Section VI: A treatise on namelocking/chainlocking with your AssassinThis little section will provide you with some usefull information about chainlocking. Chainlocking is simply namelocking multiple times without breaking the lock for more than a split second. This allows you to continously stay on your target, and when combined with a nice damaging skill and trap locks, it will make taking down your target a much easier job in most situations.
- Namelock
The first thing to learn is Namelocking. Namelocking is simply clicking on your opponent's character and holding the button down so that their name appears above them (or in what ever direction towards the edge of your screen that they are in.) Namelocking makes it so your attacks target the position where ever your target is (with spell attacks it will shoot at that position, with melee attacks you will walk to that position and attack once your are in range, with whirlwind you will whirl towards that position, with teleport you will teleport directly to that position etc).
You will use namelocking and chainlocking (hopefully) a LOT while dueling on your 'sin. Read further for an explanation of how. - Using Mindblast for namelocks
On some builds you will use your main attack to namelock sometimes (Fireball on a Fire 'sorc, Bone Spear on a Bone 'nec). Other times you may use a skill that will do nothing to maintain a lock and not do anything (Unsummon, or Throw) (most commonly on left click). On this build, you will almost always be using Mindblast to obtain a lock. To namelock with mindblast you simply put your cursor over your opponent and cast Mind Blast, but hold the click down. This will continously cast Mind Blast on your opponent's position, untill they are off your map (you can maintain a namelock off screen.) - Chainlocking with Mindblast and holding your Traplocks
This tactic will be most useful against Bow 'zons. They will shoot at you untill you get on screen and then (if they have it) switch to their block setup and try to walk out of your traps (some will constantly switch weps and walk to decrease the effects of stun, also known as Wsg). What you will do is close into them (never in a straight line) and set some traps off the corner of your screen. When they are on your screen obtain the namelock with Mindblast. They will start to run, so switch to a trap (via hotkeys) and since you are holding down the right click button it will automatically lay the traps at your trap laying speed. After you have one or two, make sure your cursor is directly on your character and quickly switch to teleport. After you teleport you will lose the lock, so let go of your right click button and click down and hold again. Since you allready have your cursor set on you, and you teleported right on top your opponent you will again have a namelock via mindblast on your opponent. You can mix this in with just about anything. After you teleport, instead of again namelocking with mindblast you can switch to whirlwind and whirlwind in the direction they are running/walking. Remember not to namelock with whirlwind though, or you will be stuck doing that untill either you hit them or they break your lock. - Chainlocking with a secondary attack
This tactic, similiar to chainlocking with mindblast, will use a secondary attack (like Dragon Claw or Dragon Talon) and left click.
First, close in with teleport. Lay your traps on the corner of your screen like with Mindblast chaining. When you see them on your screen you will want to first Mindblast, to initiate the stun icon (swirly icon above their head after being Mindblasted). Quickly switch to teleport (you should allready have a right click namelock with Mindblast from initiating the stun acceptance, and your cursor should allready be on you). When you teleport on top of them, let go of your right click namelock and click and hold left click. This will start a namelock with your secondary skill that should be assigned to your left click. Since at worst situation you allready have the stun icon on them, they will be tolerable to stun from just Dragon Claw (if you did it right traps will also be firing and they will be nearly completely locked up). Dragon Claw offers a high attack rating, and Dragon Talon offers a fast kick and knockback. I chose Dragon Claw over Dragon Talon because you will hit more often and the point is to keep your opponent in place anyway. Smart opponents will try to Wsg (mentioned in Chaining with Mindblast). This will enable them to get out of your trap lock/dclaw attacks and hopefully for them, teleport away. Since you allready have the namelock on left click with dclaw, as soon as your target is out of your attacking range you will begin to walk. As soon as your target gets out of your attacking range, switch on right click to Teleport, and right click. You should allready have your cursor again on you, so when you teleport you will appear right on top of your target again. Let go of right click and again left click with Dragon Claw. You will want to mix this up with Whirlwinds and traplocking.
A video explaining the basics of left click chainlocking:
http://www.youtube.com/watch?v=yNxsJv_HBHcSection VII: Open Wounds/Deadly StrikeI decided to take a portion of this guide to go a little in-depth with Open Wounds and Deadly Strike mods, because they will be frequently used on any properly constructed WWsin. Both of these mods are capped at 100%, that is with 100% Open Wounds or Deadly Strike, it will always proc if the hit goes through. I should note, though, that OWs and DS mods on your claws will only apply to that claw, and OWs and DS from other pieces of gear will apply to both claws. Remember that correctly geared WWsins will have a 4 frame WW speed, and only the main hand claw (boot side while WSM bugging, glove side without bugging) will get a hit check at the first frame (4th), and from then on out both claws will get a hit check (8th, 12th, 16th etc etc....)
Open WoundsQuote (Arreat Summit)
This is a chance of making a monster bleed uncontrollably. They lose health while bleeding. Open Wounds Items stack in most cases.
Duration: 200 frames (that is 8 seconds).
The damage per frame seems to be the following (where Clvl is the attackers level, that is the player's level usually):
Clvl=1-15: (9*Clvl+31)/256
Clvl=16-30: (18*Clvl-104)/256
Clvl=31-45: (27*Clvl-374)/256
Clvl=46-60: (36*Clvl-779)/256
Clvl=61-99: (45*Clvl-1319)/256
If you prefer per second, just multiply by 25:
Clvl=1-15: 25*(9*Clvl+31)/256
Clvl=16-30: 25*(18*Clvl-104)/256
Clvl=31-45: 25*(27*Clvl-374)/256
Clvl=46-60: 25*(36*Clvl-779)/256
Clvl=61-99: 25*(45*Clvl-1319)/256
Some examples:
Clvl 10: 11.8 per sec over 8 seconds for a total of 94.5 damage. Clvl 30: 42.6 per sec over 8 seconds for a total of 340.6 damage. Clvl 50: 99.7 per sec over 8 seconds for a total of 797.7 damage. Clvl 70: 178.8 per sec over 8 seconds for a total of 1430.5 damage. Clvl 90: 266.7 per sec over 8 seconds for a total of 2133.6 damage.
Also, the damage is divided by 4 for a player target. In addition, for a missile versus a player target one should divide the damage by 8 instead.
Finally, versus bosses and champions (could be just bosses or special bosses) the damage is divided by 2.
It is possible to get up to 100% chance for Open Wounds. Anything above 100% is discarded.
Deadly StrikeQuote (Arreat Summit)
This is a chance of doing double damage. All melee damage is doubled, whether its physical, magic or elemental (such as skills Berserk or Vengeance). Deadly strike is the last thing that's applied to your damage, meaning that all other damage modifiers are taken into account as well. Deadly Strike stack in all cases, there is only one chance to trigger a deadly strike blow per hit. There is no cap on how high the chance to trigger a deadly strike can get, but anything over 100% is a waste. Critical Strike (CS) and Deadly Strike (DS) exclude each other. Deadly Strike does not work with Smite.
If you have a 33% Deadly Strike item, and 68% Critical Strike Skill the complete chance to get double damage is:
=CS + (DS/100)*(100-CS)
=68% + (33/100)*32%
=68% + 10.56%
=78.56%
It is possible to get up to 100% chance for Deadly Strike. Anything above 100% is discarded.
Section VIII: Dueling tacticsIn this section I will provide some basic dueling tactics and detailed explanation of how to take on any build as well.
- DoD/Tri-whirl - This is a widely used skill among WW builds. Dance of Death or Triangle WW is simply WWing around your opponent and applying hit checks. A triangle is the most commonly use shape, and I usually DoD clockwise. DoDs are best used in succession with namelock teleports, and since you are landing above your enemy on a tele stomp, you should begin your DoDs down and to the right, then continue down to the left, and finally up and to the right. You will want to make your DoDs as tight as possible but make sure you aren't passing through your opponent.
- Drive-by WWs - Also commonly referred to as "passes", a drive by WW is simply a quick WW through or close enough to your enemy to hit them and begin checking hits. This can be put to good use on a Ghost with a lot of OWs, where bleed tactics can be a very successful strategy.
- DClaw chaining - This is performed with the left click mouse button. Obtain your namelock teleport obtain namelock with DClaw. This can be used in rapid succession and works best when you are involving a stun sequence into your chains.
Use CoS willingly, lower defense = better chance for you to hit them.DruidTornadoYou will want to play all out offense against Tornado druids and take advantage of their bad FHR. Just because you are playing offensive does not mean you should kamikaze teleport into Nado packs and kill your self. Don't teleport in straight lines when closing in on your opponent. Always start your sequence with traps, this way you are not left open to a tele stomp and if you do get a nice MB lock they are getting pouded by traps constantly. Although you can play a nuetral game fairly successfully against Druids, you'd be better off playing in an offensive manner and making good use of your WW. If you see the druid teleporting away to resummon, that would be a huge opening. Use your DR setups against Nado druids, and Fade for an extra boost to DR.
Volcano/ArmageddonThese druids will be played a lot like Tornado druids and are generally less dangerous. You may want to stack Fire resists against these, some of them carry -resists gear and Fire is usually a resist that is scarce from gear. Most of their damage is AoE from armageddon spraying, but skilled namelocker can make Volcano a pain in the ass. Lock them down quick and start DoDing, they'll last about as long as their Cyclone Armor. You will be using Fade for the added resists.
Shape shiftersFirstly, there are Fury and Rabies/Fury varients to worry about. A well geared Fury or Fury varient can take you out in a few Fury sequences, so don't underestimate them. You may want to go as far as disregarding your Shadow Master against Rabies varients because if they get a Rabies off on your summon and it spreads to you it will force you to play VERY offensive, and Fury will be all the more potent in that situation. You can generally play them in a nuetral trapping style and tele
drive-by WW when you see an opening. There's also a few Fire Claw Bears that hit hard and fast. You will play them the same as the others. Don't get caught without your traps up, it can be pretty painful. Use Fade aganst all shape shifters.
PaladinHammerdinsThis is an interesting duel, as always with hammerdins. Usually pub hammerdins are a complete joke and they'll camp in hammer fields. Force them out with traps and bleed them through OWs and Venom by WW passes. Remember to WW south after exiting a namelock
teleport to avoid freshly casted hammers. The good hammerdins will use synch willingly, and attempt to tele stomp you and take you out early. A properly built hammerdin will generally kill you in 2 hammers, and Mage will generally take 3. You will play Mages the same as hammerdins. Always keep your SM up because without him it's your clawblock vs losing 1/2 your life. You can use traps to predict when they are synched and coming, the traps will go off anyways. If you are using this tactic it's generally better to have a few LS's out, and a WoF at your feet. Liberators are no different, and I pray everytime I see one that he's dumb enough to charge at me. You will want to use BoS against hammerdins, and Fade against Mages and Libbys. You can go as far as a BoS Widowmaker setup, but it's fairly easy to die with that so I wouldn't recommend it to the inexperienced.
SmitersThanks to moderate-high LS damage, these duels are generally easy. This means you can die all the more easy if they are over sorbing. Use your DR setup. You can generally WW away from smiters and let your traps eat them up. If you have a Fools claw with KB, now would be the time to use it. Watch out for tele
smites, they can get pretty unpredictable at times. V/Ts and T/Vs are generally a bit tougher. Usually they have around the same Smite damage as a normal smiter, and a substantial FoH damage. You will be using Fade against Smiters.
*Note: You will play Zealers and Smiters the same.
NecromancerBone 'necsHigher WW damage varients of the Hybrid usually do better in this matchup. This will be another cat and mouse game with you playing the feline role, same as against druids. Allthough, necs are a LOT tougher. A good necro can be considered your toughest matchup in GM duels. They will apply constant pressure through IBS, curses, and teeth spam that kills your meat shield. Stay up close and personal, and apply pressure back. Use DClaw chains willingly, they work GREAT against vita necs. It's really just a chess match untill you can establish a nice stun, and in turn a checkmate. Use BoS against necs, and Fade when you are cursed.
Poison 'necsThese you will generally play the same as Bone 'necs. Overall it is not a common build, and you won't run into it much at all. They are usually vita and stack massive revives. If you come across this just lay your traps and MB him out of his revives, and follow with a quick teleport
DoD. You will use Fade against poison 'necs, you'll need the resists badly.
SorceressAll sorcsYou will generally play all sorcs the same. You should stack against cold sorcs, and if you come across Infinity wielding Lightning sorcs, stack for that as well. Any build using a 2H weapon will die really fast. You will use the same tactics, for the most part, against every sorc, and that is chase (not in a straight line) them down, lock them up, and whirl them to death. L8z whore FB/Lightning sorcs can be a bitch sometimes, but just stick with chasing them and try not to run into spam. Those duels generally end as soon as you get a nice stun. If you're up against a camping blizz sorc, lay your traps and MB them out of their blizzard. You can also use Blade Fury. You will use Fade against sorcs for the resists.
AmazonBow 'zonsThese won't pose much of a problem to you TBH. Circle in on them, lay traps, MB, and begin to whirl. Make sure you are applying pressure with MB and traps if they are WSGing out of your stun. Make sure to recast your SM at any opportunity if she dies. Generally just keep a lock chained will win you the duel, the traps will be constantly eating the zon up even if you can't get WWs off. Use Fade against Bow 'zons.
CS/LF 'zonsCS/LF 'zons aren't much different from Bow 'zons except that they have more life and damage in an element. You will generally use the same tactics against them, close in
lay traps
MB
WW. Some of these 'zons will use a mod called far cast which allows them to auto aim CS's on you. Sorb them willingly and laugh when CS's heal you. You should be Fading against CS/LF zons for resists.
BarbarianTeleporting BarbsThese can be very tough. You will want to play like a pure C/C trapper. Keep them from getting near you, and learn when the right time to MB is. If they catch you off guard MBing it will take a huge chunk of your life, some times all of it. Don't go for a WW if you don't think its safe, they have WAY more damage coming from that department. Play defensive and pressure them into going too aggressive, and you can catch them with their pants down. I find WoF almost completely useless here, LS does the damage and a nice stun on barbs. If they are over sorbing you simply can not win, they will have more life, more WW damage, and more defense. Use Fade against barbs for added DR. You will generally play BvBs the same way, except NEVER WW.
AssassinsGhostsThis can be a tough duel for either side. You will want to play a mix of defense and offense, and force them in to making mistakes. Always have your traps up, they do a lot more damage than your counterparts. DO NOT TRADE WHIRLWINDS WITH A GHOST! They maxed Claw Mastery for a reason, more AR and claw damage will hurt you more than you hurt them. Time your WWs and teleports right, and you can win. You should use 50 DR here, they will have high DS and physical WW damage.
Use Fade against Ghosts.
WWsinsPure wwsins without teleport (Bramble/Fort sins) will generally be easy pickings. You have traps and fast teleport to over power their massive poison damage. You can play them like a barb, and keep them away from you while trapping/MBing. Always stay on your feet, and keep moving. If they are sorbing it can be VERY hard to win, you have to time your wws perfect.
C/C TrapperOne of the best things for you about this duel is you have traps AND WW. Lay your traps on the edges of your screen, and force them out of their trap field. If you catch them off guard, you can take a HUGE chunk out of their life. You will want to play them offensive, and doing drive by whirlwinds can get OWs and Venom on them, and you left untouched. If they are sorbing, you should too as it well hurt them more than you. You should use 48% FHR against good sins, but shouldn't have to bother with it against some campwhores through forcing them out of their trap fields.
Whirlwind/Trap HybridsThe best strategy I can give you in this department is to go out and find some good hybrids, and duel often. It's best to form your own techniques when it comes to xbuild v xbuild. TBH, just play alert and stay on your feet. Don't make the little mistakes that will cost you the duel, and put a lot of pressure on your opposition. If you feel it slipping away, tele away and pull it together. Think about what you do before you do it, but don't be too slow!
CreditsIsaac (xSmithenatorx2) for hours and hours of sin v sin duels and help with the guide.
Dave (Tienje/Marnou) for help with sin v nec and the WSM bugging chart.
Jordan (Oilerfan) for duels and the idea for me to make a WW 'sin.
Bryant for moderating my guides and making sure no randoms spam/IAS calculator....and for your wife.
John (ImBehindyou) for sin v sin duels.
Sambo (Sambo.) for harsh comments on my first "guide" that helped me to fix it, and lots of duels.
Ollie's Hybrid Guide for inspiring me to play a hybrid sin and write a guide myself.
Max (Ziecheik/ZAIBADDIE/ZAISPAWN) for help with suwayyah info and duels.
TJ (ThatWasShockin) for video of chainlocking and duels.
Rodkneepoo (alia) for having the #1 feminine voice on skype (OH GOD...OH GOD...OH...GOD~!)
Everyone on my flist.
All of the sin community @ USWest NL.