Difference between revisions of "List of terms used in SCs"

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*'''pop''' | spawn NPCs, usually by walking on their spawn point, but also refers to using a summoning stone or other ways of triggering spawns
 
*'''pop''' | spawn NPCs, usually by walking on their spawn point, but also refers to using a summoning stone or other ways of triggering spawns
 
*'''push''' | DoA tactic: in 4th room foundry, spiking from the far corner (at the gate to 5th room) rather than close to the entrance - run through the room while spiking the first group
 
*'''push''' | DoA tactic: in 4th room foundry, spiking from the far corner (at the gate to 5th room) rather than close to the entrance - run through the room while spiking the first group
 +
*'''quicky''' | FoW tactic: hastily spike the first group of Skeletals so the Shadows can finish them off - the first person with Shadow Form to get there can make a sloppy ball, and any VoSs kill most of the Skeletals
 
*'''rupt''' | short for "interrupt"
 
*'''rupt''' | short for "interrupt"
 
*'''[[Russianway]]''' | DoA tactic: if the trench tank dies at derv lord, the main tank can pull everything into the emo for the team to spike, rather than wasting time re-doing the pull - this is the quickest tactic if the TT is too far up the hill to UA while the MT does the pull
 
*'''[[Russianway]]''' | DoA tactic: if the trench tank dies at derv lord, the main tank can pull everything into the emo for the team to spike, rather than wasting time re-doing the pull - this is the quickest tactic if the TT is too far up the hill to UA while the MT does the pull

Revision as of 19:46, 24 May 2018

This page is lacking in content - if you know some useful information, please add it!
  • DoA 3-3 | DoA tactic: when you kill the Smothering Tendrils at the end of veil 3 at a time, and spike the enemies in two separate balls - the spiker builds are determined by this tactic, so the tactics of the whole run are referred to as 3-3
  • 360 | the very first part of veil - pulling the 6 waves of 3 groups each through the emo and spiking them
  • 4 group | the last group of the 12 that spawn and run into gloom cave when the quest is triggered - all the others have 3 enemies, but this one has 4
  • 6-0 | DoA tactic: when you kill the Smothering Tendrils at the end of veil all in one go, and spike the enemies in one large ball - the spiker builds are determined by this tactic, so the tactics of the whole run are referred to as 6-0
  • 6-2 | DoA tactic: when entering 5th room foundry, the MLK and trench tank split off to the right to take Captain Valkyss
  • back way | the trench leading from monk lord to gloom - the trench tank will go this way if there is no time to pop gloom trench
  • bad aggro
  • clean-up | finishing off foes that did not die to an initial spike
  • clover pull | the mesmer lord, plus the two patrols on the left and right, all pulled together through the emo
  • gate | run to the portal to the next area, while the rest of the team completes the objective to open the door for you
  • glitch spot | USUALLY refers to the spot near 360, where the MLK kills the first wave of 360 and the monk trench... but there are other glitch spots in similar places
  • Goltway | DoA tactic: if the gloom trench is not popped, the TK can put Recall on someone and hold the back pop while the team runs down and spikes the rest
  • jump | shadow step
  • one dot | when enemies are stacked up tightly, all within adjacent range of each other
  • pop | spawn NPCs, usually by walking on their spawn point, but also refers to using a summoning stone or other ways of triggering spawns
  • push | DoA tactic: in 4th room foundry, spiking from the far corner (at the gate to 5th room) rather than close to the entrance - run through the room while spiking the first group
  • quicky | FoW tactic: hastily spike the first group of Skeletals so the Shadows can finish them off - the first person with Shadow Form to get there can make a sloppy ball, and any VoSs kill most of the Skeletals
  • rupt | short for "interrupt"
  • Russianway | DoA tactic: if the trench tank dies at derv lord, the main tank can pull everything into the emo for the team to spike, rather than wasting time re-doing the pull - this is the quickest tactic if the TT is too far up the hill to UA while the MT does the pull
  • send Mage | go in compass range of the Tower Mage in Forge after ToS has been prepped, so that the Mage starts running to ToS
  • turtle | DoA tactic: when popping a trench, the entire team can stack up on the wall half way down, while the emo walls - spike the 2 groups when they come in together
  • UA trick | if you run in a straight line before dismissing UA while still running, the person will res at the spot you started running, rather than your location when you dismissed UA