Kiting in SOTA

Discussion in 'Skills and Combat' started by Krellian, Feb 6, 2015.

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  1. Krellian

    Krellian Avatar

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    Seems like when you're kiting you can easily run off of the map, especially with increased running speed. Is there any way to 'see' the boundary of the map before it starts going tunnel-vision around you, so that you don't kite off the map?
     
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  2. Tahru

    Tahru Avatar

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    I have not found a way either.
     
  3. 4EverLost

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    Maybe try kiting in a large, wide circle pattern. This way, you get away far enough to (regain focus/put some distance/get the next card to come up/etc.) but not so far as to leave the map.
     
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  4. Krellian

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    Another issue with Kiting: example from Greymark Forest

    1. From as far as I can, fire arrow
    2. Elf chases me
    3. I backpedal and root him
    4. I fire arrow again
    5. After root expires, elf chases me and then suddenly turns around and starts running back to his home
    6. I chase him, root him again to stop him and try to re-engage the combat
    7. Elf seems to ignore my root, and teleports back to his home
    8. I give up and walk to a safe distance
    9. Suddenly the elf runs at me and chases me as though combat never ended
     
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  5. Krellian

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    Good suggestion. The wide circle pattern isn't typical of straight-aways where you can kite safely though. It will take you over hills and into aggro on the other side if you aren't extremely careful.

    What I mean is it can't be done quickly unless in a totally flat terrain or one absent of other NPCs, so not a dependable option.

    n/m i think I know what you mean by wide arc now. about a 50ft-100ft diameter circle around the mob works pretty good for an arc to kite with
     
  6. Krellian

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    The best way to kite as far as I've found is to use a lot of roots.

    Fire -> Fire Arrow
    Earth -> Root

    No regs and pretty good kiting but, for the fact of my teleporting problem in my other post above.
     
  7. Tahru

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    This is pretty close to what I do. I more or less run back and forth through the mobs. I take a few hits that way on occasion, but at least I keep the aggro.
     
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  8. Krellian

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    I've noticed that if you take a mob too far from his spawn, he runs back to it. So it seems you have to fight them within a radius of their spawn point.
     
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  9. Sebastion

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    I noticed something like this as well. When fighting wolves in a random encounter, I would have them turn and start heading back to their spawn point during battle. I could not damage them or get them to re-agro as they ran away :(

    It might be a bug but not sure.
     
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