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Old 08-29-2008, 08:11 AM   #9
ZynneTeva
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Originally Posted by Hessah View Post
I dont really kite myself.. i'm lazy too XD and you're right, the only skill u can kite off at the moment is Icebolt...

I personally dont use your combo...

most people alternate MM1 with all the other skills with 15 sec cool down..

(I assume your AM1 is Magic Missile which is commonly abbriviated to MM?)

e.g. MM1 > Icebolt > MM1 > Fire Bolt > MM1 > Lightning Bolt > MM 1 > Magic Burst > MM# (highest lvl MM)

Characters up to lvl 50 are pretty basic in this game... nothing is out of the ordinary until u get to at least lvl 50...

Archers are the real kiting class in Fiesta... we only mentioned for u to kite as a mage coz u dont seem to like taking dmg... but.. face it.. mage has the worst basic defence in this game... u are expected to pot when u solo.. ALL class takes dmg in this game.. even archers who are generally a high dodge rate class in other game takes a lot of dmg when grinding..

the classes of this game is fairly different to other MMO games.. if u keep comparing yourself with other games u're not gonna enjoy it...

if u're looking for a class that allows u to kite a group of mobs u should play archer...

mage are mostly stand still, deal big dmg on the spot type of class...
The combo I listed was my cast order for 1v1 regular mob solo grind encounters. Heres a better explanation!

Firebolt:

-First, because its the highest single damage spell I have and thus should be the spell I want to cool down first of all the 15 sec spells.

Icebolt:

-Second, to apply the snare as soon as possible. I choose to cast this spell 2nd and not 1st because the snare effect is simply too unreliable. If it had a 90% snare rate then I would cast this first, then Firebolt second.

MM1:

-Third, because its quick damage. I do not choose lighting bolt here because the damage is only marginally better on average. I could cast LB here, but I just choose not to for simplicities sake.

MM1:

-Fourth, extra damage. If I start casting at max range, then the mob is usually not close enough to me to justify using MM5, yet.

MM5:

-Fifth, starts the longest CD on MM. I generally will not need this spell again until its CD is up.

AB:

-Extra bonus damage since the monster is usually standing on top of me when this goes off. I take one hit here for simplicities sake.

Most mobs are usually dead at this step. If they are not, I cast whatever spell I feel will sufficiently finish it w/o wasting damage. For instance, I will not start the 15 sec CD on Firebolt if the mob is only at 10% life. If its at 10% or some low %, I usually take another hit here then hit it with a MM1 to save CD's for the next pull.
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