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.