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Dec 12 2009 11:50pm
Quote (Hajonston @ 12 Dec 2009 10:47)
and?
volcano has a huuuuge aoe splash that loves to widdle down charging paladins even through sorb, its even easier to hit with than fissure is (not that you would know that)

And grizzly vs charge is quite the skill to show off. Know how to teleport behind a charging paladin mid charge to knockback him out of it, or namelock on a charger when you anticipate his charge is about to end (even more dangerous than namelocking on a ww barb obviously- its something that takes player skill, something dumbkobra would never have). Taking out sorbing paladins with my shaman is sort of.... my specialty. Its fun to send smiters/hammerdonks/vts cruising to akara and back.

Maybe when 1.13 comes out they'll take my advice and remake with a token ^____________________________^




oh gawd 1.13 is gonna help insults. Ill offer people in dueling games free tokens of absolutions to remake their shitty chars with ^__^


oh the irony... :rofl:
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Dec 13 2009 01:23am
Quote (darkkobra @ Dec 12 2009 11:50pm)
oh the irony... :rofl:


*Darkkobra@PTR
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Dec 13 2009 01:25am
Quote (Hajonston @ Dec 12 2009 06:30pm)
That would be a pure fire druid O_o


Yes...but my armageddon also does 15.5k damage. One shot wonder, if only you could namelock with it lol.
Fissure does 5.5k also does wonders hehe.
Volcano is at 3.4 I think, I have one-volcanoed some barbs and even paladins with it, though I think they must have had shit gear.

Though I don't have a grizzly, I have a bunch of wolves and ravens which help a lot vs namelockers.
I have tried this very build back in 1.11 I think, or 1.10 I don't remember, but I find the pure fire druid to be the better of the two.
Still both are fun, and both are very challenging to be good with.

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Dec 13 2009 01:26am
Quote (Hajonston @ 13 Dec 2009 09:23)
*Darkkobra@PTR




^_^
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Dec 13 2009 01:27am
I must admit. This topic is quite entertaining =3
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Dec 13 2009 01:28am
Quote (JadeSelket @ Dec 13 2009 01:27am)
I must admit. This topic is quite entertaining =3


76 pages of pew pew and que que so far
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Dec 13 2009 01:31am
Quote (Hajonston @ Dec 13 2009 02:28am)
76 pages of pew pew and que que so far


Haha. Oh the constant lulz, have kept me full with anticipation at what the other person will say ! (Though i'm secretly rooting for you :wub: SHHHH)
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Dec 13 2009 01:40am
Quote (JadeSelket @ Dec 13 2009 01:31am)
Haha. Oh the constant lulz, have kept me full with anticipation at what the other person will say ! (Though i'm secretly rooting for you  :wub: SHHHH)


I'm just pissed they banned Riker
He had an awesome account name and avatar.
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Dec 13 2009 01:47am
Quote (Hajonston @ Dec 13 2009 02:40am)
I'm just pissed they banned Riker
He had an awesome account name and avatar.


Agree'd.

Lol I forgot I posted here when it first started :zzz: Though it was on page 6 or something.
D= More, more !
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Dec 13 2009 02:38am
A little note on the volcano/bear combo:

Because the hitchecks are at frames 2/12 for hitchecks #1 & #2 as explained, you need to IMMEDIATELY switch to teleport after landing a volcano to take the most advantage. Like explained in the guide, there is a window of opportunity between frames 2 and 12 where your opponent can teleport off a volcano immediately after you cast it, only taking the first hitcheck. However, this first hitcheck will essentially always hit (they have 2 frames to escape before the first fireball, which is really up to luck- namelocking a 10 frame casting target gives you an 80%+ chance to hit them even if they held down teleport). But they can still escape between 2 & 12, particularly if they block.

Look at it like this: Druid blocks hitcheck #1. He then teleports again, which will take him longer than the next hitcheck, but his teleport is not interrupted by the next hitcheck, because you get 10 "free" frames of blocking after a block animation, where it won't interrupt you with an animation. Hitcheck #3 would interrupt him, but hes already gone. Now, the way you take advantage of this is grizzly: You can teleport on them and have it land an attack between hitcheck #1 & #3, which will usually interrupt their teleport again, locking them down in a hideous series of blocking & hit recovery animations. Remember a Shaman isn't trying to permastun an opponent like say a fire trapper would be doing- he is simply trying to exploit the FHR/FBR animations to wedge in a few high damage hits straight through an opponents defenses. So using a proper volcano/bear combo, you can land a few hits in a row before your opponent teles away.

All you need to do is namelock volcano then immediately switch to teleport, holding down right click. The volcano naturally chainlocks them (aim it at the middle of your screen again for a second teleport chainlock if you want), allowing you to teleport as soon as your cast animation for volcano is over. Doing this, for example, you can namelock directly on top of a vita fireball sorc and smash her without taking any damage at all, because your volcano/bear are interrupting her casts on you (though I still don't recommend this vs good sorcs, particularly ES, who will have a decent % chance of not being interrupted due to high HP or ES and not getting thrown into FHR, meaning non-blocked hits would result in her not getting interrupted during her casts, which means she'd spam fireballs on top of you and blast you to kingdom come- use my "teleport behind them" tactic for this)
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