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Mar 28 2012 03:50am
Quote (MoXeR @ Mar 28 2012 09:39am)
widowmaker on swap
cubebo

nn shitloads of text
there u go
t/c


Hahaha <3 moxer.
Tbh I have enough job to do as it is on a ghost, to use widowmaker extra would be too hard for me. But you could be right.
T/c indeed, I am not sure I will get any interesting info onwards, this 1ring angelic setup is the farthest people have gone in thinking and explaining.
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Mar 28 2012 04:28am
Quote (young2093 @ 27 Mar 2012 21:53)
Where the fuck was I?



For the damage, I was referring to using a Fools over Malice/Fury. Much more potential physical damage.
It's 2 Assassin Skills, 2 sockets, and tons of potential mods with tons of potential mods on your ring vs JUST more AR, when you're already hitting a large amount of AR with one angelic ring, and still getting the same FCR breakpoint.

If you don't understand that you're sacrificing tons of potential mods on rare circlets/rings by using Griffons/2x Angelics and only getting an AR boost, and that you're sacrificing tons of potential damage by opting for Malice/Fury over a rare claw, I honestly can't help you. You're overvaluing more AR/OWs when you're already getting ~25k/15k AR and 60/35 OWs with the listed setup, there's no reason to further hinder your setup for....more AR/OWs. You should primarily be WWing Charge anyway.


I was kidding. :-D

Also I remember someone, Eywa perhaps, mentioning that charge put you into a 'walk' state like Whirl does and it includes block/full def in the equation.

This post was edited by Tails chao on Mar 28 2012 04:28am
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Mar 28 2012 05:10am
Quote (monSt4r @ 28 Mar 2012 18:18)
I just almost wrote a reply but I actually refreshed the page... I don't have much time to repeat all I said so in short :
1) building logical assumption from " I dun give even BvC a serious thought let alone a ghost." is wrong. Ghost is stronger then BvC in almost every duel, and that especially counts vs hammerdins.
2) what really differs ghost from BvC is that you can make the paladin charge around and can stop his tele stomps.
3) lvl 20MB is enough, the importance lies in perma MB swirly and 2x WoF traps under feet and 3x LS to predict desync and fuck more with his teleporting (this is really annoying for paladins)
4) 102fcr gives not much advantages vs a paladin since he can charge the fuck out of your screen and 102 fcr mb will do pretty much nothing except lowering every stat you possibly have on your assa to WW effectively.

edit. To be honest I just want to discuss the subject, and all I get are posts that I need to correct since they assume some major thing wrong, and then after assuming it they build the whole thesis based on it. It makes me wanna puke how can you do this and stay "cool" with it. I'm a Mathematician, these shits tire me down...hard.


I am actually going after your strategy of using angelics, please don't get me wrong.

I know you have said from the first page, that's why You should listen to the rest and chose HL over angelics. AR is not a strong argument to justify the use of angelics on sin. You are not a barb, you are a sin, should you give up so much just to get that ar from angelics?

To be honest when I just read that's your strategy against hammerdins, I cannot believe it. What makes you think they will charge all the time?

In fact, if you prefer ww so much, kinda interested to know what's your strategy against box style? Hammerdins have meditation, they can box all day even if they spent up their mana pots, just a little less aggressive when they do run out of mana pots.

They can wear tgods, can tank LS all day, at least an 8k traps do hurt a "GM hammerdin without wisp", once they know ur a pure ghost it makes things easier, they can play box style all day and tank your LS all day, nn desynch. But what would you do against one with wisps?

As for swirlies, that's a good tactic, afraid not for paladins, they can stack spirit of pheonix cum water walks, and berber coa, that swirllies is no problem to them, just charge away, reposition and continue to box. Spending so much into mind blast, in the end, they can easily tank it with their berber coa, almost no damage done. And wof, it's only good for stunning.., boxing you down to corner till you run out of mana..

Even when you do hit him, you are not as painful as you loose out HL, that performance alone is worse than a barb, and you said your ghost is superior than a bvc? My previous post is not trying to argue which char is superior, but is actually aguing against your strategy of using angelics. How much def a hammerdin has? You are not fighting against an exile smiter ya know, using angelics is overkill imo.

Interested to know what other strategies you got.

If you like ghost a lot, I actually recommend bui's guide, in fact he has already posted here. Yet your reply on post #35, your argument really don't sound right, good to ponder again.

This post was edited by Jaxz on Mar 28 2012 05:34am
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Mar 28 2012 05:33am
Quote (Jaxz @ 28 Mar 2012 12:10)
I am actually going after your strategy of using angelics, please don't get me wrong.

I know you have said from the first page, that's why You should listen to the rest and chose HL over angelics. AR is not a strong argument to justify the use of angelics on sin. You are not a barb, you are a sin, should you give up so much just to get that ar from angelics?

To be honest when I just read that's your strategy against hammerdins, I cannot believe it. What makes you think they will charge all the time?

In fact, if you prefer ww so much, kinda interested to know what's your strategy against box style? Hammerdins have meditation, they can box all day even if they spent up their mana pots, just a little less aggressive when they do run out of mana pots.

They can wear tgods, can tank LS all day, at least an 8k traps do hurt a "GM hammerdin without wisp", once they know ur a pure ghost it makes things easier, they can play box style all day and tank your LS all day, nn desynch.

As for swirlies, that's a good tactic, afraid not for paladins, they can stack spirit of pheonix cum water walks, and berber coa, they can tank mb and wof all day too, boxing you down to corner till you run out of mana..

Even when you do hit him, you are not as painful as you loose out HL, that performance alone is worse than a barb, and you said your ghost is superior than a bvc? How much def a hammerdin has? You are not fighting against an exile smiter ya know, using angelics is overkill imo.

Interested to know what other strategies you got.

If you like ghost a lot, I actually recommend bui's guide, in fact he has already posted here. Yet your reply on post #35, the argument really don't sound right,..


another pt for widow
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Mar 28 2012 05:35am
Quote (MoXeR @ 28 Mar 2012 20:33)
another pt for widow


won't you risk it? They have superior fcr rate and charge, they can easily use it to displace you when you pull it out. At such close range boxing, how many arrow do you dare to pull before he is all over you? 1? 2? That's not enough to do anything against a hammerdin....

This post was edited by Jaxz on Mar 28 2012 05:36am
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Mar 28 2012 05:36am
Quote (Tails chao @ Mar 28 2012 11:28am)
I was kidding. :-D

Also I remember someone, Eywa perhaps, mentioning that charge put you into a 'walk' state like Whirl does and it includes block/full def in the equation.


My source says the same thing but the max chance to block in charge is 25%

http://wiki.theamazonbasin.com/index.php/Charge

This post was edited by Jeebus666 on Mar 28 2012 05:42am
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Mar 28 2012 05:41am
Quote (Jaxz @ 28 Mar 2012 12:35)
won't you risk it? They have superior fcr rate and charge, they can easily use it to displace you when you pull it out. At such close range boxing, how many arrow do you dare to pull before he is all over you? 1? 2? That's not enough to do anything against a hammerdin....


its not going to do much
but its going to make them chase you
thats what you actually want
you want them to jump you so that you can have this small combat phase while ww'ing southwards
if they dont chase you then how are you going to win?

they jump you > you jump them
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Mar 28 2012 05:44am
Quote (Jeebus666 @ 28 Mar 2012 12:36)
My source says the same thing but the max chance to block in charge is 25%

http://wiki.theamazonbasin.com/index.php/Charge


hm nvm then, it's just something I heard about earlier ^^
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Mar 28 2012 05:45am
Quote (MoXeR @ 28 Mar 2012 20:41)
its not going to do much
but its going to make them chase you
thats what you actually want
you want them to jump you so that you can have this small combat phase while ww'ing southwards
if they dont chase you then how are you going to win?

they jump you > you jump them


well, at the very least, hope the author uses HL... It is a game of the mind, I like doing this with my hammerdin match ups against ghosts, and whenever I win, it feels good. In fact I don't have to nl all the time. If I am above the sin, I can also choose to tele south, I mean, it's hammerdin basics. No hammerdin players uses charge or nl tele all the time.

If I am south, I have three options to choose from, charge to her south, nl tele, or tele to south.

What would you do if he choose to tele south, won't you ww into his hammers? He can also choose to nl tele the sin a few times to mislead you, he can afford to tank, then next is to tele in your path of ww, for instance, south if you kept ww south.... you eat hammers, he suffer little. If you have kb on your claws, at least you can hope to push him away from your path of ww. But if you socket your fools full of ums, you cannot hope to kb him away if he tele south. This is the big disadvange of ww sin over bvc. Bvc have longer range and deadier damage, sometimes hammerdin will reconsider if they want to tank nl tele or or tele south. Dealing with ghost who has weak physical damage is easy as abc, easier than dealing with bvc.

Don't underestimate hammerdins, they are also one of the top pvp characters.

This post was edited by Jaxz on Mar 28 2012 05:57am
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Mar 28 2012 05:57am
Quote (Jaxz @ 28 Mar 2012 12:45)
well, at the very least, hope the author uses HL... It is a game of the mind, I like doing this with my hammerdin match ups against ghosts, and whenever I win, it feels good. In fact I don't have to nl all the time. If I am above the sin, I can also choose to tele south, I mean, it's hammerdin basics. No hammerdin players uses charge or nl tele all the time.

If I am south, I have three options to choose from, charge to her south, nl tele, or tele to south.

What would you do if he choose to tele south, won't you ww into his hammers? He can also choose to nl tele the sin a few times to mislead you, he can afford to tank, then next is to tele in your path of ww, for instance, south if you kept ww south.... you eat hammers, he suffer little. If you have kb on your claws, at least you can help to prevent that from happening sometimes. But if you socket your fools full of ums, you cannot hope to kb him away if he tele south, this is the big disadvange of ww sin over bvc. Bvc have longer range and deadier damage, sometimes hammerdin will reconsider if they want to tank nl tele or not. Dealing with ghost who has weak physical damage is easy as abc, easier than dealing with bvc.



you just act like a ghost had no chance against a gm hdin

my argument was about bm hdins

you cant jump them because if you would you would be more likely to eat more dmg; he is the better close range dmg dealer
thats why you let him come and then go into the south thing
if he comes from south you tele zickzack till u r positioned southwards
its all about creating the situation

if hes positioning himself southwards from you while southwwing then you will need to trade with him unfortunatly
but there i prefure to be a ghost
i have cb and a bvc hasnt ~~

This post was edited by MoXeR on Mar 28 2012 06:02am
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