DrMullet's v1.13 V/t (T/v) guide:Table of Contents:Page 1:1. Introduction
2. SPECS
3. FAQS and info(Frequently asked questions)
Page 2: 4. Gear
Page 3: 5. Gear setups
6. Stat distribution
7. Skill distribution
8. Hot keys
Page 4: 9. Duelling strats Part 1.
Page 5:9. Dueling strats Part 2.
10. Explanatory Links
11. Credits
12. Disclaimer
1. INTRODUCTION:Welcome to DrMullet's 1.13 v/t (t/v) guide. In this guide I will tell you everything you need to know about what it takes to be a successfull t/v. I will explain how to effectively pk every
character that you can possibly face. I don't claim to be the best player there is, but, with these mothods and practice it's entirely possible to be just that.
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2. SPECS TO T/V:• 4000+ life
• 2700+ Smite damage
• 7000+ Foh damage
• 47% Damage Reduction (main setup)
• Max block
• 75% Fcr Breakpoint (main setup)
• 86% Fhr Breakpoint (main setup)
• Max res
• 18k+ Defense (40k foh side)
Effective Level: 95+
Suggested Minimal: 92
Abreviations:tele = teleport
stomp = teleport onto
synch = Dysnchronization
strat = strategy
C/l = Charge Lock
conv = Conviction
fanat = Fanatacism
foh = Fist of the Heavens
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3. FAQS (Frequently Asked QuestionS) and info.a. What is dysnch, and what are the methods to do it?()Dysnching is when you appear to be in a particular area when you really are in another *Desychronization*.
()Synching happens when you do short charges around the map. I usually do very short charges while switching between two different auras rapidly with my hotkeys for maximum effect.
()You can also achieve an even greater synch by charging against puddles. Doing so will make you appear as if you are still stuck on the puddle for untill you walk long enough or teleport.
()Also there is the weapon swap synch. This is commonly used by zons as when they run away they will swap weapon sets. This is generaly used on paladin to get your body if you do die, or to not get tged out of the gate.
b. Are there ways to detur or break someone elses synch?()Yes. Fist of the heavens casted on someone charging or weapon switching synching will break their synch. However, there are exceptions.
()If someone is using charge on nameclick rather than just trying to synch this might not always work. And usually takes more than one foh doing so and when fighting zons (more on this in dueling section).
c. Grief Phase Blade or Grief Berzerker Axe?()I've tried both. And really, zerker is the worst that I've found besides perhaps a select few purposes. Zerk is good in SVS and perhaps sometimes vs barbs although I recommend my setup.
()With zerker you get more charge damage (inferior*explained later) the extra rangeadder of 2 vs PB's 1. However, this only hits certain areas. More info can be found "EXPLANATORY LINKS" section.
()With PB you hit -30 weapon speed automaticly, thus not needing further IAS from gear to hit 6 frame with lvl 2 fanaticism and minimum ias on grief. IAS calculator can be found in the "EXPLANATORY LINKS" section.
()Also allows you to hit 8 frame or 7 frame with 20 ias gloves vs lvl 12 Holy Freeze from doom vs the 11-12 frames you would get with zerker.
()PB hits faster with charge, and permits you ability to wear the all-so-important fcr gear (more on this in gear section).
d. WSG. What is it and how is it done?()WSG Stands for "Weapon Switch Glitch". WSG is done by repeatedly using your switching key which is 'W' by default.
()This is best used when namelock/stunlocked by a certain attack, such as a trapper's mind blast abbility. By pressing 'w' repeatedly you can remove the lock and escape more easily. This also works with being smited against a wall or puddle, and anything else that requires a namelock attack.
()This is great offensively as well. Say if you are Fohing someone on foh side and the opponent runs you can press 'w' and it will either charge or start to walk/run towards them with smite, depending what you had pre-set. Giving you the chance to smitelock. Or Foh if you switch while on smite side.
e. Regular chainlocking locking info()Use Throw ability on left click to namelock your target, bring cursor back to your feet, switch to teleport, tele, then switch to smite/fanat and click.
f. Smite Locking. What is it and how is it done?()Smite locking is when you have someone namelocked and are running/walking toward them with smite, switching to teleport and then stomp them. Then switching from teleport to fanatacism.
()You will want to move your cursor back to your feet in order to get the smite off just after the teleport. This can be done without getting the smite off, but you will still have the namelock and be able to smite lock them for as many times as your skill will allow, or until you hit.
g. Foh Locking. What is it and how is it done?()Foh locking is when you use Fist of the Heavens after a smite to add an unescapable Faster Hit Recovery animation. This is the most superior form of lock there is for t/v and possibly any character, but also the most difficult.
()After hitting someone with smite there will be swirls above their head for around 8 seconds or so. During this time and this time only will fohlocking work.
()This is more of a vs caster than anything. When I say this I mean it's easier vs caster, but can be done to anyone, such as barbs and various melee druids etc.
()75% and 86% fcr bps prefered. 38% and 48% is more for melee.
h. What are action frames?()Action frames stand for the speed at which you begin and end the teleport or attack.
()These determin say in a caster vs caster situation, they both teleport and attack each other at the same exact time, whom is going to get locked up or not.
()More can be found on this with the following link:
http://forums.d2jsp.org/topic.php?t=52434886i. Charge lock and slow charge info()Charge lock happens mainly when you try to smite directly after or just before your charge gets to your opponent. The only way to eliminate this is to simply not charge, which is unneeded with this build in most cases.
()To fix C/l you need to hit 'w' to switch weapon sets. This doesn't work in some cases and you will have to Save and Exit or wait it out.
()Slow charge is when your guy looks like he's going fast but isn't going so fast. He also is stuck not being able to do anything in this slow motion until he reaches his opponent or they get far enough away.
()Slow charge is usually caused by either WSG switching to smite side with charge out and them teleporting away simultaniously. Or just them teleporting away when you get the charge namelock.
()Best way to avoid these is to not charge people at all, which is entirely not needed with what you have/will read in this guide.
j. Sacred Targe or Zakarum shield?()When compairing these most people just look at what they refer to as the "Shown smite damage". These numbers are very inaccurate.
()Zakarum has more defense making it a better choice for the runeword exile.
()With my setup it comes down to 34 mininum damage and 27 maximum damage difference between the two. 838-911 PVP damage for Sacred Targe, 872-878 with Zakarum shield. You'll also see the two numbers of each add up to 1749 and 1750 the shields average being virtually the same. Calculator found in "EXPLANATORY LINKS" section.
()Sacred targe has similar resulting damage, but has 11% more base block. Requires less dex thus making it the superior choice. Also looks damn sexy with PB and COA.
k. Backlocking. What is it how is it done?()Backlocking is when you get the namelock while going off someones screen or running away from them using throw.
()Generaly you should run/walk away from your opponent, switch to throw, get the namelock, then treat as a normal chainlock or fohlock.
()This is great for pvp circumstances. It's also a good thing for Town Guarding one of those pesty people who hug the entrance to town and just poke they head out, attack and run back in.
l. Field Casting info()Field casting is when you put your Cube in your inventory to swap things out more handily... And is a legit way to prebuff if you so choose.
()Great for swapping CTA and Fohstick, or any other gear swaps that might come into consideration.
m. North Charge and North Smite info()North charge is when you charge directly upward when someone teleports on you. It will automaticly hit them, even past all summons, I.e druid and summon nec. Provided you are charging directly upwards and not slanted.
()When north charging you won't see them teleport on you. You will however hear yourself hitting a s#*@ load of times, and will appear as if you just life leeched him 20 times in 2 seconds. If you hear yourself stop, charge downward and repeat.
()North smite is the same principle as North charge. It might be refered to as shift smiting as well. You just stand in one place, hold shift, and smite directly up with your cursor on your chars head. This will hit past all summons also.