Druids:
If you can walk into PoN at level 55, pull the entire stalker camp and about 10 wondering mobs and kill them all without hastle, this is going to be the most repetative garabage you've ever heard before, so get lost :P
I'm all about orginial EQ and PvP. Equipment wasn't so godly, bugs still held up the game, and that Wizard stalking, just waiting for you to pull for the root or you to get low for the nuke all made the game more interesting.
To be frank, I am bitter towards the ease which the game's adopted. It is a mockery to those that had fought in earlier days.
But its just a game, so my bitter ego-strikes asside, I'ld like to talk about a form of mass kiting for Druids.
The idea behind kitting, for me, its a contineous chain of killings, using the nature of fighting multiple creatures at once to your advantage.
(I did come back and play PoP for a while, so my terms should be about PoP era..sorta out of date I guess, but tolerable?)
For Druids, this is comes naturally.
Though "quading" is..something you can do..its..somewhat overly simple and highly inefficient..
if you have to meditate, even when your character is just self-buffed and wearing little or no armor, you need to work on your style (For levels 40+..its quite understandable for the younger levels to be not quite devoloped as of yet)
Personally, I'm all about Specialization: Alteration and Charming.
Buffs:
-SoW/SoE/FoE (in counterespective order of perfence) are vital.
-Your greatest skin- especially PotC/G/9.
-Self-only damageshield/AC spell
-Endures/Resists (I played PvP..more or less vital elsewhere I suppose)
Spells (in order) for memorization:
1: Healing (should heal 1/3 HP or your best if unaviable..quick casts people..no CH/% heals!!)
2: Gate
3: [Open 1]
4: [Open 2]
5: [Open 3]
6: Root
7: Snare
8: Nuke
Use the OPEN's for buffing initially. (PvP, you can NEVER let your gaurd down. The OPEN's are spells that would not always be vital. Even if not on PvP, I'ld keep this as a habit, to keep yourself at the top of your game)
OPEN's are also for teleport spells, evacs, etc.
For hunting, use in your opens:
-Charm
-Feral/Savage Spirit (Savage > Feral)
-Tunare's Glamuor (if you're upper 5x+..whatever lvl it is)
Once ready, run up and snare something.
NEVER USE AoE SNARES/ROOTS. They'll ***** you. Horrid resist checks and durations. Plus they're sloppy.
-Run in circles, taking long stretches when nessicary, til everything is snared. Tunare first, if you're of level and it seems to be needed or is convinent.
-Charm something, and have it smack something else. You'll learn ways to get everything to hate your pet quickly in time. Circle the mob while the charmed smacks something else.
-Feral/Savage Spirit pet from a safe distance. (These spells are relatively short range..keep that in mind. I've found Focus Fast Casts to fit things in rather nicely..that split second difference is a great help when you have 20+ mobs to always keep track of.)
-This is MASS KITING for a reason. Everything will turn and beat your pet. Cast Tunare's or something else quick on your pet to lose charm. Nuke your pet, or charm a new one to kill it. (I hear new rules reduce EXP from kills while you have a pet. Might be best to nuke before charming and repeating if this is true)
That's the basics.
Oh, and the Nevers:
-NEVER forget Heal, Gate, Root, Snare, or Nuke.
-NEVER get too close to the MOB crowd..pets aren't pets forever!
-TRY to NEVER let the MOBs kill your pet before you uncharm- YOU want to kill it!
Eh. I'm just ranting tonight. Peace guys