Nookem wrote:
Some of the posts here said to snare, then run in circles to group them up. That is wrong, at least for a wizard. First you get 4 mobs chasing you, either by running real close to them to aggro them or by using the staff of temperate flux. Then you run in circles a couple times to group them. Then you snare. You snare last because it is an area effect spell and you can get all 4 with one snare. That is way better than snaring 4 times, because then they wear off at different times, plus with them running slower it takes longer to group them up. You don't want to use root at all.
Absolutely correct. Um... There's one thing you really want to be aware of though. For wizards, it's pretty critical and makes the difference between getting really good exp and dying a whole lot.
The range for BoF (level 29 AE snare) is *very* short. If you are out of range of a mob, you get a message that the mob is out of range, and the spell does not cast. What this means is that even if you know the mob will be in range when the spell goes off, you can't count on that to drop it. With BoF, there are several factors that are tricky. The range of the spell is just barely greater then the distance that a mob can cover in the time it takes to cast the spell. Add in the fact that BoF is itself an area effect spell, and things get *really* dicey. If you snare yourself because it went off too close, you're going to be in a world of hurt.
For this reason, if you can pick up focus effect items that reduce spell casting time, do it. Trust me. Use BoF on unsnared mobs running at you a couple times and you'll see how close they get before the spell goes off. If you can cast faster, you'll get a larger margin of error.
This also means that any lag will kill you. Fast. Druids can afford to cast their 14 minute snare on mobs, take their time rounding them up, then leisurely nuke or dot them to death. Wizards can't. Our quad kites are *fast*. A typical kite should take less then 1 minute, and better take less then 90 seconds. Depending on your level range, you'll be dropping 4-6 AEs on the mobs to kill them, and they recast pretty quick.
Um... Terrain is important. Hillsides tend to make mobs seem farther away then they are. You don't want that to happen when you're dropping your first BoF. I've even had some bad bits of terrain prevent the AE nuke from going off until the mobs were close enough to hit me. Melee range for mobs ignore Z axis, but PC spells do not. Always try to kite in flat, open spaces if you can.
As to the term kiting. It does indeed refer to the fact that a kite follows the person holding the string. You are the person flying the kite, the mob is the kite, and the string is it's agro path towards you. The idea is that you can control where the mob goes by moving since the mob will always follow the path of the "string". If you are rooting, you are not kiting. That is referred to as either root'n'nuke, or root/rot (depending on whether you are nuking or doting). Not that you can't do both, but if your primary tactic is to keep the mob rooted in one spot rather then running it around, then you are not kiting.
I lost track of the changes made over the years, but I seem to recall that there are damage differences applied to mobs depending on whether it's rooted or not. My understanding is that a mob that is agroed on you, but unable to move towards you (rooted or feared) takes like 66% of the spell damage it would otherwise take. This may certainly have changed though, but I know it used to be that way (specifically because root/rot and fear kiting were considered too powerfull). In any case, all three mechanics are distinctly different.