No matter how much hitpoints you have or high damage you do,
I believe that kiting monsters especially champion packs become an invaluable
skill to be learned by ranged classes. If you don’t have the slightest idea of
what I’m talking about, then reading this post will give you the answer.
Kiting is basically a hit-and-run technique used by players
who are more often than not ranged classes. One basically hits the monster
once, maybe twice or as many times so long as the monster is still at a
distance. When the monster starts closing the gap between it and the player,
the player simply walks away again and repeats the process. The advantage of
using this technique against champion mobs is that it allows the ranged
character class to minimize the damage the champion mobs and minions to do them
while still dealing damage and eventually killing the whole monster group
without really taking lethal hits or deaths.
In Diablo 3, all monsters can be kited (yes even ranged
monsters can be although it would be more challenging since you need to dodge
projectiles while kiting). As such it is advantageous for ranged classes
especially those who are in higher difficulties (nightmare, hell, inferno) to
learn kiting as they naturally have lower survivability in terms of total
hitpoints and armor.
In order to kite successfully, there are five things that
you would probably want to consider or need in the battle against the hordes of
monsters from the burning hells.
1 – Movement
impairing ability (i.e. traps for demon hunters)
Movement impairing abilities can help ranged classes kite
easier because the slower the enemy moves; the easier it is to hit and run away
from them. This is especially true for mobs that don’t have the fast affix.
2 – Distance widening ability (i.e. teleport for wizards)
Distance widening abilities can make kiting more successful
as they instantly widen the gap between the monsters and the ranged class, as
such when something goes wrong (even internet connection issues), the player
can still kite like a boss. Combining distance widening abilities and movement
impairing abilities will make kiting definitely easy for newbies and veterans a
like.
3 – Movement speed increase from equipment or skills (i.e.
spirit walk for witch doctors)
If the player moves faster than the enemy, hit and running would be easier.
4 – Obstacles (i.e. rock formations)
If the player is kiting monsters especially those that move
quite fast, finding obstacles would allow the ranged classes to temporarily
slow the enemy for a second or so and this is all the time you need to run
farther. Since monsters generally chase you in a straight line, having
obstacles breaks this pathing hence making them a bit slow. Sometimes going
around obstacles again and again would help against fast monsters. Take a
little care and caution when using obstacles in kiting as they can potentially
work against the player too.
5 – Awareness (i.e. kiting monsters to “safe” places)
Having awareness is important when kiting as the player does
not want to go in bad places such as dead ends or areas that are not yet
explored. Getting stuck in a corner or drawing more monster aggression to the
player while kiting will more or less make matters worse for the player and
could ultimately lead to their deaths.
Note that the first four things can be optional to some, but
for many if not all, it would be a requirement to kite easier, safer and more
successfully. Do share other tips with regards to kiting in the comments below. Have fun and happy kiting.
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