Quote (doantiep @ Aug 25 2022 08:18pm)
IN D2LOD:
Hybrid ww-trap is strong because:
- stun locked available, enemies are hardly able to hit you back while being stun even with "tank trick".
- If enemies block or dodge the ww hit, they cant do an attack/casting, because the blocking/dodging animation will interupt the attacking/casting progress and stop it. (dodge/block animation locked), so they cant hit you back while you are wwing around them.
- If enemy use mouse wheel to wsg to reset fhr, running away from being stun locked, their % block chance will decrease alot due to "running", so they will be hit easy with ww even they are using a max block gear.
=> Even with only 2x traps cover behind, Sin can stomp in and ww without fear of being hit back. If enemies use wsg to run away, they will easy to be hit by ww, but if they use tele instead wsg to run to keep %max block, they will be in permanent stun locked.
IN D2R:
Hybrid ww-trap is out meta because:
- stun locked not available anymore, even being stunned, enemies can still hit you back without doing any tricks.
- If enemies block or dodge the ww hit, they can still perform an attack/casting be cause the blockking/dodging animation now will not interupt the attacking/casting progess anymore. So enemies can at the same time attack/cast hit you and block/dodge ww hit.
- The main dmg from hybrid ww is from psn and openwound (dmg over time), physical and magical dmg is just a little. Its not like the real version ww as barb with high physical burst dmg, ww of hybrid sin doesnt have high burst dmg.
- If you are in agressive situation, you do not have enough time to cast 3+ traps to cover before jump in, if you do that, enemies already have enough time to tele away, or they already hit you while you're casting too many traps, and tele away before the traps start shooting.
=> with only ~2x traps cover behind, when you stomp in, your enemies even dont need to run or tele right away. They now can choose to stand still, tanking against your ww and hit back ~2 hits and tele away before the traps shoot to them. They will have higher chance to win in hit trading due to higher block chance than you (75% block against you only have ~60% claw block), they also have higher burst dmg than you (druid tornado, smite, hammer, nec spear, ww barb, strafe or fury with high %ed eth 40ias jav). Without stun locked mechanic, and with new fhr mechanic + dodge/block animation mechanic, nothing can interupt your enemies from attacking/casting back at you or teleing away easily.
High budget gear or not, its not the matter. What's actually matter is the new mechanics has change all the game meta, and you must accept and deal with it.
This and:
- D2lod valk 08 made the points of controlling the duel with stun even more reliable due to the 30frw. Those frw made you move faster while wirling. So ur wirl took lesser time to do, and to wirl just out of range of forexample smiter range prior to tele to the side it was safer.
- Valk 08's fhr also made room for gore riders. Allowing 15% more deadly strike and crushing blow to increase ur burst dmg. The stronger the enemy, the more effect crushing blow had:
Crushing blow:
*Pierce es and bone armor.
*Deal more damage vs high life such as barb/pala/druid witg active oak.
- valk 08's 30 ias made u drop all the ias jool's to put either berber or berLo or LoLo in ur main hand claw. 2 of such runes in ur wepon was a huge burst damage increase.
- Wsm bug:
Made your ias breakpoint easy to achieve both with valk 08 gear and griffon and any helm gear. And acted as a little stack vs such as forexample slow from arach. And in some scenarios you could choose higher damage claws and use wsmbug to buff it just enough to reach breakpoints.
D2r:
Total oppsite:
Need to burn a ber/Lo slot to place ur ias jool.
Forced to run the lowest damage main claw(runic).
Wirl is now affected by slow. Yet 4fpa each claw is still max.
No frw for faster excecute of safe wirls, instead slow easy to catch movement on wirl, no real stun to make it safe in the first place.
Traps without stunlock is a bad skill. Enemies can easy avoid it without swapping to their low block side while wsgin which would make them vulnerable to wirl. Its not only the block that drops down to 1/3. The hitchance formula is ignored, and you get 100% chance to hit. Not the usual 95% which would happen at 0defense and low level. Many think its only block that gets penaltied by running, and some think def is set to 0, thats wrong. Block is 1/3 and hit chance is 100%.
This post was edited by gel87 on Aug 25 2022 01:12pm