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  1. #1
    IncGamers Member
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    WWsin verse Hammerdins and Wind Druids

    Ouch... just dueled my brother. He was using our Tweaked hammerdin. I got owned 75% of the time. Hitting him wasnt a problem. Near Max CoS (only way to go, all or nothing) it was after I DFlighted him and began my WW I would hit a hammer. I tried to use WoF + MB, he just charged next to me. I go to WW OUCH HAMMER... those 12k hammers hurt =/

    Then I dueld him on his Wind Druid, not as twinked. I won about 90% of these but I am not used to losing... anyways, same problem. DFlight... WW damn tornados. Like I said tho not as much of a problem beacuse I could take several tornado hits.

    Anyways I was just thinking about how these have to be some of the hardest guys to kill as a WWsin, because they can jsut stand there casting and you run into their attacks. How do you Vet's out there deal w/ them? Speed? Dice?

    I am also a little concerned w/ GOOD Bone necros, I am yet to play any.
    FYI: Just finished my WWsin and I love her to death hehe.

    Only other time I lost a duel was to a CS zon... when she lads those things can hurt. But that was a Fluke WB does its job well.




  2. #2
    IncGamers Member
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    Its not just wwsin, hammerdins and bone necros, and wind druids to a lesser extent are hell for almost all melee chars...




  3. #3
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    I'm curious...anyone ever try throwing on a giant skull while dueling for the knockback? I put one on my SP sin for s&g's and the effect was quite nice. On a proper line up it was pretty easy getting 5 or more hits on a single target. I can see a benefit in duels especially against casters, assuming they can't cast while in the knockback animation.

    Barring that, it's damn near suicide to flight to a hammerdin. Make them come to you and then do quick WWs south to stay outta hammer paths. Use bladefury to annoy 'em as much as possible, too. It's a damn hard matchup, tho.




  4. #4
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    Quote Originally Posted by Groovehawg
    I'm curious...anyone ever try throwing on a giant skull while dueling for the knockback? I put one on my SP sin for s&g's and the effect was quite nice. On a proper line up it was pretty easy getting 5 or more hits on a single target. I can see a benefit in duels especially against casters, assuming they can't cast while in the knockback animation.

    Barring that, it's damn near suicide to flight to a hammerdin. Make them come to you and then do quick WWs south to stay outta hammer paths. Use bladefury to annoy 'em as much as possible, too. It's a damn hard matchup, tho.
    Knock back woudlnt be considered BM? Well maybe not on a melee char... especailyl a WWsin. I didnt know Knockback worked w/ WW. Anyways, back to using teh Giant Skull. I thought about using it because it offered nice +str and mroe CB!! However I decided the CoA because... well I dont want to discuss my build. Hehe, I am very proud of it and dont want it fabricated.
    CoA/Giant SKull
    -2 Sockets
    -Good Defense
    CoA
    -30% FHR
    -All Res
    -PRD
    GS
    -CB
    -+Str




  5. #5
    IncGamers Member
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    Quote Originally Posted by -[$]tea|th-
    Knock back woudlnt be considered BM?
    Against one-hit-kill hammer pallys? No. With so many totally overpowered builds floating around these days, things like knockback, slow, and the like are small change.




  6. #6
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    If I find myself fighting a defensive hammerdin, I just wof + MB them until they go offensive... nothing like 20 300 dmg MB's to make the pala change his mind.




  7. #7
    IncGamers Member
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    300 dmg mindblasts actually don't hurt that much = P but Kodachi is right.

    If you're going to play offensively you're going to get killed, on the spot.

    I think you use the same build I do, as I also don't want my build reproduced, I won't talk about it, but what I try to do is rely on my traps and mindblast to get him into at least a semi lock and piss him off. I usually wait for him to tele, then I WW south a bit , run and then let him deal with open wounds.

    Especially with builds of this nature, patience is key.




  8. #8
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    Silver, you forget most hammerdins have 18 DR. MB is reduced by DR, so a 300 dmg MB via pvp is like 75 dmg, which would be about 60~ or so pvp damage after each MB. It's enough to make them go offensive.




  9. #9
    IncGamers Member
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    Open wounds and Venom give you the damage, not actual damage, so although DR plays a role, IMO not too significant comparitively.

    I have a lvl 23 MB, the skill tree screen says 120-130 dmg... perhaps I am missing something?




  10. #10
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    level 33 mb is 210, maxed mb with average ww sin gear is level 39-45 depending on claws. 300 may have been an over-exageration, but the point remains the same.




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