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What exactly is Kite or Kyte?Follow

#1 May 06 2004 at 10:31 AM Rating: Decent
I have started a wizzie and i am traveling throug web pages and see Kyte alot in forums and tactics. just wondering what it is.

Any help is appreciated.
#2 May 06 2004 at 10:41 AM Rating: Decent
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Kiting in its simplist terms is as follows:

1. Select the mob.
2. Nuke it.
3. Run away to get some room to cast.
4. Nuke it.
5. Goto #3 until the mob is dead.

If your class has a way to slow the movement speed of the mob, then you slow it down and it makes #3 easier. Druids and Wizards excel at kiting due to the nukes and snare-type spells.
#3 May 06 2004 at 10:42 AM Rating: Decent
For Wizzies I don't think you can "Kite" exactly, but you can root and nuke, which is basically just like it sounds. Root a mob and then cast DD spells on it until dead.

Kiting however can work a couple ways.

1) SoW yourself, snare a mob, drop a DoT on the mob, run away from mob until you get a fair distance between you, stop and cast a DD on the mob, repeat steps as neccessary.

2) Snare a mob, fear the mob, then dot and dd like usual. This is fear kiting.

3) Quad kiting is snaring about 4 mobs, then doing the above steps except you cast an AE DD spell that effects a general area.

Good luck!
#4 May 06 2004 at 10:43 AM Rating: Decent
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Ever fly a kite? You sometimes have to run and pull the string to get the kite in the air. Sometimes you even keep running.
The kite follows you...

One way of 'kiting' is to land a damage over time spell (DoT) and when the MOB comes after you, you run! All the time it takes damage, but it follows you as if it were on a string.

Ultimately you can kill the thing and not take a hit. Very desirable and efficiant. There are MANY variations on this theme, but that is the basic idea.
#5 May 06 2004 at 10:54 AM Rating: Decent
Thank you for the clarrification.


One more question. Can a wizzie solo or is it a group a character? I am ussually soloing my way through the game, occasional group here and there. I see lots of posts of tactics to use against mobs where you are using alot of mana.
Could a wizzie using the "kyte" tactic use the area effect spells with multiple mobs behind him'er be efficient and possible?

Thnx
#6 May 06 2004 at 11:19 AM Rating: Decent
Wizards can solo quite well by kiting. You just need a way to increase your movement speed so you can run faster than the mob(s) you're kiting. Getting a Spirit of Wolf, either from someone casting on you, or from drinking a potion is the typical answer. There are a couple other effects that will increase your running speed, SoW is just the most common. If you've got a way to slow down the mob you're kiting as well, all the better.

A good tactic for a single kite would probably be just to pull a mob, run to a safe location like the edge of a zone or somewhere where other mobs wont interfere, root the mob you pulled, nuke until the root breaks, run, root, nuke, later, rinse, repeat until you've reached the desired effect. Rooting the mob first just means you've got a little time to stop and cast your nukes without worrying about the mob catching up to you and interrupting your spell. You can always skip the root and just make sure you run far enough away that you have time to stop and cast, but this requires a good deal of open space and some sense of how long your spell takes to cast vs. the time it takes for a mob to reach you from a given distance.

Kiting multiple mobs usually requires a little more down time between pulls. Area effect spells typically use more mana than their direct damage counterparts. But, the experience gained after each kite is obviously greater than kiting a single mob. These days though, all you need to do is head over to PoK and find someone to cast Clarity (or better if you can get it) on you to help minimize your time spent medding.

Once you've been able to kite a few mobs, you'll figure out what works best for you. It takes a bit of practice to get the rhythm down.

Edited, Thu May 6 12:20:51 2004 by OnePrime
#7 May 06 2004 at 11:20 AM Rating: Decent
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Wizzies get a snare at level 29 and can most certainly kite. Either single mobs with a DD spell, or multiple mobs with an AoE spell.

To answer your last question, my wizzie soloed almost exclusively from level 30 to level 53 by quad kiting mobs. Quad kiting simply means snaring 4 mobs, running circles around them to get them in a tight group and then unleashing AoE spells on them as they follow you around.

A few tips :

1. When you are at the appropriate level, go somewhere like Eastern Wastes where there are wide open spaces. Snare a mob and then nuke him while he chases you. Practice the technique with single mobs and add more as you become more comfortable with kiting.

2. Learn how long your snare lasts. The key to kiting is to not allow that snare to ever wear off.

3. Learn the range of your nukes/AoE's. It's pretty much trial and error, but it's best to have maximum distance between you and the mob/mobs you are kiting.

3. Get some Jboots. You can snare kite mobs without them, but without more than normal run speed, it slows the process down. Jboots are a quested item.

4. Bear in mind that when you're kiting multiple mobs that sometimes, you'll land a critical blast with your AoE that makes the mobs' HP uneven to the point where your "quad" may get broken up. I've found that this doesn't happen usually with 3 or less mobs. But after it happens a few times, you'll be able do deal with it easily in most cases.

5. Be aware of any potential adds around you and keep your kiting pattern away from them. The way I usually do it is after I have my mobs snared and grouped up, I turn and run from them and nuke them as they come into range. Some guys walk backwards always looking at the mobs, but that can cause some problems.

6. Be CAREFUL that while you're running the mobs around that you don't drag them over other players. I've had toons sitting and medding that were killed because someone kiting wasn't paying attention (usually when they were kiting by walking backwards) and got me killed by their quad.

There's prolly a ton more stuff I forgot but that'll get you on your way. Hope this helps :)




#8 May 06 2004 at 11:46 AM Rating: Decent
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OK, don't mean to hijack the thread, but I am 54th lvl druid who still cannot quad kite. So the problem I run into is that when I root them then do say blizzard (does 490 dam in 3 waves) they break root then I have 1 running at me or 2, and 2 still rooted. How do you keep em all together without aggroing 10 more? Maybe I just need to work on technique?
Presently I just root rot (snare, root Dot Dot Dot :).
Any suggestions would be great :)

Thanks
#9 May 06 2004 at 11:54 AM Rating: Decent
I don't believe I've ever seen anyone root while quad kiting. Probably for the very reason that you stated. Snare 'em all, run in a circle around them once or twice to get 'em all grouped together, run a little distance then let your AoE spell fly, run a little, AoE, run a little, AoE, and so on.
#10 May 06 2004 at 2:06 PM Rating: Decent
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As a wizard you're going to want to get the staff of temperate flux for kiting.

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.

The staff of temperate flux is great because while running away from a mob you can be right clicking on it from your inventory and when you start getting messages that the monster is out of range, you know you are far enough away to stop and cast a snare or a nuke or something without the monster catching up to you before it goes off. That's subject to some variables like how fast the monsters run and how long the spell takes to cast, but you can adjust based on your experience.

I also kite in 3rd person view zoomed out as far as I can so I can see what is all around me. I try to kite next to zone walls and I have the 3rd person view facing the zone wall. When I'm collecting the 4 mobs I use 1st person view so I can see what is in front of me better. Hit F9 4 times really fast to switch to 3rd person view, and hit F9 2 times fast to switch back. Get your 3rd person view adjusted the way you like it before you start kiting, because it's hard to do on the run. Kiting against zone walls helps avoid adds.

There are some good sites to help you learn how to quad. I'd practice on something really easy that is green to you until you get the hang of it. One place you might look is
http://www.graffe.com/?body=library
under quadding guides
also some of the strategies in this place are useful:
http://eq.crgaming.com/playguides/default.asp?Class=wizard
#11 May 06 2004 at 2:54 PM Rating: Good
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Quote:
OK, don't mean to hijack the thread, but I am 54th lvl druid who still cannot quad kite. So the problem I run into is that when I root them then do say blizzard (does 490 dam in 3 waves) they break root then I have 1 running at me or 2, and 2 still rooted. How do you keep em all together without aggroing 10 more? Maybe I just need to work on technique?
Presently I just root rot (snare, root Dot Dot Dot :).
Any suggestions would be great :)


The problem is that you are not quad kiting. First you don't root at all and second you use one of your four-target AE spells and not a rain.

Technique is to snare mobs one after the other while running away from them and then when you have 4 snared run around them in circles so that they bunch up into a tight group. Then use Lightning Blast to hit all 4 at once. If you only see 3 hits then they aren't tight enough. Make sure the mobs are the same or similar or they drop out of the quad on low health.

Typical targets at your level would be wyverns in CS, Spirocs in TD or poachers in JPF

Your rain spells are not as effective against multiple targets as the Lightning line. Also since the quad is continually moving they will not hit anyway.
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#12 May 06 2004 at 3:15 PM Rating: Default
http://www.rpgexpert.com/index.php?art/id:992



Read this guide, it's written for a druid, but is great for Wizards too. Read this guide once, and you'll know how to quad.


Nookem is right though, Wizards need to use their AE snares, but Druids can use their 14 min snares to pull, if you'd like.

Edited, Thu May 6 16:18:43 2004 by TunareDefender
#13 May 06 2004 at 3:22 PM Rating: Decent
Quote:
Some of the posts here said to snare, then run in circles to group them up. That is wrong, at least for a wizard.
Yes, thank you, my reply regarding snare was to the Druid and not the Wizard.
#14 May 06 2004 at 4:11 PM Rating: Decent
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OK, I had a discussion about this topic just the other night with another Ranger from my Guild. I'm 46, and I've been kiting Hill Giants in Rathe since i was level 39. I mentioned casting root while kiting something, and he said "kiting= Sow + Snare".

I disagree though. I think kiting is anytime that you have a mob aggrod toward you, while it is taking damage(in one way or another) and you just keep backing up at the right times, to keep the mob from meleeing you, but keep yourself within casting range. Root is just another tool in that formula.

I think people would say it is Root-Rotting, but it's still a variation of the kiting technique. I even say that I root-rot because I usually sit down in between casts while my DoTs do their thing.

I know it's a little off topic, but I've found a good combination of focus effects that help with kiting.

I'm not sure how to link them here in the forum exactly, so I'll just list the item and it's effect.

1)Serpentine Bracer - Adds more damage to each tick of a DoT
2)Moonstone Ring - Extends the casting range of most spells
3)Black Alloy Medallion - Mana Preservation II (of course)

If you are under level 44 the Black Alloy Medallion is awesome, and even for some above 44 their basic kiting spells are under that limit.And then of course, any mana and/or INT/WIS item for your class to give you more mana to conserve.

The 3 items listed above shouldn't cost more than 1Kpp all together. The most expensive piece being the BAM, which is average 800pp on my server, but I've found it for 500pp.

Anyway to all you kiters out there: Keep tuggin' at those strings.
#15 May 06 2004 at 4:17 PM Rating: Decent
Instead of a black alloy medallion you can quest for a fine antique ring, or buy the parts in the bazaar for about 50-100pp.
#16 May 06 2004 at 4:38 PM Rating: Decent
I'm not certain on this, but I believe wizzie snares are area of effect and you can snare youself if the mob is to close. Not good.
#17 May 06 2004 at 5:03 PM Rating: Decent
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Yes indeed. Nothing worse than snaring yourself while kiting. Been there, done that. But the mob(s) gotta be virtually right on top of you.

It's not a big AoE but it's an AoE.
#18 May 06 2004 at 5:40 PM Rating: Decent
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You all missed one:
Ranger Kiting,
snare mob, use DD + arrows
Go in at 10% to finish it off meelee
Ask guild if a cleric can rez you
#19 May 06 2004 at 5:58 PM Rating: Decent
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Vovin said:
Quote:
You all missed one:
Ranger Kiting,
snare mob, use DD + arrows
Go in at 10% to finish it off meelee


That's what I was talking about in my post above. I didn't mention the arrows, but I added the root to use less space when kiting, and the dots to add that extra bit of damage while I turn them into a pincushion.

Also,if you keep the mob snared, most will turn to run at 20% health. Provided that they're not rooted still. I usually use that time to practice a weapon skill that I need to work on (working 2HB on HGs atm).

And if you're a ranger who does a lot of arrow shooting while kiting, be sure to use some of the less expensive arrows (unless you can REALLY afford them). That's why I started root-rotting more and sitting between casts. I was using too many arrows on the HGs and I was spending more plat on arrows than I was making from the HGs. But to compensate for that, I just started fletching arrows that were less expensive to make, and still had a good damage (I always make the long range arrows anyway).




#20 May 06 2004 at 6:05 PM Rating: Decent
Taking things down with arrows takes a while until Rangers get thier AAs. The damage per second just isn't enough. Once they get thier AAs though they can really do a lot of damage.
#21 May 06 2004 at 9:03 PM Rating: Good
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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.
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#22 May 06 2004 at 9:48 PM Rating: Good
With the new spell efects and graphics, watching a Druid or Wizard kiting is a truely impressive sight.
#23 May 07 2004 at 2:15 AM Rating: Decent
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Of course bards kite best of all becuase they do it manna free. The only limit for a bard is that if a mob is too high, virtually no damage is done because of resists. Bards also get a very fast run song.

Shaman kite very well in some circumstances. No snare, so you depend on your own Sow to have a better run speed than the mob. Use your AoE dots or single dots.. and they stack, too.

A fun way to improved your kiting skills is to use SOUND not graphics (if you are a shaman). You only have a few seconds to cast as a mob approaches, which you waste in turning around to look. So LISTEN. run ahead of the mob... when you hear footsteps, you start casting, and it usually will be just right.

You can also run and click your spell.. if out of range you get a message. If out of range, stop, and click again and again till the mob is just in range.

A form of kiting works optimally (for shaman) with a partner. ANY character that can snare duod with a shaman is a great combo. By the way, if your using a pet, set "taunt" to OFF, and let teh mob chase you while pet nips at its heels.
#24 May 07 2004 at 2:35 PM Rating: Decent
I whent through the wizard root spells, i don't see any that are for multiple targets. They all say single and i don't think i have ever rooted more than one mob at a time. Am I wrong?
#25 May 07 2004 at 3:15 PM Rating: Default
Wizards don't get a AE root, but Druids do. IIRC.
#26 May 07 2004 at 5:27 PM Rating: Good
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Gwenyevar wrote:
I whent through the wizard root spells, i don't see any that are for multiple targets. They all say single and i don't think i have ever rooted more than one mob at a time. Am I wrong?



That is correct. Wizards don't get an AE root. They do get an AE snare though. Snare just slows down the run speed of the mobs. You want to use snare when kiting. Root kinda defeats the purpose...
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