d2jsp
Log InRegister
d2jsp Forums > Diablo II > Diablo 2 Discussion > Strategy & Guides > Barb Vs Druid - Ll
Prev18910111228Next
Add Reply New Topic New Poll
Member
Posts: 17,042
Joined: Mar 21 2012
Gold: Locked
Warn: 50%
Jun 28 2013 10:08pm
Quote (DHA @ Jun 29 2013 01:35am)
I c I c

Here the sauce whirls fruends

http://www.youtube.com/watch?v=r3Vcnrjbq3g


he dodges the nados better then any nec !XD




i dont know what wrong with the ppl in us east ( guess a lack of good hdins lol) but in eu shouldnt die any half decent hdin vs a bvc LOL

at this point i have to post one of my favourite quotes (us player aswell ofc XD)

Quote (Murderotica204 @ Apr 14 2013 12:51pm)
Anyone who takes 10 minutes to kill a hdin on a bvc needs to not have a pvp char.


Quote (Murderotica204 @ Apr 14 2013 07:17pm)
Quote (lilith0 @ Apr 14 2013 01:37pm)
if he doesn't jump you what do you do?
maybe you ww in his hammer field?
shot with your widowmaker?
gl using widow in pubs...


Tele stomp tri-whirl, if he is standing still, if this doesn't kill him it'll get him moving (sync'ing) then you just chainlock serk him for the kill.. at most you'll eat 2 hammers, 3 if the hdin is lucky.. but with 7.5k+ life that's not a problem.

If he is constantly moving (sync'ing) just chainlock whirl him, you'll land in front of the hammers and he'll charge right into your ww, then tele out of harms way. This is much easier then the style above, you'll rarely take 1 hammer.


Or you can load up with 10-12x 451's and have a widow on switch, pop off a few arrows (2-3), leap and tele to stay out of harms way.. continue this until he is about 2/3's dead and then chainlock serk for the easy kill.


A good BvC with maxed leap (29-32) should never allow an hdin to go on the offensive, and a hdin playing defensive is an easy pk. Please charge and lower your % chance to block, my 22k ar loves that.


xDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
e:

Quote (Zendraikus @ Jun 29 2013 05:23am)
Ofc a hdin is harder to duel... They have a potential for great life, high dr%, great mobility, an essentially non-reducible attack, and have high fhr and fbr rates to accommodate a more def design.

There are two types of hdins. Ones that use hammerfields and ones that don't. If they use fields, it's easy to avoid them unless they pick a spot to duel that encounters a last ring of the desynched hammer. Anything else is easily noticeable. Anything with over 15k def requires a higher ar build to adjust to the miss %, which means you'll need to stay there longer to defeat the opponent(s). Dodging hammers is really easy because most people have a hdin and understand how their attack works.

If a hdin uses desynched fields, only address him on your terms. As a barb, you have the same fcr frames as a sorc, which means you win. With 63, you'll beat most 75 fcr builds and with 105, you'll beat all 125's on speed. The problem lies with the fact that your dmg can and will be reduced to more of an extent than possible with yours. The only thing with magic dmg res is a safety shield with 5-10%, not really enough to matter, unless it spawns with mdr as well.

Wait for the hdin to get low in mana cause he will attempt to nl you. Timing the nl will be one of your greatest tools. If you do it properly and can tele down and right of the hdin a great opening will reward you. Ww'ing northwest at a 240 degree to a 0 degree angle will result in little to no hammer encounters and get you great hit potential. Repeated encounters like this will gain you the advantage.

Remember, if you're not there when the attack does, you can't be hurt.


looooooooooooooooooooool

us player right?

This post was edited by Conrick on Jun 28 2013 10:25pm
Member
Posts: 2,155
Joined: Feb 7 2012
Gold: 110.92
Jun 28 2013 10:23pm
Ofc a hdin is harder to duel... They have a potential for great life, high dr%, great mobility, an essentially non-reducible attack, and have high fhr and fbr rates to accommodate a more def design.

There are two types of hdins. Ones that use hammerfields and ones that don't. If they use fields, it's easy to avoid them unless they pick a spot to duel that encounters a last ring of the desynched hammer. Anything else is easily noticeable. Anything with over 15k def requires a higher ar build to adjust to the miss %, which means you'll need to stay there longer to defeat the opponent(s). Dodging hammers is really easy because most people have a hdin and understand how their attack works.

If a hdin uses desynched fields, only address him on your terms. As a barb, you have the same fcr frames as a sorc, which means you win. With 63, you'll beat most 75 fcr builds and with 105, you'll beat all 125's on speed. The problem lies with the fact that your dmg can and will be reduced to more of an extent than possible with yours. The only thing with magic dmg res is a safety shield with 5-10%, not really enough to matter, unless it spawns with mdr as well.

Wait for the hdin to get low in mana cause he will attempt to nl you. Timing the nl will be one of your greatest tools. If you do it properly and can tele down and right of the hdin a great opening will reward you. Ww'ing northwest at a 240 degree to a 0 degree angle will result in little to no hammer encounters and get you great hit potential. Repeated encounters like this will gain you the advantage.

Remember, if you're not there when the attack does, you can't be hurt.
Member
Posts: 17,042
Joined: Mar 21 2012
Gold: Locked
Warn: 50%
Jun 28 2013 10:52pm
Quote (Zendraikus @ Jun 29 2013 05:23am)
Ofc a hdin is harder to duel... They have a potential for great life, high dr%, great mobility, an essentially non-reducible attack, and have high fhr and fbr rates to accommodate a more def design.

There are two types of hdins. Ones that use hammerfields and ones that don't. If they use fields, it's easy to avoid them unless they pick a spot to duel that encounters a last ring of the desynched hammer. Anything else is easily noticeable. Anything with over 15k def requires a higher ar build to adjust to the miss %, which means you'll need to stay there longer to defeat the opponent(s). Dodging hammers is really easy because most people have a hdin and understand how their attack works.

If a hdin uses desynched fields, only address him on your terms. As a barb, you have the same fcr frames as a sorcr, which means you win. With 63, you'll beat most 75 fcr builds and with 105, you'll beat all 125's on speed. The problem lies with the fact that your dmg can and will be reduced to more of an extent than possible with yous. The only thing with magic dmg res is a safety shield with 5-10%, not really enough to matter, unless it spawns with mdr as well.

Wait for the hdin to get low in mana cause he will attempt to nl you. Timing the nl will be one of your greatest tools. If you do it properly and can tele down and right of the hdin a great opening will reward you. Ww'ing northwest at a 240 degree to a 0 degree angle will result in little to no hammer encounters and get you great hit potential. Repeated encounters like this will gain you the advantage.

Remember, if you're not there when the attack does, you can't be hurt.


i like that part


x_DDDDDDDDDDDDDDDDD
Member
Posts: 13,699
Joined: Feb 11 2011
Gold: 355.00
Jun 29 2013 01:28am
Honestly, I feel like the guy who informed people the world is not in fact flat...

All of you calling people stupid, when in reality, if a barb duels properly, using leap/blind spot zerking(1x then bounce, i'm not saying force it,) and ww'ing in proper directions based on needs, or ww'ing into blind spot, there is really no reason whatsoever the barb should even get hit 1x...

Please give me another page of your pointless raging. TY for your time.

Member
Posts: 19,102
Joined: Jan 16 2012
Gold: 3,854.69
Jun 29 2013 03:54am
Quote (Zendraikus @ Jun 29 2013 05:23am)
As a barb, you have the same fcr frames as a sorc, which means you win.


200fcr baba >
Member
Posts: 3,631
Joined: Aug 30 2012
Gold: 6.66
Jun 29 2013 06:25am
Quote (Ultima1 @ Jun 29 2013 09:28am)
Honestly, I feel like the guy who informed people the world is not in fact flat...

All of you calling people stupid, when in reality, if a barb duels properly, using leap/blind spot zerking(1x then bounce, i'm not saying force it,) and ww'ing in proper directions based on needs, or ww'ing into blind spot, there is really no reason whatsoever the barb should even get hit 1x...

Please give me another page of your pointless raging. TY for your time.


^^
Member
Posts: 40,963
Joined: Dec 6 2008
Gold: 9,000.00
Warn: 10%
Jun 29 2013 06:33am
Quote (DHA @ Jun 29 2013 01:35am)
I c I c

Here the sauce whirls fruends

http://www.youtube.com/watch?v=r3Vcnrjbq3g


i don't know why he is even considered as pvper, very awesome freekill barb

btw lol at people saying barb is unable to beat a hammerdin, i guess you never duelled a full str bugged high life high ar barb that knows how to move

though hdin has advantage and should win like 70-80% of all duels

Quote (AndreaOvna @ Jun 29 2013 08:28am)
Honestly, I feel like the guy who informed people the world is not in fact flat...

All of you calling people stupid, when in reality, if a barb duels properly, using leap/blind spot zerking(1x then bounce, i'm not saying force it,) and ww'ing in proper directions based on needs, or ww'ing into blind spot, there is really no reason whatsoever the barb should even get hit 1x...

Please give me another page of your pointless raging. TY for your time.


bsing a hammerdin with zerk? LOL the hammerdin must be a fucking bad player then

This post was edited by Syr0x on Jun 29 2013 06:34am
Member
Posts: 3,631
Joined: Aug 30 2012
Gold: 6.66
Jun 29 2013 08:31am
Quote (UltimaOvna1 @ Jun 29 2013 09:28am)
Honestly,I feel like the guy who informed people the world is not in fact flat...

All of you calling people stupid, when in reality, if a barb duels properly, using leap/blind spot zerking(1x then bounce, i'm not saying force it,) and ww'ing in proper directions based on needs, or ww'ing into blind spot, there is really no reason whatsoever the barb should even get hit 1x...

Please give me another page of your pointless raging. TY for your time.


this is how you actually look like to ppl who have a clue, no offense kid:


This post was edited by rimtutitukee on Jun 29 2013 08:32am
Member
Posts: 41,565
Joined: Dec 2 2007
Gold: 3,249.00
Jun 29 2013 09:05am
Quote (Zendraikus @ Jun 28 2013 03:32pm)
Using proper dueling techniques, the barb will own any class just for the sheer fact of life/dmg/def/res/speed potential on a barb. I'm not saying that other classes that have the proper build can't beat or even 5-0 a barb, but I'm saying that a barb has the proper skills to use the most flexible selection of gear to address the most amount of differed opponents.




Quote (Zendraikus @ Jun 28 2013 05:07pm)
Vs mb Druid: 63fcr/max dr%
Vs mb Nec: 105fcr/
Vs mb Trapper: 63fcr/86fhr/tgods/high light/poison resist/um'd widow on switch.

Tri-ww is good, but only on certain situations. For example, I would never DoD a druid with 5 wolves, the dmg ratio between the 2 of you would favor the druid more because of his wolves ability to tank your hits. Mid-length sweeping passes with high frw/inc speed will help get in and out quickly. Once the druid has 2-3 wolves left, leap him and do a double-tele on the lowest closest wolf and go up diagonally towards the druid. Keeping him at the length of your range will help with not tanking so many nados. After his zoo is wiped out, if you are good at the tri-ww, you can attempt it then, to keep the pressure on, but you should time it to about when his hurricane is about to stop, that way he doesn't have the ability to dmg you like you do him. Until then, tele a couple yards out of reach of the hurricane, do a quick leap up to a 45 degree angle to him and make a pass around him, ensuring a couple hit checks. All you need is harassing maneuvers to prevent him from recasting his protection. Either his spell timers or his life will run out because of ow. All you need is one hit for it to take place. 75% block, isn't really you blocking 75% of blocks, in fact, on the lower end of the spectrum, hits will often have a higher percentage chance to connect with it evening out to the high 60's% upwards of 1000 hits or so. Each chance to hit is calculated separately, so you have a much higher chance in shorter encounters to administer ow.

Mb necs are frail things once you break through their bone barricades. They have bad fhr frames and their bones count as minions, so high dmg is important in this battle. Spirits track, but are slow. Your high frw allows you to easily out run them. Also, they don't track indefinitely, usually if you get outside the necs mini-map, they don't track any more. From there, rotate around them 90-135 degrees come at them from a different direction again. Once they end a spirit train get mid to close to them and they usually start spamming spear. If you leap and make small passes, leap to just out side his armor, the knockback puts you at just about the perfect spot to start your ww. Bone armor only protects against physical dmg so your ow goes right through.

Mb trappers like to chill in their traps and spam mb. The trick is, once again, mass frw. Most use ls. High dmg inflicts fhr locks on their opponents and they have long range, but they are linear attacks that base from a central location at a radial direction. This means it targets you and shoots at you at, let's say 135 degrees. If you run to even 5 degrees from it's target location it won't hit you. That could be as little as a yard, depending on your distance from them. Each trap has 10 shots with the sin usually replacing them all when one goes out. Maxed leap helps exponentially in this fight. Leaping outside his traps effective range makes it to where he can't mb and trap you in one location while his traps sap your life. They also will continue to shoot the entire time you pester him with your leaps. Take out their sm as quick as possible to cut down on the amount of extra mb/traps. Once their traps fail, they'll try to run and that's when you put the pressure on them. One trap is ok, it's chances to spawn a devastating hit are low and with high fhr, it shouldn't matter much anyways. Max block sins have especially low life, but a great block rate. Try to tele in front of them and then ww back through them. Ww away gets your hits and with ow it's gd in a lot shorter time than with druids or necs. Or you can chill outside the range of their traps and waste them with your switch widow. Either/or. -_-

It's all about techniques applied and meeting required bp's. With a barb it's easier because they have the most stat boosting skills.




Quote (AndreaOvna @ Jun 28 2013 07:38pm)
Ok, no. Zeal vs barb stands no chance whatsoever.

WW = Dynamic move. All of this comes down to that.

And honestly based on that comment, I'm going to ignore all of your future posts.



Lol, stupid.



Honestly rimtutitukee, you should stay out of SnG you really don't seem to know very much about these matchups...
Uhhhh. A good barb, SHOULD NEVER LOSE TO AN HDIN... lol.
Not even going to bother going into detail but that is not an option..



lol, ok. Once again if barb is properly geared, and acts in a proper manner, none of these chars have any hope...whatsoever...

MB NEC:
Their problem lies in their block rate. Any barb who can whirl tightly enough, and throw in a zerk while they are in block lock, will rape any mb nec
MB necs are not a problem.

MB TRAPPER:
IF a barb hounds them, and goes off screen and comes back w/ c/t and keeps them hounded, there is really no hope once again.
A barb can avoid traps w/ great ease and also, it's barbs have greatest ease when it comes to escaping from FHR locks.

MB DRUID:
IF a barb whirls a loose tri whirl somewhat similar to what would be used vs. a v/t, they end up dodging about 90% of nados.
Now, if a barb can hound this druid around, destroy all summons and keep chasing them w/ zerk or tight ww's to engage block lock, there once again is no hope.
NOTE: This thread is not about HOW to beat an mb druid, it's about LL and me trolling my friend, but we can discuss these details on a side note.

ALSO, any experienced barb will vouch all of this.
In reality, apart from the speed and life/res/variety/etc. a barb has, it really comes down to 1 thing. Barbs can attack dynamically, every other char uses a static attack.
There really is no arguing a barbs potential based on this simple fact. Barb keeps distance when necessary while attacking = win. Barb fhr/fbr locks when necessary = win.


Member
Posts: 41,565
Joined: Dec 2 2007
Gold: 3,249.00
Jun 29 2013 09:09am
Quote (AndreaOvna @ Jun 28 2013 08:06pm)
Ok, I didn't even bother reading.
Just look through dueling ladders and find my name.

End of story.

/e
Ugh, I'll respond.

I never said they'll be easy, let me clarify.
BASED ON barb meeting peak potential and dueling 100% properly, (both classes doing this,) barb has huge advantages simply b/c of dynamic movement.

An hdin honestly though, is np.
0% block while synching.
Blindspot while tele'ing
Pertaining blindspotting, I am not saying forcing it, but 1x then escape.
Also, use of leap makes them have to come towards you.
Honestly, it's not a personal battle i'm trying to have w/ you, more just discussing facets of their dueling potential.




Quote (AndreaOvna @ Jun 29 2013 12:11am)
Lol, for someone who actually has one of the more decent BvC guides, this is quite surprising..

But, I guess I could have known simply by the fact you rely upon 63% fcr on a barb... enough said.

Where are all of the decent barbs east to fend off these trolls?

Hdins can be a pain, but in reality they're are not the most difficult class for a BvC, nor should they really be much of a challenge.

Waiting for 10+ ppl to rage against this reality..




Quote (Zendraikus @ Jun 29 2013 05:23am)
Ofc a hdin is harder to duel... They have a potential for great life, high dr%, great mobility, an essentially non-reducible attack, and have high fhr and fbr rates to accommodate a more def design.

There are two types of hdins. Ones that use hammerfields and ones that don't. If they use fields, it's easy to avoid them unless they pick a spot to duel that encounters a last ring of the desynched hammer. Anything else is easily noticeable. Anything with over 15k def requires a higher ar build to adjust to the miss %, which means you'll need to stay there longer to defeat the opponent(s). Dodging hammers is really easy because most people have a hdin and understand how their attack works.

If a hdin uses desynched fields, only address him on your terms. As a barb, you have the same fcr frames as a sorc, which means you win. With 63, you'll beat most 75 fcr builds and with 105, you'll beat all 125's on speed. The problem lies with the fact that your dmg can and will be reduced to more of an extent than possible with yours. The only thing with magic dmg res is a safety shield with 5-10%, not really enough to matter, unless it spawns with mdr as well.

Wait for the hdin to get low in mana cause he will attempt to nl you. Timing the nl will be one of your greatest tools. If you do it properly and can tele down and right of the hdin a great opening will reward you. Ww'ing northwest at a 240 degree to a 0 degree angle will result in little to no hammer encounters and get you great hit potential. Repeated encounters like this will gain you the advantage.

Remember, if you're not there when the attack does, you can't be hurt.


Go Back To Strategy & Guides Topic List
Prev18910111228Next
Add Reply New Topic New Poll