Difference between revisions of "List of terms used in SCs"
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− | *'''[[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 | + | *'''[[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]]''' | | + | *'''[[360]]''' | The very first part of veil - pulling the 6 waves of 3 groups each through the emo and spiking them. |
− | *'''4 group''' | | + | *'''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 | + | *'''[[6-0]]''' | 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 | + | *'''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''' | | + | *'''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]]''' | *'''[[bad aggro]]''' | ||
− | *'''clover pull''' | | + | *'''clean-up''' | Finishing off foes that did not die to an initial spike. |
− | *'''gate''' | | + | *'''clover pull''' | The mesmer lord, plus the two patrols on the left and right. |
− | *'''[[Glitch Spot|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 | + | *'''gate''' | Run to the portal to the next area, while the rest of the team completes the objective to open the door for you. |
− | *'''[[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 | + | *'''[[Glitch Spot|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 throughout the game. |
− | *'''jump''' | | + | *'''[[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. |
− | *'''pop''' | | + | *'''jump''' | Shadow step. |
− | *'''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 | + | *'''one dot''' | When enemies are stacked up tightly, all within adjacent range of each other. |
− | *'''rupt''' | | + | *'''oi''' | You say this after opening your gloom chest as IAU to signal the rest of the team that they may now start opening it as well. |
− | *'''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 | + | *'''pop''' | Spawn NPCs, usually by walking on their spawn point, but also refers to using a summoning stone or other ways of triggering spawns. |
− | *'''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 | + | *'''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. |
− | *'''[[UA trick]]''' | | + | *'''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. |
Latest revision as of 15:28, 3 May 2024
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.
- 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 throughout the game.
- 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.
- oi | You say this after opening your gloom chest as IAU to signal the rest of the team that they may now start opening it as well.
- 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.