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Old May 24, 2006, 05:57 AM // 05:57   #1
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Default Kiting and Damage Mitigation Through Movement

First of all, you may be asking yourself “What is kiting?” Many people use the term, but a clear definition is often hard to get. Kiting can be described as strategic movement to avoid damage. While basic kiting tends to be running away from warriors there is a whole selection of related skills under the same umbrella that can save you from rather large sums of damage. The best part is you don’t need to use a single skill on your bar to do so.

The first and most basic aspect of kiting is limiting melee damage. In PvP combat the damage a warrior can output is superior to anything else in the game. Additionally, assassins can now pose a similar threat. This incredible damage potential is partially offset by the fact that a warrior must be next to you to be able to land a melee attack. The solution to this massive damage output is to begin moving away from the damage source (the warrior or the assassin.) Standing still as a warrior attacks you is a lot like standing in a firestorm, it is just plain foolish. Thus, when a warrior gets within melee range you should begin continually moving. This makes the warrior chase you and reduces the amount damage you take.

Depending on the game type you will need to kite in different directions. When selecting directions to kite you need to be aware of a few things. First you must acknowledge the source of the damage, you want to get away from the damage source. Next, you want to acknowledge where the rest of your team and your healers are positioned. You should stay within range of your healers and typically want to kite towards them. Finally you need to acknowledge terrain. You should typically kite along a fairly clear path to minimize obstructions. If you flee using keyboard commands the possibility of catching on an obstacle and rubber banding backwards exists. This is worst while trying to closely pass enemy players or corners on terrain. You also need to make sure the path you choose doesn’t get you boxed in by enemy players. In arenas this means you will typically kite in circles, you usually fall towards your monk and then run in circles by your monk. If there is no monk on your team then you have the option of kiting the enemy a far distance away from the fight. Sometimes the enemy will break off giving you an opportunity to heal. Other times they will continually chase you. Kiting a significant distance away from the fight in arenas is best done in builds containing some form of snare or run buff. In Heroes’ Ascent you have more room to kite. This time you normally want to kite backwards towards your monk and to a degree can kite past them. You almost always want to remain with the rest of your party however so at a certain point you must again kite in circles. The Heroes’ Ascent also tends to have a lot of terrain you can use to your advantage as you kite. Kiting in circles around an object limits how tightly a warrior can follow you. You just have to be careful of catching on corners. In GvG most teams are aligned in opposing formations. As a result your monks are usually positioned straight back while your enemy is forwards, thus the best direction to kite is straight back. In addition if a warrior continues to chase you back inform your team so they may punish the overextended warrior.

While kiting melee characters a player needs to be aware of critical hits. If a warrior hits you square on the back while you are running you will be struck with a guaranteed critical hit. Those critical hits hurt (you are easily looking at 100 damage.) Thus as you run back it helps to introduce a minor amount of strafe or zigzag into your running pattern. This increases the probability that the warrior will fail to achieve square hit on your back and reduces the chance of you getting nailed with a critical hit.

An aware player can pre-kite enemy warriors to further minimize damage taking. Pre-kiting is recognizing that you have been chosen as a target and thus kiting before the damage is actually applied. This forces the warrior to chase you to even land their first hit and severely limits their effectiveness if done well. When pre-kiting you should spread out so there is a significant distance for the warrior to traverse between targets. You want to keep a wide field of vision and try to keep the warriors in sight at all times. When the warrior stops chasing one target observe his movement, if he begins moving in your general direction you should begin kiting towards your monks. The most important part of pre-kiting is maintaining a formation that has a wide enough spread that you can tell exactly who a warrior has chosen as their target.

In addition to kiting melee attacks one can apply different movement techniques to avoid ranged attacks and a number of spells. Any spell that fires a projectile can be dodged. This is can be done by utilizing perpendicular movement. When a skill is triggered or a shot from a bow or wand is released it has a set trajectory. If you path changes enough at the right moment the skill will simply miss. This is most easily performed with the view somewhat zoomed out and using mouse clicks. When you see the spell beginning or the bow drawing begin moving in one direction. Right as the spell is cast or shortly after you begin running in the opposite direction. If timed right the skill will land in the air nearby you, but fail to damage you. This technique can also be utilized while running away from the enemy, however it is slightly more difficult. If you flee using mouse clicks you can introduce a zigzag pattern in your run changing path roughly every 0.75-1 seconds. Some skills are more difficult to dodge than others. The best way to practice is against the Master of Air in the Isle of the Nameless. Significant to note is that speed buffs make dodging projectiles significantly easier.

In addition to dodging projectiles you can also utilize terrain to stop projectiles. Various pieces of terrain can obstruct projectiles. Thus by positioning yourself near or behind a wall you can force the enemy to reposition so that they may successfully strike you. Thus it is quite important as you can save yourself from many spikes with a quick sidestep and prevent many attacks from occurring in the first place.

Against spell casters and rangers you can use kiting in a manner similar to kiting against warriors. While projectile dodging is great for stopping one or two spells if you are being constantly pressured with interrupts, hexes, or spells a different solution is required. In this case you need to put distance between yourself and the caster by falling back outside their spell casting range. Spell casting range is roughly equivalent to the agro bubble displayed on your radar. Typically you will fall straight back, through your monk back line. This forces the enemy to fall forward into your front line or mid line to continue harassment. At this point your warriors and casters can apply pressure to them, forcing them to kite and breaking their harassment.
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Old May 24, 2006, 06:40 AM // 06:40   #2
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No sticky this time? I think it is worthy. Kiting is a fundamental skill, after all - where the lack of said skill results in a very unecessary amount of enemy effectiveness (in most cases).

A suggestion for a next article, which seems to be almost as much of a problem as kiting: overhealing and monk energy efficiency/effectiveness.
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Old May 24, 2006, 07:00 AM // 07:00   #3
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Quote:
Originally Posted by Byron

A suggestion for a next article, which seems to be almost as much of a problem as kiting: overhealing and monk energy efficiency/effectiveness.
/agree, this is a pet hate of mine

Excellent article by the way
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Old May 24, 2006, 07:28 AM // 07:28   #4
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Quote:
Originally Posted by Byron
No sticky this time? I think it is worthy. Kiting is a fundamental skill, after all - where the lack of said skill results in a very unecessary amount of enemy effectiveness (in most cases).

A suggestion for a next article, which seems to be almost as much of a problem as kiting: overhealing and monk energy efficiency/effectiveness.
I can't sticky anything here, I am just a regular poster. Plus no one knew I was working on this, partially because I was debating giving it to a few different sites instead.

I am sort of already working on something else with a focus on PvP build design and organized offense. It looks like it is going to be a big one too. I am barely started and it is roughly the same size as this one. Overhealing is an issue for a lot of monks, however.
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Old May 24, 2006, 02:16 PM // 14:16   #5
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im a very calm guy. really, i mean it. but monks that can't manage their energy, overheal, and cannot understand efficiency drives me nuts. expect an article in a week or two when i am done with finals.
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Old May 24, 2006, 02:38 PM // 14:38   #6
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Good article as usual Warskull.

Would be nice if you added a short note about the lesser known tactic of Ice-Strafing.
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Old May 24, 2006, 05:09 PM // 17:09   #7
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Originally Posted by JR-
Good article as usual Warskull.

Would be nice if you added a short note about the lesser known tactic of Ice-Strafing.
Actually, Ice strafing is far less effective than it used to be. They give about a full second grace period now. This means a warrior can get of a full attack and still not be snared by the ice while you ice-strafe. I forget exactly when they changed this, but now you usually have to take 2 hits instead of just 1 to snare the warrior.
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Old May 24, 2006, 06:11 PM // 18:11   #8
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Quote:
Originally Posted by Warskull
Actually, Ice strafing is far less effective than it used to be. They give about a full second grace period now. This means a warrior can get of a full attack and still not be snared by the ice while you ice-strafe. I forget exactly when they changed this, but now you usually have to take 2 hits instead of just 1 to snare the warrior.
Damn, that kinda sucks.
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Old May 24, 2006, 07:38 PM // 19:38   #9
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One thing I find very helpful while kiting is trying to kite the warrior/assassin into my other teammates. If someone else sees a warrior chasing me (or a monk or something) and steps into his path as I run by, then it can disrupt the warrior's attacks nicely. If that warrior's objective was only to build up adrenline then he's only been delayed for perhaps one second, but if he was part of a spike then my prekiting and his getting stuck have just saved me a possible death.

I would also mention something about Bull's Strike somewhere (or Bull's Charge although it is used far less) as those can punish you for kiting. If you are a bit late starting your prekiting then you could end up on the ground. Good article though.
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Old May 25, 2006, 12:20 AM // 00:20   #10
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Originally Posted by Iotan
One thing I find very helpful while kiting is trying to kite the warrior/assassin into my other teammates. If someone else sees a warrior chasing me (or a monk or something) and steps into his path as I run by, then it can disrupt the warrior's attacks nicely. If that warrior's objective was only to build up adrenline then he's only been delayed for perhaps one second, but if he was part of a spike then my prekiting and his getting stuck have just saved me a possible death.

I would also mention something about Bull's Strike somewhere (or Bull's Charge although it is used far less) as those can punish you for kiting. If you are a bit late starting your prekiting then you could end up on the ground. Good article though.
Good point about the kiting through teammates. I do that quite often too, mainly in tombs. I'll see about adding that to a revised version. I plan to try and get some images too. I just can't log into guild wars at the moment due to my ISP blacklisting Arena.net's IP.
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Old May 25, 2006, 05:48 AM // 05:48   #11
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Now, we need a counter article on the appropriate methods to stop kiters ^_^
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Old May 25, 2006, 07:50 AM // 07:50   #12
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Thought I'd like to add that unless the chasing warrior has a speed buff, he can't catch you if you run in a straight line. He can only close the distance when you change direction (he follows your character, not your path).
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Old May 25, 2006, 12:23 PM // 12:23   #13
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If you can slow the warrior before you begin kiting, then you're essentially untouchable. For example, using Frozen Burst as the warrior reaches melee range, then moving gives you sufficient time to get far enough away to punish him for his attempt before the hex runs out. Equal advantage can be gained from using a speed buff.

To combat a kiter, illusion and water snares, as well as the crippled condition can be used to allow you and any other melee players to catch up to the target. Bull's Charge, Bull's Strike, "Coward!", "None Shall Pass!", or if you're feeling fancy, Water Trident, all knockdown kiting foes, giving sufficient time to catch up and deal out a large amount of damage. Finally, any speed buff will give you a major advantage, although on occassion you can reach the target, stop to attack, and only manage to hit once due to thier continued movement.
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Old May 25, 2006, 01:41 PM // 13:41   #14
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looks nice
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Old May 25, 2006, 03:17 PM // 15:17   #15
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anti kite = snare like kd's or crippling skills(not just the condition)

u gotta kite rangers too now, they like to touch and bite :P
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Old May 25, 2006, 03:25 PM // 15:25   #16
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i see kiting as more about screwing up adren spike than anything else.
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Old May 25, 2006, 03:56 PM // 15:56   #17
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I do feel that I must point out (though I apologise if it is already here) that warriors deal extra damage to a fleeing target I am not sure how much more so I cannot say whether or not it is worth running away for the extra damage you may take.
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Old May 25, 2006, 04:47 PM // 16:47   #18
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Quote:
Originally Posted by Warskull
Next, you want to acknowledge where the rest of your team and your healers are positioned. You should stay within range of your healers and typically want to kite towards them....

In arenas this means you will typically kite in circles, you usually fall towards your monk and then run in circles by your monk.
This guide is fine other then these little tidbits. I'm not sure if you play a monk in TA GVG or PVP at all, but you do not kite to a monk. The most ineffecient monk scenerio is the constant self-heal as the party members drop around them. NEVER kite to a monk, YES stay in range, YES move around, YES run into aggro area and dump your persuer onto a tank or even a ranger, but for the love of your healer, don't drop a warrior chasing your arse onto your monk.

Typically i can keep a kiter up (no matter the class) except in situations of a super-well organized spiker group. So ditch your damage welding noob warriors off on somone other then a healer. If a warrior is chasing you around, then he's not only stupid, he's for sure not doing a TANKING job as he should. There should be a guide on "how to be a useful tank"... Pure damage warriors are useless in PVP.
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Old May 25, 2006, 04:59 PM // 16:59   #19
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Originally Posted by gabrial heart
This guide is fine other then these little tidbits. I'm not sure if you play a monk in TA GVG or PVP at all, but you do not kite to a monk. The most ineffecient monk scenerio is the constant self-heal as the party members drop around them. NEVER kite to a monk, YES stay in range, YES move around, YES run into aggro area and dump your persuer onto a tank or even a ranger, but for the love of your healer, don't drop a warrior chasing your arse onto your monk.

Typically i can keep a kiter up (no matter the class) except in situations of a super-well organized spiker group. So ditch your damage welding noob warriors off on somone other then a healer. If a warrior is chasing you around, then he's not only stupid, he's for sure not doing a TANKING job as he should. There should be a guide on "how to be a useful tank"... Pure damage warriors are useless in PVP.
Meaning no offense at all; please don't post in Gladiators Arena if you can only bring yourself to post useless misinformation. I have a strict no tolerance policy to people who bring completely untrue and misleading facts into otherwise interesting discussion.

This is not a matter up for debate.

Regards,
-JR
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Old May 25, 2006, 05:11 PM // 17:11   #20
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Originally Posted by gabrial heart
<Random crap removed>If a warrior is chasing you around, then he's not only stupid, he's for sure not doing a TANKING job as he should. There should be a guide on "how to be a useful tank"... Pure damage warriors are useless in PVP.
I guess all those warriors in top 100 guilds are wrong for not slotting Riposte, Deadly Riposte, and Gladiator's Defense on thier skill bars. Then again, they do like to kill people from time to time.
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