Talk:Pulling
Revision as of 11:06, 5 July 2006 by imported>All Star (Lists for later while I was thinking about it)
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)