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Pull Modes
How the tank takes trash packs on the way to each boss. There are three modes,
selected from the addon's pull control or the dc pull toggle / setting. A bare
dc pull cycles Off (Leeroy) → On (Advanced) → Dynamic → Off; the addon sends an
explicit mode. Pull mode is per-run and resets with the clear.
| Mode | Behaviour | Speed | Risk |
|---|---|---|---|
| Dynamic (recommended) | Decide per pack: Leeroy a lone pack, Advanced-pull a clustered or oversized one. | Middle | Middle |
| Leeroy | Walk straight into each pack and fight on top of it. No choreography. | Fastest | Highest |
| Advanced | Pull every pack back to a held camp before fighting it. | Slowest | Lowest |
The three modes trade speed against risk — there's no single "best" one, it depends on what you're clearing. Dynamic is the recommended default for most content; reach for pure Leeroy or pure Advanced only when a zone is uniformly easy or uniformly dangerous.
Dynamic keeps Leeroy as the baseline and upgrades to an Advanced pull only when a pack warrants it, deciding fresh for each pack the tank approaches. Rather than counting packs, it estimates how many mobs would actually aggro if the party fought right on top of the target — each mob whose own (level-scaled) aggro radius reaches the fight, plus one assist hop — and compares that to a ceiling:
- if the estimate is at or under
DungeonClear.PullDynamicMaxLeeroyMobs, the tank Leeroys (run in, fight in place); - if it's over the ceiling, the careful Advanced pull-to-camp is used, peeling one cluster at a time.
This counts total bodies, not packs, so three loose 2-mob packs near each other (6 mobs) Leeroy together under a ceiling of 6, instead of being camp-pulled one pair at a time.
Each pack gets one stable verdict, and the addon's status readout shows what Dynamic chose. It sits in the middle on both speed and risk — slower than pure Leeroy but faster than forcing Advanced everywhere, and safer than Leeroy on the packs that matter. It's the mode for zones with a mix of easy and hard pulls, where you want full speed through the trivial packs and the careful camp-pull only where it's actually needed.
Two settings move Dynamic's verdict toward more Leeroy (aggressive — faster, riskier) or more Advanced (passive — slower, safer). They default to a balanced point; nudge them per realm to taste:
| Setting | Default | More aggressive (Leeroy more) | More passive (Advanced more) |
|---|---|---|---|
DungeonClear.PullDynamicMaxLeeroyMobs |
5 |
Raise it — the party tolerates a bigger pile before camping, so more rooms are Leeroy'd. | Lower it — even modest clusters get the careful camp-pull. |
DungeonClear.PullCombatSpread |
6.0 |
Lower it — only mobs squarely in aggro range of the camp count, so the estimate is smaller. | Raise it — mobs farther out count as aggroing (models more combat drift), inflating the estimate. |
- Max Leeroy mobs is the main dial: set it to how many mobs your party can comfortably fight at once. The estimate it's compared against uses each mob's real, level-scaled aggro radius (so it self-tunes across zones — no per-dungeon retuning), gated to mobs in line of sight, on the same floor, and not behind a closed door.
- Combat spread is a secondary trim modelling how far players drift during a fight; it's the same everywhere (not a per-zone distance), so leave it at default unless Dynamic consistently over- or under-camps.
- The assist-hop reach has no setting on purpose — it reads the engine's own
CreatureFamilyAssistanceRadius, the exact radius a creature uses to call same-faction help, so it always matches your realm's assist behaviour.
Set the ceiling very high to effectively always Leeroy, or to 1 to effectively
always Advanced — at which point just pick that mode outright.
The tank walks into each pack and fights it where it stands, party following normally. No camps, no tagging, no drag-back — just clear and move on. This is the fastest mode, and also the highest-risk one since nothing is staged before the fight. It's the right call in easy content the party can comfortably handle in place; in harder content a bad pull has no safety margin.
Instead of walking into a pack and fighting on top of it, the tank:
- marks a camp a good distance back along the already-cleared route
(
DungeonClear.PullSetback), pushed further if needed so the fight won't aggro a neighbouring pack (DungeonClear.PullCampSafeRadius, capped byDungeonClear.PullMaxDrag) — dungeon mobs have no leash, so the camp is placed for room, not to avoid an evade; - sends the DPS and healers to the camp and holds them there — in pull mode the party never follows the tank, it holds at the camp and leapfrogs camp-to-camp as each pull marks a new one, so it can't pile onto a pull;
- once the party is set, tags the pack — a ranged class pull (Heroic Throw, Avenger's Shield, Death Grip, Faerie Fire) when it has one, otherwise it steps in — and immediately drags the pack back to the waiting party;
- releases the party to fight the moment the tank reaches camp.
If a held, passive member is hurt (a patrol clipped the camp) the pull aborts and
the whole party is released to defend (DungeonClear.PullSafetyHpPct). Advanced
pull is the slowest mode because of the camp/tag/drag round trip on every
pack, but it's the most careful — it's the mode for hard content and raids
where taking packs one controlled group at a time is worth the extra time.