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<blockquote data-quote="Jackinthegreen" data-source="post: 6153875" data-attributes="member: 6678119"><p>A 30 foot move speed won't cut it for kiting because of the charge action, since charges can go up to twice the character's land speed (and sometimes further depending on the build). You'd need at least a 60 foot move speed to get around that problem, and that's assuming the enemy is focusing on you in the first place and has a 30 foot or less move speed.</p><p></p><p>The best kiters (or indeed best at many things) are full spellcasters. Slow comes to mind, as does Touch of Fatigue to prevent most things from charging. Spectral Hand gets around the touch range issue. Cause Blindness/Deafness can easily take out most melee types. Or just flying around in the air and making the poor bozos on the ground have to resort to plinking away at you with backup ranged weapons. Getting flight for free is most easily done with warlock.</p><p></p><p>Might I recommend putting spoiler tags around some stuff in the future? I think it's [ sblock] and [/ sblock] minus spaces to do so. That way people don't have to scroll all the way through your skills and such (which aren't really pertinent to getting help achieving your goal, mind) to get to other parts of the post. Your equipment likewise isn't all that meaningful for the discussion at hand, though caltrops can definitely be useful.</p><p></p><p>Unless your DM is humoring you and will have your opponents go after you and never charge you, you simply won't be kiting stuff (assuming kiting is Kill In Transit like how it is in WoW). You don't do enough damage to really be a first-order threat compared to a melee guy with a greatsword really dishing out damage or the squishy wizard in back slinging fireballs.</p><p></p><p>If you mean KITing as something different from leading a creature on to be Killed In Transit, please do tell.</p></blockquote><p></p>
[QUOTE="Jackinthegreen, post: 6153875, member: 6678119"] A 30 foot move speed won't cut it for kiting because of the charge action, since charges can go up to twice the character's land speed (and sometimes further depending on the build). You'd need at least a 60 foot move speed to get around that problem, and that's assuming the enemy is focusing on you in the first place and has a 30 foot or less move speed. The best kiters (or indeed best at many things) are full spellcasters. Slow comes to mind, as does Touch of Fatigue to prevent most things from charging. Spectral Hand gets around the touch range issue. Cause Blindness/Deafness can easily take out most melee types. Or just flying around in the air and making the poor bozos on the ground have to resort to plinking away at you with backup ranged weapons. Getting flight for free is most easily done with warlock. Might I recommend putting spoiler tags around some stuff in the future? I think it's [ sblock] and [/ sblock] minus spaces to do so. That way people don't have to scroll all the way through your skills and such (which aren't really pertinent to getting help achieving your goal, mind) to get to other parts of the post. Your equipment likewise isn't all that meaningful for the discussion at hand, though caltrops can definitely be useful. Unless your DM is humoring you and will have your opponents go after you and never charge you, you simply won't be kiting stuff (assuming kiting is Kill In Transit like how it is in WoW). You don't do enough damage to really be a first-order threat compared to a melee guy with a greatsword really dishing out damage or the squishy wizard in back slinging fireballs. If you mean KITing as something different from leading a creature on to be Killed In Transit, please do tell. [/QUOTE]
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