SMITER/CHARGERS
Easy to medium hard duel.
Procedures:
• This is obviously a pure WW duel.
• Put the fools claw on your primary slot (and put on the angelic ammy and ring if you think you need them). This should get you to about 11K/19K AR. Knockback on this claw is a very nice-to-have here.
• I sometimes wear an OW belt for this matchup.
• Fast cast is relatively pointless and they will often charge you dead when you try to cast. You can beat many smiters without any equipment changes, especially the ones who run or charge at your whirl away.
• Be careful if/when you teleport as the good ones will be able to hit you with charge as you exit since your cast is so slow.
• Whirl away, and when you have distance between you and the pally, MB them ONCE and get a couple traps out. This will keep them aggressive.
• Never trap or MB if they are close and able to charge you.
• Many of them will try to shift smite. Don’t whirl through them under any circumstances.
• Spam MB and drop traps when they shift smite.
• Try to keep terrain features between you and the pally when spamming to prevent quick and easy charges on his part.
• A good pally of this type CAN kill you when you whirl away. They are able to get in smites anyway. Whirl-away is NOT immunity to smite for assassins, as some people will claim. Don’t whirl in circles and don’t change direction when they are near.
• Be very careful not to take long whirls (but also not whirls so short you run out of mana too quickly). They will tele or charge in front of you and shift smite. Teleport on the pally especially means you need to take short whirls unless they are dogging you from behind, doing walking smites with max block and defiance on.
• Sometimes small changes of whirlwind direction on your part (especially if you have KB on your fool’s claw) will catch them, other times it will allow them to get hits in. It takes experience to figure out when to change direction when whirling away. It’s more art than science. Try small zig-zags in your whirls, especially when it appears they are trying to approach you or if they are really dogging you with walking shift smites.
• Do NOT use your shadow master!! They can lifetap it.
• Watch out for lifetap. Exile is the single most annoying runeword in the history of runewords. I have lost duels to smiters when they were down to less than 100 life and tapped it all back. Make sure you don’t try to hover their name to check their life (which is very tempting late in the duel). You’ll probably get charged.
• Don’t MB them unless they are moving away from you. They'll get in a free hit otherwise.
• You can sometimes MB them continuously if they are shift-smiting because they got tired of hitting your whirl-away. Watch it however, as the good ones will lull you into MBing an instant too long and charge you dead before you know what hit you.
FIST OF HEAVENS PALLY
Easy to hard duel, big variation. If these guys use charge well as a primary means of movement, they can be very hard indeed. Charge can make getting a good WW very hard.
Procedures:
• Put on the Jade with the 15 ias/30 light res jewel if you have one. Put on a T’Gods.
• I find that mindblast is often my best weapon.
• Focus on executing WW hotkey flash when they exit your screen. Be careful though, as you will teleport to a zone without traps...
• Traps and mindblast interfere with their ability to get off FoH hits. Traps are critical to winning this duel. Always use lighting sentry.
• Always have the master out to take random FoH hits and to create confusion.
• ALWAYS have traps out and the MB swirlies going. Always. If your traps run out and the pally is any good, you’re going to die.
• The pally will try to flash you with conviction. Don’t be afraid to get off his screen if you see the ugly green glow.
• Move around a lot but not out of trap range if the pally is near.
• Look for any chance at all to MB/tele/WW flash him.
• Always pump them with mind blast when you have a chance, especially as they run all over the place with charge. I have actually killed defensive charging pallys with mind blast.
FIST of HEAVENS PALLY with SMITE and CHARGE
Medium to very hard duel. Usually, the pally won’t have the proper equipment to make this approach really deadly. But the ones who do and who are skilled are really hard. They force you to go res/absorb but also have a powerful smite attack. The most dangerous, IMO, are the ones who focus more on the smite. You don’t dare get very offensive because they will smite you, likely triggering lifetap in the process. But if you stand off, they will flash you with conviction and FoH you. If you keep your SM out to draw off the FoH, they can tap it. If you try to spam MB, they will desync charge you. They likely have upwards of 4K life, making MB less useful anyway. This is all-around a very hard duel when the pally is good.
Procedures:
• First, you need to nullify their elemental attack. Don’t feel bad. You have to negate their ranged advantage with that FoH. They still have a nasty physical attack as well so they remain plenty dangerous. Stack light res and put on a t’gods. Replace some life/mana scs with life/light res scs if necessary. Once you kill their light attack, they become a smiter/charger, mostly.
• Always keep traps up and just MB them occasionally, so they stay stunned. W/o those swirlies, your traps mean nothing.
• With FoH off the table, they have to close with you. They may still try to flash you with conviction, because it’s unlikely you will completely negate it. Whirl away is your friend once you remove their ranged attack.
• If they have high defense on top of everything else, and set their movement to walk with good use of charge to avoid any type of stunlock, it’s going to be a hard battle. You can’t wear your fools claw or your angelics because your resistance (and cast rate if angelics) will suffer too much. If you are wealthy, consider getting a CoA with a pair of 15 ias/30 light res jewels. This, combined with several light res scs MAY allow you to forego the jade talon for the fools claw. I haven’t tried this yet, but I think you would be forced to wear a wisp (along with the t’gods) to make up for the lost stacked res.
• If they trigger lifetap, whirl away in a straight line until the curse duration runs out (unless they teleport in front of you). Don’t allow them to leech all their life back. Doing turns while tapped makes hitting you easier for the pally (but again, this is a “feel” thing, sometimes quick turns can help you win).
Keep in mind, there are only a tiny fraction of duelers this good with their pallys. Most of this pally type will be beatable with standard techniques. It’s just that this variety may offer a major challenge if played and designed well. This is one of the few battles you will have where a big equipment change may be required, right down to switching out charms.
NOTE: My hardest series of duels yet was with a pally of this type. But no other pally has come close to the difficulty of that one individual. The potential exists for this match-up to be very very hard. But it’s pretty rare.
HAMMER PALLY
Medium to pretty hard. The high defense versions of these guys are potentially very hard. Your whirlwinds rarely if ever hit and they can charge out of any stunlock.
Procedures:
• Always have LS traps up.
• Always have the master up and MB the pally every opportunity you get. The traps plus MB stun means it is hard to tele right on top of you and spam hammers. The stun will interrupt them.
• They have to pause briefly to get hammers going. WW flash them at that point. Don’t do triangles. Just do a pass and get out. Place more traps and MB again. Rinse and repeat. Pay attention to how well your WWs are hitting. If they are not, then the pally probably has too high a defense. You will need to either equip the fools claw (not the angelics!....you need fast cast) or you need to focus on mind blast.
• Hurt or even kill them with mind blast. I have killed many hammer pallies with mind blast. My assassin sported level 48 MB (up to lvl 50 now with hellfire) and it never failed to inflict SIGNIFICANT damage. Hammer pallys rarely have significant DR. Use this point to your advantage.
• If their defense is low, you can risk a tele on them when stunlocked briefly and try a quick kick sequence. Be careful and only do it if their defense allows it. I actually rarely if ever try to kick hammer pallys.
Remember: Mind blast is your friend.
AURADINS
Well built auradins CAN be very hard, actually (barring heavy absorb). They will charge around the edges of your screen, not allowing you to get hits at all. Lucky for you most of them have no skill (a few do have skill though, and are dangerous because of this fact). I won’t go into whether or not this a reflection of the type of people this build attracts.
Killing them:
• Put the jade on off-hand and the chaos on primary (equipping the chaos first of course...). Put on a dwarf or T’Gods depending on whether the aura is fire or shock. Make sure you have lots of res.
• High level MB is required.
• 65 fastcast is required. You have to pound them with MB.
• Use lightning sentry to stun, not wake.
• When they retreat, MB them and then, from the MB namelock, hotkey flash tele/WW to get in a free ww hit. Lay traps the INSTANT you exit ww. Rinse and repeat.
• Many of them will charge/smite as well, since their auras add a decent amount of damage, and they may also have grief. Make sure to whirl away and be careful they don't fake you out in order to flash you with conviction.
• Keep the SM out to take any FoH hits, etc. and cause a little confusion. If they lifetap, be careful with the SM. They can tap the master and get a big life boost.
• Don't be afraid to teleport out of range and regroup if things aren't going well.
Potentially Dangerous Auradin Variant: Zeal or Smite
Be REALLY careful with these guys. If you whirl through them, they can tear you apart, even with your absorb. Always whirl away and keep those traps out. Make sure that they always have MB swirlies on them.