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Difference between revisions of "Talk:Pulling"

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m
m (Lists for later while I was thinking about it)
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: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)
 
: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)
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* 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)

Revision as of 11:06, 5 July 2006

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)