List of terms used in SCs
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- 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
- 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
- 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