kiting/soloing with a ranger 40+, Very useful (Everquest 2 Forum)
March 6th, 2008THE BASICS
-kiting is somewhat easy to learn but hard to master. You can do different kind of kiting when playing solo or playing in a duo. There are differences between kiting one mob alone and a group for mobs. For example its twice as hard to kite a group of two than a solo heroic mob. To kill a group of three heroics is nearly impossible, so don`t think to try that! Remember that the main thing on kiting is don`t to get hit.
-kiting is an art. The more you practice the better you become. Be prepared to die a lot at the beginnig. You will soon get frustrated when it doesn`t work for you at the early beginning.
-you need some open space! Kiting is for outdoor areas. At first you may need a lot of open space to do so effectively. As you grow more accustomed you can do so in smaller and smaller areas. Don`t give up when it doesn`t work on the first try.
- learn to love your jump button. It will save you more then you can ever imagine. Proper use of your jump key and mouse will let you avoid any and all obstacles and keep the flow of the fight in your favor.
- always carry enough arrows with you, as a reference point i take about 25stacks
- be sure you have as many of the buffs up when fighting!
The first way to kite is solo kiting. It builds up on slowing the mobs movement and then running around, faced to the mob, and get your combat abilities and poison to work on the Mob.Always search an area without many aggro mobs when you don`t want to die.
The second way to kite is duo kiting when you have another ranger in your group. This is mainly meant for defeating high lvl heroic mobs, like 6 levels above you.
The following section describes what you have to make use of while kiting around.
THE PREPARATION:
For Kiting above lvl 40 always use:
good drink:
always buy good handcrafted drinks. Go to the broker and search for yellow drink only and buy it. More power means more Ca s which means more damage. You really want to try to avoid situations where you are out of power and kiting, then you re just relying on bow damage, procs and poisons which is cutting your dps in half at least. Having high level handcrafted drinks helps avoid this (go hug your local provisioner).
special Armor:
1. golden Efreeti Boots for additonal mana recovering
2. imbued fulginate/ebon breastplate for a 5% chance to get yourself a little heal over time when the mob attacks you
3. imbued fulginate/ebon legs for a 5% chance on a successful hit to hit the mobs with direct damage
3. bloodstone ring of agility for additional agility which results in greater avoidance so that the mob can`t hit you easy (lasts 30min)
4. bloodstone ring of strength for extra strength which results in a higher damage output (lasts 30min)
5. 2 imbued linnen hex doll for extra agility
slahing weapons:
1. polished granite tomahawk, alway let this be equipped since it grants you nearly an endless ward while fighting, everytime you hit with an arrow you get a 5% chance to get a ward plus extra mana, you will be rarely out of power
2. any imbued weapon for extra direct damage
bow:
look to buy an imbued cedar longbow or at least an imbued teak longbow
arrows:
iron hunting arrows, buyable where you live like nettleville hovel, it`s a T1 arrow which produces slashing damage and therefore works perfectly together with 'Whispers of Heartlessness'
the rare Posion:
1. Ward of Darkness (rare) : 208dd + 110dd + 81/tick { level 46; Ginseng; Immaculate Vial; Supernal Suspension }
OR
2.Sting of the Soulreaver (rare) : 142dd + 139dd + 105/tick (25% proc rate; 200procs) { level 46; Ginseng; Immaculate Vial; Supernal Suspension }
the Magic / slashing debuff:
1. 'Whispers of Heartlessness ' : -600 magic / -450 slashing mitigation { level 45; Peppertree; Superb Vial; Supernal Suspension }
for dangerous situations when running out of health or mana during the fight (always keep them equipped and set them up on your hot bar):
1. 'Elixir of Vivacity' : { level 45; Ginseng; Flashed Glass; Supernal Solution }
OR
2. 'Fireblight's Renewal' (rare) : 158hp + 59/tick { level 48; Cinchweed; Acid Etched Glass; Supernal Solution }
AND
3. 'Elixir of Clarity' : 39power + 29/tick { level 43; Lacquer; Flashed Glass; Supernal Solution }
OR
4. 'Gronk's Renewal' (rare) : 47power + 29/tick { level 47; Cinchweed; Acid Etched Glass; Supernal Solution }
additional buff potions (thats not a must be):
Agility buff
1. 'Elixir of Adeptness' : { level 43; Lacquer; Flashed Glass; Supernal Solution }
OR
2. 'Touch of the Rainmaker' (rare) : +24 AGI { level 49; Turnip; Acid Etched Glass; Supernal Solution }
Intelligence / wisdom buff
1. 'Elixir of Contemplation' : { level 44; Peppertree; Flashed Glass; Supernal Solution }
OR
2. 'Kaglari's Awakening' (rare) : +23 INT/WIS { level 47; Ginseng; Acid Etched Glass; Supernal Solution }
Strength / stamina buff
1. 'Elixir of Reflection' : { level 43; Lacquer; Flashed Glass; Supernal Solution }
OR
2. 'Sigismond's Absolution' (rare) : +23 STR/STA { level 48; Cinchweed; Acid Etched Glass; Supernal Solution }
Health pool buff
1. 'Spirit of Determination' : { level 45; Peppertree; Flashed Glass; Supernal Solution }
OR
2. 'Solvent of Life' (rare) : +276 max health { level 49; Ginseng; Acid Etched Glass; Supernal Solution }
Power pool buff
1. 'Conladan's Awakening' (rare) : +179 max power { level 46; Ginseng; Acid Etched Glass; Supernal Solution }
Armor class buff
1. 'Elixir of Spiritual Awareness' : { level 42; Golgi; Flashed Glass; Supernal Solution }
OR
2. 'Melernil's Favor' (rare) : +200 physical mitigation { level 49; Moonflower; Acid Etched Glass; Supernal Solution }
When you have all of this you can go on with setting your hotbars for fighting up. I Would suggest the following:
First set up a hotbar with your main bow skills which are mainly for the damage output. That are:
1. Culling the Herd(43.6 ) ,use Sniping Shot when you don`t have it yet
2. Sharp Shot(44.4), use Flaming Shot when you don`t have it yet
3 Leg Shot(44), use Entrap when you don`t have it yet
4. Triple Fire (42.6), use Triple Shot when you don`t have it yet
5. Hidden Fire
6. Maesyns Shot (its a level 40 trait)
Second set up the second damage skills:
1. Tear(44.6 ) use Rip when you don`t have it yet
2. Blazing Thrust(43), use Lightning Strike when you don`t have it yet
3. Deadly Reminder
4. Survival of the Fittest
5. Longshank
6. Raven Embers
Third set up the spells you need in combination with the second damage skill (i will explain that later):
1. Lucky Strike
2. Observe
3. Pick off
Last, set up the Buffs:
1. Dance of Leaves(46), use Adroit when you don`t have it yet
2. Take Aim
3. Veil of the Forest
4. Honed Reflexes
5. Feral Instinct
6. Primal Reflexes
THE FIGHT(alone):
First i want to introduce a good spot for the ranger to solo. I found for the ranger its the best to solo in Everfrost. There are Snowleopards, which are easy to solo (kite) with a Ranger. You can fairly easy solo lvl 45/46 Heroic++ Leopard with a lvl 42 Ranger. The kiting area you have to use is the flat area in front of the leopards, right and left from the exit of the Icy mountain. Use this area and you won`t get any adds when you pay attention.
If you get an add, keep fighting your mob and run to the other end of the flat kiting area, then the mob will loose aggro!
Always pull the mobs with Culling the Herd, because it slows the mob, bite a big chunk of health out of it and stiffles the mob for about 6 seconds. In this time it can`t get any spell off. The next attack you should use is leg shot to slow down the mob for additional time. Use leg shot only when you have mass of mana or when you recognize that the mob begins to run faster or when you need it for a combo (more to that later) , that will save you a lot of mana.
Always run backwards, faced to the mob so you can make damage with ranged attack too! This gives you more chance to get some procs.
While your bow combat combat abilities load up you should use you heroic opportunities and this all while running away from the mob! Always keep running when you don`t want to die. I always use all my bow combat abilties before i use my HO wheel.
There are different combos you should use while waiting for you bow combat abilities:
lucky strike / pick off / deadly reminder OR survival of the fittest OR blazing thrust OR tear:
This is the easiest combo over all. Just hit licky strike to start the herioc opportunity. When you are in range with the mob you can get off pick off to lower the Mobs defense. Finish the combo with one of the spells above.
leg Shot / stalk / hidden fire:
This is an easy combo too. Leg shot and stalk can be used while moving, though stalk will slow your run speed dramatically. You need to make sure you have enough distance to get all 3 off or it s wasted. Cast leg shot and queue up stalk. It will slow it down enough where the moment you stealth you can stop and fire off hidden shot for some big extra damage. It is possible to move a little while firing stationary CA s so if the mob is getting a bit close move back a tiny bit as you cast, you ll learn via trial and error how much is too much. Also keep in mind if the damn mob is getting too close its better to run than stay and get hit. Just try and you see how this works.
pick off / leg shot / cheapshot / culling the herd:
It`s a great way to get culling the herd doing big damage again when it refreshes. This is a bit harder to do, you won`t succeed every time you try. The best time to get this off is when the mob is closest to you. You start with pick off to lower defense, just before you begin your turn, then in midturn cast leg shot and instantly queue up cheapshot and turn off attack. Right at the moment when cheapshot casts run past/behind the mob and turn firing off culling the herd. This only working when your times is right. Practice is your friend. Make sure you have 'Dance of Leaves' up when you try this because the is the possibility you get hit.
lucky break / leg shot / cheapshot / longshank:
This is similar to the pick off / leg shot / cheapshot / culling the herd combo, but you use 'Longshank' in the end.
leg shot / cheapshot / longshank / raven embers:
The thing with this combo is that you are going to be hit, normally no way arround it. You should use this most against solo mobs of even con or yellow you want to finish off quickly. Its simple, once again just before you begin your turn snare the mob and stun it. Immediately move to the side or behind of the mob and hit 'longshank'. This will break the stun but if you are fast enough on the buttons you will have shadowflame queued up and if the mob misses you, you ll hit for even more additional damage. Do not use this too early against creatures which can quickly stun and kill you. If you have your Polished Granit Tomahawk ward up go for it.
THE FIGHT(duo):
First you need to know how agro works. Aggro is a number basically. Everything you buff, hit, heal, Ca s gives positive agro. In a group the person who has the highest agro number is the one who the mob will be beating on.
Duo kiting takes advantage of this by switching aggro between two people. It takes some practice but is very very effective!
For Example you and your ranger friend heads for a big red heroic mob.. One of you sneaks behind him at maxium distance and the other in front of him about halfway to him. The ranger behind unloads with culling the herd and as many other stationary Ca s as possible. This will produce much aggro on him so the mob is walking towards him.! So now your partner puts in the same combo, plus another high damage CA like Triple Fire!. The extra CA will get him a aggro bonus on the mob and it will turn right back around towards him! Now he begins his kite and as he does you fire off your high damage CA s like triple fire / sharp shot etc. The moment your CA s are done your partner stalks etc to drop agro. 9 out of 10 times the mob will turn around then running to your partner. Now your partner runs behind him and runs off ranged melee ca s like longshank as you kite. Eventually you stalk and wait for him to get aggro back and then begin to use more of your now refreshed CA s like culling the herd / hidden fire!. You keep this up until either the mob is dead. This allows 1 of the 2 rangers always have the creatures back to it as the other kites.