Quote (Holocauster_Tycoon @ Sat, May 24 2008, 04:35am)
bow: i never lost to bow in my life ft5. its not possible in gm duels on a sin unless you suck. i play 102/86 maxblock max DR, get in without getting hit and chainlock until they die. this can take some time vs vitzons with BO but you will still be the winner. also, fblast in the right moment can really fuck them up as well as MB wears down a lot of life when they WSG since half of the time they will be on faith with lliterally no DR at all.
trapper: a sin that tries WW away is lost. ww as the only measn to get out of traps is very hard and only works against bad sins or if you are lucky. when i duel a barb that does not use WSG and ww only, i namelock him maybe 1-3 times thought the entire duel and chase him while always re-locking and re-trapping. he cant get away and the same counts for wwing sins. especially if they have to use fade in order to keep their desired amount of LR. you could mix up ww and wsg, yes. but i find wsg alone makes sure that you almost dont get hit and get away fast so you dont really really need clawblock. getting away faster is more important imho.
bvc: what you said.
druid: ok that is maybe right. i dont know whether it would make so much of a difference though.
nec: ww against nec is only really useful if you use ww to kill, really. like on ghost where you simply shredder through him. if oyu want to sneak in for ow, i find kicks better and it also fits better into that fblast stomp tactic.
hammer: yes
smiter: smiter with good telesmiting abilities will have an easy time hitting you while whirling with fade, especially since your melee damage doesnt force him to retreat at all. maybe this is also a realm specific thing but on europe, smiters carry lots of slow and use HF in gm duels. and exile ^^ i find its not really fair neither but it makes that ww is useless here whatsoever.
my and chris' (harry_haller) solution for this is playing w/s 102/86 block max DR BoS setup with active shadow even if there is a chance to tap it and make massive use of grashopper style teleport and a very heavy trapfield. while oyu teleport around like mad, your SM makes sure that he will always have swirlies and your traps to the rets of the work. they can hardly if at all hit you with smite since their teles keep getting interupted by fhr all the time, combined with the problem of getting a namelock on a sin thats teleporting like crazy with 5 traps close and firing and an SM spamming. also you can run away from smite as soon as you eat one hit by mistake with 86fhr and that really high FRW with BoS. most smiters will go for charge-only then and only smite when they charge and it gets blocked so they directly stand in front of you (which wont happen if you play correctly .. whatever)
sorc: ww would work but so do kicks. preferane probably. i always like it when i can chainlock after kicking with FBlast.
trapper: ofc when you aren't getting mindblasted running is preferrable, but if you're getting hit by many damage sources at once and getting constantly mindblastedit can be hard to get out without taking damage if you're running...ww is a more "steady" movement than running, sometimes you get hit at the wrong time and get hit by a load of traps, since ww speed is steady you can ww to the side, letting the lightning miss, and then teleport away. so it's not useful all the time but it has its purposes.
smiter: i believe slow is considered bm on west (not positive but everyone seems to think so). hf does fuck up ww so ofc you don't want to be predictable about it, but it does force him to do one more thing, and he can't be teleporting or smiting very effectively while he's hfing. personally i find it still makes you somewhat harder to hit even if they're using hf, and it gives that moment needed for a nl or to teleport out. and vs other melee w/o holy freeze, it's great. and since def = null when running, you can get OW somewhat easily.
the main reason i like ww more than kicks for offensive damage is that kicks have that 7-frame initial kick, which is enough time for a fleeing sorc to escape unless she's getting hit by other things...vs defwhores it's sometimes difficult to get them hit by anything, but a tele-ww is a nearly instantaneous way to stop them for a moment, maybe get OW, and maybe get a trap to connect. idk, personally i think it's worth it the majority of the time since i use different setups for the duels it isn't helpful in.
plus, i mean, like i said if i get OW once during the duel, the choas pays for itself in terms of damage.
This post was edited by darcanegel on May 24 2008 01:52pm