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Aug 11 2009 07:26pm
Quote (Ziecheik @ Tue, Aug 11 2009, 08:24pm)
a lot of my primary stunning tactics on ghost revolve around ls actually. I do mix wof in there of course but that faster initial shot from ls sets everything up. I even use level 1 ls to help getting the stun started on pure wof builds. trust me the delay on wof sucks and it starts becoming very very apparent once you get to players outside pubs.


the only time the difference matters is when you are playing entirely offensively against the wind druid.
If he teleports into a wake of fire, its a hell of a lot more devastating then if he teleports into a lightning sentry.

Or are we forgetting that we're playing with traps, not fireballs O_o


what are you guys dueling, l8z druids that teleport to cold plains and back every time you get within 3 screens of them?

This post was edited by deathwinger on Aug 11 2009 07:27pm
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Aug 11 2009 07:30pm
Quote (deathwinger @ Wed, Aug 12 2009, 01:26am)
the only time the difference matters is when you are playing entirely offensively against the wind druid.
If he teleports into a wake of fire, its a hell of a lot more devastating then if he teleports into a lightning sentry.

Or are we forgetting that we're playing with traps, not fireballs O_o


the longer startup delay means the druid has more time to land a quick nado and wsg walk out. wof is ridiculously easy to walk.
the startup matters a lot. teleporting into wof doesnt mean the druid has to stand there for the wof to be active.
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Aug 11 2009 07:33pm
Quote (Ziecheik @ Tue, Aug 11 2009, 08:30pm)
the longer startup delay means the druid has more time to land a quick nado and wsg walk out. wof is ridiculously easy to walk.
the startup matters a lot. teleporting into wof doesnt mean the druid has to stand there for the wof to be active.


spread out wofs and namelock spam wofs are not easy to walk O_o
lightning sentries which shoot in straight lines and always miss against a moving target, are easy to walk.

yes the startup matters, but only on the offense. Once you've got a wof already shooting (they teleport into it), it shoots twice as fast and hits in a gigantic aoe, instead of a skinny little linear path
one of the great advantages of WoF is that it can stunlock someone down with only a couple traps, since it affects an aoe and overlaps, compared to ls which shoots slowly and can be walked from. Its a lot easier to stun someone with 2 wake of fires than 2 lightning sentries. Because its pretty rare in a pvp spot to get someone to land on 5 traps all at the same time. I'd rather have wake of fires, which are much easier to initiate a trap lock on someone once they hit them, then lightning sentries, which have a minute advantage in speed on the offensive trying to namelock/mb/trap someone into a lock

This post was edited by deathwinger on Aug 11 2009 07:36pm
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Aug 11 2009 07:35pm
Quote (deathwinger @ Tue, Aug 11 2009, 09:33pm)
spread out wofs and namelock spam wofs are not easy to walk O_o
lightning sentries which shoot in straight lines and always miss against a moving target, are easy to walk.

yes the startup matters, but only on the offense. Once you've got a wof already shooting (they teleport into it), it shoots twice as fast and hits in a gigantic aoe, instead of a skinny little linear path


If you begin walking shortly after the WoF has been lain, it will never hit you.

The long initial delay and the slow projectile speed means that you can get out of range pretty easily.
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Aug 11 2009 07:36pm
Quote (deathwinger @ Wed, Aug 12 2009, 01:26am)

what are you guys dueling, l8z druids that teleport to cold plains and back every time you get within 3 screens of them?


that happens from time to time.
usually people only tele away 3-4 screens to break namelock, otherwise looking for spots to attempt a driveby and get out before wof is even active. or just looking for the trapper to slip up.

boxing on a druid also works very well vs a trapper, its very hard for a trapper to maintain some traps to fall back while teleporting around a box, setting up a fresh trap field gives the druid time to easily walk away if they need to. it's kinda an annoying tactic against trappers: box box box, tele 3 screens away when trapper gets close, box box box, tele 3 screens away. although usually just patience beats those druids.
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Aug 11 2009 07:36pm
Do you guys seriously take this dude seriously...?
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Aug 11 2009 07:36pm
Quote (FnK @ Tue, Aug 11 2009, 09:36pm)
Do you guys seriously take this dude seriously...?


Good point.

Why do I both
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Aug 11 2009 07:37pm
Quote (drt1245 @ Tue, Aug 11 2009, 08:35pm)
If you begin walking shortly after the WoF has been lain, it will never hit you.
The long initial delay and the slow projectile speed means that you can get out of range pretty easily.


Cool. My trapper uses mind blast, though. Wish I was cool enough to duel without it o_o
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Aug 11 2009 07:38pm
Quote (deathwinger @ Wed, Aug 12 2009, 01:33am)
spread out wofs and namelock spam wofs are not easy to walk O_o
lightning sentries which shoot in straight lines and always miss against a moving target, are easy to walk.

yes the startup matters, but only on the offense. Once you've got a wof already shooting (they teleport into it), it shoots twice as fast and hits in a gigantic aoe, instead of a skinny little linear path


namelock spam wofs are very very easy to walk. thats kinda the problem with startup, and usually why I drop ls instead of wof when someone is walking away and I have a namelock on ghost. (if I want to pressure them with traps and not tele on them that is)

of course setting up wof is good, but what are you gonna do, set up a fort of wof and sit in it? that gives druid priority since they can choose when to pounce on you, and they can wsg walk/tele out before your wof shoots.

This post was edited by Ziecheik on Aug 11 2009 07:39pm
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Aug 11 2009 07:41pm
Quote (FnK @ Wed, Aug 12 2009, 01:36am)
Do you guys seriously take this dude seriously...?


Usually no.
but this is srs thread.
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