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Apr 18 2012 09:50pm
my summoner druid can beat this with it's dick tied behind it's back
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Apr 19 2012 12:00am
Quote (Liefje @ Apr 19 2012 02:50pm)
my summoner druid can beat this with it's dick tied behind it's back


Your summoner druid ties his dick in his behind?
Member
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Apr 19 2012 12:52am
Quote (Liefje @ Apr 19 2012 04:50am)
my summoner druid can beat this with it's dick tied behind it's back


Quote (aussiemalaka @ Apr 19 2012 07:00am)
Your summoner druid ties his dick in his behind?


This
Member
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Apr 19 2012 03:59pm
Quote (aussiemalaka @ 19 Apr 2012 07:00)
Your summoner druid ties his dick in his behind?


his dick in his behind = dick of behind

no CraZ ?

This post was edited by reyrol on Apr 19 2012 03:59pm
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Apr 20 2012 01:28am
PvP Necromancer

Goals:

125 FCR and 86 FHR in every set.

Breakdown of Guide:

I. Gear needed with explanations.
II. How to duel vs each class (Extra part for team Pking)
III. What gear to use vs what.
IV.Skill Distribution/Stat Point Distribution

Intro: This is a Guide based solely off of my experiences on necro over the past several seasons.

My play style, my techniques are all from allot of team dueling and allot of 1v1 dueling. There is nothing
PVM about this build / guide there is nothing about how to BM inside this guide. I am a GM dueler and
don’t care for BM.

I.

Helmets:

• A circlet of some sort: The desirable stats on it would be at a minimum +2 Necro skills, +20
FCR, (FRW is great but not totally necessary), and Life 30+, + 15 to all resistances or light and
fire would be nice. 1 open socket or 2. (Most of this is based off of your price range you can
afford.)
Explanation: This Circlet will be used in NvN, NvT, with proper resistances it can even be
used vs Fire and Lightning sorceresses.

•Crown of Ages: 30 to resistances are nice the higher the better but 15 Damage Reduced is a
must. You will place in the sockets a “Cham” rune and a “Ber” rune.
Explanation: You will mainly use this for NvD, NvSmite, NvT, TPK, NvZ CoA is the almost
perfect Team pk helm with 30 FHR, +1 to all skills, Resistances and Damage reduced.

• Kiras: 70 all res, place a 7 FHR, 30 cold res jewel in this. Optional is Strength, + all res. The
cold resistances and the FHR are hugely important in hitting 86 FHR.
Explanation: This will be your primary helmet against blizzard sorceresses. It is also helpful
against Foh Paladins, Fire sorceresses, or light sorceresses with allot of – res. Yes even cs
zons. It is essential in hitting maximum resistances when WSGing vs a trap sin if you lack the
proper resistance gear. It also helps vs pesky poison necromancers.

•Shako: Shael this
Explanation: You will mainly use this for Vs BVC’s. In today’s hard hitting barb world if you
get hit by a tri whirl you are dead. Most BVC’s have become very unaggressive and will sit
back and wait for you to attack them so you will need mana to ibs them into offense. Shako
provides 1 more skill for more life and mana on top of offering damage reduction. With the
shael in your shako you will only need one 12 fhr pnb to hit the fhr bp. You can also use
treks in addition with it.






Amulet:

•+2 to Necro or PnB Skills as well as + 20 FCR. The nice additions to this are Life, Strength, Life
Rep., Resistances and Mana In that order of importance.
Explanation: This amulet allows you to more easily hit 125 FCR, while leaving you more options
on rings, gloves, and boots. More or less it allows you to have more life in every setup more
versatility to stack your gear how you need to. It is overall your best choice in an amulet.


Weapons:

•Heart of the Oak
Explanation: This is your perfect weapon vs most everything you will face. 3 to all skills makes all
your attacks stronger, Golem stronger, amps stronger, everything. 40 FCR opens up your rings
and belt and helmet options allot and allows you to hit 125 easily. 20 Rep Life is awesome in
drawn out 1v1’s and or team duels. As if adding 40 to all of your resistances wasn’t good enough
it add’s to your mana by + 15% as well. Use it whenever you can.

•White Wand 8Spear/6Spirit/1-3Lower Res
This wand is great for upping your spear damage and spirit damage while not sacrificing too
much fcr. It will be your main wand for NvN, NvH, NvB, NvSmite, NvZ, Even vs ESFB’s to break
mana faster it is one of the only weapons to enable you to kill a high es, Fb sorcs. It is amazing in
NvD as it allows you to hit 6k Spear which is the minimum damage required to FHR a druid from
a single spear. It is also great to have a lower resist one as it will enable you to have it on swap
in team duels where you cannot have it out as your main and assist the trapper or whatever
elemental damage characters are on your team if the physical damage teammates of yours have
died or do not pose a relevant enough threat for you to amp for them.

•Wizard Spike put a 7 Fhr 30 Cold resistance – 15 req jewel in this.
Explanation: This will be your primary helmet against blizzard sorceresses. It is also helpful
against Foh Paladins, or light sorceresses with allot of – res. Yes even cs zons. It also helps vs
pesky poison necromancers. The extra mana is quite nice to have as well.

•Call to Arms
Explanation: Life, Mana, Skill, and the rep life on swap are nice to have in a pesky elongated
duel. CTA Rep with no Battle orders as long as you can then recast battle orders to regain allot
more life.

Armor:

•Enigma: Breast plate, Dusk Shroud, or Mage plate (or Light plate).
Explanation: These are the light armors that can be used to make an enigma without requiring
any strength put in to wear them. You only want to use light armors as per walking is important
on Necromancers, and yes even – 5 FRW penalty can get you killed when south walking a druid,
Hdin, Smiter, or a Zerking barb. So please don’t under play the importance of FRW.



Shields:

•Spirit Monarch 35 Fcr/ one for battle orders on Swap Fcr do not matter so long as you hit 75 FCR
on swap for wsg Teleing.
Explanation: The skills are great but attainable with less strength with other items; The FHR is
what makes a spirit monarch so valuable. + 55 FHR is great. It makes it so with one pair of gloves
and a small charm you hit 86 FHR, it could not be a better situation. The life it adds is great the
mana and the resistances. There are spurs so fire res be damned.

Gloves:

•Mage Fists
Explanation: The perfect 1v1 Gloves Vs. most every class except blizz sorcs. + 20 FCR is great to
have and these help you regen mana for drawn out duels with trappers and barbs.
•Trangs
Explanation: Again 20 Fcr is super helpful, but these come with an added kick Cold resistances,
a necromancer cannot ever get enough of those. They are also good in team duels because they
add 2 to curses which are very helpful in team duels greater radius and duration is never a bad
thing.
•Bloodfists
These are important for FHR they also have life which is great. That is all. They are used in nvn
and with the right circlet you can also use them for NvT. Remember that you use nvn vs hdins so
NvH as well. NVA your casual clothes also uses this set.


Rings:

•Bul Khatos
Explanation: Skill, Life, and mana the end.
•Raven Frost
Explanation: Blizz sorcs exist.
•Dwarf Star
Explanation: So you can tank fireblast from a sin without losing FRW.
•Fcr Ring: 10 FCR, 17+ STR, 35+ life, or Rep life +7, Cold Res, Fire Res, Lite Res. In order of
importance.
You will always have this on. It is your Vs. everything ring and should not be taken off ever. The
Fcr enables you to use other items which add more life than if you were to use a Bk. It allows
you tank tank better vs the elements, have more life and use your COA without adding much if
any strength.


Belts:

•Arachs
Explanation: Enables you to hit 125 Fcr in NvN, NvD, NvZ, NvSmite, NvEsfb, the 10% slow can be
helpful Vs. Zons and Trap sins. The one to all skills helps your Battle orders.
•Thunder Gods Vigor
Explanation: Use versus anything that does anything light damage. The + 15 absorb Lightning is
actually way underrated. “T-Gods” is allot better then two Lo Runes used in a circlet or item, it is
also better than 80% all res and 20% absorb. It’s been tested and refuted several times “T-Gods”
always wins out.
•Verdungoes
Explanation: The Fhr is great, the life rep is great paired with a “HOTO” it can become a great
advantage. In a team duel you can mix “Hoto” and Verdungoes and attain 33 Rep life. Over time
this adds up quite nicely. I’ve been known to throw on a shako verdungoes and “Hoto” setup
vs lazy barbs before and just ibs rep the day away if it gets that prideful. Also the official belt of
NVA.


Boots:

•Aldurs, 50 Fire res
Explanation: These are your NvA boots. They are used for NVD, NVT, NvB, Necro vs most
everything but blizzers, Fohr’s, Fire Sorceresses, aura dins, Cs zons, and fire druids.
•Dual res Boots, 30 FRW, 10 FHR, 38+ Cold resistance, 35+ Light resistance Rep life is a nice
addition, or Mana.
Explanation: This will be your primary helmet against blizzard sorceresses. It is also helpful
against Foh Paladins, or light sorceresses with allot of – res. Yes even cs zons.
•Treks, 15 Vita, 70 poison Res
Explanation: The STR is pointless as you will have enough strength to use COA without them.
These are great if you don’t have enough FHR without your boots on. The 20 FHR can kick a
shako up over the 86 mark that you need. They are predominantly though for use vs psn zons/
Necromancers.
•Hot Spurs
Explanation: These are great vs Fire sorcs, Auradin, and the occasional Fire Druid. + 15% to Max
Fire res and its GM what more is there to say?


Inventory:

• Gc’s : 9 X Lifers 1 X 12 FHR PnB
•Sc’s: 10 X Life/5 Res all 1 X 5 FHR/ 5 Res all.
•Torch: 20 Stat / 15+ Res
•Anni: 20 Stat/ 15+ Res


Explanation: The one FHR PnB is so that you can still hit 86 FHR with your Shako on. The 5/5 FHR
sc is so that you can hit 86 FHR in most of your sets. For the torch and anni I find stats are more
important as you can make slight adjustments to gear / look for certain resists covering those
lacking as opposed to lacking Str and Dex to use certain gear.

This post was edited by Egardner on Apr 20 2012 01:34am
Member
Posts: 50,168
Joined: Jun 11 2008
Gold: 2,078.67
Apr 20 2012 01:30am
Bul Khatos on bone necro/10!

This post was edited by Tommyvv on Apr 20 2012 01:31am
Member
Posts: 28,258
Joined: Jan 29 2004
Gold: 2,000.00
Apr 20 2012 01:34am
Quote (Tommyvv @ Apr 20 2012 02:30am)
Bul Khatos on bone necro/10!


You don't approve? Nice repost ty. Could pm a mod to edit first post for you.

This post was edited by dark-soul on Apr 20 2012 01:34am
Member
Posts: 28,683
Joined: Sep 20 2006
Gold: 25.40
Apr 20 2012 01:35am
Stop typing shit lol I'm trying to type it out since imageshack is le gay

Good idea thanks!

This post was edited by Egardner on Apr 20 2012 01:35am
Member
Posts: 28,683
Joined: Sep 20 2006
Gold: 25.40
Apr 20 2012 01:36am
PvP Necromancer

Goals:

125 FCR and 86 FHR in every set.

Breakdown of Guide:

I. Gear needed with explanations.
II. How to duel vs each class (Extra part for team Pking)
III. What gear to use vs what.
IV.Skill Distribution/Stat Point Distribution

Intro: This is a Guide based solely off of my experiences on necro over the past several seasons.

My play style, my techniques are all from allot of team dueling and allot of 1v1 dueling. There is nothing
PVM about this build / guide there is nothing about how to BM inside this guide. I am a GM dueler and
don’t care for BM.

I.

Helmets:

• A circlet of some sort: The desirable stats on it would be at a minimum +2 Necro skills, +20
FCR, (FRW is great but not totally necessary), and Life 30+, + 15 to all resistances or light and
fire would be nice. 1 open socket or 2. (Most of this is based off of your price range you can
afford.)
Explanation: This Circlet will be used in NvN, NvT, with proper resistances it can even be
used vs Fire and Lightning sorceresses.

•Crown of Ages: 30 to resistances are nice the higher the better but 15 Damage Reduced is a
must. You will place in the sockets a “Cham” rune and a “Ber” rune.
Explanation: You will mainly use this for NvD, NvSmite, NvT, TPK, NvZ CoA is the almost
perfect Team pk helm with 30 FHR, +1 to all skills, Resistances and Damage reduced.

• Kiras: 70 all res, place a 7 FHR, 30 cold res jewel in this. Optional is Strength, + all res. The
cold resistances and the FHR are hugely important in hitting 86 FHR.
Explanation: This will be your primary helmet against blizzard sorceresses. It is also helpful
against Foh Paladins, Fire sorceresses, or light sorceresses with allot of – res. Yes even cs
zons. It is essential in hitting maximum resistances when WSGing vs a trap sin if you lack the
proper resistance gear. It also helps vs pesky poison necromancers.

•Shako: Shael this
Explanation: You will mainly use this for Vs BVC’s. In today’s hard hitting barb world if you
get hit by a tri whirl you are dead. Most BVC’s have become very unaggressive and will sit
back and wait for you to attack them so you will need mana to ibs them into offense. Shako
provides 1 more skill for more life and mana on top of offering damage reduction. With the
shael in your shako you will only need one 12 fhr pnb to hit the fhr bp. You can also use
treks in addition with it.






Amulet:

•+2 to Necro or PnB Skills as well as + 20 FCR. The nice additions to this are Life, Strength, Life
Rep., Resistances and Mana In that order of importance.
Explanation: This amulet allows you to more easily hit 125 FCR, while leaving you more options
on rings, gloves, and boots. More or less it allows you to have more life in every setup more
versatility to stack your gear how you need to. It is overall your best choice in an amulet.


Weapons:

•Heart of the Oak
Explanation: This is your perfect weapon vs most everything you will face. 3 to all skills makes all
your attacks stronger, Golem stronger, amps stronger, everything. 40 FCR opens up your rings
and belt and helmet options allot and allows you to hit 125 easily. 20 Rep Life is awesome in
drawn out 1v1’s and or team duels. As if adding 40 to all of your resistances wasn’t good enough
it add’s to your mana by + 15% as well. Use it whenever you can.

•White Wand 8Spear/6Spirit/1-3Lower Res
This wand is great for upping your spear damage and spirit damage while not sacrificing too
much fcr. It will be your main wand for NvN, NvH, NvB, NvSmite, NvZ, Even vs ESFB’s to break
mana faster it is one of the only weapons to enable you to kill a high es, Fb sorcs. It is amazing in
NvD as it allows you to hit 6k Spear which is the minimum damage required to FHR a druid from
a single spear. It is also great to have a lower resist one as it will enable you to have it on swap
in team duels where you cannot have it out as your main and assist the trapper or whatever
elemental damage characters are on your team if the physical damage teammates of yours have
died or do not pose a relevant enough threat for you to amp for them.

•Wizard Spike put a 7 Fhr 30 Cold resistance – 15 req jewel in this.
Explanation: This will be your primary helmet against blizzard sorceresses. It is also helpful
against Foh Paladins, or light sorceresses with allot of – res. Yes even cs zons. It also helps vs
pesky poison necromancers. The extra mana is quite nice to have as well.

•Call to Arms
Explanation: Life, Mana, Skill, and the rep life on swap are nice to have in a pesky elongated
duel. CTA Rep with no Battle orders as long as you can then recast battle orders to regain allot
more life.

Armor:

•Enigma: Breast plate, Dusk Shroud, or Mage plate (or Light plate).
Explanation: These are the light armors that can be used to make an enigma without requiring
any strength put in to wear them. You only want to use light armors as per walking is important
on Necromancers, and yes even – 5 FRW penalty can get you killed when south walking a druid,
Hdin, Smiter, or a Zerking barb. So please don’t under play the importance of FRW.



Shields:

•Spirit Monarch 35 Fcr/ one for battle orders on Swap Fcr do not matter so long as you hit 75 FCR
on swap for wsg Teleing.
Explanation: The skills are great but attainable with less strength with other items; The FHR is
what makes a spirit monarch so valuable. + 55 FHR is great. It makes it so with one pair of gloves
and a small charm you hit 86 FHR, it could not be a better situation. The life it adds is great the
mana and the resistances. There are spurs so fire res be damned.

Gloves:

•Mage Fists
Explanation: The perfect 1v1 Gloves Vs. most every class except blizz sorcs. + 20 FCR is great to
have and these help you regen mana for drawn out duels with trappers and barbs.
•Trangs
Explanation: Again 20 Fcr is super helpful, but these come with an added kick Cold resistances,
a necromancer cannot ever get enough of those. They are also good in team duels because they
add 2 to curses which are very helpful in team duels greater radius and duration is never a bad
thing.
•Bloodfists
These are important for FHR they also have life which is great. That is all. They are used in nvn
and with the right circlet you can also use them for NvT. Remember that you use nvn vs hdins so
NvH as well. NVA your casual clothes also uses this set.


Rings:

•Bul Khatos
Explanation: Skill, Life, and mana the end.
•Raven Frost
Explanation: Blizz sorcs exist.
•Dwarf Star
Explanation: So you can tank fireblast from a sin without losing FRW.
•Fcr Ring: 10 FCR, 17+ STR, 35+ life, or Rep life +7, Cold Res, Fire Res, Lite Res. In order of
importance.
You will always have this on. It is your Vs. everything ring and should not be taken off ever. The
Fcr enables you to use other items which add more life than if you were to use a Bk. It allows
you tank tank better vs the elements, have more life and use your COA without adding much if
any strength.


Belts:

•Arachs
Explanation: Enables you to hit 125 Fcr in NvN, NvD, NvZ, NvSmite, NvEsfb, the 10% slow can be
helpful Vs. Zons and Trap sins. The one to all skills helps your Battle orders.
•Thunder Gods Vigor
Explanation: Use versus anything that does anything light damage. The + 15 absorb Lightning is
actually way underrated. “T-Gods” is allot better then two Lo Runes used in a circlet or item, it is
also better than 80% all res and 20% absorb. It’s been tested and refuted several times “T-Gods”
always wins out.
•Verdungoes
Explanation: The Fhr is great, the life rep is great paired with a “HOTO” it can become a great
advantage. In a team duel you can mix “Hoto” and Verdungoes and attain 33 Rep life. Over time
this adds up quite nicely. I’ve been known to throw on a shako verdungoes and “Hoto” setup
vs lazy barbs before and just ibs rep the day away if it gets that prideful. Also the official belt of
NVA.


Boots:

•Aldurs, 50 Fire res
Explanation: These are your NvA boots. They are used for NVD, NVT, NvB, Necro vs most
everything but blizzers, Fohr’s, Fire Sorceresses, aura dins, Cs zons, and fire druids.
•Dual res Boots, 30 FRW, 10 FHR, 38+ Cold resistance, 35+ Light resistance Rep life is a nice
addition, or Mana.
Explanation: This will be your primary helmet against blizzard sorceresses. It is also helpful
against Foh Paladins, or light sorceresses with allot of – res. Yes even cs zons.
•Treks, 15 Vita, 70 poison Res
Explanation: The STR is pointless as you will have enough strength to use COA without them.
These are great if you don’t have enough FHR without your boots on. The 20 FHR can kick a
shako up over the 86 mark that you need. They are predominantly though for use vs psn zons/
Necromancers.
•Hot Spurs
Explanation: These are great vs Fire sorcs, Auradin, and the occasional Fire Druid. + 15% to Max
Fire res and its GM what more is there to say?


Inventory:

• Gc’s : 9 X Lifers 1 X 12 FHR PnB
•Sc’s: 10 X Life/5 Res all 1 X 5 FHR/ 5 Res all.
•Torch: 20 Stat / 15+ Res
•Anni: 20 Stat/ 15+ Res


Explanation: The one FHR PnB is so that you can still hit 86 FHR with your Shako on. The 5/5 FHR
sc is so that you can hit 86 FHR in most of your sets. For the torch and anni I find stats are more
important as you can make slight adjustments to gear / look for certain resists covering those
lacking as opposed to lacking Str and Dex to use certain gear.
Member
Posts: 28,683
Joined: Sep 20 2006
Gold: 25.40
Apr 20 2012 01:40am
II.
A Break down how to duel each class.
Assassin: A good trap sin will be trying to FHR you with a mixture of her traps minblast and fireblast. Your best bet unless you are a pro at wsg spear is to be fast out of their reach. The main objective when dueling a trap assassin is to get her shadow down. You may think that she can just recast it but, one it gets frustrating to them which can force more errors and two it takes longer to recast it each time it is killed. The best method for doing this is teeth. You may be asking why it’s so important to down it I’ll explain, with her shadow up one it will tank more of your ibs, and on top of that it will have attacks to add onto the already annoying FHR that your typical 102 c/c sin has. Thus making it very difficult for you to attack or get out of FHR locks. Once you get the shadow down you will have the opportunity to get off a few spears on the sin before she can recast it. But even without a shadow the sin can fully fhr lock you. So make it 2-3 spears and get out. You will also want to be IBSing in the sins typical teleport patterns. You can even set them up by spraying a spirit train a certain direction goes to it and when they come in to try and lock you up with Minblast and Traps you are sitting in spirits. Get off a couple of spears they will try to run if your “train of spirits “is effective and you can chain teleport them down. When you are WSGing away from a sin make sure you are never going into them with wsg as it will not work. It may appear to be working on your screen but in the game you are stuck and probably half dead by the time you realize. Always WSG away from them and never in straight lines. Always have some small amount of a semi circle walk about it as to dodge traps. If they are not backing off your ass have spear on left click keep your mouse near you when you’re WSGing stop for a second and get off a quick spear continue WSGing and spearing them if they continue to chase. If they try to run off as you have hurt them or downed their shadow with your wsg spearing chain them down and finish them off. Btw if you are getting badly fhr’d by the more pvm style sins with 14 K traps even with the regular 11-12 k trappers. Cast your golem into their traps he will tank for you so you can get off a few spears. Bone wall also works for this I just prefer golem. Hybrid sins are more or less the same thing The only difference is to use prison vs them allot whenever they look like they’re Mbing you to try and setup a telestomp whirlwind this is usually deliberate as most of them do not lay traps as they are thinking about the WW attack. Wall yourself and be casting spirits downward as they will be whirling through and under you not on top of you and those attacks will miss.

Amazon: One of the simplest classes for a necro mancer. The sneakier ones will be using a mixture of multi when you’re far out and strafe when you get up close to attempt to FHR you. Then they will attempt to guided you if you have to get out. Some of the crafty ones will also attempt to get off furies before they are dodge locked in an attempt to fhr you. The main things a necromancer must do Vs. a Bowa is to always keep up your Golem as his slow will ruin the zon, Bone armor as it makes it so they can’t FHR you before you can dodge lock them, and always be on them do not give them time to do shit. Additionally do not let them run down freely come from underneath them, set up walls to eat their strafes. Grab your lock stomp them. Your fist 3 attacks should be casting the teeth spell. Then cast a spirit to follow them if they somehow WSG out then be spearing them to dole out good damage. Typically they can only tank 2-3 of these in a 1v1. If they get out make sure to get a fresh Golem and bone armor up come in cast up a wall or two and stomp again. Teeth, Spirit Spear. It is the ultimate in killing zons. If they do FHR you with any of sais attacks as a few of the very good ones should be able to pull a quick WSG the opposite direction of them and teleport behind the nearest wall or corner to shed the IGA’s and what not that are no doubt on your tail. Go back in Fresh dodge lock, and teeth spirit spear em Dead. CS zons just keep your range spirit the shit out of them when you get enough spirits on them stomp and dodge lock them. They will die almost instantly.

Barbarian: There are so many different styles of Barbarian play it is absurd to be honest. The most successful trend of late is a mixture of leaping Teleing blindly from off screen into a tri whirl, and if there are walls up zerking. This makes the necro rely more heavily upon his IBS, finding puddles to stand on as to not get leaped into complete FHR annihilation. Or casting walls behind yourself and IBSing and spearing when possible which is not much. BVC’s are now very hit and run. So be casting spirits in their path to get to where they like to blind stomp you (I define blind stomping as coming from off-screen without a lock and placing yourself in a position to land almost on the person without getting a name lock.) So put spirits in front of them here and as they get closer put spirits in their inevitable ww placement so that they will land in them. If you are shooting straight at them the spirits will be following them and they will have time to walk out of ww get away from your slow spirits and tele off. Also when they stomp you can tele out of where you were and spear where they are now wwing the air you just occupied. For the ones who try to zerk you down be quick about getting away as it is very easy to chain zerk people. If they are chain zerking you try a couple of times and it will make them go back to relying on ww’s south walk their zerk and up spear them then gtfo. Merely hiding in prisons will not work anymore we must now lure them into us by using puddles as they think they will get away with leap fhring us we are on a puddle and not being fhr’d at all. Quickly tele out and spear them down as mentioned before. The morale is do not try to tank barbs in walls or prisons any more unless they suck. Use your char advantages that it has and range his ass down.

Druid: Elemental druids there are three main play styles on these. Three different styles of using summons as well. The first play style is all out offensive, the second is hit and run allot, the third is Defensive. You will run across all three allot. The three mixtures of summons is as such: One plays with only wolves, the next plays with only bear, the third is a compilation of wolves and bear depending on how much life you or they have left. The overly aggressive druids can be a pain in the butt, but can also make it quite easy for you to dole out allot of damage if you’re smart. They will blindly dash in and stomp and try to chain you like they would a zon. You do not get dodge locked. With this fellow whether he have wolves or bear up teeth until vs the wolf using one until there are no wolves or oak up. Swap to spearing 1-2 times and get out. Vs. the bear using kind get down his oak and you can spear him through the bear. Be ever vigilant when dueling druids to avoid getting caught in an under stomp where they just nado up and you’re dead. Do not always walk straight south ever. Try to never walk down left as for some reason I find that you will get hit more than walking down right down anywhere. When a druid does get under you, you have two options walk up a little spear and get out or just get out. They will mostly do the same thing, they will get out trying and going to recast. This is the perfect time to attack. Always remember to attack from a distance. All a druid has to do is cast nados in any direction and they will hit you. The same works for hit and run druids. Verse a defensive druid it is purely avoiding spammed nados, as well as being able to be very accurate with spear. Get your locks on him, his summons, and spear. Does not waste mana on any other attack just spear him down. Always be careful to know when to walk and when to teleport out. Do not ever stick in there always be walking so that you’re not an easy target. On a side note do not ever have your golem up as he wanders around allot a smart druid will sit off screen grab a lock on him and wait for you to teleport then bam you are dead from a golem lock. So leave him unsummoned. Melee druids, pretty much to be treated like Cs zons with Dr on instead of lightning res gear. Vs rabies druids do not use golem or bone walls as the rabies can spread to you through them. They do typically have allot of life so do not stomp before they are almost completely dead as most of them can fhr lock you in a heartbeat. Use your range and be smart.

Necromancer: NvN, the rules are simple. Only Spear, Golem, Teeth, and Teleport (Of course battle orders). This is to eliminate too much running and spamming. The way I play necro vs. someone who is not really adept at it is the “Circle Method” This is where you teleport around your opponent in clockwise or counterclockwise patterns to attempt to catch a namelock in the corner of the screen. Spear 1-2 times and stomp then be down spearing. Versus better necros I prefer to be up close and personal always on their screen looking to stomp golem glitch and get it over with using a variety of patterns whether it’s faking to come in for a lock and acting like I’m running away from them so they will corner tele to try and catch me but I stop and have my mouse in their teleport pattern. Grab a quick lock and I’m on them before they can finish getting their mouse in a position to try and beat me to the lock. I’ll zig zag on your screen until I push you into my lock while making it hard for you to lock. The main thing I have found in NvN is that when you are on screen with the other person you are either at the advantage and got the lock in and are attacking or you did not get the lock and they are attacking. If you are at a disadvantage get out. Corner tele, Shake do whatever you have to do to break the chain you are probably in. (Shaking is Teleing back and forth left to right. It can also be used to come in and attack without them being able to lock you.) Now some people prefer to walk and wait for you to come in so they can get their lock off or just continue to up left wsg spear you or regular walk spear you as you try to stomp them. If you are Teleing up to someone and they are using the walking method do not stomp. What instead you will do is get under them grab your lock or get out. If you grab your lock first spear 1-2 times then stomp. In any NvN matchup I honestly prefer to be coming from the bottom as it makes it more difficult for them to adjust from shooting at me trying to get a lock to go to “Up Spearing”. I will also walk allot if I think they beat me to the lock wait for them to stomp tele ff causing them to lose their lock, and It is a perfect setup for the “Fake runaway” technique. Golem, probably the most confusing part of NvN is how your golem works. When you telestomp someone and there is nothing like a ditch or whatever in front of the person you are dueling you will land on the top left of them. Even if they have a namelock on you at the time your golem will eat the spears. They will not hit you. Now to ignore the golem all one has to do is shoot up left have your mouse at the top left corner of your screen. This will ignore their golem and most likely FHR them unless they can pull la quick wsg and get out or teleport out. If you find someone is “Golem ignoring” you a lot then start spearing before you stomp. 1-2 spears. Just don’t be too far away. If you prefer to be fancy and are quite good at chaining people do a “Double stomp”. (A double stomp is more or less chaining a person who is sitting still. You instead of immediately swapping to spear out of your stomp leave it on teleport for one more teleport then swap to spear.) My style of NvN requires you to be very fast at locking, very fast at getting out when you do not have the lock and out smarting your opponent. Watch where they go when you teleport somewhere near them know how and where you are pushing them have your mouse there waiting stomp and spear. Now one thing I always do and it has won many close and tight duels for me is to make sure my golem is full life and trying to keep him bo’d. If you both start spearing at the same time on similar necros the one whose golem tanks more will win.

Paladin: Hammer din, this should be a matchup you can take advantage of. Because unlike every class with the exception of trappers you can break synch. Most good hammer dins rely on synch to be invisible and either stomp you or put hammers under you so that they are invisible and have you walk down into them. Never walk to far south. Ever. The main way to prevent death via synch stomp is with Teeth. Hammer dins all have set synch patterns that they like to use. Learn the hdin you’re dueling synch paths. And teeth them. Vs very fast hit and run Hammer dins your best bet will be putting up walls in their synch paths and IBSing them. The path that is. Your only chance to hit a hammer din who is close to you is spear. You must constantly be spearing them while making sure in the back of your mind you are ready to walk as per they will stomp you if you sell out to spear them. Pull a quick prison on them and start spearing get ready to walk. Once again as is like the Elemental Druid, never walk straight down that makes it easy to synch under you or just pull a quick under tele and you’re dead before you know what hit you. I personally enjoy casting Golem on them to make synching impossible and staying close to inflict as much spear damage as I can without getting stomped. Constantly prisoning and spearing. V/T, A smiter with Fist of the Heavens as his attack on swap or used to gain namelock and telesmite you while you are Fhr’d. Most will see how their FOH does damage wise Vs. you. If this fails they will typically abandon it and resort to trying to charge you down and smite you. The most effective way to duel against a V/T is to place walls between him and you teleport at him (Be IBSing this whole time) and prison him then spear him in the prisons. Make sure to not get telesmited. Just south walk and spear up then get out and reprison him continue to do until he is dead. Make sure to always have Golem, and Bone armor up for this matchup. FOH and smiters, they don’t need a full section of explaining each. Duel a smiter how you would duel a V/T without worrying about FOH. Duel a FOH like a V/T with no smite. Walls to stop charge prison if they’re using Enigmas. Wall if they are not. Spirit spear. Both are very easy classes to kill. Auradin, same thing wall them in stomp and spirit spear.

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