(Created page with "'''Pull In''' is a movement-based effect that forcefully drags enemies toward a specific point. The destination depends on the skill or effect that applies it. Pull In is commonly used to group enemies tightly so they can be hit by powerful area damage abilities. Blizzard references Pull In in patch notes and skill changes, but they have not provided an official standalone definition. Its behaviour is determined through in-game functionality. == How Pull In Works ==...") |
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== How Pull In Works == | == How Pull In Works == | ||
Pull In moves enemies toward one of several possible anchor points, depending on the skill: | Pull In moves enemies toward one of several possible anchor points, depending on the skill you've used: | ||
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Pull In | Pull In is considered a [[Crowd Control]] effect in the broad sense because it alters enemy movement, but it does not apply a disabling CC state. Enemies can still attack or begin actions while being moved, and Pull In does not reliably trigger CC-based damage bonuses such as: | ||
* Damage to Crowd Controlled Enemies | * Damage to Crowd Controlled Enemies | ||
* Damage Reduction from Crowd Controlled Enemies | * Damage Reduction from Crowd Controlled Enemies | ||
unless another Crowd Control effect (such as [[Slow]] or [[Stun]]) is applied at the same time. | |||
Pull In itself deals no damage; it only repositions enemies. | * Pull In itself deals no damage; it only repositions enemies. | ||
* Most Pull In effects briefly interrupt enemy movement. | |||
* Pull In works on elites unless they have CC immunity. | |||
* Some Pull In effects contribute to boss stagger progression. | |||
== Pull In | ==Skills That Apply Pull In== | ||
* '''Barbarian:''' - [[Steel Grasp]] - Hooks enemies and pulls them directly to the player. | |||
* [[Death Trap]] - Can be placed at a distance. When triggered, it pulls enemies toward the trap’s centre, not toward the Rogue. | * '''Necromancer:''' - [[Corpse Tendrils]] - Pulls enemies toward a targeted corpse chosen by the player. | ||
* '''Rogue:''' - [[Death Trap]] - Can be placed at a distance. When triggered, it pulls enemies toward the trap’s centre, not toward the Rogue. | |||
* '''Sorcerer:''' - [[Inferno]] - Creates a burning vortex that pulls enemies toward the centre of the Inferno’s location. | |||
* '''Spiritborn:''' - [[Thunderspike]] - Pulls enemies toward the player. [[Vortex]] - Creates a vacuum effect that pulls enemies inward toward the player. | |||
== | == Items that have Pull In == | ||
* [[Godslayer Crown]] - Unique helm. All classes. | |||
* [[ | * [[Airidah's Inexorable Will]] - Unique Ring. Druid | ||
* [[Raiment of the Infinite]] - Unique Armor. Sorcerer | |||
* [[Wildbolt Aspect]] - Aspect. All classes. | |||
* [[ | * [[Aspect of the Void]] - Aspect. Necromancer. | ||
* [[Aspect of Grasping Whirlwind]] - Aspect. Barbarian. | |||
* [[Crater]] - Skill. [[Raheir]] (Merc). | |||
* [[No Escape]], [[Ancient Harpoons]] - Skill. [[Varyana]] (Merc) | |||
== Why Pull In Is Useful == | == Why Pull In Is Useful == | ||
Pull In helps with: | Pull In helps with: | ||
* Grouping enemies tightly for large AoE attacks | * Grouping enemies tightly for large AoE attacks. | ||
* Controlling enemy positions | * Controlling enemy positions. | ||
* Preparing enemies for follow-up [[Crowd Control]] (such as Stun or Knockdown) | * Preparing enemies for follow-up [[Crowd Control]] (such as [[Stun]] or [[Knock Down|Knockdown]]). | ||
[[Category:Mechanics]] | [[Category:Mechanics]] | ||
Latest revision as of 20:19, 5 December 2025
How Pull In Works
Pull In moves enemies toward one of several possible anchor points, depending on the skill you've used:
| Anchor Type | Description | Example Skills |
|---|---|---|
| Player (caster) | Pulls enemies to the player's position | Steel Grasp, Thunderspike, Vortex |
| Placed skill location | Pulls enemies toward a ground-placed effect | Death Trap, Inferno |
| Corpse or object target | Pulls enemies to a targeted corpse/object | Corpse Tendrils |
Pull In is considered a Crowd Control effect in the broad sense because it alters enemy movement, but it does not apply a disabling CC state. Enemies can still attack or begin actions while being moved, and Pull In does not reliably trigger CC-based damage bonuses such as:
- Damage to Crowd Controlled Enemies
- Damage Reduction from Crowd Controlled Enemies
unless another Crowd Control effect (such as Slow or Stun) is applied at the same time.
- Pull In itself deals no damage; it only repositions enemies.
- Most Pull In effects briefly interrupt enemy movement.
- Pull In works on elites unless they have CC immunity.
- Some Pull In effects contribute to boss stagger progression.
Skills That Apply Pull In
- Barbarian: - Steel Grasp - Hooks enemies and pulls them directly to the player.
- Necromancer: - Corpse Tendrils - Pulls enemies toward a targeted corpse chosen by the player.
- Rogue: - Death Trap - Can be placed at a distance. When triggered, it pulls enemies toward the trap’s centre, not toward the Rogue.
- Sorcerer: - Inferno - Creates a burning vortex that pulls enemies toward the centre of the Inferno’s location.
- Spiritborn: - Thunderspike - Pulls enemies toward the player. Vortex - Creates a vacuum effect that pulls enemies inward toward the player.
Items that have Pull In
- Godslayer Crown - Unique helm. All classes.
- Airidah's Inexorable Will - Unique Ring. Druid
- Raiment of the Infinite - Unique Armor. Sorcerer
- Wildbolt Aspect - Aspect. All classes.
- Aspect of the Void - Aspect. Necromancer.
- Aspect of Grasping Whirlwind - Aspect. Barbarian.
- Crater - Skill. Raheir (Merc).
- No Escape, Ancient Harpoons - Skill. Varyana (Merc)
Why Pull In Is Useful
Pull In helps with:
- Grouping enemies tightly for large AoE attacks.
- Controlling enemy positions.
- Preparing enemies for follow-up Crowd Control (such as Stun or Knockdown).
