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Sep 15 2011 07:32am
Quote (monSt4r @ 15 Sep 2011 14:28)
Yeah I can't do calculations right now to see how much damage it adds per hit and cca in overall duel, but what do you mean with that accuracy fhr locking you mentioned here ? Mind blast swirly? what ? :q


Well, more accuracy means you'll be landing more hits frequently, meaning you get more fhr animations. vs someone who gets block frames 3/4 of the time it's fairly useful since it means they're less likely to slip out.
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Sep 15 2011 07:49am
Zealot: Unless they are teleport zeal you, they are hopeless. Set a few LS and MB them to force them to attack you. When they do, just WW zigzag away. The traps +MB will weaken them, and the KB from fool’s claw will prevent them from hitting you. If they are teleport zealers, then set traps and WW away predicting their movements so that they don’t get directly on top of you. It takes good timing to beat a smart teleport zealer.

I never lost vs ghost with my non tele zeal, u just didnt faced to real-zeal.
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Sep 15 2011 08:12am
Quote (Lampogriz @ Sep 15 2011 01:49pm)
Zealot: Unless they are teleport zeal you, they are hopeless. Set a few LS and MB them to force them to attack you. When they do, just WW zigzag away. The traps +MB will weaken them, and the KB from fool’s claw will prevent them from hitting you. If they are teleport zealers, then set traps and WW away predicting their movements so that they don’t get directly on top of you. It takes good timing to beat a smart teleport zealer.

I never lost vs ghost with my non tele zeal, u just didnt faced to real-zeal.


How you plan to win with charge vs WW ? Actually why i ask...


p.s. I still don't get that accuracy analogy, nor what are you trying to say connected with jewels and runes...
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Sep 15 2011 08:17am
Quote (monSt4r @ 15 Sep 2011 15:12)
How you plan to win with charge vs WW ? Actually why i ask...


p.s. I still don't get that accuracy analogy, nor what are you trying to say connected with jewels and runes...


You're less likely to connect hits vs mb characters, meaning they are more likely to escape a fhrlock. More ar means you will land more hits and make it less likely for them to escape. I don't know how I can say it simpler than that lol.
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Sep 15 2011 08:26am
Quote (Lampogriz @ 15 Sep 2011 08:49)
Zealot: Unless they are teleport zeal you, they are hopeless. Set a few LS and MB them to force them to attack you. When they do, just WW zigzag away. The traps +MB will weaken them, and the KB from fool’s claw will prevent them from hitting you. If they are teleport zealers, then set traps and WW away predicting their movements so that they don’t get directly on top of you. It takes good timing to beat a smart teleport zealer.

I never lost vs ghost with my non tele zeal, u just didnt faced to real-zeal.


They didn't use traps to make it fair.
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Sep 15 2011 08:30am
Quote (Tails chao @ Sep 15 2011 02:17pm)
You're less likely to connect hits vs mb characters, meaning they are more likely to escape a fhrlock. More ar means you will land more hits and make it less likely for them to escape. I don't know how I can say it simpler than that lol.


You will never fhr lock a pala or a baba, all I'm saying. Everything else is a walk in the park and doesn't need a ridiculous amount of ar.
And I just figured that by accuracy you mean chance to hit. Owww...
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Sep 15 2011 08:32am
Quote (monSt4r @ 15 Sep 2011 15:30)
You will never fhr lock a pala or a baba, all I'm saying. Everything else is a walk in the park and doesn't need a ridiculous amount of ar.
And I just figured that by accuracy you mean chance to hit. Owww...


I was referring to chars like mb necs/trappers etc. which can be quite slippery, obviously vs a barb or paladin it's pointless to attempt a fhr lock haha.

mb trappers/necs aren't really a walk in the park either.
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Sep 15 2011 08:43am
Quote (Tails chao @ Sep 15 2011 02:32pm)
I was referring to chars like mb necs/trappers etc. which can be quite slippery, obviously vs a barb or paladin it's pointless to attempt a fhr lock haha.

mb trappers/necs aren't really a walk in the park either.


No they are not, but AR won't do wonders when its already around 7k+ :)


And that small increase in damage, what we talked about before in jewels, is also divided somewhere around 3/4 of it if max block (now the mechanics could be different with both claws hitting on the shield blocking frames, I think the bigger problem is annoying amount of deff then blocking really). Maybe with 40k+ ar you could FHR lock paladins :) What do you think ?
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Sep 15 2011 08:51am
Quote (monSt4r @ 15 Sep 2011 15:43)
No they are not, but AR won't do wonders when its already around 7k+ :)
http://img10.imageshack.us/img10/9645/hitrate.png

And that small increase in damage, what we talked about before in jewels, is also divided somewhere around 3/4 of it if max block (now the mechanics could be different with both claws hitting on the shield blocking frames, I think the bigger problem is annoying amount of deff then blocking really). Maybe with 40k+ ar you could FHR lock paladins :) What do you think ?


You can't fhr lock paladins, they have an uninterruptible attack.

And yeah, the cth boost isn't massive vs 2k def casters when you achieve higher than 6k ar, it's just that when they do slip out after an attack misses you miss out on a lot of damage and a good positional advantage.
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Sep 15 2011 10:02am
As seen on this graph optimal AR would be somewhere around 4x the amount of deff on opponent. Bearing in mind most classes will top around 2k deff (not including CoS vs non %ed chars even-although I never bothered too much with this spell on ghost cause Wof is hidden already, and LS is only for random hit and to spot desync), 8k AR on both claws will be sufficient for astounding 80% hit every 4 frames twice, which makes block not that superb in stopping fhr lock (unless you are a paladin and make that hit go below 30% -.-).
Bigger problem vs necro is the clay golem that takes some hits and makes him tele out of 3-whirl. Thats why dragon claw is better even vs max block necro. Stun traps, mind blast and dclaw makes max block necro wsg or face death (and then you whirl along his run).
Max block trappers are so rare I don't have enough knowledge to know how to duel the best ones, but throwing random traps, and opening some wounds would make him go more aggressive which can open a place for a 3whirl.

Maybe investing from vita into dex should be tested out, everyone say vita is better period, but maybe it should be looked upon. It gives sadly only 0.75xdex into ED.
Non block chars can't kill you anyways even with a lot less life, and in paladins case maybe 2k-3k ar could bring something new. But then again against hammer its mostly waiting to open wounds, or ww along charge sometimes, in later doesn't change a thing cause deff=0 in a charge and that extra life could mean a difference between 2 or 3 hits KO with hammer (coupled with good block it means a lot in this long OW duel).
But if you like AR, arent 132/45 GCs better then everything else (mainly 3/1x/20s)...sacrificing 3 max damage and 5life for an improvement of 20ar per SC...
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