D2 Smiter Duel Training
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Misc.
Range: Smiter with phase blade actually gets LESS range on the “vertical & horizontal” side
They only gain more range from diagonal
Part 1: Grief Range
Part 2: Conviction Range
Basic info of game mechanics
WSG [Weapon Switch Glitch]
● The animation of Faster Hit Recovery, depending on the class lasts somewhere between 4 and 7 frames. If you will swap weapons during this animation, the animation of FHR will end. Time from 4 to 7 frames is less than 1/3 second, so you need to swap continuously (!woodpecker knocking) — about 3-5+ swaps per second.
Tank Trick [TT]
You need to know what WSG is before reading this.
So, WSG is a technique for "breaking" FHR animation and increasing desynchronization. But few people know that this technique can be used not only when running, but when you teleport and even attack. No special complications/differences from WSG.
Fist of Heavens
● Only foh them when they are running away from you
● Tapping conviction resets the timers and only makes mine work
● Foh chain stomp, don’t ever stomp without it
Conviction Delay- Conviction (and any other aura that affects other targets for that matter) has a small delay before the aura will “lock” onto its target. The delay is only about half a second, but it means that switching to Conviction right before casting FoH will usually not allow the –Res to get applied before the FoH hits. Just be aware of this delay, and make sure you keep Conviction on a little longer when you want to deal a heavy hit with FoH, like against a barb that’s holding down WW. Note that FoH is still effective without Conviction, so you can still cast a quick FoH amidst your hammers without waiting for the aura to lock on.
KnockBack
● Click on opponent and reclick once close to cause kb, don’t tap or hold shift ever
● Charge next to them and turn on fanta during charge and let go of all functions and simply click on them once “even allowing pally to walk the rest of the way “then reclick when close
● Target knocked back from attacker and put into hit recovery. Targets can be knocked back a distance of up to three sub-tiles when unobstructed, but occasionally they will only be knocked back one or two (or even just put into hit recovery without moving)
● Does not apply if target is frozen or killed
Desynch
here's the most effective way i found to desynch:
● make sure your opponent is on your map
charge about a third of a screen(to build up desynch) towards an object(corner, puddle, or house, and it must be obstructing your path)
- right before you reach the object quickly move around it, and move back in the direction you were going
- once this is done correctly, you can charge whichever way forward you'd like and they'll still see you stuck on the object. until they leave map, get hit, or you walk(not charge) you'll be motionless on their map.
-generally try to do long, curving vigor charges
facts about desynch:
-charging with vigor moves faster than the server keeps up with, you'll always be slightly behind on your opponents map
-you don't start desynching until you're on your opponents map
-your desynch will break the second they leave your map(the instant they leave your mini-map you won't be desynching.)
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Anti stomp:
Click on opponent and when character walks to them then reclick on them when they close to get knock back:
https://youtu.be/DCZIVOSyNRIFoh stun
https://youtu.be/YynKtiM6-5YDueling zon:
https://youtu.be/SSxivHtQOK4Pro Charger Dueling
”Click opponent, shift charge away and then back”
https://m.youtube.com/watch?v=B9uZc4otfYY&feature=youtu.beI collected this knowledge threw out the years, average smite damage is 900.
Gl hf I quit forever