Talk:Pulling: Difference between revisions
imported>All Star m (Note for expansion) |
imported>Snorii (Rewording) |
||
(4 intermediate revisions by 3 users not shown) | |||
Line 2: | Line 2: | ||
[[User:All Star|All Star]] 04:10, 4 July 2006 (PDT) | [[User:All Star|All Star]] 04:10, 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.