly annoying trash is the double gargoyle pulls (tedious more than difficult when you get the hang of it) and the baby spider pulls that chew through people in Naxx.
elenion Jan 9th 2007 12:05PM
I'd say one of the hardest pulls is the first large room in Scholomance. All those casters packed tightly together, with plenty of pats. Easy to wipe here.
Tornik Jan 9th 2007 6:16PM
@elenion
Agreed - Still easy to wipe on that first big room in Scholo with a bit of bad luck, or bad aggro management.
Coanunn Jan 9th 2007 12:43PM
Well I think first you have to state hardest per based on level of gear and skill of the group. A group that is in UBRS for the first time will guaranteed wipe on the pull mentioned, I think it is hands down the first REAL test of your abilities to tank multiple mobs, deal with resistance gear, and coordinate as a group for more than tank and spank.
Next you look at things like the Library in Scholo where 1 fear/tutor punt and you are guaranteed a wipe in tier 3 gear as the whole room crashes in on you, or the Drakonids in BWL just before Chromie where if you get a couple Greens that go chain stomping through the caster/healer line you are gonna eat it.
I think that once you boil it down to what is the HARDEST to do based on level has to be the UBRS pull if you aren't talking about bosses.
White Rabbit Jan 9th 2007 1:19PM
Pulling has gotten SO much easier for my guild since I learned Silenceshot :)
Our MT pulls and I silence the caster in the pack so he runs at us and doesn't just stand there, pulling the other mobs
Hide-Eitrigg Jan 9th 2007 1:23PM
I'll agree with you on UBRS, definitely the hardest pull. However, every single one of those mobs can be CC'd. The thing is that of those 10 people in the raid, maybe 8 of them are nubs who don't understand CC... You're in a good group if they even attempt any CC at all. They also forget to pull the assassin pat first, probably.
Oh as for the Scholo room with the summoners mentioned earlier... that room is difficult until you learn how to pull it. Pull with silence or counterspell etc. and you're golden. Run up and melee and they back up, and keep summoning, and aggro the next pack...
Freehugz Jan 9th 2007 1:24PM
wrong pull #10
SwiftBlue Jan 9th 2007 3:28PM
Yeah, #10, no bosses. I hated Tiger boss the most, though...We have a really good strat for Panther. Just get a warrior to spam Intimidating Shout with a healer in the pens. Maybe 10 escape the entire encounter. Focus on Pather while she is up (Having priests/warriors fear the escaping panthers), and burn the panthers down when she dissappears.
I would agree that, if you count gear AND situation, the entire room in UBRS is deadly. I remember me one time, we pulled the first group, and an assasin popped at the same time. That was deadly.
Druid dude Jan 9th 2007 3:21PM
Anubisaths before Ossirian.
Trash after the Twin Emps... argh...
Corner pack next to The Beast's room.
Little spider packs in the Spider Wing, not so bad for the raid as a whole, but Mages always get wacked.
The Three Stooges in BWL.
Goblin packs in BWL are a pain at first.
The 2 trash pulls right after Vael cause more problems than they should.
The king of pain-in-the-butt trash, the BWL Supperssion Rooms.
Lava Packs in MC, double Firebloom ftl.
3 packs in ZF that have 2 Blood Drinkers can terrorize unsuspecting groups that are geared at the intended level for the instance.