PropertyValue
rdfs:label
  • Pull
  • Pull
  • Pull
  • Pull
rdfs:comment
  • For X turns, one target is pulled up to the front row of their general's army and cannot move back for X amount of turns.
  • Pull eli vetää on termi toiminnalle, kun mobin kimppuun hyökätään kaukaa, ja se juoksee luoksesi. Vetäminen no hyödyllistä silloin, kun ei voi (syystä tai toisesta) mennä mobin lähelle. Metsstäjät voivat käyttää Misdirection kykyään, ja lähettää mobin suoraan tankin syliin.
  • Pulling a target is a term used to describe a tactic in group game play. When a player attacks a mob, and causes it to run towards them or to an area where the player moves, it is called pulling. At times, there are several mobs close together, and by attacking only one, and running to a clear area, the others drop aggro. This strategy can be very effective, particularly when attacking elite level mobs, or when specifically targeting quest mobs. In a group, usually the plate classes - Templar or Gladiator are the players pulling targets for the group to kill.
  • Pull is one of the actions that a creature can do to an object. aka "Activate 2". Pull is the equivalent of slap to a creature in Creatures 1. See also Push.
  • Pull is a skill that pulls the target backward one space.
  • To pull a mob is to strike it or chip it and therefore cause it to attack you. When many mobs are nearby you may risk attracting aggro from more than one mob. For this reason it is useful to use a weak ranged weapon or ranged skill (or even a low level Luna Chip skill) to pull a mob without attracting the attention of nearby mobs.
  • Note: When fired by Shepard, this power travels in the direction of the cross-hair, arcing towards the target. When fired by a squadmate, this power will travel in a straight line, instantly hitting the target.
  • Pull is a creature ability in Dragon Age: Origins. Other version for this ability: Mass Pull (Pulls multiple targets within a 30-meter radius sphere centered at the Revenant toward him.)
  • To pull is to initiate a fight. This is often used in MMORPGs when grouped and one player wants the other one to pick the monsters to kill: "You pull."
  • estratexia publicitaria competitiva consistente en promocionar un produto mediante o empuxe da propia venta
  • Pull is a debuff in Xenoblade Chronicles X. Pull causes those afflicted to be flung towards the source of the attack. It could be considered the opposite of Launch.
  • Pull means to request data from another program or computer.
  • The term "Pull" is used to describe that action of bringing back a Mob/Enemy back to the party's camp or location. Pulling an enemy back to camp can be a dangerous task, the Puller puts themselves between the enemy and the party. If the enemy is too close to them, they will suffer damage at the hands of the enemy. This is why Ranged Attacks are normally desired/required. Note: These are not the end all be all types of pulling. Basically if you can get the monster's attention and avoid K.O. without taking way too long in between fights, then by all means use your form of pulling.
  • Pull, pulling, etc. Generally used to refer to the act of starting combat, normally with the aim to single out one (or as few as possible) mob(s) from a group. When the pull target is a safe distance from all other mobs, it can be attacked and killed without aggroing the others.
  • Pull, pulling, etc. Generally used to refer to the act of starting combat, normally with the aim to single out one (or as few as possible) mob(s) from a larger group, with the intent to kill the pull target(s) without aggroing the other mob(s).
  • {| style="width:100%; background:#2a2a31; color:white; font-family:'Roboto';" |- |rowspan=4 style="width:150px;"|File:Panel.png |rowspan=4 style="width:60px;text-align:center;"|File:Panel.pngENERGYN/AKEYN/A  |rowspan=4|PullNo description availible. |width=30% style="padding-right: 6px; border-bottom:1px solid white;"|Strength:N/A |- |style="padding-right: 6px; border-bottom:1px solid white;"|Duration:N/A |- | style="padding-right: 6px;" |Range:N/A |} |} |}
  • Sometimes referred to as "luring", pulling means carefully approaching a large group of mobs with intent of aggroing only a small amount of them, preferably one. In Guild Wars, enemies have a tendency to cluster together in large groups that can quickly overwhelm even a powerful, experienced party with their superior numbers. The objective of pulling is to split up these large groups into more manageable portions.
  • Pull refers to a mechanism of crowd and Aggro (or "hate") control. When pulling a monster, 1. * You first want to draw the attention of one (and only one) encounter to yourself. 2. * Encounter may consist of a single mob or a linked group. 3. * After this, you try to quickly draw him away from other aggressive monsters nearby to a safe spot. 4. * Safe spot is somewhere where there aren't other aggressive monsters nearby and where no aggressive roamers will come to. Often, only a specific pull will work for a specific room or encounter. There are several types of pulls:
owl:sameAs
Strength
  • 10
  • 100
dcterms:subject
Tips
  • *This is a great crowd controlling ability, as using it will disorient enemies, drawing away open fires for several seconds. **It can be used to stop enemies from storm-firing your team. **It can also be used keep enemies at bay when reviving fallen teammates. *Consider using this ability to destroy minor enemies such as Shield, Mine and Leech Osprey; and Rollers along with Latchers.
Hotkey
  • 1
augment
  • 200
cardimage
  • PullModU15.jpeg
gameimage
  • Pull.png
dbkwik:dragonage/property/wikiPageUsesTemplate
dbkwik:mass-effect/property/wikiPageUsesTemplate
dbkwik:masseffect/property/wikiPageUsesTemplate
dbkwik:warframe/property/wikiPageUsesTemplate
Range
  • 1500.0
Energy
  • 25
Name
Type
  • Creature
dbkwik:achievement/property/wikiPageUsesTemplate
dbkwik:celestial-refresh/property/wikiPageUsesTemplate
dbkwik:fi.wow/property/wikiPageUsesTemplate
Info
  • 0.5
Icon
  • Ico Pull.png
Description
  • Pulled toward Revenant.
  • Magnetic force pulls enemies toward you, stunning them and bringing them into melee range.
wikipage disambiguates
abstract
  • For X turns, one target is pulled up to the front row of their general's army and cannot move back for X amount of turns.
  • Pull eli vetää on termi toiminnalle, kun mobin kimppuun hyökätään kaukaa, ja se juoksee luoksesi. Vetäminen no hyödyllistä silloin, kun ei voi (syystä tai toisesta) mennä mobin lähelle. Metsstäjät voivat käyttää Misdirection kykyään, ja lähettää mobin suoraan tankin syliin.
  • Pull, pulling, etc. Generally used to refer to the act of starting combat, normally with the aim to single out one (or as few as possible) mob(s) from a group. When the pull target is a safe distance from all other mobs, it can be attacked and killed without aggroing the others. Skilled pulling is an art form, in many cases success or failure of a battle are determined by the pull. The question which class should pull is hotly contested, and probably has no correct answer. The bottom line is that who pulls should be decided by player experience, group composition and the situation at hand. There are situations where Mages (or Priests) should pull with sheep (or shackle), sometimes it's more efficient if the tank pulls, sometimes a hunter or rogue offer the highest security.
  • Pulling a target is a term used to describe a tactic in group game play. When a player attacks a mob, and causes it to run towards them or to an area where the player moves, it is called pulling. At times, there are several mobs close together, and by attacking only one, and running to a clear area, the others drop aggro. This strategy can be very effective, particularly when attacking elite level mobs, or when specifically targeting quest mobs. In a group, usually the plate classes - Templar or Gladiator are the players pulling targets for the group to kill.
  • Pull is one of the actions that a creature can do to an object. aka "Activate 2". Pull is the equivalent of slap to a creature in Creatures 1. See also Push.
  • Pull, pulling, etc. Generally used to refer to the act of starting combat, normally with the aim to single out one (or as few as possible) mob(s) from a larger group, with the intent to kill the pull target(s) without aggroing the other mob(s). In Vanilla and TBC, skilled pulling was an art form, and in many cases the key to winning a fight. Garr and High King Maulgar were legendary for the difficulty of the initial pull, several 5 player instances featured very interesting combinations of trash mob patrol patterns. The question which class should pull is hotly contested, and probably has no correct answer. The most important factor is (as always) player skill. Nonetheless in some situations, certain classes have abilities which predestine them to pull, but these situations have become pretty rare.
  • Pull is a skill that pulls the target backward one space.
  • {| style="width:100%; background:#2a2a31; color:white; font-family:'Roboto';" |- |rowspan=4 style="width:150px;"|File:Panel.png |rowspan=4 style="width:60px;text-align:center;"|File:Panel.pngENERGYN/AKEYN/A  |rowspan=4|PullNo description availible. |width=30% style="padding-right: 6px; border-bottom:1px solid white;"|Strength:N/A |- |style="padding-right: 6px; border-bottom:1px solid white;"|Duration:N/A |- | style="padding-right: 6px;" |Range:N/A |} {| style="width:100%; background:#2a2a31; color:white; font-family:'Roboto';" |- |rowspan=4 style="width:150px;"|File:Panel.png |rowspan=4 style="width:60px;text-align:center;"|File:Panel.pngENERGYN/AKEYN/A  |rowspan=4|PullNo description availible. |width=30% style="padding-right: 6px; border-bottom:1px solid white;"|Strength:N/A |- |style="padding-right: 6px; border-bottom:1px solid white;"|Duration:N/A |- | style="padding-right: 6px;" |Range:N/A |} {| style="width:100%; background:#2a2a31; color:white; font-family:'Roboto';" |- |rowspan=4 style="width:150px;"|File:Mod Card image |rowspan=4 style="width:60px;text-align:center;"|File:Ability image in gameENERGYEnergy requiredKEYDefault hotkey for ability  |rowspan=4|Ability nameIn-game Description of ability |width=30% style="padding-right: 6px; border-bottom:1px solid white;"|Strength:Effectivenss of the ability (generally whatever is effected by Ability Strength) |- |style="padding-right: 6px; border-bottom:1px solid white;"|Duration:Duration of the ability (generally whatever is effected by Ability Duration) |- | style="padding-right: 6px;" |Range:Range of the ability (generally whatever is effected by Ability Range) |- |style="padding-right: 6px; border-top:1px solid white;" |Misc:Every statistic that is not affect by Ability Strength/Duration/Range |} {| style="width:100%; background:#2a2a31; color:white; font-family:'Roboto';" |- |rowspan=4 style="width:150px;"|File:Panel.png |rowspan=4 style="width:60px;text-align:center;"|File:Panel.pngENERGYN/AKEYN/A  |rowspan=4|PullNo description availible. |width=30% style="padding-right: 6px; border-bottom:1px solid white;"|Strength:N/A |- |style="padding-right: 6px; border-bottom:1px solid white;"|Duration:N/A |- | style="padding-right: 6px;" |Range:N/A |}
  • Pull refers to a mechanism of crowd and Aggro (or "hate") control. When pulling a monster, 1. * You first want to draw the attention of one (and only one) encounter to yourself. 2. * Encounter may consist of a single mob or a linked group. 3. * After this, you try to quickly draw him away from other aggressive monsters nearby to a safe spot. 4. * Safe spot is somewhere where there aren't other aggressive monsters nearby and where no aggressive roamers will come to. This way, you or your group will only need to handle one encounter at a time. Any pull may fail, which means it will draw more attention than was intended, sometimes leading to a wipe. Often, only a specific pull will work for a specific room or encounter. There are several types of pulls: 1. * A body pull, often the most safe bet, where you slowly advance to a specific encounter, possibly jumping up and down to draw the monsters' attention, and then quickly retreat once the encounter spots you. 2. * This pull is typically performed by the Main Tank, who draws the encounter near to but not too near to casters and healers, and right next to melee attackers. 3. * If you have a pet, make sure the pet is not protecting either you or itself. Otherwise, the pet will stay where the aggro is, quickly drawing attention to itself from other encounters nearby. 4. * A pet pull, where you send your pet to attack the encounter, and then quickly call him back to yourself. 5. * The Call Servant ability is handy for quickly drawing the pet back; the /pet backoff command is a must. If your pet is a tank pet, you can send the pet back again when the encounter arrives nearby. 6. * A bow pull, often performed by the Main Tank, who will shoot the encounter from a distance to draw its attention. You can also perform an analogous pull with any other ranged attack. A room pull refers to an either intended or unintentional pulling of an entire room. If the main tank can take lots of hits and the group has lots of area of effect spells or damaging abilities, this may be a handy way to kill monsters more quickly. A zone pull refers to trying to pull as much of the zone (typically instanced zone) as possible somewhere. It is analogous to room pulls, with only the amount of simultaneous encounters being larger.
  • The term "Pull" is used to describe that action of bringing back a Mob/Enemy back to the party's camp or location. Pulling an enemy back to camp can be a dangerous task, the Puller puts themselves between the enemy and the party. If the enemy is too close to them, they will suffer damage at the hands of the enemy. This is why Ranged Attacks are normally desired/required. One person is usually declared (or asked) to be the Puller. Most often than not, a party member's job dictates if they are the Puller or not. Jobs such as; Bard, Ranger, Thief, Dancer, Samurai, Warrior, Corsair, Ninja, and Red Mage, are most commonly seen as the puller for parties. Various Types of Pulling * Normal Pull - This is the more common way to pull monsters back to camp. The puller runs out, tracks down a suitable opponent and uses a ranged attack to draw it's attention and proceeds to run back to camp with the monster in tow. * Aggressive Pull - Pulling by just running next to a aggressive monster and run back to the party camp, but the only thing is it will not be claimed and it can be taken away from another party. This is sometimes called a "ghetto pull". * Provoke Pull - When a suitable ranged weapon is not available from any party member, a warrior or pulling type job (see above) with warrior as a Support Job will draw the monster's attention with Provoke instead. This method does have certain downsides. Provoke will create instant Enmity with the puller, making it a little more difficult for the Tank to pull Hate. The proximity one has to be at to initiate the skill Provoke is much closer then a ranged attack weapon, this allows the monster to travel closer to the puller and has a good chance of damaging the puller. * Rest Pull - This is not a common practice (if at all) for EXP Parties. This type of pulling is mostly reserved for a Party or Person with High Level assistance. Aggro-type mobs will attack any and all players no matter their level (given that neither Sneak or Invisible are active) when they set down to rest. There are various reasons for this type of pulling. * Carby Pull - Summoner Job is typically used for this. Either Main Job or Support Job is fine. Basically, it comes down to the SMN Sic'ing Carbuncle on the mob. The SMN will do one of two things. 1. Let Carby die. or 2. Use Retreat. Letting Carby die, will give the SMN ample time to get back to camp. (Downside, possible for the enemy to gain adds. Using Retreat means the enemy is still focused on Carby and Links are avoided. * Beastmasters and Puppetmasters can also perform a Carby Pull, however the recast time for their pet may be of concern. In particular, a Puppetmaster must be careful to immediately Deactivate the automaton after aggro, but before it can take any damage, to avoid the 20 minute Activate timer. * Magic Pull - Pretty self explanatory. Just like normal pulling, but with a spell instead. Usually Dia, Bio or Poison. This method can also be used to pull magic aggressive enemies at a ranged distance, taking care not to be in range of damaging AoE elemental magic. * Jump Pull - Dragoon is needed. Not used much, this involves the DRG pulling with their jump ability. Downsides, DRG has low defense, susceptible to much damage. Jump Has a 1 minute 30 second recast timer. High Jump has a 3 minute recast time. Note: These are not the end all be all types of pulling. Basically if you can get the monster's attention and avoid K.O. without taking way too long in between fights, then by all means use your form of pulling.
  • To pull a mob is to strike it or chip it and therefore cause it to attack you. When many mobs are nearby you may risk attracting aggro from more than one mob. For this reason it is useful to use a weak ranged weapon or ranged skill (or even a low level Luna Chip skill) to pull a mob without attracting the attention of nearby mobs.
  • Note: When fired by Shepard, this power travels in the direction of the cross-hair, arcing towards the target. When fired by a squadmate, this power will travel in a straight line, instantly hitting the target.
  • Pull is a creature ability in Dragon Age: Origins. Other version for this ability: Mass Pull (Pulls multiple targets within a 30-meter radius sphere centered at the Revenant toward him.)
  • Sometimes referred to as "luring", pulling means carefully approaching a large group of mobs with intent of aggroing only a small amount of them, preferably one. In Guild Wars, enemies have a tendency to cluster together in large groups that can quickly overwhelm even a powerful, experienced party with their superior numbers. The objective of pulling is to split up these large groups into more manageable portions. A typical pull is done by either a Ranger or a Warrior using either a longbow or a flatbow so as to be able to hit the enemy at a significant range. This allows the group to select the most effective group to pull without dragging any unwanted groups along. To initiate the pull, the puller selects one monster in the targeted mob. As soon as the arrow leaves the bow, the puller rushes back to where the group is waiting, thus setting up the front-line Warriors, Assassins and Dervishes in the group to deal with the incoming mob. Pulling melee classes such as Warriors is preferred as they must come close to deal damage whereas Elementalists, Necromancers, Paragons, Ritualists, Rangers, Monks, and Mesmers are capable of attacking at range. It should be noted that more crude forms of pulling can be done by other classes using a wand or staff though it is less effective as the range between the enemy mob and your own group will be minimal. An even more basic pull can be acomplished by simply walking into an enemy's aggro circle and then running back. An experienced puller can draw a small number of enemies away from the rest, towards their party waiting a short distance away, making for a much more manageable fight. Even the most careful of pulls can be thwarted by the use of henchmen, pets, or minions who have a tendency to rush forward and attack the closest target. It is advisable to keep any ally with minions or pets towards the rear of the group during the pull and have them move forward after it is completed. henchmen and heroes can be ordered to stand back by a flag. Heroes can also be temporarily set to "Avoid Combat". Most groups in the game are easy to lure, though it can be more difficult against certain mob groups such as Hydras or Minotaurs which tend to move quickly and unpredictably. Some groups tend to follow for only a short distance before returning to their original location. The only way to pull these groups is to wait for the enemies to get just inside your aggro circle before running back to your group. The biggest problem with pulling is deciding if a group is a patrol group or a stationary group. Stationary groups spawn in one location and stay there unless otherwise attacked. Patrol groups will traverse the instance area along a set path. It is advisable to study an area for patrol groups before making a pull because they have a tendency to cross paths with stationary groups while on patrol, thus doubling or even tripling the number of enemies that will come running if attacked. On most occasions, the patrol group will head off in another direction leaving the stationary group behind. Just be sure that it isn't heading your way; if it is, just back up and pull them away from the stationary group.
  • To pull is to initiate a fight. This is often used in MMORPGs when grouped and one player wants the other one to pick the monsters to kill: "You pull."
  • estratexia publicitaria competitiva consistente en promocionar un produto mediante o empuxe da propia venta
  • Pull is a debuff in Xenoblade Chronicles X. Pull causes those afflicted to be flung towards the source of the attack. It could be considered the opposite of Launch.
  • Pull means to request data from another program or computer.
is Name of
is Abilities of