Difference between revisions of "Talk:Pulling"
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:Also, corner pulling. - [[User:Snorii|Snorii]] 07:09, 4 July 2006 (PDT) | :Also, corner pulling. - [[User:Snorii|Snorii]] 07:09, 4 July 2006 (PDT) | ||
− | + | :I tweaked the definition to be a little more formal. (Though I won't deny that there's definitely an art to it...) --[[User:TonyV|TonyV]] 09:46, 4 July 2006 (PDT) | |
+ | |||
+ | Types | ||
+ | * Corner (Geometry) | ||
+ | * Tree/Pole (Thin Blocking Volumes) | ||
+ | * Box/Truck (Low Blocking Volumes) | ||
+ | * Open (No Blocking Volumes) | ||
+ | * Light (1-3 Pull) | ||
+ | * Heavy (4-6 Pull) | ||
+ | * Set (All Pull. RE: Heavy Rooms) | ||
+ | * Chain (Multi-Set) | ||
+ | * Wave (Constant) | ||
+ | * Overpull | ||
+ | |||
+ | Selection | ||
+ | * Wanderers | ||
+ | * Stationary | ||
+ | * Near | ||
+ | * Far | ||
+ | * Minions | ||
+ | * LT (Check spelling) | ||
+ | * Boss or higher | ||
+ | |||
+ | Powers | ||
+ | * Melee | ||
+ | * Origin | ||
+ | * Proximity | ||
+ | * Low Damage | ||
+ | * High Damage | ||
+ | * Teleport Foe | ||
+ | * Area Effect | ||
+ | |||
+ | Aggro | ||
+ | * Awareness | ||
+ | * LOS - Line of Sight | ||
+ | * Call For Help | ||
+ | * Deathcry | ||
+ | * Chain Aggro | ||
+ | |||
+ | You can call it art. I call it science when there's a set collection of rules to follow in order master it. :D - [[User:All Star|All Star]] 04:06, 5 July 2006 (PDT) | ||
+ | |||
+ | == Rewording == | ||
+ | |||
+ | Does this sound better? - [[User:Snorii|Snorii]] 06:55, 5 March 2007 (PST) | ||
+ | |||
+ | The process of attracting the attention ([[Aggro]]) of one enemy or a small number of enemies and leading them away from a larger group so that they can be fought successfully. |
Latest revision as of 14:55, 5 March 2007
ACK! Someone remind me at some point to do up a detailed article on Pulling after I finish with all the Base material. I understand this is only a definition, but it is barren of any of the intricacies involved in the various types of Pulling, Aggro, Chain Aggro, Target Selection, Power Selection, and Overpulling.
All Star 04:10, 4 July 2006 (PDT)
- Also, corner pulling. - Snorii 07:09, 4 July 2006 (PDT)
- I tweaked the definition to be a little more formal. (Though I won't deny that there's definitely an art to it...) --TonyV 09:46, 4 July 2006 (PDT)
Types
- Corner (Geometry)
- Tree/Pole (Thin Blocking Volumes)
- Box/Truck (Low Blocking Volumes)
- Open (No Blocking Volumes)
- Light (1-3 Pull)
- Heavy (4-6 Pull)
- Set (All Pull. RE: Heavy Rooms)
- Chain (Multi-Set)
- Wave (Constant)
- Overpull
Selection
- Wanderers
- Stationary
- Near
- Far
- Minions
- LT (Check spelling)
- Boss or higher
Powers
- Melee
- Origin
- Proximity
- Low Damage
- High Damage
- Teleport Foe
- Area Effect
Aggro
- Awareness
- LOS - Line of Sight
- Call For Help
- Deathcry
- Chain Aggro
You can call it art. I call it science when there's a set collection of rules to follow in order master it. :D - All Star 04:06, 5 July 2006 (PDT)
Rewording
Does this sound better? - Snorii 06:55, 5 March 2007 (PST)
The process of attracting the attention (Aggro) of one enemy or a small number of enemies and leading them away from a larger group so that they can be fought successfully.