[Next Message in Time] | [Previous Message in Time] | [Next Message in Topic] | [Previous Message in Topic]

Message ID: 2754
Date: Wed Apr 24 08:43:36 BST 2002
Author: Biltilie Dwimmerlaik
Subject: quadding (Re: mana boost vs int/wis boost)


Thomas H. Comegys wrote:

> I have heard of quad-kiting, but never really gotten a good explanation of
> it. Since you have done it, could you explain?


my quadding knowledge is based on a french wizzy only site, and a few
attemtps with my wizzy (she is 40 and levelled w/o kiting most of the
time). before i explain the basic idea, let me add this: quadding isn't
very welcome by other players, especially in zones with many hunting
people. IMHO this is a technique to be done in off hours (getting harder
because those times maybe main times for other players). also i have to
add, if some quadder endangers my party or me, or just annoys other
people in the zone, i nuke away her/his tail - without any friendly
warning.

ok, the basic idea is to maximise experience per time. you need two
things for that: (1) a slow spell and (2) area damage spells. it is
good for (1) to have an area version of this as well. what i also
recommend is some knowledge of the zone you want to kite in, because
if the zone has some weird pathing, or you can get other adds, you
won't have much fun doing it. two additional things make it somewhat
easier: (a) something to make you run faster, eg sow, jboots, horse
and (b) candy of course, because many of those area damage spells
need some amounts of mana.

because of (1), (2) and (a) it is easiest for druids because of their
normal spells. wizzies either need jboots or sow potions.

an additional nice-to-have-thing for wizzies, is anice stick obtained
through a quest in the ro-temple: Staff of Temperate Flux. no you don't
need it for fighting, but it has a very nice effect: Lower Element.
this effect has almost the same range as the damage spells you use when
kiting/quadding!

so, how does it actually work:
- tag monster(s) with a slow spell up to four
- group them if necessary - you need them close for your area spells
to work
- keep moving and area damaging them, until all of them fall apart
- don't get killed yourself

why didn't i mention the names of the used spells, because druids and
wizzies use a different set: druids do their "illness and rotting"
spells, and wizzies use their normal raw forces ones.

a sidenote for wizzies: you need your lvl 29 "Bonds of Force" for this
task, but this one has a special feature (i don't know if druids do run
into the same problem): you can snare yourself with this spell, if you
cast it on a mob being too close !!! yes, i knew of this feature, and i
snared myself on the first attempts.

i am not sure if other classes can do this as well, or if it is possible
to do reverse quadding (using fear), but this sounds very uncommon,
because i don't think you can force a group of critters in one direction
using fear. maybe also some of the druids on this board will give away
some of the tricks of the trade ... :-)

before i stop, i want to remind you again: people are playing EQ for fun
and want to enjoy it. and you can easily spoil someones day even if you
have fun ... think about it !


take care
Biltilie Dwimmerlaik
level 52 female gnome magician (run over by brownie guards)
Tarew Marr