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Apr 18 2012 06:50am
Quote (tudey @ Apr 18 2012 12:19pm)
well yea at least mb nec v ghost is pretty balanced i guess, maybe vita nec too if he's quite defensive and good. guess they can be pretty fun too but maybe not so much for the opponent^^

I don't think using a lot of skills equals to fun. skills are just tools, having more tools usually does enable more tactics and approaches to the duel but its not guaranteed. ghost does use a lot of different skills but it doesn't really have many different tactics and approaches (vs the same class, like lets say necro). basicly the only way to kill them is to chase them and hit them with whirl or dclaw. you might have many skills but there's not really many ways to apply them differently

in contrast lets say in nec v trap if we exclude golem, bone armor and bo skills you'll end up with like maybe 4 skills to use for the duel (and you can restrict yourself to just say spear and tele if you want to) but those 4 skills offer a lot of different tactics to win the duel with. even just using tele and spear can be really interesting


about that barb vs ghost thing, you might be right. but you can also choose to take a trapper (which is more similar to ghost gameplay than barb) or nec or druid or zon or something else


All true, but I take ghost as a combination of a trapper and barbarian. Terrifying and effective combination really. Also those lvl 1 traps give a lot of neat placement tricks. Also vs nec what you have said is basically it (to chase and kill), but that's really simplified. Also it is very relative, cause vs a ghost necro can only be extremely deffensive, so that's why that chasing scenario appears as "only possible" (basically whirl and dclaws ARE the finishers, but how you get the chance of applying those hits is special and not straightforward as you said it was). Tbh. it really comes to (vs a mb nec, non block necs really don't stand much chance vs max mind blast hard hit ghost) forcing a nec to walk/WSG. I sometimes use DClaw vs a MB nec just to position myself and/or to make him start wallking after which I react with a well placed WW. This dclaw acts more in a Fblast trick stun way, I was thinking on maybe using fblast, but it's a pitty not to use strongest dclaw setup of all the assassins.
Using tele and spear is really interesting, so what is the problem vs a ghost duel ? The problem is that ghost applies so much pressure it interrupts a good portion of your attacks, movements and in the end even blocks what used to be a clean hit. Plus stack and all...
So those "4 skills" become much less interesting 4 skills and usual faggot off screen movements and trains get countered, so sad little necro player cannot own as he is used to. But I don't really pitty a necromancer, that's like pittying a hammerdin...

edit. all true for a trapper comparison, but trappers will have a harder time vs casters than a ghost, plus a hammerdin will basically be the same (i could be wrong here, but the duel won't be shorter for a trapper).

This post was edited by monSt4r on Apr 18 2012 06:53am
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Apr 18 2012 10:50am
Quote (monSt4r @ 18 Apr 2012 15:50)
All true, but I take ghost as a combination of a trapper and barbarian. Terrifying and effective combination really. Also those lvl 1 traps give a lot of neat placement tricks. Also vs nec what you have said is basically it (to chase and kill), but that's really simplified. Also it is very relative, cause vs a ghost necro can only be extremely deffensive, so that's why that chasing scenario appears as "only possible" (basically whirl and dclaws ARE the finishers, but how you get the chance of applying those hits is special and not straightforward as you said it was). Tbh. it really comes to (vs a mb nec, non block necs really don't stand much chance vs max mind blast hard hit ghost) forcing a nec to walk/WSG. I sometimes use DClaw vs a MB nec just to position myself and/or to make him start wallking after which I react with a well placed WW. This dclaw acts more in a Fblast trick stun way, I was thinking on maybe using fblast, but it's a pitty not to use strongest dclaw setup of all the assassins.
Using tele and spear is really interesting, so what is the problem vs a ghost duel ? The problem is that ghost applies so much pressure it interrupts a good portion of your attacks, movements and in the end even blocks what used to be a clean hit. Plus stack and all...
So those "4 skills" become much less interesting 4 skills and usual faggot off screen movements and trains get countered, so sad little necro player cannot own as he is used to. But I don't really pitty a necromancer, that's like pittying a hammerdin...

edit. all true for a trapper comparison, but trappers will have a harder time vs casters than a ghost, plus a hammerdin will basically be the same (i could be wrong here, but the duel won't be shorter for a trapper).


meh not really, most casters who want to win will stay so far away from ghost that those neat trap placements don't really help anything
applying hits is straightforward compared to how trapper does it. ghost is a lot more brute force character (vs casters) than trapper
yes, pure tele and spear and wsg doesn't really work that well vs ghosts but I said nec v trap, not nec v ghost. playing vs ghost is boring because of what you just said, they limit the use of more offensive tactics and force the opponents to be more defensive instead

hammers are way easier on trapper, a good hammer shouldn't really lose to ghosts but they do to trappers

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Apr 18 2012 10:54am
might be a silly questions as its been years since ive played a sin..but have you tried using dtalon in duels vs barbs?..i cant remember the range of kicks to remember if its even viable
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Apr 18 2012 01:51pm
Quote (mid3vil @ Apr 18 2012 09:54am)
might be a silly questions as its been years since ive played a sin..but have you tried using dtalon in duels vs barbs?..i cant remember the range of kicks to remember if its even viable


No.
Bad idea.
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Apr 18 2012 01:55pm
Quote (tudey @ Apr 18 2012 04:50pm)
meh not really, most casters who want to win will stay so far away from ghost that those neat trap placements don't really help anything
applying hits is straightforward compared to how trapper does it. ghost is a lot more brute force character (vs casters) than trapper
yes, pure tele and spear and wsg doesn't really work that well vs ghosts but I said nec v trap, not nec v ghost. playing vs ghost is boring because of what you just said, they limit the use of more offensive tactics and force the opponents to be more defensive instead

hammers are way easier on trapper, a good hammer shouldn't really lose to ghosts but they do to trappers


Hehe 50/50 agree but thats ok. Neat placements can be cool if you notice a movement pattern they do (they can't always run to the left for example), but I agree, mind blast swirly and a well timed SM mind blast make it a gg for the casters. Also it's hard to stay away from a ghost (lvl 20 mb) :)
I understood what you wanted to say about trapper, I'm sorry if I haven't made it clearer.
I understand why people don't like to duel non aggressive (why I dislike dueling hammerdins, although they are everywhere and bm mostly in pubs). But fags playing nec expecting to duel ez every char, then crying over being deffensive with MB is really lame. I like winning those duels the most.

Good hammer shouldn't lose to ghost and lose to trappers is not really as true as I can tell. It will be very similar duel, traps stopping hammer to tele stomp, a lot of MB going on, and the WW on a ghost will do about the same damage as traps vs TGODs hammer will do. OW infliction counts as 5-10 lightning hits, which is kinda a lot. Poison over 0.8 also counts as a few hits, etc. How much time does it take for a trapper to take down a good hammer ? I don't think it's much faster. To not be completely unclear, I'm just saying that the best thing a trapper does, and why a ghost is not a barb, is to make a hammer charge. All you need strategy wise !
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Apr 18 2012 03:01pm
Cheeelski Chelski !
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Apr 19 2012 02:40am
Quote (monSt4r @ 18 Apr 2012 22:55)
Hehe 50/50 agree but thats ok. Neat placements can be cool if you notice a movement pattern they do (they can't always run to the left for example), but I agree, mind blast swirly and a well timed SM mind blast make it a gg for the casters. Also it's hard to stay away from a ghost (lvl 20 mb) :)
I understood what you wanted to say about trapper, I'm sorry if I haven't made it clearer.
I understand why people don't like to duel non aggressive (why I dislike dueling hammerdins, although they are everywhere and bm mostly in pubs). But fags playing nec expecting to duel ez every char, then crying over being deffensive with MB is really lame. I like winning those duels the most.

Good hammer shouldn't lose to ghost and lose to trappers is not really as true as I can tell. It will be very similar duel, traps stopping hammer to tele stomp, a lot of MB going on, and the WW on a ghost will do about the same damage as traps vs TGODs hammer will do. OW infliction counts as 5-10 lightning hits, which is kinda a lot. Poison over 0.8 also counts as a few hits, etc. How much time does it take for a trapper to take down a good hammer ? I don't think it's much faster. To not be completely unclear, I'm just saying that the best thing a trapper  does, and why a ghost is not a barb, is to make a hammer charge. All you need strategy wise !


you're generalising about necs and hammers here. the classes aren't bad or defensive or whatever, (some of) the players might be. apparently you're basing your opinion on these classes on pubbies

the problem is that ghost needs to be in hammer range to connect hits (other than mb), trapper does not. but yea well, good hammer can beat trappers fine too but it's a disadvantage matchup in general
i guess you're talking about trying to make hammers charge on ghost and then tele ww them? meh, it's really risky vs good hammers and probably gets you killed over time
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Apr 19 2012 10:45am
Quote (tudey @ Apr 19 2012 08:40am)
you're generalising about necs and hammers here. the classes aren't bad or defensive or whatever, (some of) the players might be. apparently you're basing your opinion on these classes on pubbies

the problem is that ghost needs to be in hammer range to connect hits (other than mb), trapper does not. but yea well, good hammer can beat trappers fine too but it's a disadvantage matchup in general
i guess you're talking about trying to make hammers charge on ghost and then tele ww them? meh, it's really risky vs good hammers and probably gets you killed over time


No, I just mean that non teleporting hammerdins are much weaker than teleporting one. Also a hammer needs to be in close range for the kill, more or less... And it's bad to presume over the course of duel he won't come close. Also why trappers use chaos ? Now imagine a strange coincidence that when you use chaos it actually could hit a hammerdin. Plus WW over charge is an added strategy benefit, not meant to be used 24/7.

edit. Don't mean to be rude, but I presume you do have a trapper and a ghost, right ?
edit2. God damn I like this : "why trappers use chaos?"

This post was edited by monSt4r on Apr 19 2012 10:47am
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Apr 19 2012 04:02pm
Quote (tudey @ 18 Apr 2012 17:50)
meh not really, most casters who want to win will stay so far away from ghost that those neat trap placements don't really help anything
applying hits is straightforward compared to how trapper does it. ghost is a lot more brute force character (vs casters) than trapper
yes, pure tele and spear and wsg doesn't really work that well vs ghosts but I said nec v trap, not nec v ghost. playing vs ghost is boring because of what you just said, they limit the use of more offensive tactics and force the opponents to be more defensive instead

hammers are way easier on trapper, a good hammer shouldn't really lose to ghosts but they do to trappers


:(

hi
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Apr 20 2012 03:07am
Quote (monSt4r @ 19 Apr 2012 19:45)
No, I just mean that non teleporting hammerdins are much weaker than teleporting one. Also a hammer needs to be in close range for the kill, more or less... And it's bad to presume over the course of duel he won't come close. Also why trappers use chaos ? Now imagine a strange coincidence that when you use chaos it actually could hit a hammerdin. Plus WW over charge is an added strategy benefit, not meant to be used 24/7.

edit. Don't mean to be rude, but I presume you do have a trapper and a ghost, right ?
edit2. God damn I like this : "why trappers use chaos?"


do you mean no eni hammers by non teleporting hammers or just choosing to not tele or what?
yes, hammer needs to be close to hit and that's the point: trappers don't need to be in hammer hit range to do damage, ghosts do. so ghosts are in risk of getting hit when hitting the hammerdin, trappers usually aren't.
trapper's don't use chaos.

yes, but i don't really play ghost too often, boring class
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