As I understand it, and I certainly may be wrong, the trouble is position by the computer's reckoning: The monsters are shown in their animation as moving from point A to point Z in a continuous path, but it's actual computed position changes from position A to position Z without being computed as being in all the positions in between. To compute the monster's position every foot of movement would consume way too many resources. So, we shoot at the monster/target as it is moving through points B, C, and D...and by the animation it looks as though the monster is there...but in the computer's calculations the monster is actually in position Z having already left position A. This has been true of most all computer games since the inception of fluid animation (as opposed to stop motion refresh screens). If the monster starts moving toward your toon, good chance it's pathed to be next to or slightly behind your toon; back up and pivot a little and when the monster reaches the spot near where you were standing, BLAST away! Oh, but please, if you end up kiting because of this, try, TRY to kite in a circle around the party and your healer; the rest of your party and your healer especially (I play a few healers and yes I ENJOY being a healer/nanny-bot) would sincerely appreciated it.