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View Full Version : Ranger Kiting in EQ2 (like EQ...sorta?)


Snipe
09-07-2007, 04:06 PM
<p>Hi all,</p><p>As you may already know, I come from EQ where Rangers kite using a combo of a self buff: <b>Spirit of Eagle</b></p><ul><b>1</b>: See Invisible<b>2</b>: <b>Increase Movement by 60%</b> <b>3</b>: Levitate<b>4</b>: Infravision<b>5</b>: Duration - 1 hour</ul><p>and target debuff: <b>Ensnare</b></p><ul><b>1</b>: <b>56% movement speed decrease</b> <b>2</b>: Duration - 14 minutes!</ul><p>Now as you can imagine, with your speed increased by 60% and the mobs speed decreased by 56% it is pretty easy to run backwards, keeping the mob following you while raining arrows into it and have very little chance that the mob will catch up to you and start hitting you. I dont want to make it sound too easy as there are many other factors, but these are the basics.</p><p>Now in EQ2 I hear about Ranger kiting, but I do not see the massive speed buffs/debuffs. The problem grows when I see the duration of the snares...24 to 36 seconds!! What skills/techniques do you Rangers use to kite here in EQ2?</p>

Deterre
09-07-2007, 05:17 PM
I start with a big hit, auto attack, 69% snare (soon to be 84%) and use cheap shot (stun) and lunging joust (root) when necessary.Normally regualar mobs die before they get close and heroics do need some backwards running.All of the above with Raincaller, which stuns for 5 secs when it procs.

Webin
09-07-2007, 05:54 PM
Yes.... kiting can still be done in EQ2, but it's NOTHING like you are used to in EQ1 (I've kited in both).  In EQ2, the key is to start at the max range you can, snare the mob and unleash as much as you can before it gets to you.  As it approaches, it will eventually trigger the Thorny Trap you've placed (if you are level 56+), which immobilizes it completely for a short period, letting you unleash some more, and maybe backing off some.All that technically isn't kiting though.. it's just good practice.  Once the mob has closed in on you, most rangers will switch to melee to finish the mob off.  A kiting ranger though, will run backwards, staying out of the mob's hit range as much as possible and using auto-attack to deal damage.  Using Pathfinding is a must to speed you up, a horse will slow you down, and a combination of Snare, Snaring Shot (a ranged snare), and cheap shot will keep the mob slowed.  It is by no means the trivial killing it was in EQ1, but it will keep you alive longer than melee attack would.  I use it most often when I'm attacking mobs that are a little tougher than I should normally be killing, since it keeps them from bashing my head in while I attack it.  For instance, when my group is fighting a named, if the tank goes down, I'll usually be the one with aggro, and I'll run around in circles keeping the mob off me while the healer gets the tank standing again.  It's dirty, and can be a little comical, but it works.EDIT: I forgot to mention that our roots and snares have a chance of breaking when we land a hit.  All the more exciting.  Oh, and we can use a poison that slows the mob by 42% (at top level mastercrafted).

Ve
09-07-2007, 05:54 PM
One thing you have to realize is that a EQ2 ranger hurts the mobs a lot more up front then a EQ1 ranger. I have played both. An EQ2 Ranger is mostly front loaded DPS and most mobs are down to 1/4 life before they even get to you, unless you are trying to kill mobs much higher level then yourself. After the mobs gets to you at 1/4 health or so you just root it, back off and launch a CA or two more and it's dead.

Tilnibi
09-08-2007, 12:15 PM
Pathfinding increases run speed during combat? What update was that in?

Deterre
09-08-2007, 02:37 PM
<cite>Tilnibi wrote:</cite><blockquote>Pathfinding increases run speed during combat? What update was that in?</blockquote>It doesn't, dunno where they got that from..

Webin
09-09-2007, 01:54 PM
Point taking... I wasn't really thinking.

TaleraRis
09-09-2007, 03:04 PM
LOL that sig is great, Webin