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Dec 18 2011 05:52pm
Habakkuk's Bow & Fury ZvA Guide v1.13d

This is a GM build designed around the use of legit items which are spawnable on all realms Ladder and Non-Ladder alike
Although some .08 gear is suggested for use it is not required to use this build


Not the type of Amazon Guide you are looking for? Try searching in --> Unified Strategy And Guides Sticky


This Amazon Build Offers:

Maximum IAS/fpa Breakpoints with Diamond Bow Faith and Matriarchal Javelins (Throw)
2100-3100 Guided Arrow and 2200-5000 Lightning Fury Damage (Raw Physical)
75% resistance in Hell Difficulty (or higher with proper gear)
50% Damage Reduction Jav-Side (General Outfit)
150% run/walk (or higher with proper gear)
2000 Life (or higher with proper gear)
3000 Life (after self-BO)

and plenty of versatile gear swaps
to accomodate any/all PvP situations







Europe Server Amazons:
Use a Bugged Siggard's Stealth Belt in place of Verdungo's



Mercinary:
Nightmare Act 2 Offensive Mercinary (Might Aura)
Pride Runeword (Concentration Aura)
Ethereal Andarial's Visage
Ethereal Bugged Fortitude
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Dec 18 2011 05:56pm
Frequently Asked Questions









Why Diamond Faith over Grand Matron Faith?
Diamond Faith requires only 65% IAS to achieve 7fpa and virtually has the same average damage as a GMB Faith
The 65% IAS allows for easy gear swapping while maintaining 7fpa
GMB Faith requires 92% IAS to achieve 7fpa which demands the use of more IAS gear
When you start stacking IAS gear, you will lose alot of Damage Reduction, Resistance and Life value on your Amazon
Diamond Bow is suggested for Faith due to it's high minimum damage
High minimum damage makes for very consistant damage which is important for creating FHR locks on your opponent
Shadow Bows or even Ward Bows, also make excellent ZvA Faiths
Matriarchal Bows will make a decent Faith but do not hit nearly as hard as the above suggested bows



Are Javelins Other Than Matriarchal Usefull?
Hyperion Javelins and Winged Harpoons are equal in IAS/fpa to Matriarchal Javelins, these are the 3 fastest types
But Matriarchal Javelins deal significantly more damage than Hyperions or Winged Harpoons
Matriarchal also grants up to +3 Javelin Skills



How Much Faster Run/Walk Does An Amazon Need?
Amazons love faster run/walk like girls love chocolate
Generally you want to use as much FRW as possible on a Bowazon
But do not drop bellow 150% FRW
This is pretty important for being able to escape bad situations in a hurry



What Causes Desynching? How Do You Gain More Desynch?
Desynch is a simple display error
This example will show you how it works:
* Your Amazon has 90% FRW comming from the gear she is actually wearing (Diadem, Amulet, Boots)
* She has an additional 60% FRW comming from her inventory of SCs
* Your opponents will see your Amazon moving as if she only has 90% FRW when in reality she has 150%
* About every 10-15 seconds, the server will auto re-adjust where players actually are displayed on-screen
* When the server re-adjusts, it will show you (desynch) and pop up where your 150% run has actually taken you
The game correctly displays FRW that is worn on-gear but if your gear is STR glitched, the FRW will count for off-gear desynch
The game does not correctly display off-gear FRW, such as FRW SCs and certain skills such as Charge
Desynching has nothing to do with how much total FRW you have, it has to do with the ratio of FRW on-gear Vs. FRW off-gear that is worn
This is why naked Amazons desynch so hard, because while naked, all of your FRW bonus is comming from off-gear source
WSGing can help with desynch but it's entirely dependant upon what you are flashing with your WSG
If you wear Ethereal Titans/Stormshield rather than Rare Matriarchal/Stormshield
This WSG will be flashing and changing your FRW everytime you WSG, as well as flash a +50 STR bonus on STR glitched gear
This does all sort of things to confuse the server as how to display your character client-side to your opponents
If you were a high STR zon for whatever reason (who is not STR glitched) and wearing Javas with no FRW (Rare Matriarchal)
WSGing will do nothing to help your desynching



What is WSG?
WSG = Weapon Switch Glitch
Whenever you push W and weapon switch, it completely resets the animation frames that your character is currently displaying
So when you rapidly push W over and over, it will keep resetting your frames (such as FHR frames)
And allow you to walk out of situations that would otherwise perma-lock you (such as mind blasts from an Assassin)
Learning how to WSG well is essential for Amazon gameplay
I suggest setting a 2nd hotkey for your weapon switching, I like to use W and E
This way you can more rapidly alternate your WSGing



What is C/Ting?
C/Ting refers to the use of pushing C (bring up character screen) and pushing T (bringing up skill tree)
C/Ting is a risky maneuver that allows you to gain a bit more range with where your cursor is allowed to click
Pushing C allows it to happen to your left, pushing T allows it to happen to your right
Let's say your opponent (in a ZvZ match) is only a couple yards away from you, offscreen to your left
You would C/T by right clicking and holding at the ground with Guided Arrow, move your cursor as close to your opponent as you can
Now push C and bring up the character screen withought letting off of your locked Guided Arrow fire
You'll notice that the display of your character moves towards the right of your screen about 3 yards
This in turn, also addes about 3 yards onto the activation radius of your screen to the left
Now continue to hold on your lock with Guided Arrow as you move your cursor even further left towards your opponent
Your cursor will move over the C character screen but will maintain it's Guided Arrow locked on the ground
If your opponent wasn't too far offscreen before C/Ting
The C/Ting will allow you to click the ground close enough to him where the Guided Arrow will seek him as if he were on-screen normally



Should You Use Poison Small Charms?
37x 451 Poison SCs is 17,414 poison damage over 12 seconds but after modifers it is much much lower actual damage than it seems
Subtract 75% poison resistance, this results in 4,354 poison damage over 12 seconds
Apply the PvP modifier which reduces all attacks to 17% of their original value, this results in 741 damage over 12 seconds
The actual damage is only 62 extra damage per second and can be even further nerfed by common gear such as Andarial's Visage
451 Poison SCs are also double mod'd to have that type of poison damage
You'll miss out on important mods such as (+%frw) (+%to all res) (+life), these mods are critical for making an Amazon durable
If you really want poison damage try Plague Javelin, it's much much more effective



What Weapons Effect Amazon Block Speed?
Amazons have amazing block speed with all Javelin types and with Throwing Daggers
With any other weapon type in hand, Amazons have terrible block speed



Swordback And Lacerator Switch Glitch?
Put Lacerator and Swordback paired on your weapon switch #2, this grants 83% chance to Open Wounds and 33% chance to proc Amplify Damage
Fire 3 or 4 Guided Arrows, then switch and hold out the Lacerator and Swordback as the Guided Arrows hit your opponent
When the arrows hit they will benefit from the 83% chance to Open Wounds and 33% chance to proc Amplify Damage
This glitch works with every type of +% chance to proc on any weapon type


This post was edited by Habakkuk22 on Dec 18 2011 05:58pm
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Dec 18 2011 05:57pm
ZvA PvP Gear Swapping & Strategies




GM Bowa vs. Bowa -.08 Gaze-Jeweler's Of Whale- Swordback Hold
In ZvZ PvP Ladders, the standard ruling bans the use of Fortitude Armors due to the +% chance to proc Chilling Armor
Chilling Armor has a way of negating ranged missle attacks, wearing Fortitude Armor generally results in elongated matches that are impractical on participants scheduling
Thus the reason why Jeweler's Of Whale is an important ZvA into ZvZ gear swap for this build
You'll need this armor if you want to participate in ZvZ PvP Ladders or just have proper form in a ZvZ ft5 match up

.08 Gaze + Verdungo's = 48% DR on Bowside and Javside switches
This is important because it is extremely easy to get hit bowside in Bowa vs. Bowa and you'll want as much DR as possible on your bowside

You won't need the DR% from the Stormshield since you'll be wearing the .08 Gaze
This allows you to use Swordback Hold (See Swordback And Lacerator Switch Glitch)
The Open Wounds hits even harder if you can manage to land a Jab on the opposing Bowa

Basics:
* If you aren't firing arrows, always have your javside out so you can block incomming arrows from your opponent
* When you know incomming arrows are going to hit you, always have your javside out for block and make sure you are walking, not running (walking allows max block while running does not)
* Always have your Valkyrie summoned and make plenty use of Decoy, this helps soak Guided Arrows and can mislead your opponent directly (with well placed Decoys)
* ZvZ is all about interpreting your opponents movements and trying to lead them into your own attacks, it's a good idea to switch up how you move and lay down fire as to keep your opponent confused

Techniques:
* Maintaining namelocks while switching from Fury to Guided Arrow - This is important for launching a successful offensive charge in ZvZ
First make sure your bowside switch has Guided Arrow set on it's right click
When your opponent is on-screen and tries to retreat, make sure your on javside switch and namelock him with Fury as he retreats
While maintainging your namelock (holding down right click), switch your right click hotkey over to Guided Arrow while still on javside switch
Now weapon switch back to bowside, you'll maintain your namelock with Guided Arrow and immediately begin gunning down your opponent
* Hitting with Jab - This is a difficult to do power maneuver in ZvZ but if done correctly you'll gain the upper hand quickly due to Swordback's Open Wounds
When things get close range, both zons will enter sort of a *rock/paper/scissors* contest where both try to juke eachother out switching between Guided Arrow, Fury and Jab
This rock/paper/scissors can only be won by good interpretation skills of when to use what and how to lead your opponent into a false sense of upper hand
When you have a good sense of your opponents patterns and you know he is going to switch bowside and try to Guided Arrow you, go in for the Jab
* C/Ting - The most difficult technique to launch in a ZvZ
Your opponent will often hover just offscreen during a ZvZ, if you can get fast at C/Ting, this is a great time to spring a few free hits
Just get your practice in before hand becaus a failed C/T which diverts your focus often turns into you taking a few free hits from your opponent

BMing a Bowa:
If you really want to BM another Bowazon, use Lacerator and Swordback paired (See Swordback And Lacerator Switch Glitch)
And use Slow Missles





GM Bowa vs. CSer- 1x Wisp Projector
If you have more FRW than the CSer this should be a very easy match, if you have less FRW than the CSer you're going to have problems

Basics:
* CSers can be very good at timing telestomps, always run left, right or directly down to get away from the CSer when it telestomps
* If she hits you, remember to WSG out and away from the Charged Bolts, otherwise the CSer will dodge lock you and more than likely kill you

Techniques:
* Just WSG through CS, keep backed up and Guided Arrow the CSer down, use Fury if you gain good distance for extra damage

BMing a CSer or BMing back against FCers
2x Wisp Projectors - T-god's - Phoenix Shield and Highlord's Wrath for the extra 35% Lightning Resists





GM Bowa vs. Hybrid Zon - Stay GM, use your common sense on what to swap in and out, depending on the hybrid's build structure
Generally you'll come across different variants of these 3 hybrid archtypes:

Basics on:
* Telebowa - This won't be able to outgun your onfoot Bowa wearing Fortitude and is easy to frame lock due to slow FCR breakpoints on Amazons
Javside Furying into Guided Arrow namelock works wonders against Telebowas (See techniques in Bowa vs. Bowa)
* Plague Zons - This can be a problem if hit by Plague Javelin and definately a problem if the zon has more FRW than you do and Teleport
The answer here is superior FRW and putting #1 priority on your defenses rather than your offenses, do not get hit by Plague Javelin
* CSers with mixtures of Bow & Plague - Once again this can be a problem depending on how much FRW the zon has and if it's using Teleport
The answer realy is superior FRW and making sure that you do not get hit by Plague Javelin

BMing Hybrid Zons
Lacerator (See Swordback And Lacerator Switch Glitch)
and Swordback Hold is an excellent way to BM any Amazon, as well as any/all Lightning Absorb gear that you have





GM Zon vs. Ghost - General Outfit
Ghosts are difficult for Bowas because they have many ways of initiating your blocking/dodging and FHR frames before ever actually WWing you
This allows them to hit you with WW while you cannot block/dodge because your animation frames are already initiated when they WW you

As the Ghost approaches you, it's Shadow Master will usually cast Mind Blasts at you, initiating your FHR frames
When the Ghost telestomps, the Shadow Master will physically strike you, initiating block or dodging frames
The Ghosts Blade Shield also initiates FHR frames
Now when the Ghost actually WWs you, it has a much greater chance of hitting you with WW than a Barbarian, this is why they Ghosts are difficult

Basics:
* Only move left, right or directly down while WSGing and avoiding telestomps
* Try to Guided Arrow/Multi-Shot the Shadow Master down while the Ghost is approaching you, don't even worry about the Ghost until the Shadow is dead
* Switch to javside when the Ghost is close and don't stop to Fury until the Ghost telestomps into a WW, giving you time to stand still and fire

Techniques:
* Rushing directly towards the Ghost when it is about to Teleport - This requires interpretation skills
Once you've got a solid gauge on the Ghost's patterns on-screen for telestomps, run at your opponent when you know he's about to teleport and WW
If you can get good at this, when the Ghost lands and WWs, you'll already be running 180 degrees away from it, already clear of the WW and ready to Fury
* Decoy - Learn to be sneaky and confusing with how you setup Decoys, this can give you alot of free fire time when a Ghost telestomps the wrong target


BMing a Ghost:*
Lacerator, Just make sure you don't get hit (See Swordback And Lacerator Switch Glitch)





GM Zon vs. Trapper - 1x Wisp Projector
A ZvT against a C/C Trapper is a pretty equal match up but a ZvT against a W/S Trapper is much more difficult

Basics:
* ZvT is all about knowing how to WSG out of animation frame locking
* Use Guided Arrow/Multi-Shot on the Trapper's approach, try to drop the Shadow Master before the Trapper is on-screen
* When the Trapper is on-screen, try for a namelock with Guided Arrow before he can namelock you
* Never stand in traps, as soon as traps appear, just WSG away and force the Trapper to re-approach you, this is how to gain the upper hand
* Always have Valkyrie and Decoy summoned, this is important for distracting traps just long enough to get a good namelock

Techniques:
* Quick defense with Jab - This makes Trappers reluctant to chainlock you with Teleport/Mindblasting
If the Trapper is being very aggressive, switch to javside and Jab him the next time he tries to chainlock you with Teleport, the IAS/fpa on Jab is much faster than Trap Laying IAS/fpa
This must be done quickly before the Trapper can lay a single trap but if you can do this correctly and do it every time, you won't be forced to WSG so much, giving you more time to fire
The Trapper will be forced to play mid-range instead of telestomping you at close-range
* Hitting with Fury - Sharpen up on your interpretation skills on where your opponent is going to land
Fury deals much more damage than Guided Arrow which in turn causes much more FHR animation
Learning to hit with Fury against a Trapper is a vital boon to doubling your damage output and leads into:
* Maintaining namelocks while switching from Fury to Guided Arrow (See techniques in Bowa vs. Bowa)
* Standing near walls and in corners (This limits the Trapper's choice in approach pattern and allows you to more easily achieve a namelock)
* Running around corners while WSGing - This is important for breaking aggressive namelocking/chainlocking when all else fails

BMing a Trapper:
Wisps - Dwarfs- T-God's - Hotspur - Phoenix, all ways to absorb the Trapper's elemental damage and jack up your Fury damage





GM Zon vs. Barb - General Outfit
ZvB is an equal match up, generally the better player wins but beware of experienced BvCers who are patient
The best Barbarians are very patient Barbarians, they know how and when to execute a good tele/ww stomp
And when to teleport away, avoid your Fury and create a re-approach

BvCers are more dangerous to Amazons than BvA's with shields, due to dual wielding and it's fast consequative attacks
The dual wielding can more easily get under your block/dodge frames and hit you than a BvA who is using only a one-hand weapon and a shield
A BvA using a shield is definately a more powerful tank but has a very difficult time actually hitting an Amazon

Basics:
* Beware of far diagonal teleports (When the Barbarian uses C/T to teleport) This can be very sneaky, especially teamed with desynch
* Don't underestimate Barbarians who get WW locked, WWing locks desynch hard and can never really be gauged, make plenty of space between you and the Barb
* Use Guided Arrow on the Barbarian's approach and quickly switch javside when he is close
* When the Barbarian lands and WWs, move 180 degrees away from where he is WWing (The exact opposite direction of the WW's path)
* Only move left,right and directly down when avoiding WWing
* Be aggressive with Barbarians, do not let them utilize high life rep or far teleports

Techniques:
* Maintaining namelocks while switching from Fury to Guided Arrow (See techinques in Bowa vs. Bowa), Use this same technique when the Barb retreats for his re-approach
* Rushing directly towards the Barbarian when he is about to Teleport - This requires interpretation skills
Once you've got a solid gauge on the Barb's patterns on-screen for telestomps, run at him when you know he's about to teleport and WW
If you can get good at this, when the Barb lands and WWs, you'll already be running 180 degrees away from him, already clear of the WW and ready to Fury
* Decoy - Learn to be sneaky and confusing with how you setup Decoys, this can give you alot of free fire time when a Barb telestomps the wrong target

BMing a Barbarian:
Lacerator, just make sure you do not get hit (See Swordback And Lacerator Switch Glitch)
If all goes well after Amp proc, a good namelock with Guided Arrow and knockback is usually the end of the match
Just be ready to weapon switch back to laceratorside(javside) if the Barb is about to teleport





GM Zon vs. Druid - General Outfit
ZvD can be a very easy match up or one of the most difficult, depending on how experienced the Druid is
Experienced max FCR Vita Druids are usually more dangerous than max block Druids
Max block Druids lose a frame of FCR and believe it or not, matters everything for their ability to get away from Fury and Guided Arrow namelocks
You'll find that max block Druids are much easier to avoid and namelock than a good max FCR Vita Druid
Max FCR Vita Druids (If experienced), are fast at getting in and out, resummoning for cover and escpaing namelocks in general
A good Druid will never stay on-screen stomping you unless he has his summon cover up, this makes them very difficult to hit

Basics:
* Multi-Shot the Druid's summons down before he gets on-screen
* Learn well to WSG out of telestomping Druids, Tornado creates aweful frame locks to an Amazon
* Only move left, right and directly down while WSGing out of telestomps
* Namelock the Guided Arrow as soon as the summons are down but always be ready to WSG away preemptively

Techniques:
* Using javside to down summons - Important
If a Druid is too fast and sneaky to Multi-Shot down his summons on his approach, you'll need to use javside/Fury if he gets too close
Javside is important because (A) Damage Reduction on Stormshield, (B) Stormshield Blocks and (C) Fury hits hard and FHR locks well, which leads to:
* Maintaining namelocks while switching from Fury to Guided Arrow (See techinques in Bowa vs. Bowa), Use this same technique when the Druid retreats for his re-approach
* Standing by walls or in corners - This is a great way to better line up your Multi-Shots, it helps narrow down where the Druid will be comming from
Just don't stand too close to the wall or too far into the corner
* Strafing can sometimes work great vs. Vita Druids, considering he is the only target for strafe to hit


BMing a Druid:
Lacerator is just unfair vs. Druids (See Swordback And Lacerator Switch Glitch)





GM Zon vs. Necro - Phoenix or Swordback Hold
This is the most difficult match up, everything about a Necromancer is stated to take apart an Amazon
Since Amazons rely entirely upon IAS/FRW, Necromancers can heavily exploit the use of their skills to dominate any IAS/FRW based character
(Bone Armor) --> Does a great job of soaking hits as the Nec gets his initial stomp time and it's easy as hell to recast
(Clay Golem) --> Does a great job of summon covering the Nec and even has a nice huge amount of Slow Target when it hits you, it's also easy as hell to recast
(Decrepify) --> Forces you to keep running and WSGing till it wears off, hopfully you have enough FRW to manage, you won't be able to attack at all until the duration runs out
(Bone Prison) --> Immediately ends your ability to move at all, making you a sitting duck for Bone Spirits and telestomps
(Bone Spirit) --> Bone Spirit trains force you to keep moving, this is actually more pressure than even Mind Blasting and often results in not being able to stop and fire at all
You'll be lucky to dodge Bone Spirit Trains after being hit with Decrep, Clay or Bone Prison, if not all three at once

Basics:
* Multi-Shot down the Clay Golem while the Necro is far offscreen, switch to javside with Phoenix when he is on-screen and get the first namelock (This is your 3 second opening to gain the upper hand)
* If Decrep'd - Just WSG around and try to avoid Bone Spirits and telestomps until the duration wears off, if the nec is too fast and can catch you, try to Jab him when he stomps
* If Slowed by Clay Golem - Just WSG around and try to avoid Bone Spirits and telestomps until the duration wears off, if the nec is too fast and can catch you, try to Jab him when he stomps
* Only move left, right or directly down while WSGing and avoiding telestomps
* Pay close attention to Bone Spirit trains, do not get locked up in them
* Make sure to WSG while being hit with Teeth

Techniques:
* If Bone Prisoned - If it's a 1v1 and only 2 people are in the game, use Multi-Shot to spam down the prison and get out before the Necro telestomps
If it's a pub game and 8 people are in, the Bone Prison will have amplifed life just like monsters in 8 player games and you won't be able to drop the Bone Prison fast enough to escape
In this event, it's best to switch to javside with Phoenix and try to gun down the Necromancer with high powered Fury
If he telestomps into you, try to Jab lock him before he can fire at you
* Hitting summon stacked Necs - Jab lock goes under summons and hits a Nec's namebar directly, this is an easy way to hit summon stack necs
* Make clever use of objects in the field such as boulders, trees and houses to kill Bone Spirit Trains
If a Bone Spirit Train is following you, move around an object and let the Spirits run into the object as they try to follow you, this will kill the Bone Spirit Train
* Keep Valkyrie and Decoy cast at all times, this helps distract IBS and strikes from Clay Golems
It can also even help with frame locking the Necromancer if he lands next to the Valk
Clever use of Decoy can also help confuse the Necromancer on his stomps if used wisely
* Strafing can sometimes work great vs. Vita Necromancers, considering he is the only target for strafe to hit

BMing a Necromancer:
You'll never be able to BM a Necromancer worse than he can BM you
But if you insist, your best chance is Lacerator (See Swordback And Lacerator Switch Glitch)
and Slow Missles




GM Zon vs. Charging/Smiting Hammerdin - General Outfit
There is a misconception that Paladins (Particularly Charger/Smiters) can easily beat Amazons, with a well built Amazon, this is indeed an equal match up
You'll end up finding that plain Charger/Smiter builds are easy to kill with proper movement while using Fury
And plain Hammerdins are even easier to kill while just using Guided Arrow and making sure to avoid desynched telestomps
The real challenge is when a player is smart enough to use a Charging/Smiting Hammerdin Hybrid
He can lure you into a false sense of security by hammering (you'll need to use Guided Arrow to hit him)
And then suddenly switch into Charging/Smiting while you're bowside (you're easy to hit while bowside)
Then as soon as you switch back to javside, he can again begin hammering
It's all about who can manipulate the other players movements and lead them into a vulnerable attack pattern

Basics:
* Guided Arrow against hammer patterns
* Javside Fury against Charging/Smiting patterns
* If you see the Paladin go offscreen, he's trying to desynch back to you for a surprise attack, switch to javside and keep moving until you see him again
Well placed Charged desynched telestomps can be very tricky to interpret, don't worry about attacking until you know where the Paladin is or can well interpret where to place a Fury
* Only move left, right or directly down to avoid telestomps

Techniques:
* Begin a match with Valkyrie and Decoy summoned very close to you, they get in the way of Charging/Smiting and offer relief from the initial pressure
* When a Paladin is Charging you, walk away from him while you Fury (Walking allows max block) he'll have little chance to get through high Evade% and max block
* When the Paladin begins trying to Smite you, run directly 180 degrees away from him while Furying (Blocking won't help vs. Smite but the DR% will)
* When a Paladin starts telestomping with Smite, be sparatic with your choices of moving left, right or downward - This helps confuse the Paladin as how to actually catch you with Smite
* When a Paladin is trying to desynch telestomp with Blessed Hammer, use Guided Arrow and use your common sense on when he is obviously setting up for a telestomp
* When a Paladin is just running around spamming desynched hammers, just don't follow him

BMing Charging/Smiting Hammerdins:
Charging/Smiting is very hard to BM but a pure Hammerdin is easily BMerd with Lacerator (See Swordback And Lacerator Switch Glitch)





GM Zon vs. V/T - Wisp Projector
FoH alone or Charging/Smiting alone is predictable and just not enough to kill a good Amazon
Combining both efforts however, makes for a nasty Hybrid Paladin capable of exploiting the weaknesses of bowside switching to javside
Just like with Charging/Smiting Hammerdins, this is all about who can manipulate the other players movements and lead them into a vulnerable attack pattern

Basics:
* Guided Arrow vs. FoHing patterns (Stand still and namelock, benefit from the full Avoid%) Just switch back javside as soon as you see him Charging or if he teleports near you
* Javside Furying vs. Charging/Smiting patterns (Careful with this, they like to force you to run and expose a lower Evade %, then they switch to FoH and slam you)
* Try your hardest to stay out of Conviction radius
* If you see the Paladin go offscreen, he's trying to desynch back to you for a surprise attack, switch to javside and keep moving until you see him again
Well placed Charged desynched telestomps can be very tricky to interpret, don't worry about attacking until you know where the Paladin is or can well interpret where to place a Fury
* Only move left, right or directly down to avoid telestomps

Techniques:
* Begin a match with Valkyrie and Decoy summoned very close to you, they get in the way of Charging/Smiting and offer relief from the initial pressure, they also help distract FoH targeting
* When a Paladin is Charging you, walk away from him while you Fury (Walking allows max block) he'll have little chance to get through high Evade% and max block
* When the Paladin begins trying to Smite you, run directly 180 degrees away from him while Furying (Blocking won't help vs. Smite but the DR% will)
* When a Paladin starts telestomping with Smite, be sparatic with your choices of moving left, right or downward - This helps confuse the Paladin as how to actually catch you with Smite
* When you know FoH is going to hit you, stand still and benefit from your full Avoid% to have the best chance of not getting hit

BMing a V/T:
You can't really BM a V/T, even using Lacerator drops your shield's block speed too much to be able to defend against Charging/Smiting
And wearing too much Lightning absorb will drop your DR%
Just NK it so it can't get it's body to begin with!





GM Zon vs. Sorc - Swordback Hold - All Absorb Gear
Woe to the Sorceress who has to duel a well built Amazon, ZvS is always the easiest match up

Basics:
* Guided Arrow and Strafe
* Only WSG out of stomps to the left, right and downward
* When a sorc stands still and machine gun fires projectiles, just walk circles around her
* Do not use Valkyries and Decoys, splash damage from Fireballs and Glacial Spikes will get you killed from your summons
* Against Blizzard, never stop and fire until you know the Sorc has cast a Blizzard, you have moved from it's radius and have time to fire while the Blizzard timer is resetting

Techniques:
* Against E-Shield - (See Swordback And Lacerator Switch Glitch)
* Don't like getting hit by Blizzard? - Try standing directly next to a wall or in a corner - This cuts out half of Blizzard's potential damaging graphics

BMing a Sorceress:
Lacerator And Swordback Hold (See Swordback And Lacerator Switch Glitch) and exploit All Absorb Gear
Use plenty of Slow Missles

This post was edited by Habakkuk22 on Dec 18 2011 06:01pm
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Dec 18 2011 06:35pm
Nice one dude
It's like a treasure hunt finding the updates from 1.13.
Getting a cup of coffee and settling in for a good read.

Question: Have you ever encountered zons using Exploding arrow in close combat? (Fired every 3rd Ga roughly)
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Dec 18 2011 09:50pm
good guide
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Dec 18 2011 11:32pm
great update
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Dec 19 2011 03:25pm
Very Nice
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Dec 19 2011 03:38pm
Addressing recent inquiries about javelin damage, max stack and +skills:

All Javelins can spawn (Valkyrie's +2 to all skills)
Only Matriarchal has the special +3 Javelin Skills


Matriarchal Javelin
Throw --> 35 To 66 (50.5 Avg)
1-Hand --> 30 To 54 (42 Avg)
Max Stack: 80

Winged Harpoon
Throw --> 11 to 77 (44 Avg)
1-Hand --> 27 to 35 (31 Avg)
Max Stack: 80

Hyperion Javelin
Throw --> 28 to 55 (41.5 Avg)
1-Hand --> 21 to 57 (39 Avg)
Max Stack: 100
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Dec 19 2011 03:41pm
Matri's with high ed and eth rep and ias are the best choice, sytgians will do "slightly " more damage, due to the bonus ed they receive from dex, but the increased flexibility (and stack against slow) of the matri's >

This post was edited by Jeebus666 on Dec 19 2011 03:46pm
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Dec 20 2011 02:50am
is this stickied yet?
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