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Subject Item
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Kiting
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Kiting is a method of killing mobs where you use a damage over time spell, or ranged auto attack, and run from the mob until it dies. The above is one form of kiting, while another type used by necromancers is known as fear kiting. This is accomplished by snaring a mob with a snare type spell, and then casting a fear based spell on them, forcing the mob to flee in terror from the player. At this point, the necromancer pet attacks the mob and chases it while the player continues to cast Damage over Time spells on the mob to bring down it's hit points until it dies. More than one mob can be brought down with this technique. Navigate: Buzzwords... (edit) See also: Acronyms ... Bond Glossary ... Investing Glossary ... Technical Analysis Glossary... Life Insurance Glossary... (edit) __NOEDITSECTION__ Kiting is a general gaming term meaning keeping your distance to the target but moving and shooting at the same time, thus keeping the target busy trying to hit your unit. Think of a person holding a kite on a string. The kite always stays the same distance away even as the person moves around. Many of the units in Supreme Commander will fire of their own accord when an enemy is within range, even if moving. This techinque can therefore be used to gain an advantage over units with clumsier weapons. Kiting is a term used in massive multiplayer online role playing games and refers to the actions of one or more characters intentionally allowing a creature to chase him (or them) around. Generally, this is accomplished through the clever use of Gravity or Bind to slow down the enemy character. Kiting - hitting something, running off and then repositioning yourself to use another skill and then changing position again to use another skill thus avoiding damage. The act of kiting is a combat tactic of a player character keeping a mob or another player at a certain distance, usually out of melee distance but within ranged attack, and luring the pursuer toward your direction while dealing damage at the same time. When this strategy is used against an outdoor boss (Durn the Hungerer, note that this is no longer possible) or any other similar type, kiting will take a significantly longer time, aside from your damage. This is a tactic best suited for classes who deal most of their damage from range and are weak in melee range. Mages and hunters are probably the classes who rely on this technique the most. Kiting is the act of a player grabbing an enemy's attention, then having the enemy chase the player for a prolonged period by running around the area it is found in. The root of the verb, K.I.T., is an acronym that stands for Kill In Transit, the act of staying on the move while you and/or your party attack the enemy. As the enemy is in constant motion, it will receive little chance to hit its target (and gain TP in the process), nor will it have much of a window to use special attacks. Kiting is an Archery skill, that can be leveled as a new character. Raising this skill at or above your character level will incur an experience point penalty. As an Archery skill, Kiting can be raised actively, by sacrificing combat trophies to the Altar of the Bow in town, or raised passively.
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Kiting is a term used in massive multiplayer online role playing games and refers to the actions of one or more characters intentionally allowing a creature to chase him (or them) around. Generally, this is accomplished through the clever use of Gravity or Bind to slow down the enemy character. The character can equip items or use buff spells or songs to help achieve the desired effect, such as Chocobo Mazurka in Final Fantasy XI, which increases the player's speed. The purpose is to make sure the enemy wants to attack the person kiting, and for the character to remain outside of physical attack range of the enemy as much as possible. Navigate: Buzzwords... (edit) See also: Acronyms ... Bond Glossary ... Investing Glossary ... Technical Analysis Glossary... Life Insurance Glossary... (edit) __NOEDITSECTION__ The act of kiting is a combat tactic of a player character keeping a mob or another player at a certain distance, usually out of melee distance but within ranged attack, and luring the pursuer toward your direction while dealing damage at the same time. When this strategy is used against an outdoor boss (Durn the Hungerer, note that this is no longer possible) or any other similar type, kiting will take a significantly longer time, aside from your damage. This is a tactic best suited for classes who deal most of their damage from range and are weak in melee range. Mages and hunters are probably the classes who rely on this technique the most. Warlocks who are specced for Curse of Exhaustion can also use this technique to kite mobs, provided that the target is not immune to slowing effects. It is difficult, but not impossible, to kill certain mobs this way if they are immune to Fear (a tactic that can work against enemy officers in Alterac Valley; but is no longer possible.) Shamans can kite mobs with their Frost Shock. The term comes from the fact that the player character is pulling along a trailing mob in the same manner a person flies a kite. Kiting is an Archery skill, that can be leveled as a new character. Raising this skill at or above your character level will incur an experience point penalty. As an Archery skill, Kiting can be raised actively, by sacrificing combat trophies to the Altar of the Bow in town, or raised passively. Kiting is a general gaming term meaning keeping your distance to the target but moving and shooting at the same time, thus keeping the target busy trying to hit your unit. Think of a person holding a kite on a string. The kite always stays the same distance away even as the person moves around. Many of the units in Supreme Commander will fire of their own accord when an enemy is within range, even if moving. This techinque can therefore be used to gain an advantage over units with clumsier weapons. You can also, for example, order a Cybran Galaxy battleship to patrol a section of coast. Providing radar signatures are available for targeting, the Galaxy will turn its heavy artillery on targets on the coast, while continually sailing back and forth, making it a difficult target for any enemy heavy artillery to hit. A better example however, would be the UEF Fatboy vs Aeon Galactic Colossus. In a 1v1, the Fatboy will lose due to the GC's greater firepower and considerably greater armor, but if you KITE the Fatboy and keep it driving away from the GC as the GC chases it, the greater range of the Fatboy will win as it will continually fire on the GC but receive no damage as it is staying too far away. Kiting - hitting something, running off and then repositioning yourself to use another skill and then changing position again to use another skill thus avoiding damage. Kiting is the act of a player grabbing an enemy's attention, then having the enemy chase the player for a prolonged period by running around the area it is found in. The root of the verb, K.I.T., is an acronym that stands for Kill In Transit, the act of staying on the move while you and/or your party attack the enemy. As the enemy is in constant motion, it will receive little chance to hit its target (and gain TP in the process), nor will it have much of a window to use special attacks. Kiting tends to be better accomplished when Gravity is applied to the kited enemy. This slows its movement speed, giving the kiter more room to avoid physical damage. Equipping gear that increases a player's movement speed (such as Crimson Cuisses) is also effective for kiting a monster. Kiting is a method of killing mobs where you use a damage over time spell, or ranged auto attack, and run from the mob until it dies. The above is one form of kiting, while another type used by necromancers is known as fear kiting. This is accomplished by snaring a mob with a snare type spell, and then casting a fear based spell on them, forcing the mob to flee in terror from the player. At this point, the necromancer pet attacks the mob and chases it while the player continues to cast Damage over Time spells on the mob to bring down it's hit points until it dies. More than one mob can be brought down with this technique.