PLAYING YOUR SPEAR BARB [5A]GENERAL OVERVIEW [1C]The three main pillars (pun intended) of the Spear Barb are
Damage,
Range, and
Percsision. Basically our strategy for the most part is to be patient, attack safely and not stupidly, and make every hit count. As discussed in the CONCEPT section, we learned that the spear barb can out range many common meleers. For this reason we take a different approach against smiters and meleers then most BVCs will be able to take. Against casters we generally play the same way that a BVC would play.
This section will be realtively brief, as I'll cover specific matchups in more detail in the next section. The things I want to touch on are technique and decision making. First, lets look at "Long Whirlwind" vs "Short Whirlwind"
A "Short Whirlwind" is a whirlwind which moves your barb a very short distance, usually by whirlwinding to a location right next to your barb. One technique that is used with short whirlwinding is the "Dance of Death" also more commonly called "Tri Ww'ing." In this technique, you whirlwind in tight little circles around your opponent, mostly desiring a trianglular pattern. When you short whirlwind, you are riding off of the whirlwind skills two "free" hit checks, which roll on the 4th and 8th frame of the whirlwind animation. In this way, even a barbarian with a slow weapon can abuse the "free" hits and effectively emulate having a faster weapon by doing very short ranged whirlwinds. The purpose of Dance of Death is to place an opponent into stun or block lock, preventing them from fleeing. On our build, we use the Dance of Death to mostly prevent "Casters" from escaping us. We won't use this technique except against a sorceress or bone necro who can only survive by maintaining a large distance from us.
A "Long Whirlwind" is mainly a defensive manuver in which we whirlwind to a location rather far from our barb. A barbarian with a slow weapon speed will not desire doing this, since after the 8th frame, which falls early into his whirlwind animation, he will effectively "stop hitting", or hit very rarely during his whirlwind. Since our weapon hits the max breakpoint, we remain deadly the entire time we're in the whirlwind state. Long Whirlwinding does have disadvantages, such that it can make you an easy target for those who avoided your path, and it can give your opponent a chance to escape. However the long whirlwind is invaluable for fighting opponents like smiters and hammerdins. One of the keys to effectively initiating a long whirlwind is knowing how "long" to make it. You don't want to go excessive. In fact the most effective long whirlwinds are still relativly short range, so that you will end your whirlwind state in a timely fashion and be able to react to any of your opponents counter manuvers in time.
Lets take a look at some more specifics..
MATCH SPECIFIC [2C]vs PaladinsSmitersSETUP: Swap out your belt and boots for Hsaru, you'll need the attack rating.
Optional: Prebuff your bo and carry the hel'ed Gavel of Pain on switch
Often viewd as any Barbarian's worst nightmare.. the Spear Barb is actually designed to have an edge on smiters. As far as we're concerned, there are two general types of smiters here. Aggressive smiters, and passive smiters. An aggressive smiter will often wear enigma and attempt to repeatedly teleport on top of you and shift smite. We counter this by doing the Long Whilrwind away from them. Becasue of move speed, we are able to cover ground quickly while in the whirlwind state, and that helps take us out of the smiter's range even as he teleports on top of you. Because of our weapon's speed and range, this will give us free chances to hit the smiter without taking (much) damage. One of the traps we fall in vs aggressive smiters is that they will often react to long whirlwinds by trying to teleport into our
path rather than directly on top of us. This is why when I said that "long" whilrwinds were essentailly somewhat SHORT in distance, it was quite an important point to make. We want to make sure we can change directions when that happens, and initiate a counter vs their "passive" in-place smiting.
Passive smiters are those who play excessively defensive or who attempt to play "smart". They may litteraly sit on a spot and shift smite your character, waiting for you to foolishly whirlwind through them.
NEVER whirlwind through a smiter. This is sucide even with barbs who can stack DR... and we don't have a lot of DR on this build. They will eat your lunch. So for passive manuverse, we abuse our weapon range. Remember the Concepts section? I mentioned the egg-shaped invisible "bubble" around our characters. For countering a passive smiter, you have to be very intimate with this range. But for the most part, if you do short ranged whirlwinds to the immediate side of your opponent, this will put you in the range in which you can start hitting them while their smites aren't hitting you. The proper way to do this is to whirlwind at their side in an up and down motion.

In this pic, the sorc represents a smiter standing in place shift smiting at you. The lime green arrow represents where we place our whilrwind. You want to go back and forth along that arrow using short burst whirlwinds. Once you get the distance and timing mastered, and it
will take practice, you will find that when doing this you are going to start hitting the smiter and not be reached by his smite at all. If it's a phase blade smiter this is even easier to pull off, if its a berserker axe smiter you have to be a bit more pecise.
Once they realize they're getting hit without being able to reach you, they will likely change tactics. Be ready to pull off a defensive long range whirlwind away from them if they come at you. Timing is key, if you get caught off guard it's going to get very ugly for you. If you can pull it off properly you will get one or two free hits from then, then get more free hits as they wrecklessly enter into your weapon range yet again while you're initiating a long range whirlwind.
If push comes to shove against an agressive lifetapping smiter, go grab your Gavel of Pain and amp them. Just be careful that you do not get telesmited while your gavel is out as you will be momentarily open to attack when you cast amplify damage.
Basically, beating the smiter is something that's going to take patience and a lof of skill-- but I say our spear barb can do it more effectively then any standard dual axe barb can hope to. Their advantage is that they can stack dr and use doom to slow the smiter down, our advantage is we can land much more painful blows and attack them without EVER entering the smiter's range. There are, however, limitations. Although the strategy disccused here will help you overwhelm 90% of the smiters out there, there are still those exceptional smiters out there who can simply abuse their character advantages to the point where you simply cannot pull off a consisent win. Ultimatly a life tap smiter will be able to go excessively aggressive against you, lessening your chances of victory. Throw in a smiter with auto aim teleport and IAS hacks and you're pretty much toast. All in all, use common sense, good judgement, and most importantly, duel "Smarter, not harder." It's not IMPOSSIBLE to win, but it is definitly one of our toughest matches
zealersSETUP: same as smiter
They actually have a huge advantage over you based on us not having a shield. Treat them EXACTLY like a smiter, using all the same strategy but do not EVER whirlwind THROUGH them. You MUST abuse your weapon range and defensive playstyle to beat these. I'm not going to go too indepth here, as the strategy for fighting them is exactly the same as vs smiters.
hammerdinSETUP: Primary or Hsaru's if you have trouble breaching their defense
Just like smiters, we can group Hammerdins into either an aggressive or passive group. Either it'll be one of those hammerdins who tries to constantly telestomp you and hammer directly, or one of those vigor charge hammerdins who will constnatly try to desynchronize their location from your screen and set up defensive hammer fields. To beat a hammerdin, there are a few key strategies you have to utilize. First and foremost is to be defensive.
When fighting one of those stomp-happy hdins, we Long Whirlwind to the south-west direction, which takes us into their blindspot. This is often a technique that you can and should use ahead of time if you ANTICPATE an immenet telestomp. If you're feeling very bold you can initiate several VERY short range "in-place" whirlwinds to try and overwhelm them, but this is something you should do only if they have shown to have low defense and take a lot of hits. It's probably safer to continue to play defensively.
Another good tactic to use is to leap. A leap will interupt a hammerdin's attack and knock him back slightly. Many barbs know about the power of leap, but don't know how to effectively abuse it vs a hammerdin. You don't want to leap a hammerdin and then just jump right into his hammer field. It may stop him from casting, but it won't remove the hammers he's already placed. The best way to catch a hammerdin off guard with leap is to lure him out of his hammer field. If the pally is fond of teleporting or charging to a different location, you have to wait until he MOVES. He may teleport near you and begin casting, you want to leap as soon as he moves, and if you knocked him back while he had minimum hammers out, or better yet before he was able to cast, NOW is the time to teleport near him and engage him with whirlwind. It may be tempting to try giving him the Dance of Death and attempt to place him in block lock. If he has low defense this WILL work, however it's a huge gamble. The last thing you want to do is try to repeatedly whirlwind a hammerdin while he's spamming. If you're excessively missing a lot of hits, as in he's not even going into block mode vs you, it's time to put on hsaru belt + boots and enchant yourself. The extra AR will go a long way.
Honestly this is a tough matchup too that can be frustrating for any barb, but patience is a virtue. Eventually even the most defensive hammerdins can be goaded into going agressive vs you. Once you have them chasing you, you are at the advantage. Just remember, utlize your weapon range and punish his mistakes. Catch them off guard and hit and run as necessary. For a BM matchup I don't suggest amping, as they can simply retreat and cleanse the curse off of them, or simply go into an extra defensive mode trying to bait you, since they know a greedy barbarian will try to get in as many hits as they can while their opponent is amped. Also becasue this duel may be a long one, you probably want to keep your BO setup on weapon switch so you can rebo as needed.
FOH'ersThis is actually a really tough duel for the Spear Barb. We're simply not capable of stacking our resitances like a regular BVC is. You can put on TGODS to at least lessen the blow a little, since we wont' need DR vs a pure FOHer. It wont' help much, but if it makes the difference between dying in three hits and dying in two hits, it's worth it. Basically you want to stay on them hot and heavy. FOH is one of the easiest skills to interupt. You want to definitly give them the Dance of Death and try to get them in recovery lock. If necessary, you'll have to wear hsasru belt + boots to get extra AR, but it's more desirable to keep your gores on for that little bit of extra deadlystrike. This is one of those duels where every extra little bit of damage you can dish out will be needed. Honestly, winning this duel is just luck. Did your hits get through, or did he block a few times and get an FOH in.
A bad FOHer will just sit there and cast at you, they're not so hard. A good FOHer will charge or even teleport to keep himself away from you. Duels vs those types of FOHers are VERY hard for the Spear Barb. Good luck.
FOH/SMITE hybridsThis is probably the hardest Paladin for our Spear Barb to beat. They can peg with FOHs from a distance, whittling your health down, and then smite you out when you go to attack them. Beating a good V/T requires a lot of skill and quick reaction time. The key is to wait until they have their FOH hotkeys up and strike when they begin casting you. Once they switch to smite it's time to long whirlwind away from them. Remember when they are in smite mode treat them like a smiter. If they're going to try defensive smiting you, abuse your weapon range and try to attack them from a distance. Depending on the power of their FOH they'll either cirpple you or slowly drain your life with each cast. Either way we are
not comfortable when dueling a V/T or T/V especialy. There's not a lot more to add here, just play your best and pray. It's going to be a lobsided duel in his favor.