Quote (Hajonston @ Dec 13 2009 04:20pm)
The Telefrag (Bearstrike):
This is your secondary attack, behind the volcbear combo. This is often where the meat of a druid's hot and melty damage comes from. While fire skills are great for controlling the flow of the duel, this is your finisher and your destroyer. Learning to properly aim a bearstrike is the *other* difficult thing for a shaman. The mechanics are simple: Namelock and teleport. Bam, grizzly hits them. The real trick is to learn timing and psychology. You must know WHEN it is safe to bearstrike them, and when it would land you a 1-way-ticket to the rogue encampment with one less ear. Bearstrikes become your most valueable asset against characters that they would seem impractical against: Trappers, bvc's, hybridsins, smiters, etc. If all you did all day long was try to hump them with your grizzly, they'd turn around and destroy you. Instead, you must use your fire skills to create openings for a quick in-and-out bear facemelter. For example:
Throw a fissure under a trapper, and as he teleports away, catch him with namelock, then tele out. Even though if he was tanking he could have pummeled you with mindblast/traps, this quick "spite check" just smacked him down a bunch of HP. You knew he would teleport away to escape the fire under his bum. Another example:
WWSin/barb takes a long whirl past you, and the instant it ends, you land on top of her, and then off again. Even though whirlwinders could destroy you if you were pure summon by just whirling in circles, well, when they sense the damage they take from fissure, they'll play more cautiously. And learning to anticipate their whirlwind patterns provides you to opportunity to sink an attack straight through them. As a smiter stops charger to run for a second to try to namelock you, you pass right by his head and leave him down 1/3 his hp. Bam. Learn to control your teleports- a smiter that has 30k defense and 75% block is nigh untouchable while walking/charging, but if your fissures convince him to run out of the way, he has 0 defense and 25% blocking. Easy bear-loving delivered via US postal, right there.
Shake the Namelock:
If your opponent namelocks you, you should be able to sense it. If they are charging straight at you even as you teleport, or dropping foh's on your head, or chainlocking you with throw/unsummon, or shooting bone spears way too uncomfortably straight at you, shake it! Once an opponent has you namelocked, it is incredibly unsafe to get close enough to him to drop the volcano+bear combo, or to haze fissures. Don't risk it. If your opponent namelocks, teleport away until they are off your minimap and immediately return. Thats it. Don't l8z, don't run for it, don't book it to cold plains. Just take 2 teleports to the south and 2 to the north and bam, you're back and he's lost his lock.
Grizzly Playtime:
Against melee characters who cannot teleport and cannot charge, or that is to say, against shapeshifted characters, that don't use rabies, this is a great trick for destroying them quickly. As if fissure didn't already bash their faces in. But especially against absorbers, this trick can win you the duel: Simply teleport a short distance away from them, and then walk in the opposite direction. As they namelock you and try to chase you, your grizzly will hit them as they walk right past it, and they won't hit you. Since they are running, they take a huge smack to the face. Then just teleport away, wince, rather, lepeat. Against an absorbing fury druid, this is a really neat tactic. Short hops with your grizzly standing still as you walk away leads to easy bear strikes. This is really the only time your grizzly hits anyone that isn't a telestomp.
Grizzly Techchase:
Against high ES sorcs, recasting windies, and other characters who simply want to get AWAY from your big bad grizzly, one hit is often not enough. To penetrate that energy shield, what you need to do is badger them nonstop with a grizzly. After landing your volc/bear combo, teleport after them again and again. Namelock teleport every time they move, follow them at their heels. Your grizzly will land hit after hit as their energy shield breaks, bringing them down. This is really the only way to beat those 5000+ mana ES sorcs using hacked items, etc.
Walking South:
When a hammerdin namelock teleports on you, walk south.
Bowling for Hammerdonks:
Despite the name, this also applies to wind druids. The concept is simple- this is your only chance to use a boulder in a duel, and its fuckin hilarious. Throw a molten boulder, teleport into its path, and then walk alongside it. Any hammerdonk/windy dumb enough to namelock teleport you will have to suck your chocolate lava balls. If it proves fatal, make sure to say "STRIKE!" in chat. The idea is, that fissures mainly persecute the hammerdins, but if they get absorbed slightly, then your hammerchucking foe can make meat for boulders. Boulders provide a disturbingly huge punch when they land, and since hammerdins will inevitably attempt to namelock teleport on you, this makes them easy prey. For best effects, cast your boulder due south, and run south along it. This way you'll run straight out of the path of hammers, yet the pallydonk will be pushed along like the aztecs taking revenge on indiana jones.
Townguarding:
When push comes to shove and the going gets tough and the BM gloves come off, a Shaman can hold his own. You know those glorious fissure druids that sit at town? You can be one of those. You know those summoning druids who fail hard? You can be one of those too. Both at the same time, fissureguard AND grizzlyguard. But this is such a glorious waste of time, rather.
General Batshittery:
Necro got you by the balls at low hp? Sorc pummeling you? Hammerdin wants to charge in for the kill? I think its time you go batshit insane. Make sure your geddon is up. Drop a fissure nearby, then drop a volcano near it, then teleport, left, right, left, right, up, down, left, right in all directions, all in a small area, like a maniac. Geddons will drop everywhere, volcano fireballs spamming across the screen, fissures popping out of the groudn. I am yet to meet someone who isn't thrown immediately off their attack by such a visual rape of their eyeballs. When someone sees all that shit flying across the screen, they will take a moment off their stompchase. And that can buy you a precious few seconds to gather your marbles and go back on the offensive. It might seem silly, but this tactic actually works. Look at the video I refer to later on in this, and watch the beginning part 30 seconds in as that guy duels a necro. Exact same tactic as I use, right there.
The BOULDERPK:
You're in a baal run, you're on a level 60 sorc with not much hp, no stats spent yet. Theres some kinda fire druid shooping around in the background. BAM. HE HOSTILED YOU. BAM, YOU DIED! BOULDERPK is just about the only manual TPPK that can be done in d2; you can tppk people without needing hacks. Simply roll a boulder, go to town, hostile. Boulders are so slow you can do this with your pudgy fingers alone. Just be warned that its hardly effective against competent characters. Great for picking off lowbies.
http://img20.imageshack.us/img20/2796/grizzly.jpg
VII. Matchups:
Specific techniques for dueling specific character builds.
Sorceresses
Fire Sorcs: (Medium)
These guys are the most basic character in D2. They teleport, and they shoot projectiles in a straight line at you. Thats it. Yet the duel can be deceptively tricky. Crappy fire sorcs, ones without massive tank gear, are exceptionally easy duels: Just drop a Volc/Bear combo and watch them die. Nothing at all going on there. In fact, even good sorcs you cross are often just 1 volcbear away from a Your Deeds Will Be Remembered screen. But it becomes tricky once you duel very good fireball sorcs. When they pack ES, or mass vita/dr/mb, and know how to telestomp against you, they can put up a notable fight. The tactics are everything I've listed in the techniques section; Lay down supression from fissures, and when you get the chance, drop volc/bear combos. This is not complicated whatsoever. HOWEVER, there is a trick. Against fire sorcs, you should never be namelock teleporting on them; instead, when you volcano/bear them, try to teleport directly BEHIND the sorceress. This way, your grizzly will still hit them, but you'll be out of shot of the fireballs. So namelock the volcano, then shift to just the side for the teleport, simple trick.
Lightning Sorcs: (Easy-Medium)
Honestly, these guys are just weaker fireball sorcs. They attack slower, which makes them easier prey for your bear. Just make sure not to underestimate them, and to stack your resists if need be; they often have great deals of -resists. Use the exact same tactics as above; teleport behind them, etc. Lightning sorcs are more likely to be energy shield based, and often stronger at it, but using the proper bear-badgering, tech chasing is all it takes to drain them to 0 mana and win this duel.
Blizz Sorcs: (Medium-Hard)
Without stacked resists, this can be a very difficult duel. WIth stacked resists (and ravens), its trivial. But if you die in a single hit to blizzard, this can be a real tricky duel. In the end, you need to completely outplay the sorc to win; you have bigger fissures which are easier to hit with, but their blizz will deal much more damage. Cater to your strengths. Get your opponent to start offensively blizzarding, so that they aren't camping and blizzing their feet, and then drop volc/bear combos for the kill. A blizz sorc can make this very tough for you with ES/200% fcr, but its only difficult if you don't stack your resists at all.
Orb Sorc: (Easy)
They can't hurt you, but most of these take ages to break down. Grizzly renders you mostly immune to orb, but this duel will leave you frequently recasting your bear, almost every few seconds, since grizzly is the only way to penetrate their ES. Drop supression from fissures and keep them from teleporting too much with it, and then its just a matter of trying to land a volc/bear before your grizzly gets frozen. In the end, you'll crush them much faster than they can widdle you down, they simply don't do enough damage and they get blocked by your bear.
Nova Sorc: (Easy)
This can be tougher than it looks at first. While fissures will fry them, they can win if you don't stack your resists against infinity/frost nova. Drop fissures at your feet, drag them through a few, and finally crush them with your bear. If you get trapped in nova/conviction without stacked resists, however, you'll be dead faster than you'd expect. Don't try to tank them out, but instead keep on your toes and dance fissures all over the place to drain their ES. If they're vita, its a laughable duel anyway.
Enchantress: (Easy)
Just teleport in their face and laugh, ffs.
Amazons
Bowazon: (Easy)
I want to list these guys as medium, but I just can't bring myself to do it. 99% of bowazons just get mowed down by shamans. Theres one or two I've seen that can go even with me, demonstrating that with a proper player, they can be effective. But crushing them is trivial in pubs and such. There are so many tools at your disposal. You're immune to guided arrows thanks to bear, half immune to multishot, and you can plant a fissure at their feet and they have no choice but to run out of it, and a namelocked volcano will dodgelock them so they can't react, and a grizzly often 1-hit's them. However, its best not to underestimate bowazons. Teleport around them in a strafing pattern, going circular to the angles orbitting them. Drop a fissure from the edge of your screen under their feet, and then as they choose to move, move in for the kill with volcano/bear. A bowazons main tool against a shaman is strafe. Strafe is worthless at range, but if you teleport on top of a strafing amazon you WILL die, period. If they don't strafe, volc/bear owns them. If they DO strafe, fissure owns them. Outplay them and switch between the two. If they move out of a fissure, you can land your big hit.
1 hit kaboom!