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Message ID: 5716
Date: Fri Aug 27 02:19:47 BST 1999
Author: Sean Kennedy
Subject: Re: End of Kiting?


----- Original Message -----
From: Blair, Keith (Keith Blair) <kblair@...>
To: <eqbards@onelist.com>
Sent: Thursday, August 26, 1999 11:09 AM
Subject: RE: [eqbards] End of Kiting?


> From: "Blair, Keith (Keith Blair)" <kblair@...>
>
> > is implemented and you pull with a dot spell it will no
> > longer do damage because it will be chasing after you.
> > >
> > Then you stop, and it starts taking damage again. The
> > increased duration makes up for the lost ticks of damage
> > during the pull.
>
> That's incorrect if we're all reading it correctly. It's
> not being based on whether YOU the player are moving. It's
> being based on whether the mob is moving. So the argument
> above stands. If you pull with a DOT spell and the mob
> is running towards you - the DOT isn't doing any damage.
>
> And again, long term damage is not as preferred to me as
> damage done up front. I'd prefer to have a lot of damage
> in the beginning and end the fight faster rather than
> the DOT lasting longer.
>

are you being intentionally dense? If you stop, the mob
catches you and *TA-DA* STOPS! So he starts taking
damage again. How hard is this? If you're going to end
up running for that long, and be that far away from the
mob when you reach your group/fight spot, don't pull with
a dot, pull with DD. For short pulls you lose a couple
of ticks of damage if you continue to pull with it. I have
a shaman, I usually pull with my dot, run to my fighting
spot (somewhere out of the usual mob paths) turn and
and get another cast in to slow the monster. The only
adjustment I have to make is how I pull, now I just have
to slow it (drowsy for another level, then walking sleep)
then, when I reach my fighting spot, dot it. The net effect
is the same, as drowsy last longer than the poison dot line.


As for this "I'd prefer to have a lot of damage
in the beginning and end the fight faster rather than
the DOT lasting longer.", then don't use dot's, use
DD.

I actually like the dot lasting until the end of the fight,
during a string of misses with a long delay 2hb weapon,
it's nice that the mob's health is still dropping. For me,
the way I fight, the changes will result in an improvement
in performance.

This all regards solo play, in a group the dynamics
are different, and I think I won't even notice. (In
a decent group, even a poison dot doesn't always
reach the end before the mob drops)