Quote (ricefarmer301 @ Thu, Jul 24 2008, 10:18am)
answering in order:
if you put on the cbf and lose your bp, your spider is no longer a spider
what i'm saying is if they are very good, they should land a hit and you. if they land a hit i'm pointing out it could be momentarily crippling.
your traps fire at a little more then a screen away if i remember correctly. thats an awful long distance to watch for charge before you can trap
some pepole play like pussies and if you don't chase them down the duel never ends and they scream profanity at you. maybe i'm just bad at ignoring it but i do really prefer to end things quickly as possible
also the sequence with me + all other hybrids i'm sure is
walk traps, while searching for mb nl. when i get the mb nl, i mb + set 1-2 traps depending on the chara, mb, wait for the trap to fire, let go of mb righta s it hits and then telport + ww. that means the ww and the traps are stunlocking, not just the ww. there is a real chance that your sin might not be able to get away cleanly. i ww and lock at the same time. that doesn't make it easier for you to get out. you are still getting hit by my traps + ww but instead of having to lock on after again, i have the lock by the time ww is done. that potentially means you are still hit by traps, only its back to the beginning, only now you hvae less life, traps around you, and mb
the only real dfense against the ww on top of you, is to ww out as the other sin teleports on top of you, and therefore exchange hits + try to make it even and also escape off the screen out of mb + nl range. the thing is the slow could hamper your ability to do that, even if it is real short. -> i've never seen someone able to escape without wwing away without being put at a major disadvantage in terms of life remaining
and one more thing. there is a poison length penalty in nightmare and hell difficulty modes. hell is double the normal psn length. so instead of say 2k over .8 seconds, its 4k over 1.6. yea, its not as significantl during triwhirls, and during constant hitting, but for exchanging a hit with another ww charactter (sin, barb) or against high defense characters, its twice the dmg you said and 420 is quite a bit, although i do admit open wounds would be around 600ish.
hmm. we shoudl wrap things up
jsp essays = tiring
damn, i hate it when i forget what I'm talking about. I always think up all this shit, then i make the build based on it, then I forget about it...i blame it on the fact that I just woke up. anyway....
as far as hybrids, you've got a few options. if they're very ww-based (max claw mastery + venom, all shadow skillers, etc...very low trap damage) then you can actually use w/s setup. That'll give you cbf and lots of dr% to handle their damage. Although their trapping abilities, because of claw block, may be nearly as good as yours (you do much more damage, but they have more block so it evens out) they'll probably PLAY to use ww more often. in which case you can lure them more easily into your own traps. that's ONLY if they're VERY ww-based though.
Against trap-based hybrids and some ww-based hybrids, the best option is BoS with c/c. They won't deal enough physical damage to make dr% extremely valuable, your res should be fine without fade (since you don't need any stacked), and the ias + frw stack will counter any chill affects, plus arach slow (which is, imo, a bigger problem than chill since it lasts much longer). Of course, this assumes you have good res. If you don't, and you're on a budget, you can always use the 15/15 kiras in stash. do you lose the breakpoint? well, yeah. But you'll have a significant speed advantage over them, plus cbf anyway. So that's not a bad idea either.
The toughest choice is probably against ias-bugging, high-phys-damage hybrids. In that situation, you can either use BoS and neglect your dr%, use kiras for cbf but use fade, or just suck up the occasional slow trap. Really up to you, but to be fair, high-phys-damage hybrids are pretty rare. the majority of hybrids i've dueled use GTs, with most of the others using runics.
so that's hybrids.
in my experience with paladins, eventually everyone stops being a defwhore. If they use med it can take a while and you have to be frugal with mana pots, but honesty i think this build is capable of turtling almost indefinitely versus paladins. Then it just comes down to who makes a mistake. However, there's another way that works fairly well (i usually use it against barbs)...drop a bunch of traps, then teleport close to them (not TOO far away from traps though, or they'll dissappear) and when they start to go offensive (because they don't see any trap cover) teleport back to your traps. with LUCK, they'll follow you. There's quite a few similar variations, but that one is prolly the easiest to pull off versus a paladin.
not sure what you mean by:
Quote
your traps fire at a little more then a screen away if i remember correctly. thats an awful long distance to watch for charge before you can trap
you'll have to clarify i guess, before i can respond =/
Quote (Publ1c3n3my @ Thu, Jul 24 2008, 11:07am)
I GM'd in 1.10, but u wouldn't know anything about that would u.
U youtube d2, first sign of failure. ur prob a kid who thinks Muir is good aka Smash
it wasn't a youtube of diablo, it's a youtube video of anger. you'd like it.
p.s., i've played since 2001.
This post was edited by darcanegel on Jul 24 2008 01:11pm