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PrefixNamespace IRI
n8http://dbkwik.webdatacommons.org/ontology/
dctermshttp://purl.org/dc/terms/
n4http://dbkwik.webdatacommons.org/resource/XH3304zWlAyrHFaTPoFEtg==
n7http://dbkwik.webdatacommons.org/resource/mGALNP7TY39jDD2KJRX_9g==
rdfshttp://www.w3.org/2000/01/rdf-schema#
n6http://dbkwik.webdatacommons.org/resource/Qb-3dWu3Ssgoxn3iV-0aVQ==
n2http://dbkwik.webdatacommons.org/resource/ODO8Dwr5Foe14-IXJA5Ysw==
rdfhttp://www.w3.org/1999/02/22-rdf-syntax-ns#
xsdhhttp://www.w3.org/2001/XMLSchema#
Subject Item
n2:
rdfs:label
Pulling
rdfs:comment
The time and actions occuring between the moment the mob is aggroed and the time it reaches its destination are collectively known as the pull. A player who executes a pull is known as a puller. A pull that does not go according to plan, and puts one or more player characters in danger as a result, is known as a bad pull. Bad pulls often lead to wipes, and sometimes to training. Crowd control abilities and emergency abilities can make it easier to survive a bad pull. Pulling can be contrasted with fighting at spawn, the other most common tactic for initiating combat.
dcterms:subject
n4: n6: n7:
n8:abstract
The time and actions occuring between the moment the mob is aggroed and the time it reaches its destination are collectively known as the pull. A player who executes a pull is known as a puller. A pull that does not go according to plan, and puts one or more player characters in danger as a result, is known as a bad pull. Bad pulls often lead to wipes, and sometimes to training. Crowd control abilities and emergency abilities can make it easier to survive a bad pull. Pulling can be contrasted with fighting at spawn, the other most common tactic for initiating combat.