Don't Kite Your Team! A Guide To Effective Kiting

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Don't Kite Your Team! A Guide To Effective Kiting by Mind Map: Don't Kite Your Team! A Guide To Effective Kiting

1. Kiting Around A Pillar

1.1. In the last section, we looked at how you should be kiting towards your dps in order to ensure they can deal damage to whoever is tunneling you.  Let's now take a look at when you can kite around a pillar, away from your dps. If you're ever able to get away from a melee and avoid all damage, you can actually just keep running around a pillar with your ghost wolf. Remember that you should only ever do this if the melee you're kiting is unable to hit you. A rule of thumb to follow is that you should ONLY attempt to kite away from a melee around a pillar if they are either slowed or if you've already gotten away from them, usually because of some kind of cc.

1.1.1. ARo

1.1.1.1. In this example, Xonika landed a capacitor stun on the warrior, and because of this, he was able to get away.   he then took advantage of this situation by using his ghost wolf to run around the pillar and avoid taking any damage from the warrior.

1.1.1.1.1. Editing

1.2. Now, when you're playing 3s, you're doing to have to deal with two dps that want to hit you. If you ever find yourself in a situation where you're able to completely line of sight a melee, like that example we just showed you, but you're taking damage from someone else, you can use your spiritwalker's grace to heal yourself while running around and avoiding all damage from the player that you're kiting around a pillar.

1.2.1. ARo

1.2.1.1. Taking one more look at that previous example, while Xonika was kiting the warrior around the pillar, the mage was able to freely dps him. In order to deal with this, Xonika used his spirit walkers grace to cast heals while running around the pillar.

1.2.1.1.1. Editing

2. Gust of Wind

2.1. The final section of this video will look at gust of wind. Although this is a great way to kite melee, it can sometimes heavily backfire, especially against warriors. The first thing to consider, is only using gust of wind when a warrior is cc'd and so won't be able to instantly charge you.   If a warrior is playing with the talent that resets their colossus smash when they use charge, you're giving away a TON of damage if you let them charge you for free.

2.1.1. ARn

2.1.1.1. In the example we showed in the previous section, Xonika used his capacitor totem to stun the warrior before using the warlocks gateway. the exact same thing applies to using your gust of wind. only use it when the warrior is cc'd

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2.2. Now, whenever a player has already used a gap closer to get to you, you can use your gust of wind to get away from them. Again, this is especially important against warriors, because you don't want to give them a free charge. One thing to note is that if you use gust of wind while rooted, it will be used but you won't move forward. And you should also be jumping before you use it in order to move further forward.

2.2.1. ARo

2.2.1.1. Here, Xonika gets charged by the warrior. Because the charge roots xonika, he makes sure to wait a second for the root to fade, before then safely using his gust of wind to get away from the warrior.

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3. Intro

3.1. Hey everyone, and welcome to our resto shaman guide on effective kiting. This aim of this guide is to show you exactly where you should be kiting to and how you should be kiting. After watching this video, the next time you get trained in an arena game, you're going to be able to do a much better job at kiting for your team, and trust us, your team will thank you for it!

4. Outro

4.1. Okay everyone, that's it for this video. As always, thanks for watching and we'll see you next time.

5. Kiting Positions

5.1. The first and most important part of this video, is about kiting into a position that's favourable for your team whenever you're being trained. At its core, this concept is actually pretty simple. Essentially, all you have to do is make sure that you're always kiting towards your team, and not away from them. This means that if you're kiting around a pillar, you should do it in a way that will allow your team to connect onto the enemy teams dps.                                                             Picture this, you're being tunneled by two dps, and you decide to run away, behind a pillar, only for those two dps to follow you behind that pillar. Meanwhile, both of the dps on your team are stuck in the middle of the map, unable to deal any damage to the players you've taken behind the pillar.      This is the absolute worst thing you can do when you're being tunneled.   Let's take a look at a couple examples of our rank 1 resto shaman, Xonika, being tunneled.

5.1.1. ARg

5.1.1.1. Here, you can see that the warrior is on xonika behind this pillar.    Both of xonikas dps are on the left side of the map.   If xonika attempts to kite right, around the pillar, his team wont be able to do anything to the warrior. Instead, xonika makes sure to move left, around the pillar, and then stays in his dps's line of sight, enabling his warlock to freely dot the warrior.

5.1.1.1.1. Editing

5.1.2. ARaa

5.1.2.1. Here, xonika has found himself in the middle of the map after using his spirit link to stay alive.  He now has the option of moving towards the pillar right in front of him, which would result him taking the warrior out of his teams line of sight.    Instead, he opts to move across the map, which forces the warrior to stay in the open, and take a ton of damage from his teams dps, and with that, his team is even able to score the kill on the warrior,

5.1.2.1.1. Editing