This is a wiki for a reason. Anyone can contribute. If you see something that is inaccurate or can be improved, don't ask that it be fixed--just improve it.
[ Disclaimer, Create new user --- Wiki markup help, Install P99 ]

Kite

From Project 1999 Wiki
Revision as of 12:10, 9 August 2016 by Cerate (Talk | contribs)

Jump to: navigation, search

To kite is an essential skill and strategy employed by many classes for soloing, delaying, or controlling one or more NPCs. Though the tactics and spells used may differ, the overall concept remains the same: use superior movement speed to outrun an opponent indefinitely. Through this strategy, a player might never be hit by an opponent, obviating the need to regenerate health or lightening the mana requirements of a group's healer. The downside is the player spends more time running away from the opponent, requires sufficient space, and risks running into and aggroing additional unwanted opponents in unsafe areas. The word kite is used as a verb to refer to the action of kiting, as well as a noun to refer to the process or implementation of the strategy.

Basic Kite

First a player increases their own movement speed, if such a spell is available to them. Spirit of Wolf is the most commonly used spell. Journeyman's Boots and Blood of the Wolf are also often used by classes who cannot SoW themselves.

The second step is to decrease your opponent's movement speed, or snare him. Druids and Rangers use the Snare line of spells, Wizards use Bonds of Force, while Necromancers and Shadowknights use the darkness line. All spells which reduce your opponent's movement speed are informally referred to as snares, even though only Druids and Rangers get that specific spell. This aggroes the opponent and commences the kite. If the enemy is social, you may need to use Harmony or other tactics to single pull him first, unless you plan on kiting multiple enemies.

The third step is to run and nuke. Run away from the enemy until you are far enough to nuke him without being hit. The leading distance you gain over them before stopping to nuke must be sufficient to allow time to cast your spell before he reaches you.